Value Management System
The value management system addresses fee collection instability by setting arcade fees based on individual circumstances and timing, facilitating stable and fair fee collection through various methods, thus enhancing fee collection efficiency and reducing accounting complexity.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NIPPON GAME CARD
- Filing Date
- 2025-12-01
- Publication Date
- 2026-05-07
AI Technical Summary
Existing gaming management systems fail to stably collect fees from players and amusement arcades due to unpredictable fee collection methods, leading to reduced fee collection opportunities and increased accounting complexity, which can hinder the spread of cashless payment systems.
A value management system that sets arcade fees based on individual arcade circumstances, allowing fee collection at predetermined times through various methods, including settlement, prize exchange, and deposit operations, using cashless payments and electronic money.
Enables stable fee collection from amusement arcades by considering individual usage and circumstances, reducing accounting complexity and ensuring fair fee distribution.
Smart Images

Figure 0007854763000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a valuable value management system for managing valuable values that can be used by players in a game arcade.
Background Art
[0002] Currently, it is not possible to associate prepaid valuable values (valuable values that can be converted into game media usable in a gaming machine and are the remaining balances of valuable values associated with an IC card as a recording medium. Hereinafter, "prepaid valuable values" are also referred to as "prepaid values") with a recording medium (hereinafter also referred to as "charging"). There is a demand to enable charging to an IC card using cashless settlement. When realizing such a demand, in a valuable value management system that can be charged using electronic money, which is an electronic valuable value deposited and managed on the system by cashless settlement, that is, a system that can be charged using cashless, it is considered that the operating company of the system collects a corresponding fee (system usage fee) according to the provision of the system from the player or the game arcade. Hereinafter, the fee collected from the player is called the "player fee", and the fee collected from the game arcade is called the "game arcade fee".
[0003] Patent Document 1 describes a game management system that manages the remaining balance of prepaid values charged to an IC card for each settlement type such as cash or cashless settlement, and automatically calculates a settlement fee for each combination of settlement method and settlement method at the time of settlement, thereby collecting an appropriate amount of settlement fee (player fee) from the player. In a game arcade that introduces the game management system described in Patent Document 1, the use of cashless settlement can be enabled to enhance the customer attraction power, so an increase in sales is also expected.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
[0005] However, the gaming management system described in Patent Document 1 calculates and collects a settlement fee when the prepaid value associated with the IC card is settled. Therefore, if the player has used up the prepaid value charged to the IC card, settlement is not required, and no settlement fee can be collected. If many players are reluctant to pay a fee, it is assumed that they will be more likely to use up the prepaid value charged to the IC card. As a result, players will have fewer opportunities to choose settlement, and fewer opportunities to collect fees will lead to a lower total amount of fees collected. Therefore, the fee collection technology in the gaming management system described in Patent Document 1 is unlikely to be able to collect fees stably and cannot be said to be suitable for the continuous provision of services by the system operator.
[0006] On the other hand, it is expected that amusement arcades that have introduced a value management system that enables cashless payments will see increased customer traffic and higher sales. Therefore, if a method is adopted to collect a fee (arcade fee) from amusement arcades that have increased their profits, players will be more likely to use the settlement system, and a certain amount of opportunity to collect fees through settlements can be expected. As a result, it is highly likely that a reasonable fee can be collected stably from each amusement arcade. However, as described in Patent Document 1, if a method is adopted to collect a fee each time a player uses the value management system that enables cashless payments (each time the prepaid value associated with the IC card is settled), the frequent payment of fees to the operating company of the value management system will complicate the accounting process of the amusement arcades, potentially increasing their burden. Collecting inappropriate fees that increase the burden on amusement arcades is undesirable as it may hinder the spread of value management systems. Furthermore, if the opportunity to collect fees is not limited to settlement time, but also to the time when charging IC cards using electronic money, it will be possible to collect fees more stably, so it is necessary to review the opportunities for collecting fees. Thus, when collecting fees from amusement facilities that have introduced a value management system, it is necessary to consider the method of collecting amusement facility fees, taking into account the actual circumstances of the amusement facility, rather than simply applying the amusement facility fee collection technology in the amusement management system described in Patent Document 1.
[0007] While unconditionally applying a fixed fee to each amusement arcade and collecting it from them would not complicate accounting procedures, imposing the same fee on arcades that frequently use the value management system and those that rarely use it could create a sense of unfairness for those that rarely use it. Therefore, when setting amusement arcade fees, it is desirable to consider the individual circumstances of each arcade, such as the usage status of the value management system and the size of the arcade.
[0008] Therefore, the present invention aims to provide a valuable management system that can appropriately collect amusement facility fees from each amusement facility according to the specific circumstances of each facility. [Means for solving the problem]
[0009] To solve the aforementioned problems, a value management system for managing the value usable by players in a gaming facility comprises: a value management means for managing the value; a cashless adding means for making a deposit request to a settlement center that performs cashless payments based on a deposit execution request from a player, and adding the value deposited from the settlement center by the execution of the cashless payment to the value management means; a charge execution means for subtracting the value of the charge request from the value managed by the value management means based on a charge execution request for associating the value with a recording medium, and associating the value of the charge request from the subtracted value with the recording medium by a gaming device installed in the gaming facility; and a settlement execution request for settling the remaining balance of the value associated with the recording medium, by adding the value of the remaining balance to the value management means and settling the remaining balance. The system comprises: a settlement addition means for calculating; a value addition / subtraction information management means that acquires value addition / subtraction information including at least one type of information from among the following: information regarding the addition of the value to the value management means by the cashless addition means; information regarding the addition of the value to the value management means by the settlement addition means; and information regarding the subtraction of the value from the value management means by the charge execution means, and is manageable for at least each of the game arcades; a game arcade fee setting means for setting a game arcade fee, which is a fee to be collected from the game arcade, to a predetermined amount determined based on arbitrary setting conditions; and a game arcade fee equivalent amount collection means for collecting an amount equivalent to the game arcade fee set as an arbitrary amount not exceeding the game arcade fee set by the game arcade fee setting means, wherein the game arcade fee equivalent amount collection means collects an amount equivalent to the game arcade fee from the game-related ownership value owned by each player by performing a predetermined collection operation at a predetermined collection timing.
[0010] Furthermore, in the above configuration, the means for collecting the equivalent amount of the arcade fee can collect the equivalent amount of the arcade fee using the following as the game-related ownership value: the player's personal game medium, which is a game medium that the player can use to play on the day; the stored game medium, which is deposited with the arcade so that the player can withdraw and use the personal game medium on subsequent days; the pre-charge value managed by the value management means; and the post-charge value associated with the recording medium by the game device. The collection timing is set to the time when the charge execution means performs a charge on the recording medium, and the collection timing is set to the time when the charge execution means performs a charge, and the value equivalent amount of the arcade fee is collected from the player by subtracting the value equivalent amount from the pre-charge value. It may be possible to set up a collection operation in which the amount equivalent to the game-related ownership value owned by each player is collected from the player by any of the following collection operations: a settlement collection operation in which the value equivalent to the game arcade fee is deducted from the value after the charge and the amount equivalent to the game arcade fee is collected from the player by deducting from the value equivalent to the game arcade fee; a prize exchange collection operation in which the value equivalent to the game arcade fee is deducted from the value equivalent to the game arcade fee is deducted from the player by deducting from the value equivalent to the game arcade fee is deducted from the player by deducting from the value equivalent to the game arcade fee is deducted from the player by deducting from the value equivalent to the game arcade fee is deducted from the value owned by each player by any of the following collection operations.
[0011] Furthermore, in the above configuration, the charge execution collection operation performed by the amusement arcade fee collection means may deduct the amusement arcade fee from the charge amount to the recording medium; the settlement collection operation performed by the amusement arcade fee collection means may deduct the amusement arcade fee from the remaining amount of the valuable value to be added to the valuable value management means; the prize exchange collection operation performed by the amusement arcade fee collection means may deduct the amusement arcade fee from the surplus of the owned game media and / or stored game media that are not consumed by prize exchange; and the deposit collection operation performed by the amusement arcade fee collection means may deduct the amusement arcade fee from the owned game media deposited as stored game media at the amusement arcade, and the amusement arcade fee may be collected from the game-related ownership value owned by each player.
[0012] Furthermore, in the above configuration, the means for collecting the equivalent amount of the amusement arcade fee may be able to set the equivalent amount of the amusement arcade fee to all or any percentage of the amusement arcade fee set by the means for setting the amusement arcade fee. [Effects of the Invention]
[0013] According to the value management system of the present invention, the amusement arcade fee setting means sets amusement arcade fees according to the circumstances of each amusement arcade, so that amusement arcade fees can be collected appropriately from each amusement arcade. [Brief explanation of the drawing]
[0014] [Figure 1] This is an explanatory diagram illustrating the schematic system configuration of a value management system according to an embodiment of the present invention. [Figure 2] This diagram illustrates an example of a method for managing valuable value in a valuable value management system according to an embodiment of the present invention, showing the management states (1) to (12). [Figure 3] This diagram illustrates an example of a method for managing valuable value in a valuable value management system according to an embodiment of the present invention, showing the management states (13) to (17). [Figure 4]This is a block diagram showing the schematic configuration of a value management system according to an embodiment of the present invention. [Figure 5] This is a flowchart showing the flow of the deposit process in a value management system according to an embodiment of the present invention, in which value is deposited based on the execution of a cashless payment. [Figure 6] This is a flowchart showing the basic flow of the charge process in a value management system according to an embodiment of the present invention. [Figure 7] This is a flowchart showing the basic flow of settlement processing in a value management system according to an embodiment of the present invention. [Figure 8] This is a flowchart showing the process of acquiring amusement park information related to the payout operation performed by a gaming device in a value management system according to an embodiment of the present invention. [Figure 9] This is a flowchart illustrating the process of acquiring game-related ownership value information related to the counting operation performed by a game device in a value management system according to an embodiment of the present invention. [Figure 10] This is an explanatory diagram illustrating the process of identifying the charge amount of a player who owns an IC card with card ID "ABCD" from valuable value adjustment information (valuable value adjustment history) in a valuable value management system according to the first embodiment of the present invention. [Figure 11] Figure 11(1) is an explanatory diagram showing an example of a management table in the first embodiment of the present invention that manages the amusement arcade fee set based on the total charge amount per day at the amusement arcade with amusement arcade ID "3456" on a daily basis. Figure 11(2) is an explanatory diagram showing an example of a management table in the first embodiment of the present invention that manages the amusement arcade fee set based on the total charge amount per month at the amusement arcade with amusement arcade ID "3456" on a monthly basis. [Figure 12]Figure 12(1) is an explanatory diagram of the process of identifying the gaming usage amount of a player who owns an IC card with card ID "ABCD" from the casino information (card usage history) on "2024 / 12 / 20" in the valuable value management system according to the first embodiment of the present invention. Figure 12(2) is an explanatory diagram of the process of identifying the gaming usage amount of a player who owns an IC card with card ID "ABCD" from the casino information (card usage history) on "2024 / 12 / 22" in the valuable value management system according to the first embodiment of the present invention. [Figure 13] Figure 13(1) is an explanatory diagram showing an example of a management table for managing the casino commission set daily based on the total gaming usage amount per day in the casino with casino ID "3456" in the valuable value management system according to the first embodiment of the present invention. Figure 13(2) is an explanatory diagram showing an example of a management table for managing the casino commission set monthly based on the total gaming usage amount per month in the casino with casino ID "3,456" in the valuable value management system according to the first embodiment of the present invention. [Figure 14] It is an explanatory diagram of the process of setting the casino commission for one day from the amount range to which the total daily charge amount in each casino belongs in the valuable value management system according to the first embodiment of the present invention. [Figure 15] It is an explanatory diagram of the process of setting the casino commission for one day from the amount range to which the total daily charge count in each casino belongs in the valuable value management system according to the first embodiment of the present invention. [Figure 16] It is an explanatory diagram of the process of setting the casino commission for one day from the number range to which the number of installed gaming devices in each casino belongs at a predetermined determination timing in the valuable value management system according to the first embodiment of the present invention. [Figure 17] It is an explanatory diagram of the process of setting the casino commission for one day based on whether the total daily charge count in each casino is equal to or greater than a predetermined reference value or less than the reference value in the valuable value management system according to the second embodiment of the present invention. [Figure 18]In the valuable value management system according to the second embodiment of the present invention, it is an explanatory diagram of the process of setting the amusement hall commission rate based on whether the total daily charge amount in each amusement hall is equal to or greater than a predetermined reference value or less than the reference value. [Figure 19] In the valuable value management system according to the second embodiment of the present invention, it is an explanatory diagram of the process of setting the amusement hall commission rate according to whether the amount range to which the total daily game usage amount in each amusement hall belongs is less than the first reference value, greater than or equal to the first reference value and less than the second reference value, greater than or equal to the second reference value and less than the third reference value, or greater than or equal to the third reference value. [Figure 20] FIG. 20(1) is an image diagram showing an example of a reference table referred to by the amusement hall commission setting means in the valuable value management system according to the second embodiment of the present invention when setting the amusement hall commission. FIG. 20(2) is an explanatory diagram of the process by which the amusement hall commission setting means in the valuable value management system according to the second embodiment of the present invention refers to the reference table to set the amusement hall commission. [Figure 21] In the valuable value management system according to the third embodiment of the present invention, it is an explanatory diagram of the process of obtaining the calculated game usage amount of a player who owns an IC card with the card ID "ABCD" from the valuable value adjustment information (valuable value adjustment history) on "2025 / 6 / 23". [Figure 22] FIG. 22(1) is an image diagram showing an example of a charge history information management table used in the valuable value management system according to the third embodiment of the present invention. FIG. 22(2) is an image diagram showing an example of a settlement history information management table used in the valuable value management system according to the third embodiment of the present invention. [Figure 23] In the valuable value management system according to the third embodiment of the present invention, it is an explanatory diagram of the process of calculating the amusement hall commission per month (fixed amount) and the amusement hall commission per month (provisionally fixed amount) from the calculated total daily game usage amount in Amusement Hall A.
Embodiments for Carrying Out the Invention
[0015] Next, embodiments of the valuable value management system according to the present invention will be described in detail based on the accompanying drawings.
[0016] Figure 1 is an explanatory diagram showing the schematic configuration of the valuable management systems 1A to 1D according to the first to fourth embodiments of the present invention. In each embodiment, a game hall fee is set according to the circumstances of each game hall, and the game hall fee is collected appropriately from each game hall.
[0017] <First Embodiment> First, the value management system 1A according to the first embodiment will be described. In the value management system 1A, the amusement arcade fee, which is a fee collected from amusement arcades, can be set based on the value adjustment information (described in detail later) and / or amusement arcade information (described in detail later) for each amusement arcade.
[0018] As shown in Figure 1, multiple gaming machines 2 that can be played using gaming media are installed in the amusement arcade. Gaming machines 2 include, for example, "pachinko gaming machines" (hereinafter referred to as "pachinko machines") that use game balls as the gaming medium, and "slot machines" (hereinafter referred to as "slot machines") that use game tokens as the gaming medium. In pachinko machines, the game progresses by shooting game balls onto the game board, and a predetermined number of game balls can be obtained by passing the game balls through multiple winning areas (winning slots) provided on the game board. In slot machines, the game progresses by inserting game tokens and rotating the reels, and a predetermined number of game tokens can be obtained based on the stopping status of the symbols on the reels.
[0019] Gaming machine 2 includes so-called "smart gaming machines," which are pachinko and pachislot machines that allow players to play using intangible, electronically-based game points as the game medium. In pachinko machines, "smart gaming machines" enclose and circulate game balls inside the machine's casing, allowing players to play using electronic game points without touching the balls. In pachislot machines, "smart gaming machines" allow players to play using electronic game points without using any game tokens. In "smart gaming machines," a predetermined number of game points can be acquired based on the passage of game balls into winning areas and the stopping status of the symbols on the reels. As described above, the game medium used in gaming machine 2 includes not only physical game balls and tokens, but also intangible electronic game points.
[0020] In addition to the gaming machines 2 mentioned above, the gaming area also contains, in addition to the gaming machines 2, a card unit 3 (hereinafter referred to simply as "unit") which is installed in conjunction with each gaming machine 2 and manages the lending of gaming media, a card issuing machine 5 which accepts valuables such as banknotes and electronic money and issues IC cards 4 which are recording media associated with prepaid value, a settlement machine 6 which accepts IC cards 4 associated with prepaid value and can settle the remaining balance of the prepaid value, a HUB 7 which is a concentrator for interconnecting various devices, and each unit 3 which is connected via this HUB 7. The facility is equipped with a relay device 8 that can communicate with the card issuing machine 5 and the settlement machine 6, a management device 9 that comprehensively manages each gaming machine 2 and each unit 3 via the HUB 7, and a prize exchange device 11 that exchanges the gaming media that players can use to play on the day (sometimes referred to as "game balls," "game tokens," and "game points"), and / or the stored gaming media (sometimes referred to as "stored game balls," "game tokens," and "game points") that players can deposit at the gaming facility so that they can withdraw and use their game media on subsequent days, for special prizes.
[0021] Furthermore, outside the gaming area, there is a cashless payment center 20 that can communicate with relay devices 8 and mobile terminals 10 such as smartphones held by players and comprehensively manages the processing of cashless payments, and a prepaid payment center 30 that can communicate with management devices 9 and comprehensively manages the prepaid value associated with IC cards 4 by units 3 and card issuing machines 5. Since both units 3 and card issuing machines 5 are considered "gaming equipment," in the following explanation, when referring to either or both units 3 and card issuing machines 5, the term "gaming equipment" may be used.
[0022] Unit 3 receives IC cards 4 and banknotes inserted by players and manages the lending of game media used for playing games on the gaming machine 2. Specifically, for example, Unit 3 receives IC cards 4 issued to players from the gaming arcade and dispenses game media in exchange for deducting the prepaid value associated with this IC card 4. Also, when a player inserts banknotes, Unit 3 charges the IC card 4 in Unit 3 with a prepaid value equivalent to the inserted banknotes and dispenses game media in exchange for deducting the prepaid value associated with this IC card 4. When the game ends with a remaining balance in the prepaid value associated with IC card 4, Unit 3 ejects the IC card 4. The dispensing of game media refers to lending game balls or game tokens, which are game media, to players and making them usable on the gaming machine 2. The payout of this game medium also includes, if game machine 2 is a "smart game machine," the "granting of game points," which are intangible game mediums, to game machine 2, making the game points usable on game machine 2.
[0023] Furthermore, Unit 3 can also use electronic money, which is an electronic value, to dispense game balls or game tokens or to award game points. In this case, for example, when Unit 3 is operated to request a charge execution, which requests that electronic money be withdrawn from each player's wallet account (described later) managed by the management function unit 100A and associated with the prepaid value of the IC card 4, the management function unit 100A withdraws the electronic money based on this charge execution request, and in exchange, Unit 3 associates the prepaid value equivalent to the withdrawn electronic money with the IC card 4. As a result, the player can borrow game media from Unit 3 and proceed with the game using the prepaid value associated with the IC card 4. Note that "charging" includes not only associating the prepaid value equivalent to the electronic money withdrawn from the wallet account with the IC card 4, but also associating the prepaid value equivalent to the payment amount through cash payment using a card issuing machine 5, etc., with the IC card 4.
[0024] Similar to unit 3, card issuing machine 5 can accept banknotes inserted by the player, or, in exchange for electronic money being withdrawn from each player's wallet account managed by management function unit 100A, it can dispense an IC card 4 associated with a prepaid value equivalent to the amount of the inserted banknotes or the amount of electronic money withdrawn from the wallet account. This allows the player to insert the IC card 4 dispensed from card issuing machine 5 into unit 3, use the prepaid value associated with the IC card 4 to borrow a game medium from unit 3, and proceed with the game.
[0025] The settlement machine 6 accepts IC cards 4 associated with prepaid value and can settle the remaining balance of the prepaid value. Players can settle the remaining balance of the prepaid value associated with IC card 4 by inserting the IC card 4 dispensed from unit 3 into the settlement machine 6. There are two methods for settling the remaining balance of the prepaid value associated with IC card 4: cash settlement, where the remaining balance of the prepaid value is paid out in cash, and electronic money settlement (hereinafter, "electronic money settlement" is also referred to as "wallet return settlement"), where the remaining balance of the prepaid value is added as electronic money to the player's wallet account managed by the valuable value management means 101 (Figure 4), which will be described later. Note that the settlement machine 6, like unit 3 and card issuing machine 5, is equivalent to a "gaming device," and therefore, in the following description, it may simply be referred to as a "gaming device."
[0026] A HUB7 is a concentrator used to connect various devices to each other. Multiple LAN cables are connected to a HUB7, and it relays and forwards communications from the devices connected via these LAN cables. Various commonly used network hubs can be used as the HUB7.
[0027] The management device 9 comprehensively manages each gaming machine 2 and each unit 3. Specifically, it manages, for example, information regarding prepaid value notified from unit 3 and member information including personal information of players who have registered as members at the gaming arcade (for example, information included in the member database managed at each gaming arcade). In addition, information regarding prepaid value notified from unit 3 is also transmitted to the prepaid settlement center 30 via the management device 9 and managed as sales of prepaid value at the prepaid settlement center 30. Furthermore, the member information includes linking information that links the card ID, which is the identification information of the IC card 4 held by the player, and the app ID, which is the identification information of the application installed on the mobile terminal 10 held by the player. Thus, by identifying either the card ID of the IC card 4 or the app ID of the mobile terminal 10, the management device 9 can determine whether or not the player is a member from the member database information linked to the card ID or app ID. Furthermore, information regarding the prepaid value is transmitted to the prepaid settlement center 30 and managed as sales when the prepaid value associated with the IC card 4 is used to borrow game media (game balls, game tokens, or game points) in the unit 3 corresponding to the game machine 2 being played by the player. In addition, the management device 9 has a function to operate and manage a stored ball management system that allows players to deposit any remaining game media (game balls, game tokens, or game points) that were not used up during gameplay on the game machine 2 on the day into the game hall as stored balls for use on subsequent days. This stored ball management system can only be used if the management device 9 identifies the player with the IC card 4 or mobile terminal 10 as a member registered in the member database, and it allows the player to deposit their stored balls into a stored ball account, which can be identified from the card ID of the IC card 4 or the app ID of the mobile terminal 10, and to withdraw stored balls from the stored ball account. Furthermore, if the card ID and app ID are linked (for example, as in the electronic money management record described later, where both the card ID and app ID are recorded), the member information does not need to include the linking information.
[0028] Furthermore, in the value 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 the linking information between card IDs and app IDs managed by the management device 9. Specifically, for example, the relay device 8 relays communication between the unit 3 and card issuing machine 5 and the cashless center 20 within the gaming hall, and mainly performs processing related to linking card IDs and app IDs, and cashless payments using the mobile terminal 10. On the other hand, the cashless center 20 is a server or other device operated outside the gaming hall, and communicates with the general-purpose payment center 40 that performs cashless payments using the mobile terminal 10, the relay devices 8 and mobile terminals 10 in each gaming hall, and mainly centrally manages information related to cashless payments. In addition, the cashless center 20 has the function of individually setting a game center fee for a predetermined period (for example, monthly) for each game center using the value management system 1A, and collects the game center fee from each game center. The method of collecting the game center fee from each game center is not particularly limited; an invoice may be sent to each game center and payment may be awaited, or the fee may be automatically debited from a designated account of each game center. Alternatively, if a cashless business company 50 affiliated with the operating body of the prepaid payment center 30 provides the value management system 1A, the prepaid payment center 30 has a function to bill and collect a monthly system usage fee for the prepaid payment system from each amusement arcade. In this case, the cashless business company 50 may provide the prepaid payment center 30 with billing information for each amusement arcade (for example, the amount of the amusement arcade fee billed to each amusement arcade), and the prepaid payment center 30 may act on behalf of the cashless business company 50 to bill and collect the amusement arcade fee billed to each amusement arcade.
[0029] Furthermore, the management function unit 100A can record and manage electronic money deposited from the general-purpose payment center 40 (described later) through the execution of cashless payments using the mobile terminal 10 (described later). In the management function unit 100A, the electronic money deposited from the general-purpose payment center 40 is recorded and managed in the value management means 101. The value management means 101 is a so-called database provided on the system as a management area (value 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, game hall information, which is unique information for each game hall). In the management function unit 100A, as shown in Figures 2 and 3, the electronic money deposited from the general-purpose payment center 40 through the execution of cashless payments is recorded as a record (described in detail later) in the value management means 101, associated with various information related to the electronic money. In the following explanation, the "management function unit" that manages the electronic money usable by each player may be referred to as a "wallet," and in the diagram, the memory area subdivided for each player within the value management means 101 may be referred to as a "wallet account."
[0030] The mobile terminal 10 is a portable information terminal such as a smartphone or tablet held by the 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. The camera installed in the mobile terminal 10 allows it to perform various types of cashless payments by, for example, reading code information from optically readable codes such as two-dimensional codes and barcodes, using various information such as credit card information registered on 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 on an IC chip.
[0031] Cashless payments performed using the mobile terminal 10 include all types of cashless payments usable with the mobile terminal 10, such as standard smartphones. For example, different types of cashless payments include card payments that can be made using information about credit or debit cards registered in the mobile terminal 10, code payments that can be made by reading a code with the mobile terminal 10 or by reading a code displayed on the screen of the mobile terminal 10, and contactless payments that can be made by holding the IC chip embedded in the mobile terminal 10 over a payment terminal. Furthermore, different types of cashless payments include deferred payments, where the total amount for a certain period is paid later, such as with a credit card, instant payments, where the payment amount is immediately deducted from the account for each transaction, such as with a debit card, and prepaid payments, where electronic money deposited in advance is used for payment. All of the above payment methods and combinations thereof correspond to "types of cashless payments."
[0032] The prepaid payment center 30 is a server and management device installed by a business operator that manages the prepaid value used for gaming as sales at the gaming arcade from a third-party perspective, based on information about the prepaid value transmitted from the management device 9. The prepaid payment center 30 receives information about the prepaid value from the management device 9 installed at each gaming arcade and manages the sales for each gaming arcade in a centralized manner.
[0033] The general-purpose payment center 40 is a server and management device installed by businesses such as credit card companies, banks, code payment companies, or electronic money providers that execute cashless payments using the mobile terminal 10 and act as an intermediary for payments according to the payment details. Specifically, the general-purpose payment center 40 can use authentication such as a PIN or biometric information registered in the mobile terminal 10 to make general payments according to the payment details, as well as transfer electronic money equivalent to a specified amount to a designated account, similar to a deposit using cashless payment.
[0034] Here, the electronic money management function of the aforementioned value management means 101 will be explained in detail with reference to Figures 2 and 3. Figures 2 and 3 show the state (management state (1) to (17)) of the electronic money (record) managed by the value management means 101 in chronological order, and illustrate an example in which a single player performs actions such as adding (depositing) electronic money through cashless payments of different cashless payment types, adding (settling) electronic money through wallet return settlement, converting electronic money into prepaid value (associating with IC card 4), and using the prepaid value associated with IC card 4 for gaming.
[0035] The various pieces of information recorded in the record associated with the electronic money by the value management means 101 include, for example, "Record No." which is the serial number of the record, "App ID" which is identification information for each application installed on the mobile terminal 10 when the electronic money is added, "Addition Type" which indicates the attributes of the electronic money used when the electronic money was added, "Addition Amount" which is the amount of electronic money added, "Current Balance" which indicates the current balance of the electronic money after deducting the amount that has been converted into prepaid value for use in games and associated with the IC card 4 from this addition amount, "Card ID" which is identification information attached to the IC card 4 to which the electronic money is charged, "Game Center ID" which is identification information attached to the game center where the game equipment handling this IC card 4 is installed, "Addition Date" which indicates the date when the electronic money was added, and "Expiration Date" which indicates the end date of the validity period, which is a predetermined period calculated from the addition date for each added electronic money.
[0036] The value management means 101 adds a new record each time that electronic money (value) is associated with the IC card 4 from the player's wallet account through a charge, or when electronic money is settled back into the player's wallet account through a wallet return settlement from the IC card 4, and electronic money is added to the value management means 101 by the cashless addition means 102 (Figure 4), which will be described later. Of the various information recorded in association with the electronic money as described above, at least the information related to "Record No.", "App ID", "Addition Type", "Addition Amount", "Current Balance", and "Addition Date" is recorded in the record. The "Card ID" and "Game Center ID" information are recorded when a charge is made to the IC card 4 and when a wallet return settlement is made from the IC card 4. At this time, information such as "Game Device ID", which is the identification information of the game device that made the charge to the IC card 4 or the wallet return settlement from the IC card 4, and "Charge Amount", which indicates the value charged to the IC card 4, may also be recorded in the record.
[0037] For example, if a cashless payment method called "TokkyoPay" is available on the mobile terminal 10 as an instant cashless payment using a debit card or the like, and the cashless payment is executed, resulting in 10,000 yen in electronic money being deposited into the player's wallet account from the general-purpose payment center 40 on December 18, 2024, and this electronic money being added to the cashless payment management means 101 by the cashless payment addition means 102, a record with "Record No." "0001" is added, as shown in Figure 2(1). In this "0001" record, "1234," which is the identification information of the application installed on the mobile terminal 10, is recorded as the "App ID," and "TokkyoPay," which indicates the type of cashless payment executed, is recorded as the "Addition Type" attribute of the electronic money. Furthermore, "10,000," indicating that the added electronic money amount is 10,000 yen, is recorded in "Added Amount," and "10,000," indicating that the balance of the electronic money managed as record "0001" at that time is 10,000 yen, is recorded in "Current Balance." In addition, "2024 / 12 / 18," indicating the date the electronic money was deposited (added), is recorded in "Addition Date." Subsequently, on December 20, 2024, at the arcade with "Arcade ID" "3456," the charge execution means 103 (Figure 4), which received the charge request, deducts 6,000 yen from the 10,000 yen worth of electronic money managed as record "0001." This 6,000 yen of electronic money is then converted into prepaid value by unit 3 and associated with IC card 4, and the "Current Balance" of record "0001" is reduced to 4,000 yen (see Figure 2(2)). Subsequently, 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 valuable value in unit 3 (gaming device) is not subject to the management of the valuable value management means 101, and therefore is not reflected in record "0001" (see Figure 2(3)).Furthermore, as will be described later, the usage status of valuable assets in Unit 3 (gaming device) is transmitted to the prepaid settlement center 30 as information regarding the use of IC card 4 (recording medium usage information) and is also managed by each gaming establishment. Therefore, the management function unit 100A may be made able to acquire the recording medium usage information as one of the gaming establishment information that each gaming establishment can manage.
[0038] Furthermore, when the remaining balance of the prepaid value associated with the IC card 4 is settled, the value management means 101 adds a new record each time electronic money is added to the value management means 101 by the settlement and addition means 104 (Figure 4), which will be described later. Then, just as when electronic money is added by the cashless addition means 102, at least the following information is recorded in the record: "Record No.", "App ID", "Addition Type", "Addition Amount", "Current Balance", "Card ID", "Game Center ID", and "Addition Date". If, of the 6,000 yen of prepaid value associated with the IC card 4 that was converted in exchange for the electronic money withdrawal of record "0001", 3,000 yen was used for gaming on December 20, 2024, and the remaining 3,000 yen was settled by the player on the same day, then a new record "0002" will be added, separate from record "0001", as shown in Figure 2(4). In this case, the "App ID" of record "0002" is recorded as "1234," which is the identification information of the application installed on the player's mobile terminal 10, because the settlement is from the same player. On the other hand, "Settlement" is recorded as an attribute of the electronic money in "Addition Type" to indicate that the added electronic money is due to settlement of prepaid value, and "3,000" is recorded in "Addition Amount" to indicate that the amount of electronic money added by settlement is 3,000 yen. Furthermore, "3,000" is recorded in "Current Balance" to indicate that the balance of the electronic money managed as record "0002" at that time is 3,000 yen, "ABCD" is recorded in "Card ID" to indicate the IC card 4 that was subject to settlement, "3456" is recorded in "Game Center ID" to indicate the game center where the game machine used to settle the IC card 4 is installed, and "2024 / 12 / 20" is recorded in "Addition Date" to indicate the date the electronic money was added. As a result, as of December 20, 2024, after the settlement of the remaining prepaid value, the valuable value management means 101 manages record "0001" with a "Current Balance" of 4,000 yen and record "0002" with a "Current Balance" of 3,000 yen.
[0039] Furthermore, when electronic money is managed in multiple records in the value management means 101, the management function unit 100A can convert (charge) any amount of electronic money specified by the player into prepaid value associated with the IC card 4, within the range of the sum of the "current balances" of those electronic money. As of December 20, 2024, after the settlement of the balances as described above, the value management means 101 is managing record "0001" with a "current balance" of 4,000 yen and record "0002" with a "current balance" of 3,000 yen. Therefore, any amount within the range of 7,000 yen, which is the sum of the "current balances" of record "0001" and record "0002", can be charged. Specifically, on December 22, 2024, if a player specifies 5,000 yen as the amount for a charge request and charges 5,000 yen worth of electronic money from their wallet account to IC card 4, the management function unit 100A will use 4,000 yen from record "0001" and 1,000 yen from the 3,000 yen from record "0002" of the 7,000 yen worth of electronic money obtained by combining the "current balance" of records "0001" and "0002" for the charge, and deduct the amounts accordingly.
[0040] As described above, when 4,000 yen is used to charge IC card 4 from the value of record "0001", whose "addition type" is "TokkyoPay", the "current balance" of record "0001" is reduced to "0". On the other hand, when 1,000 yen is used to charge IC card 4 from the value of record "0002", whose "addition type" is "settlement", the "current balance" is reduced to "2,000" (see Figure 2(5)). As a result, record "0001", whose "current balance" has become "0", cannot be used for future charges and is treated as a non-target record that is not referenced when a charge is executed. Later on the same day, even if 1,000 yen is used from the prepaid value (5,000 yen) of IC card 4 in unit 3, leaving a balance of 4,000 yen, this is not subject to the management of the value management means 101 and is therefore not reflected in record "0002" (see Figure 2(6)). Furthermore, in the Value Management System 1A, the principle of electronic money use is so-called "first-in, first-out" (FIFO), so electronic money recorded in the oldest "addition date" records is deducted first. Therefore, when electronic money managed by multiple records is used together, the electronic money recorded in the oldest "addition date" record is deducted first, and then, to make up the shortfall up to the specified amount set by the player, the electronic money recorded in the next most recent "addition date" record is deducted, and these are then added together and used.
[0041] Next, in Unit 3, of the 5,000 yen prepaid value associated with IC card 4, 1,000 yen is used for gameplay on December 22, 2024, and the remaining 4,000 yen is settled by the player on the same day. In this case, a new record "0003" is added, separate from records "0001" and "0002" (see Figure 2(7)). At this time, the "App ID" of record "0003" is recorded as "1234," the same as records "0001" and "0002," and the "Addition Type" is recorded as an attribute of the electronic money, indicating that the added electronic money is due to the settlement of prepaid value. Furthermore, "4,000" is recorded in "Added Amount" to indicate that the amount of electronic money added through settlement is 4,000 yen; "ABCD" is recorded in "Card ID" to indicate the IC card 4 that was the subject of settlement; "3456" is recorded in "Game Center ID" to indicate the game center where the game machine used to settle the IC card 4 is installed; and "2024 / 12 / 22" is recorded in "Addition Date" to indicate the date the electronic money was added. As a result, as of December 22, 2024, after the settlement of the remaining balance of the prepaid value, the 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".
[0042] Furthermore, if a cashless payment method using a credit card or the like is available afterward, when the execution of that cashless payment results in 10,000 yen worth of electronic money being added from the general-purpose payment center 40 to the wallet account of the value management means 101 corresponding to the "App ID," which is the identification information of the application installed on the player's mobile terminal 10, being "1234," a new record with "Record No." "0004" is added (see Figure 2(8)). In this "0004" record, 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 executed, is recorded as the "Addition Type" attribute of the electronic money. Furthermore, "10,000" is recorded in "Added Amount" to indicate that the added electronic money amount 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. In addition, "2024 / 12 / 24", indicating the date the electronic money was added, is recorded in "Addition Date".
[0043] Furthermore, on December 26, 2024, at the arcade with "Arcade ID" "3456", when 10,000 yen is charged to IC card 4 by a player, from the sum of the "current balances" of the electronic money managed as records "0002", "0003", and "0004" (16,000 yen), the entire balance of 3,000 yen for record "0002" is used and the "current balance" is updated to "0", and the balance for record "0003" is also updated. The entire balance of 4,000 yen is used to update the "Current Balance" to "0". Furthermore, 4,000 yen is used from the 10,000 yen balance of record "0004" to update the "Current Balance" to "6,000". "ABCD", which is the identification information indicating IC card 4 that is the target of the charge, is recorded in "Card ID", and "3456", which is the identification information indicating the amusement arcade where the amusement machine that charged IC card 4 is installed, is recorded in "Amusement Arcade ID" (see Figure 2(9)). Records "0002" and "0003", whose "Current Balance" has been reduced to "0", are treated as non-target records. Subsequently, at the arcade with "Arcade ID" "3456", even if 1,000 yen of the 10,000 yen prepaid value associated with IC card 4 is used for gameplay on the same day (December 26, 2024) by unit 3, and the remaining prepaid value becomes 9,000 yen, this is not reflected in record "0004" (see Figure 2(10)). Subsequently, if the remaining 9,000 yen is settled by the player on the same day, a new record "0005" is added (see Figure 2(11)). At this time, the "App ID" of this record "0005" is recorded as "1234" as before, and the "Addition Type" is recorded as an attribute of the electronic money, indicating that the added electronic money is due to the settlement of prepaid value.Furthermore, "9,000" is recorded in "Added Amount" to indicate that the amount of electronic money added through settlement is 9,000 yen, "9,000" is recorded in "Current Balance" to indicate that the balance of the electronic money managed as record "0005" at that time is 9,000 yen, "ABCD" is recorded in "Card ID" to indicate the identification information of IC card 4 that was the subject of settlement, "3456" is recorded in "Game Center ID" to indicate the identification information of the game center where the game machine used to settle IC card 4 is installed, and "2024 / 12 / 26" is recorded in "Addition Date" to indicate the date the electronic money was added. As a result, as of December 26, 2024, after the settlement of the remaining prepaid value, the value management device 101 will be managing record "0004" with a "current balance" of "6,000" and record "0005" with a "current balance" of "9,000".
[0044] Here, the electronic money managed by the value management means 101 has its expiration date managed based on the validity period for each record. For example, in the value management system 1A, the usability determination means 105 (Figure 4), which will be described later, determines whether the electronic money can be used by setting a predetermined period from the "addition date" recorded in the record as the validity period of the electronic money for that record. For example, the predetermined period used is 180 days, which is less than the 6 months required by the Payment Services Act to not require the deposit of an issuance guarantee for electronic money issued by amusement facilities. This makes it possible to properly manage the expiration dates of electronic money using the value management system 1A, and by setting the validity period to 180 days, which is less than 6 months, it becomes possible to treat it as electronic money that does not require the deposit of an issuance guarantee.
[0045] In the value management system 101, the "Expiration Date" for each record is set to 180 days after the date recorded in the "Addition Date". The date recorded in the "Expiration Date" is calculated from the day following the date recorded in the "Addition Date", excluding the date of the "Addition Date", and indicates the end date (final day) of the predetermined period set as the validity period. The usability determination system 105 then determines whether the electronic money can be used based on the date recorded in the "Expiration Date" each time the date is updated. Specifically, for each record, electronic money whose date recorded in the "Expiration Date" is on or after the determination date is determined to be usable electronic money within its validity period, and electronic money whose date recorded in the "Expiration Date" is earlier (past) than the determination date is determined to be unusable electronic money outside its validity period. In addition, usable electronic money corresponds to "usable value," and in the following explanation, "usable value" will also be referred to as "usable electronic money," and electronic money that has expired will also be referred to as "unusable electronic money."
[0046] Subsequently, as shown in Figure 2(12), if we take the example of when 10,000 yen worth of electronic money is deposited into wallet 100A from general-purpose payment center 40 on December 24, 2024, and that electronic money is added to the value management means 101 by cashless addition means 102, then in record "0004", "2025 / 6 / 22", which is 180 days after the date recorded in "Addition date" (December 24, 2024), is recorded in "Expiration Date". Then, on June 23, 2025, 180 days after December 24, 2024, the electronic money in record "0004" is determined to be unusable by the usability determination means 105 because the date "2025 / 6 / 22" recorded in its "Expiration Date" is earlier (in the past) than the determination date of June 23, 2025. On the other hand, the electronic money in record "0005" is deemed 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 electronic money in record "0004" (balance of 6,000 yen) is treated as unusable electronic money in the value management means 101, and the electronic money in record "0005" (balance of 9,000 yen) is treated as usable electronic money. In this way, the usability of electronic money is determined in the value management system 1A.
[0047] Furthermore, on June 23, 2025, as shown in Figure 2(12), 10,000 yen worth of electronic money was deposited into wallet 100A from the general-purpose payment center 40 through the execution of "TokkyoPay," an instant cashless payment method. This electronic money was then added to the wallet account of the value management means 101 by the cashless addition means 102 (Figure 4), and a new record with "Record No." "0006" was 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 as the "Addition Type" attribute of the electronic money. In addition, "10,000" is recorded as the "Addition Amount," "10,000" as the "Current Balance," and "2024 / 12 / 26," which indicates the date the electronic money was added, is recorded as the "Addition Date." As a result, on June 23, 2025, when 10,000 yen worth of electronic money has been added through the execution of "TokkyoPay," the electronic money in record "0004" is excluded because it is unusable, and the sum of the "current balances" of the electronic money in records "0005" and "0006," which are usable, becomes 19,000 yen, which is the sum of their respective "current balances." Note that the sum of these usable electronic money "current balances" corresponds to the "usable amount."
[0048] Subsequently, on the same day (June 23, 2025), at the arcade with "Arcade ID" "3456", when 10,000 yen is charged to IC card 4 by a player, from the sum of the "current balances" of the electronic money managed as records "0005" and "0006" (19,000 yen), the entire balance of 9,000 yen in record "0005" is used to update the "current balance" of record "0005" to "0", and 1,000 yen from the balance of 10,000 yen in record "0006" is used to update the "current balance" of record "0006" to "9,000" (see Figure 3(13)).
[0049] Subsequently, on the same day (June 23, 2025), at the arcade with "Arcade ID" "3456", when the remaining balance of the prepaid value in Unit 3 becomes 0 yen, the information that the prepaid value of IC card 4 has become 0 is transmitted to the value management means 101. A new record with "Record No." "0007" is added and recorded as a state in which the remaining balance of value associated with IC card 4 has been settled at 0. Specifically, in this record "0007", the "App ID" is recorded as "1234", which is the identification information of the application installed on the player's mobile terminal 10, the "Addition Type" is recorded as "Settlement" as an attribute of the electronic money, indicating that electronic money with a pseudo-balance of 0 has been settled, and the "Addition Amount" is recorded as "0", indicating that the electronic money added by settlement is 0 yen. Furthermore, the "Current Balance" field records "0" to indicate that the balance of the electronic money managed as record "0007" at that time is 0 yen, the "Card ID" field records "ABCD," which is identification information indicating the IC card 4 that was the subject of settlement, the "Game Center ID" field records "3456," which is identification information indicating the game center where the game machine into which the IC card 4 was inserted is installed, and the "Addition Date" field records "2025 / 6 / 23," which indicates the date on which the balance of 0 was added through a simulated settlement (see Figure 3(14)). If the information of the balance of 0 for IC card 4, as in this record "0007," is recorded as a settlement history in the value adjustment information of the value management means 101, it can be managed together with the settlement history in which the balance of IC card 4 was added to the wallet account as a settlement amount. Therefore, by referring to the value adjustment information managed by the value adjustment information management means 117, it is possible to compare the charge history (hereinafter sometimes simply referred to as "charge history") in which the charge execution means 103 (Figure 4) associated value with the IC card 4 using the gaming device, with the settlement history (hereinafter sometimes simply referred to as "settlement history") which includes the history in which the settlement addition means 104 (Figure 4) added the remaining balance of the IC card 4 to the wallet account as a settlement amount after one or more charges recorded in the charge history, and the history in which the prepaid value of the IC card 4 was used up in conversion to gaming media by the gaming device and the remaining balance became 0.Furthermore, if all settlement histories corresponding to all charge histories that can be obtained from the value adjustment information of any IC card 4 are not recorded, it indicates that IC card 4 still has prepaid value remaining and has not yet been settled. In addition, record "0007," recorded based on the information that the balance is 0, is treated as a non-applicable record because no electronic money that can be used to charge IC card 4 is managed.
[0050] Subsequently, on the same day (June 23, 2025), when the entire 9,000 yen worth of electronic money managed as record "0006" is charged to IC card 4, whose "Card ID" is "ABCD" at the arcade with "Arcade ID" "3456", the "Current Balance" of record "0006" is updated to "0" (see Figure 3(15)). Record "0006", whose "Current Balance" has been reduced to "0", is treated as a non-target record. Subsequently, even if 5,000 yen of the 9,000 yen prepaid value associated with IC card 4 is used for gaming on the same day (June 23, 2025) at the arcade with "Arcade ID" "3456", and the remaining prepaid value becomes 4,000 yen, this is not reflected in the value adjustment information managed by the value management means 101 (see Figure 3(16)).
[0051] Next, if the remaining 4,000 yen is subsequently settled by the player on the same day, a new record "0008" is added (see Figure 3(17)). At this time, the "App ID" of this record "0008" is recorded as "1234" as before, and the "Addition Type" is recorded as an attribute of the electronic money, indicating that the added electronic money is due to the settlement of prepaid value. Furthermore, "4,000" is recorded in "Added Amount" to indicate that the amount of electronic money added through settlement is 4,000 yen; "Current Balance" is recorded in "4,000" to indicate that the balance of the electronic money managed as record "0008" at that time is 4,000 yen; "Card ID" is recorded in "ABCD", which is identification information indicating the IC card 4 that was the subject of settlement; "Game Center ID" is recorded in "3456", which is identification information indicating the game center where the game machine used to settle the IC card 4 is installed; and "Addition Date" is recorded in "2025 / 6 / 23", which indicates the date the electronic money was added. In other words, after record "0006" is added and settlement of IC card 4 is performed, if the settlement history corresponding to the newly performed charge history to IC card 4 is recorded in record "0008", it becomes possible to verify by comparing each charge history and each settlement history combination. In this manner, electronic money is managed in the valuable value management means 101.
[0052] In the Value Management System 1A, the Value Management Means 101 is configured as a database for managing electronic money as records. However, the Value Management Means 101 is not limited to a record-format database. For example, it may record electronic money as tabular data, similar to that used in spreadsheet software, or it may create a new file each time electronic money is deposited and manage electronic money as a database by combining multiple such files. Any format can be used as long as it can manage information about electronic money as a database. Furthermore, the electronic money managed by the Value Management Means 101 of the Value Management System 1A can be charged to the IC card 4 for use in games, and can also be used to pay for other goods and services.
[0053] As described above, in the first embodiment of the present invention, the valuable management system 1A can manage the usable valuable value of each player using valuable value adjustment information through the functions of the valuable value management means 101. In addition, it can acquire and manage game hall information that each game hall can manage (for example, the usage status of the IC card 4, which is a recording medium). Then, by setting game hall fees to be imposed on each game hall based on the valuable value adjustment information and / or game hall information at each game hall, game hall fees are collected appropriately from each game hall. The details will be described later.
[0054] Next, we will explain the functional configuration of each component, such as the gaming machine 2, unit 3, and management function unit 100A. Figure 4 is a block diagram showing the general configuration of the value management system 1A.
[0055] As shown in Figure 4, the gaming machine 2 is equipped with 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 unit 3 corresponding to that gaming machine 2. The gaming machine 2 outputs various game information that is generated or changes as the game progresses to the unit 3, and the unit 3 outputs information regarding the game media lent out from the arcade for use in playing games on the gaming machine 2 as lending information. The control unit 2a is composed of a microcomputer equipped with a CPU (Central Processing Unit) that performs various processes according to a program, a ROM (Read Only Memory) which is a recording device that records electronic data such as programs for operating the CPU and allows reading of the recorded electronic data, and a RAM (Random Access Memory) which is a recording device that can both read and write electronic data.
[0056] Unit 3 includes, for example, a control unit 3a that receives banknotes and electronic money and controls the conversion of them into prepaid value, the association of the converted prepaid value with the IC card 4, and the lending of gaming media; a gaming machine communication unit 3b that communicates with the gaming machine 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 Unit 3 is converted into gaming media, it is notified as a sale to the management device 9 and the prepaid settlement center 30, and is managed by the management device 9 and the prepaid settlement center 30. Furthermore, Unit 3 also has a function to transmit information related to the payout operation (hereinafter sometimes referred to as "game usage information") and information related to the counting operation (hereinafter sometimes referred to as "held game medium information") to the management function unit 100A, based on the fact that the IC card 4 is used (a payout operation is performed in which the prepaid value associated with the IC card 4 is deducted and game media used for playing on the game machine 2 is dispensed, and a counting operation is performed in which the counted game media is managed as held game media). The control unit 3a is composed of a microcomputer equipped with a CPU, ROM, RAM, etc., similar to the control unit 2a of the game machine 2. In addition, information related to electronic money converted into prepaid value and prepaid value used for playing is output as settlement information between Unit 3 and the management function unit 100A.
[0057] The card issuing machine 5 includes, for example, a control unit 5a that receives banknotes and electronic money and controls processing related to their conversion to prepaid value and association of 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. The control unit 5a is composed of a microcomputer equipped with a CPU, ROM, RAM, etc., similar to the control unit 2a of the gaming machine 2. Furthermore, the card issuing machine 5 outputs, for example, settlement information regarding banknotes and electronic money inserted into the card issuing machine 5 to the management function unit 100A, and the card issuing machine 5 outputs, for example, settlement information regarding the prepaid value associated with the IC card 4 to the management device 9.
[0058] The gaming device (specifically, each of Unit 3 and the card issuing machine 5) is equipped with a touch panel display 12, which serves as both a display and input means for displaying and inputting various types of information, as well as physical operation buttons as input means. Therefore, the gaming device can display various types of information to the player, and can also input various types of information based on the player's operation of the touch panel display 12 or the operation buttons. Furthermore, the gaming device is also equipped with a recording medium processing device such as a card reader / writer that can read and write various types of information to the IC card 4, and a currency identifier that identifies the authenticity and type of inserted banknotes, but their illustrations and explanations are omitted.
[0059] The payment machine 6 accepts the IC card 4 and can settle the remaining balance of the prepaid value associated with the IC card 4. The payment machine 6 includes a control unit 6a that comprehensively controls processes such as accepting the IC card 4 and settling the remaining balance of the 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 composed of a microcomputer equipped with a CPU, ROM, RAM, etc., similar to the control unit 2a of the gaming machine 2. Furthermore, the payment machine 6 outputs settlement information regarding the settlement of the remaining balance of the prepaid value to the management function unit 100A, and the management function unit 100A outputs information regarding whether or not the settlement of the remaining balance of the prepaid value can be performed to the payment machine 6. Furthermore, the payment machine 6 is also equipped with a recording medium processing device such as a card reader / writer (not shown) that can read and write various information to the IC card 4, and a touch panel display that serves as both a display and input means for displaying and inputting various information, but its illustration and explanation are omitted.
[0060] The management function unit 100A (relay device 8 and cashless center 20) includes, for example, a control unit 111 that oversees the processing of each means provided in the management function unit 100A, such as the valuable value management means 101; a center communication unit 112 that communicates with the general-purpose settlement center 40; a unit communication unit 113 that communicates with unit 3; a mobile terminal communication unit 114 that communicates with the mobile terminal 10; a card issuing machine communication unit 115 that communicates with the card issuing machine 5; a settlement machine communication unit 116 that communicates with the settlement machine 6; a valuable value adjustment information management means 117; a game hall information management means 118; a game hall fee setting means 119A; a pair management means 120; a determination means 121; a game hall fee equivalent amount collection means 122; and a game-related ownership value information management means 123. The control unit 111 is composed of a microcomputer equipped with a CPU, ROM, RAM, etc., provided in the relay device 8 and the cashless center 20. This management unit 100A has the function of appropriately managing the balance of usable value for players, as well as the function of appropriately setting the game hall fees, which are fees collected from each game hall. Details of these will be described later.
[0061] The management device 9 comprises a control unit 9a that comprehensively manages 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 composed of a microcomputer equipped with a CPU, ROM, RAM, etc. The management device 9 outputs, for example, setting information for controlling the gaming machines 2 and the unit 3, and the unit 3 outputs, for example, settlement information regarding the prepaid value used in gameplay on the gaming machine 2, to the management device 9. In addition, the management device 9 outputs, for example, setting information for controlling 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. Furthermore, the management device 9 is equipped with a game hall information management function (not shown in Figure 4) that manages game hall information that can be managed by the game hall, including game usage information, which is the amount of money used for playing games based on the prepaid value associated with each player's IC card 4 at the game hall, and information on the number of game machines installed, which is the number of game machines installed at the game hall. The management device 9 transmits game hall information to the management function unit 100A at a predetermined timing or based on a game hall information transmission request from the management function unit 100A. The management function unit 100A, having acquired game hall information from each game hall, sets game hall fees according to the individual circumstances of the game hall, taking into account the content of the game hall information, as will be described later.
[0062] The general-purpose payment center 40 comprises a control unit 40a that primarily processes the execution of cashless payments, an information management unit 40b that manages authentication information necessary for the execution of cashless payments and the history of cashless payments, and a management function unit communication unit 40c that communicates with the management function unit 100A. Between the general-purpose payment center 40 and the management function unit 100A, payment information such as a deposit request that requests the execution of a cashless payment and information on the deposit of electronic money deposited in response to the deposit request is output. The prepaid payment center 30 also has a similar configuration to the general-purpose payment center 40 regarding the purchase of prepaid value, but its explanation is omitted.
[0063] Next, we will describe in detail the various functions provided by the management function unit 100A of the value management system 1A according to the first embodiment in order to appropriately manage the value for each player.
[0064] The management function unit 100A includes a cashless addition means 102 that adds electronic money deposited from the general-purpose payment center 40 to the value management means 101, a charge execution means 103 that associates the electronic money with the IC card 4 using unit 3, a settlement addition means 104 that settles the electronic money equivalent to the remaining balance of the 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 perform a settlement.
[0065] The cashless addition means 102, based on the operation of the mobile terminal 10 (which may involve operation of the touch panel display 12 or physical operation buttons provided on unit 3), sends a deposit request to the general-purpose payment center 40 that performs cashless payments, and adds the electronic money deposited from the general-purpose payment center 40 to the value management means 101. Specifically, as shown in Figure 5, when a player launches an application installed on the mobile terminal 10 and performs a deposit operation, a deposit execution request including the deposit amount specified by the player is sent from the mobile terminal 10 to the cashless addition means 102 of the management function unit 100A. Upon receiving the deposit execution request, the cashless addition means 102 checks whether the specified deposit amount is less than or equal to the pre-set depositable amount, and if the deposit amount is less than or equal to the depositable amount, it sends a deposit request including the specified deposit amount to the general-purpose payment center 40. If the deposit amount exceeds the depositable amount, the cashless addition means 102 sends an error message to the mobile terminal 10.
[0066] Furthermore, the maximum deposit amount can be arbitrarily set by the balance limit setting mechanism (not shown). Specifically, when a player specifies a deposit limit for their own wallet account, or when a business operator operating the Value Management System 1A specifies a deposit limit for the wallet accounts of system users, the balance limit setting mechanism (not shown) that receives this information sets that deposit limit as the maximum deposit amount. This deposit limit may be specified by the player themselves for each type of cashless payment, or it may be specified by the business operator operating the Value Management System 1A for each type of cashless payment. For example, if the deposit limit for when "TokkyoPay" is used for cashless payment is predetermined to be 200,000 yen / month, that deposit limit will be set as the maximum deposit amount for the current month. In this case, if 180,000 yen has already been deposited using "TokkyoPay" in the current month, the remaining 20,000 yen will be the maximum deposit amount. Furthermore, for example, if a deposit limit of 100,000 yen / month is predetermined for cashless payments using "credit cards," that deposit limit will be set as the depositable amount for the current month. In this case, if 70,000 yen has already been deposited using "credit cards" in the current month, the remaining 30,000 yen will be the depositable amount. In addition, if no deposit limit is predetermined by the player or business operator, the value management system 1A may be configured to set a predetermined deposit limit as the depositable amount. In this case, for example, if a deposit limit of 990,000 yen / month is predetermined per player, a deposit limit of 990,000 yen / month will be set for each app ID used to identify the player, and this deposit limit will be set as the depositable amount. Note that while the value management system 1A is shown as an example configured as a cashless addition means 102 for checking the depositable amount, the cashless addition means 102 may be configured without the function of checking the depositable amount.
[0067] Next, the general-purpose payment center 40, upon receiving the deposit request, executes a cashless payment using the mobile terminal 10, and the general-purpose payment center 40 executes a deposit of electronic money equivalent to the deposit request amount to the management function unit 100A as a deposit response. 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. In addition, the value management unit 101 adds the electronic money added by the cashless addition means 102 as a new record, and the added amount and the date of addition of the electronic money are associated with each other and recorded together with other information as various information associated with the electronic money. At the same time, the amount of depositable amount up to the cashless payment deposit limit (the deposit limit set for the type of cashless payment used for the deposit) is recalculated to prepare for the next deposit execution request. Furthermore, the cashless addition means 102 may collect a predetermined deposit fee from the player in conjunction with the execution of a deposit by cashless payment. Methods for collecting deposit fees include deducting them from the balance of the value management device 101, collecting the difference resulting from setting the settlement amount by the general-purpose settlement center 40 to 1.0 and the conversion ratio to electronic money managed by the value management device 101 to less than 1.0, and collecting them by adding them to the system usage fee imposed by the general-purpose settlement center 40 on users. The cashless addition device 102, which has added the electronic money, then sends a notification to the mobile terminal 10 as a deposit response indicating that the electronic money deposit has been completed. Upon receiving this notification, the mobile terminal 10 displays the deposit result on its screen. As a result, as shown in Figure 2(1), the electronic money added to the value management device 101 is recorded as record "0001", and the value addition / subtraction information of the wallet account corresponding to the mobile terminal 10 is managed.
[0068] The charge execution means 103, based on a "charge execution request" that requests the electronic money managed by the value management means 101 to be converted (charged) into prepaid value associated with the IC card 4, deducts the electronic money from the value management means 101 and allows the gaming device (unit 3 or card issuing machine 5) to charge that electronic money. Specifically, as shown in Figure 6, when a player operates the touch panel display 12 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 in order 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 to identify the business operator that manages the prepaid value associated with the IC card 4 as a third party; a gaming hall ID, which is identification information for each gaming hall to identify the gaming hall where the gaming device operated by the player is installed; and a gaming device ID, which is identification information for each gaming device to identify the gaming device.
[0069] The charge execution means 103 of the management function unit 100A, upon receiving a code information request, responds with code information to the gaming device. Code information is information for displaying a code (e.g., a two-dimensional code or barcode) that can be optically read by a camera provided on the mobile terminal 10 on the touch panel display 12 of the gaming device. Specifically, the code information outputs a code string that includes identification information for each charge, a deposit ID generated by the charge execution means 103 each time a code information request is received, an operation URL for causing the mobile terminal 10, which has read the code displayed on the gaming device, to perform a predetermined action, and information received from the gaming device as a code information request (company ID, arcade ID, gaming device ID, and code generation date and time). Upon receiving this code information, the gaming device displays a code that includes at least the deposit ID, operation URL, company ID, arcade ID, and gaming device ID mentioned above.
[0070] 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, the mobile terminal 10 sends information such as the deposit ID and the app ID of the application installed on the mobile terminal 10 as a pre-charge information request to the charge execution means 103. Upon receiving the pre-charge information request, the charge execution means 103 identifies the company ID, gaming hall ID, code generation date and time, etc., based on the deposit ID included in the pre-charge information request, and verifies the validity of the code. Here, the validity of the code is confirmed by verifying the identified company ID and gaming hall ID, and by checking whether the elapsed time since the code generation date and time has exceeded a predetermined period of time. If the validity of the code cannot be confirmed, although not shown in the diagram, the charge execution means 103 sends an error message to the mobile terminal 10. On the other hand, if the validity of the code is confirmed, the charge execution means 103 identifies the game venue from the game venue ID and also identifies the memory area of the value management means 101 linked to the app ID, in other words, the wallet account for each player.
[0071] In the value management means 101, where the wallet account used for charging valuable value has been identified, the usability determination means 105 determines whether the electronic money can be used and identifies the usable electronic money. Therefore, the charge execution means 103 calculates the total amount of electronic money that can be used for charging, in other words, the sum of the "current balances" of the usable electronic money, based on the "current balance" of the identified usable electronic money. This calculated sum of "current balances" is then identified as the chargeable amount. The chargeable amount is equivalent to the "usable amount," just like the sum of the "current balances" of the usable electronic money. The charge execution means 103 then transmits the identified chargeable amount to the mobile terminal 10 as a pre-charge information response. The mobile terminal 10 then displays a charge amount selection screen where the player can specify the desired amount within the range of the chargeable amount as the charge amount (specified amount), based on the received chargeable amount. This charge amount selection screen allows the user 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 it may also be configured to allow the user to specify any amount. Once the player has specified a desired charge amount and performed the 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, arcade ID, game device ID, specified charge amount (specified amount), application ID, etc.
[0072] Upon receiving a charge execution request, the charge execution means 103 notifies the mobile terminal 10 of the completion of the charge execution using a communication means such as email or a pop-up function in an application installed on the mobile terminal 10 as a charge execution response. The charge execution means 103 also identifies the gaming device operated by the player using the company ID, gaming arcade ID, and gaming device ID, and deducts an amount of electronic money equivalent to the specified charge amount from the value management means 101. Then, in order to have the gaming device convert the deducted amount of electronic money into prepaid value associated with the IC card 4 (charge), the charge execution means 103 sends a charge execution instruction to the identified gaming device. Upon receiving the charge execution instruction, the gaming device associates the amount of 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. Subsequently, the gaming device transmits the card ID of the IC card 4, which is associated with the prepaid value, to the management function unit 100A as the charge result, and the charging of the prepaid value to the IC card 4 is completed. At this point, if the gaming device is unit 3, the player can play the game on the gaming machine 2 using the prepaid value. If the gaming device is card issuing machine 5, the IC card 4 is issued (discharged), and the player can play the game on the gaming machine 2 by inserting the IC card 4 into unit 3.
[0073] On the other hand, in the management function unit 100A that receives the charge result, the "current balance" of the record in the value management means 101 that records the usable electronic money that has been deducted is first updated. Also, based on the card ID of the IC card 4 received as a charge result, the pair management means 120 of the management function unit 100A links the card ID with the application ID, and this linking information is recorded and managed. In other words, as the charge execution means 103 associates value with the IC card 4, which is the recording medium, the pair management means 120 links and manages the account information managed by the value management means 101 (for example, an application ID that can uniquely identify the player's account), which is the target of the deduction of value, with the card ID of the IC card 4, which is the target of the addition of value. Subsequently, if the card ID of the IC card 4 used by the player in unit 3 or possessed by the player after being dispensed from the card issuing machine 5 can be identified, the application ID linked to that card ID can be identified, and therefore the player's personal information and membership information linked to that application ID can be identified. Thus, it becomes possible to identify the player using or possessing the IC card 4 from the card ID, and the game usage information (usage status of IC card 4) acquired by the game hall information management means 118 can be continuously monitored in conjunction with the individual player (application ID). This game usage information is managed by the management device 9 of each game hall, and the management function unit 100A can also acquire and use it from each game hall as an example of game performance, which is information that accumulates as a history of actions taken by players in relation to games.
[0074] The settlement addition means 104 settles the balance by adding electronic money equivalent to the remaining balance of the prepaid value associated with the IC card 4 to the value management means 101, based on a settlement execution request from the player requesting a settlement that adds the value equivalent to the remaining balance of the prepaid value associated with the IC card 4 to the value management means 101. Specifically, as shown in Figure 7, when settling the remaining balance of the prepaid value associated with the IC card 4, first the IC card 4 is ejected from the gaming device (unit 3 or card issuing machine 5) based on the player's operation of the card return button, etc. Then, when the player inserts the IC card 4 ejected from the gaming device into a gaming device (settlement machine 6) installed in the gaming hall, the settlement machine 6 that received the IC card 4 sends a request to the settlement addition means 104 of the management function unit 100A to confirm whether the card can be returned to the wallet. This wallet refund eligibility confirmation request includes at least the card ID of IC card 4 and the remaining balance of the prepaid value associated with IC card 4 (card balance). Upon receiving the wallet refund eligibility confirmation request, the settlement addition means 104 checks the linking information between the card ID and the application ID managed by the management function unit 100A. The player and their wallet account are then identified from the application ID linked to the card ID. If the application ID linked to the electronic money when it was added to the valuable value management means 101 is confirmed to be valid by identifying the player and their wallet account, a message indicating that a wallet refund settlement is possible is sent to the settlement machine 6 as the wallet refund eligibility confirmation result. On the other hand, if the application ID cannot be confirmed to be valid, an error message indicating that there is a wallet refund eligibility confirmation result is sent to the settlement machine 6 (though this is not shown in the diagram).
[0075] Next, when the settlement machine 6 receives confirmation that a wallet refund settlement is possible as a result of the wallet refund eligibility check, a message indicating that the settlement is in progress is displayed on the screen of the settlement machine 6. Subsequently, the settlement machine 6 sends a settlement execution request to the settlement addition means 104 requesting the settlement of the remaining balance of the prepaid value associated with the IC card 4. This settlement execution request includes at least the settlement machine ID, game hall ID, card ID, and settlement amount, which are identification information for each settlement machine 6. At this point, the settlement addition means 104, based on the received settlement execution request, adds the electronic money equivalent to the remaining balance of the prepaid value to the wallet account corresponding to the card ID and performs a wallet refund settlement of the remaining balance of the prepaid value. Then, the value management means 101 adds a new record, and the amount of electronic money equivalent to the remaining balance of the prepaid value is recorded and managed in that record. Furthermore, the "Addition Type" of the record added at this time includes "Settlement" as an attribute of the electronic money, indicating that the added electronic money is a settlement of the remaining balance of the prepaid value. In this way, when the settlement addition means 104 performs a wallet return settlement for the remaining balance of the prepaid value associated with the IC card 4, it sends a settlement execution response to the settlement machine 6 and also notifies the mobile terminal 10 that the settlement has been completed using a communication means such as email. Upon receiving the settlement execution response, the settlement machine 6 displays a message indicating that the settlement has been completed on its screen, and the mobile terminal 10 also displays a message indicating that the settlement has been completed, so the player knows that the settlement has been completed. After that, the settlement machine 6 collects the IC card 4, for which the remaining balance of the prepaid value has been settled. If the IC card 4 that has been settled also serves as a membership card (is a membership card), the IC card 4 is returned to the player.
[0076] Furthermore, the wallet return settlement by the settlement addition means 104 may also be performed by unit 3. Specifically, when a player performs an operation (settlement request operation) to request settlement of the remaining balance of the prepaid value associated with the IC card 4 inserted into unit 3, a wallet return eligibility confirmation request is sent from unit 3, in which the IC card 4 is inserted, to the settlement addition means 104 of the management function unit 100A. This wallet return eligibility confirmation request includes at least the card ID of the IC card 4 and the remaining balance of the prepaid value associated with the IC card 4. Upon receiving the wallet return eligibility confirmation request, the settlement 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 their wallet account are identified from the application ID linked to the card ID. Here, if the app ID linked when the electronic money was added to the value management device 101 is confirmed to be valid by identifying the player and their wallet account, a message indicating that wallet refund settlement is possible is sent to unit 3 as the wallet refund feasibility check result. In addition, if the value management system 1A charges a settlement fee for the settlement process of returning the remaining balance of the prepaid value of the IC card 4 to the wallet account, it is desirable to send the wallet refund feasibility check result, including the settlement fee, to unit 3. On the other hand, if the app ID cannot be confirmed to be valid, an error message indicating that there is an error is sent to unit 3 as the wallet refund feasibility check result.
[0077] Next, when unit 3 receives confirmation that wallet refund settlement is possible as a result of the wallet refund eligibility check, a message indicating that settlement is in progress is displayed on the unit 3 screen. Subsequently, unit 3 sends a settlement execution request to the settlement addition means 104 requesting the settlement of the remaining balance of the prepaid value associated with IC card 4. This settlement execution request includes at least the identification information for each unit 3, namely the gaming device ID, gaming hall ID, card ID, and the settlement amount. Here, the settlement addition means 104, based on the received settlement execution request, adds the electronic money equivalent to the remaining balance of the prepaid value to the wallet account corresponding to the card ID and performs the wallet refund settlement of the remaining balance of the prepaid value. When this happens, a new record is added to the valuable value management means 101, and the amount of electronic money equivalent to the remaining balance of the prepaid value is recorded and managed in that record. In addition, the "addition type" of the record added at this time is recorded as an attribute of the electronic money, indicating that the added electronic money is a settlement of the remaining balance of the prepaid value. In this manner, when the settlement addition means 104 performs a wallet return settlement for the remaining balance of the prepaid value associated with the IC card 4, it sends a settlement execution response to unit 3 and also notifies the mobile terminal 10 that the settlement has been completed using a communication means such as email. Upon receiving the settlement execution response, unit 3 displays a message indicating that the settlement has been completed on its screen, and the mobile terminal 10 also displays a message indicating that the settlement has been completed, so the player is aware that the settlement has been completed. Subsequently, unit 3 collects the IC card 4 from which the remaining balance of the prepaid value has been settled. If the IC card 4 that has been settled also serves as a membership card (is a membership card), the IC card 4 is returned to the player.
[0078] Each time the date is updated, the usability determination means 105 determines whether the electronic money managed by the value 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 electronic money within the validity period is usable and electronic money outside the validity period is unusable, using a predetermined period from the date recorded in the "Additional Date" of each record, for example, 180 days. Therefore, as explained above, using the example of June 23, 2025, as shown in Figure 2(13), the electronic money in record "0004" is unusable by the usability determination means 105 because the "Expiration Date" recorded in June 22, 2025, is earlier (in the past) than June 23, 2025. On the other hand, the electronic money in record "0005" is determined to be usable by the usability determination means 105 because its "expiration date" recorded as June 24, 2025, is on or after June 23, 2025. In that case, the value management means 101 treats the electronic money in record "0004" as unusable electronic money and the electronic money in record "0005" as usable electronic money.
[0079] The usability determination means 105 is configured to determine whether the electronic money can be used based on the date recorded in "Expiration Date" each time the date is updated. However, it may also be configured to determine whether the electronic money can be used each time it receives a notification from the mobile terminal 10 that the application has been launched when the player launches an application installed on the mobile terminal 10, and 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 determining 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 "Additional Date" is within a predetermined number of days. Moreover, the predetermined period as the validity period is not limited to 180 days. It may be set in calendar months, for example, 3 months or 5 months, or in years, for example, 1 year or 2 years. Furthermore, the management of dates in the usability determination means 105 and the value management means 101 may be implemented using a schedule management function pre-installed in the relay device 8 or the cashless center 20, or it may be implemented by providing a unique schedule management function in the value management system 1A. Moreover, these schedule management functions may be used to configure the system so that the date recorded in "Expiration Date" is automatically calculated and recorded based on the date recorded in "Additional Date".
[0080] The settlement execution instruction means 106, when a type of cashless payment is associated with the prepaid value associated with the IC card 4, determines whether or not to perform settlement by cash dispensing the remaining balance of the prepaid value according to the type of cashless payment, and then, according to the result of that determination, instructs the settlement machine 6, which is capable of performing settlement by cash dispensing the remaining balance of the prepaid value associated with the IC card 4, to perform settlement by cash dispensing the remaining balance of the prepaid value. Specifically, as will be described later, the settlement execution instruction means 106 determines whether or not to perform settlement by cash dispensing the remaining balance of the prepaid value according to the type of cashless payment when a type of cashless payment is associated with the prepaid value associated with the IC card 4. For example, if the type of cashless payment linked to the prepaid value associated with IC card 4 is "TokkyoPay," which is an instant payment cashless payment, then it is determined that settlement of the remaining balance of that prepaid value by cash withdrawal is possible. On the other hand, if the type of cashless payment linked to the prepaid value associated with IC card 4 is "credit card," which is a deferred payment cashless payment, then it is determined that settlement of the prepaid value by cash withdrawal is not possible. This means that, for example, if electronic money that was deposited into wallet 100A and managed by the value management means 101 is withdrawn through the execution of a deferred payment cashless payment, such as a payment using a credit card, and that electronic money is charged (converted into prepaid value associated with IC card 4), then settlement of the remaining balance of that prepaid value by cash withdrawal is not possible, thereby preventing the cashing out of the credit card's available payment amount. Furthermore, even if the type of cashless payment linked to the prepaid value associated with IC card 4 is an instant cashless payment such as "TokkyoPay," the settlement execution instruction means 106 may determine that settlement by cash withdrawal of the prepaid value is not possible and only allow settlement by returning the prepaid value to the wallet.
[0081] As described above, the value management means 101 of the management function unit 100A can manage the balance of the wallet account for each player based on the app ID, according to the type of cashless payment. In addition, the management function unit 100A is equipped with a value addition / subtraction information management means 117 that can manage the history of additions and subtractions of value by the gaming device (unit 3, card issuing machine 5, settlement machine 6). Specifically, the value addition / subtraction information management means 117 acquires value addition / subtraction information that includes at least one of the following types of information: information regarding the addition of value to the value management means 101 by the cashless addition means 102, information regarding the addition of value to the value management means 101 by the settlement addition means 104, and information regarding the subtraction of value from the value management means 101 by the charge execution means 103, and manages this information for each player (for example, for each card ID of IC card 4).
[0082] Furthermore, the management function unit 100A in the value management system 1A of this embodiment includes a pair management means 120 and a game hall information management means 118, enabling the management of game usage information related to the dispensing operation of dispensing game media usable in the game machine 2 using the IC card 4, and the number of game media held, which is the number of game media counted in the game machine 2 and associated with the IC card 4, in conjunction with the application ID. As described above, the pair management means 120 manages the wallet account, which is the target of the deduction of value, and the IC card 4, which is the target of the addition of value, in conjunction with the charge execution means 103 associating value with the IC card 4. The game hall information management means 118 subtracts the value associated with the IC card 4, which is managed by the pair management means 120, and when it performs a dispensing operation to dispense game media to be used for playing games on the game machine 2, it acquires and manages game usage information (such as the number of game media returned to the game media and the number of game points) which is information that the prepaid value associated with the IC card 4 was used for playing games. In addition, the game-related ownership value information management means 123 acquires and manages information on owned game media, which are game media counted by the game device (unit 3).
[0083] The gaming-related ownership value managed by the gaming-related ownership value information management means 123 manages all assets that have value that can be used by players at amusement facilities, etc., and the items under management include personal gaming media that players possess as gaming media that can be used to play games, stored gaming media that players deposit at the amusement facility so that they can withdraw and use these personal gaming media on subsequent days, the value of the IC card 4 before charging, which is managed by the value management means 101, and the value of the IC card 4 after charging (prepaid value) associated with the gaming device (unit 3 or card issuing machine 5).
[0084] The amusement arcade information managed by the amusement arcade information management means 118 and the amusement-related ownership value information managed by the amusement arcade fee setting means 119A can access this information, and the accessed amusement arcade information and amusement-related ownership value information may be used to set the amusement arcade fee. Details of the amusement arcade fee setting function by the amusement arcade fee setting means 119A will be described later.
[0085] Here, the process of acquiring game usage information related to the payout operation performed by the gaming device (unit 3) will be explained based on the flowchart shown in Figure 8. When a player performs a game medium lending request operation in unit 3, the game medium is dispensed within the range of the value associated with the IC card 4 being handled by unit 3. The game medium dispenser operation is performed by a game medium addition instruction from unit 3 to the gaming machine 2, and the gaming machine 2 executes the game medium dispenser operation (dispensing physical game medium or assigning game points, which are intangible game medium). In addition, unit 3 notifies the management function unit 100A of the game usage information in conjunction with the game medium dispenser operation. If the source of this game usage information notification is the unit 3 handling the IC card 4 with a card ID managed by the pair management means 120, the game hall information management means 118 acquires it as game usage information and adds, for example, a record linked to the card ID (including at least the time the game medium was dispensed and the number of game mediums dispensed). This allows the game hall information management means 118 of the management function unit 100A to manage game usage information using the IC card 4, which can identify the player who owns it. Furthermore, if the unit 3 handling the IC card 4 with a card ID managed by the pair management means 120 uses up the entire prepaid value associated with the IC card 4 and the remaining balance of that prepaid value becomes 0, the game device (unit 3) notifies the management function unit 100A of the remaining balance along with the game usage information. When the management function unit 100A receives this zero balance information, the value management means 101 adds a record linked to the card ID (including at least the time when the prepaid value balance became zero, and information that the "added amount" and "current balance" due to settlement are zero). This allows the value management means 101 and the value adjustment information management means 117 of the management function unit 100A to manage the zero balance information, which shows the history of the prepaid value balance associated with the IC card 4, which can identify the player who owns it, being used up without settlement.
[0086] Furthermore, the process of acquiring information (information on the number of game media held) related to the counting operation performed by the gaming device (unit 3) will be explained based on the flowchart shown in Figure 9. In the gaming machine 2, when a player performs a game media counting request operation, the gaming machine 2 sends a game media addition instruction to unit 3. For example, if the gaming machine 2 manages game media as electronic data, it handles the number of game media that the player can use for the game as electronic data, so it is sufficient to send the remaining number of game media to unit 3 along with the game media addition instruction. In the case of a gaming machine 2 that handles physical game media, the number of game media to be added is counted by inserting the game media stored in the ball storage tray, etc., of the gaming machine 2 into the counting unit provided in unit 3. Once the number of game media to be added is determined in this way, unit 3 associates the counted number of game media held with the IC card 4 being handled. If there are already remaining game media associated with IC card 4, that is, if there are remaining game media associated with IC card 4, the newly counted number of game media is added to this remaining number to update the number of game media. Upon performing the game media counting operation, unit 3 notifies the management function unit 100A of the counted number of game media. If the source of this notification of game media information is unit 3 handling IC card 4 with a card ID managed by pair management means 120, the game-related ownership value information management means 123 acquires it as game-related ownership value 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). This allows the management function unit 100A to manage information on game media based on counting operations performed using IC card 4, which can identify the owner.
[0087] Next, the specific function of the amusement arcade fee setting means 119A of the management function unit 100A in the value management system 1A according to the first embodiment will be described in detail. The amusement arcade fee setting means 119A used in this embodiment sets the amusement arcade fee for a predetermined period based on the value adjustment information and / or amusement arcade information for each amusement arcade. This predetermined period for setting the amusement arcade fee can be on a daily, monthly, or yearly basis, and can be arbitrarily set according to the convenience of the cashless center 20 (or cashless business company 50) that collects the fee or the convenience of each amusement arcade that pays the fee. The "daily" predetermined period is from the start to the end of business on a given day, and the amusement arcade fee is set based on the predetermined information for that day that is determined at the end of business on that day. The "monthly" predetermined period is from the start of business on the first day of the month to the end of business on the last day of the month, and the amusement arcade fee is set based on the predetermined information for that month that is determined at the end of business on that month. Furthermore, the "annual period" set as the prescribed period refers to the period from the start of business on the first day of the year (January 1st) to the end of business on the last day of the year (December 31st), or from the start of business on April 1st (the start of the fiscal year) to the end of business on March 31st (the end of the fiscal year) of the following year. The amusement facility fees are set based on the prescribed information for the current year, which is finalized at the end of business for that year. The interpretation of the prescribed period below shall follow this.
[0088] As described above, the value adjustment information management means 117 manages the charge amount, which is the amount of value associated with each player's recording medium (IC card 4) after a charge is performed at the game center, as value adjustment information. From this history, it is possible to determine the amount of charges each player made at each game center during a predetermined period. For example, as shown in Figure 10, from the value adjustment history, it is possible to identify the charge amount on the date the wallet account balance was updated by the charge (update date) from the history of a player who can be identified by "App ID" "1234" making a charge to IC card 4 with "Card ID" "ABCD". During the predetermined period (1 day) on the date "2024 / 12 / 20", only "+6000 yen" was charged to IC card 4 with "Card ID" "ABCD" from the wallet account balance, so the total charge amount for this player on this day can be identified as "6,000 yen". Furthermore, on the specified date (1 day) of "2024 / 12 / 22", a player identifiable by "App ID" "1234" charged "+4000 yen" and "+1000 yen" to IC card 4 with "Card ID" "ABCD", so the total amount charged by this player on this day can be identified as "5000 yen". Also, on the specified date (1 day) of "2024 / 12 / 26", a player identifiable by "App ID" "1234" charged "+2000 yen", "+4000 yen", and "+4000 yen" to IC card 4 with "Card ID" "ABCD", so the total amount charged by this player on this day can be identified as "10000 yen". In this way, by totaling the amount charged by each player at each amusement facility, the total amount charged at that facility for that day (or specified period) can be calculated.
[0089] Therefore, in the first configuration example of this embodiment, the amusement arcade fee setting means 119A uses the value adjustment information managed by the value adjustment information management means 117 to determine the total charge amount, which is the sum of the charge amounts of all players at the amusement arcade subject to the setting of amusement arcade fees, and sets the amount calculated by applying a predetermined fee rate to this total charge amount as the amusement arcade fee for that amusement arcade. In other words, the amusement arcade fee setting means 119A in the first configuration example sets an amusement arcade fee according to the total charge amount, which reflects the individual circumstances of each amusement arcade, so that amusement arcade fees can be collected appropriately from each amusement arcade.
[0090] Furthermore, the fee rate used by the amusement arcade fee setting means 119A to calculate the amusement arcade fee can be set arbitrarily. For example, as shown in Figure 11(1), if the amusement arcade fee is calculated daily with a fee rate of 2%, the "total charge amount / day" recorded in the record for the amusement arcade with "Amusement Arcade ID" "3456" and a "Date" of "2024 / 12 / 01" is "500,000". Therefore, the fee rate of 2% is applied to the "total charge amount / day", and the amusement arcade fee to be collected from this amusement arcade on this day is set to "10,000" for the "Amusement Arcade Fee / Day". Furthermore, since the "Total Charge per Day" recorded in the record for the same arcade with the "Date" of "2024 / 12 / 02" is "600,000", applying a commission rate of 2% to the "Total Charge per Day", the arcade fee to be collected from this arcade on this day is set to "12,000" as the "Arcade Fee per Day". Similarly, the "Arcade Fee per Day" for one month for the arcade with "Arcade ID" "3456" (the arcade fee for each day calculated from the records at the beginning of the month with the "Date" of "2024 / 12 / 01" to the end of the month with the "Date" of "2024 / 12 / 31") is determined, and by summing up the "Arcade Fee per Day" for one month, the total arcade fee to be charged for one month can be obtained.
[0091] As described above, the predetermined period for calculating the arcade fee is set to one day, and the arcade fee is set on a daily basis and collected from each arcade in a lump sum for the month. However, as shown in Figure 11(2), the predetermined period for calculating the arcade fee is set to one month, and the arcade fee is set on a monthly basis. For example, if the arcade fee is calculated monthly with a fee rate of 2%, the "Total Charge / Month" recorded in the record for the arcade with "Arcade ID" "3456" and "Year / Month" "January 2024" is "15,000,000". Therefore, applying the fee rate of 2% to the "Total Charge / Month", the arcade fee to be collected from this arcade for this month is set to "300,000" in "Arcade Fee / Month". Note that when using one month as the predetermined period, it is not limited to calendar months, but may be set to any day from any day in any month to the day before any day in the following month (for example, from the 21st of each month to the 20th of the following month). Furthermore, if the prescribed period for calculating the arcade fee is one year, the "arcade fee / month" calculated each month may be added up for 12 months to determine the "arcade fee / year," or the "total charge amount / year" calculated by adding up the prescribed period of one year and applying the prescribed fee rate to that amount may be set as the arcade fee for that year.
[0092] Furthermore, the information used by the amusement arcade fee setting means 119A to set the amusement arcade fee is not limited to the charge amount included in the value adjustment information managed by the value adjustment information management means 117. In the second configuration example of this embodiment, the amusement arcade fee setting means 119A uses the amusement arcade information management means 118 to determine the total amount of game usage by all players during a predetermined period at the amusement arcade subject to the setting of the amusement arcade fee, and sets the amount calculated by applying a predetermined fee rate to this total amount of game usage as the amusement arcade fee for that arcade. In other words, the amusement arcade fee setting means 119A in the second configuration example sets an amusement arcade fee that corresponds to the total amount of game usage which reflects the individual circumstances of each amusement arcade, so that amusement arcade fees can be collected appropriately from each amusement arcade.
[0093] For example, as shown in Figure 12(1), the amount spent using IC card 4 with "Card ID" "ABCD" to convert game media at game machine 2 (or a game device connected to game machine 2) with "Machine number" "0101" in a certain arcade can be identified as 3,000 yen from the card usage history on "2024 / 12 / 20". Also, the amount spent using IC card 4 with "Card ID" "ABCD" to convert game media at game machine 2 (or a game device connected to game machine 2) with "Machine number" "0102" in the same arcade can be identified as 1,000 yen from the card usage history on "2024 / 12 / 22". Thus, the amusement arcade fee setting means 119A in the second configuration example of this embodiment can use the amusement arcade information management means 118 to identify the amount of money each player spends on games on any given day, and can calculate the total amount of money spent by all players over a predetermined period.
[0094] For example, as shown in Figure 13(1), if the "Total Gaming Spending per Day" recorded in the record for the date "2024 / 12 / 01" at a gaming arcade with "Gaming Arcade ID" "3456" is "500,000", then a commission rate of 2% is applied to the "Total Gaming Spending per Day", and the gaming arcade fee to be collected from this arcade on this day is set to "10,000", which is the "Gaming Arcade Fee per Day". Similarly, for the arcade with "Arcade ID" "3456", calculate the "Arcade Fee / Day" for one month (calculated from the record at the beginning of the month, which is "2024 / 12 / 01", to the record at the end of the month, which is "2024 / 12 / 31"), and then add up the "Arcade Fee / Day" for one month to obtain the total amount of arcade fees to be charged for one month.
[0095] As described above, the predetermined period for calculating the arcade fee is set to one day, and the arcade fee is set on a daily basis and collected from each arcade in a lump sum for the month. Alternatively, as shown in Figure 13(2), the predetermined period for calculating the arcade fee is set to one month, and the arcade fee is set on a monthly basis. For example, if the arcade fee is calculated monthly with a fee rate of 2%, the "total amount spent per month" recorded in the record for the arcade with "Arcade ID" "3456" and "Year and Month" "January 2024" is "15,000,000". Therefore, the fee rate of 2% is applied to the "total amount spent per month", and the arcade fee to be collected from this arcade for this month is set to "300,000" in the "Arcade Fee per Month". Furthermore, if the predetermined period for calculating the arcade fee is set to one year, the "arcade fee / month" calculated each month may be added up for 12 months to determine the "arcade fee / year," or the amount calculated by applying a predetermined fee rate to the "total charge amount / year" accumulated over a predetermined period of one year may be set as the arcade fee for that year. In addition, instead of the total charge amount that the arcade fee setting means 119A of the first configuration example is subject to determination, the total settlement amount, which is the sum of the settlement amounts included in the value adjustment information managed by the value adjustment information management means 117 over a predetermined period, may be used. In this way, even when the amount calculated by applying a predetermined fee rate to the total settlement amount is set as the arcade fee for the arcade, the arcade fee is set based on the total settlement amount, which reflects the individual circumstances of each arcade as the settlement amount by the players, so that arcade fees can be collected appropriately from each arcade.
[0096] Furthermore, the amusement arcade fee set by the amusement arcade fee setting means 119A is not limited to one calculated by mathematical means. In the third configuration example of this embodiment, the amusement arcade fee setting means 119A uses the value adjustment information managed by the value adjustment information management means 117 to determine the total charge amount, which is the sum of the charge amounts of all players at the amusement arcade subject to the setting of amusement arcade fees, and sets an amount determined to correspond to the range of amounts to which this total charge amount belongs as the amusement arcade fee for that amusement arcade. In other words, the amusement arcade fee setting means 119A in the third configuration example sets an amusement arcade fee according to the total charge amount, which reflects the individual circumstances of each amusement arcade, so that amusement arcade fees can be collected appropriately from each amusement arcade.
[0097] For example, as shown in Figure 14, a game center fee of 10,000 yen per day is applied to total charge amounts exceeding 0 yen per day and not exceeding 1 million yen per day; a game center fee of 20,000 yen per day is applied to total charge amounts exceeding 1 million yen per day and not exceeding 2 million yen per day; and a game center fee of 30,000 yen per day is applied to total charge amounts exceeding 2 million yen per day and not exceeding 3 million yen per day. Alternatively, if the predetermined period is one month, the "game center fee per month" may be calculated by accumulating the daily game center fees for one month, or the game center fee setting means 119A may be made available to the game center fee setting means 119A to provide information on the correspondence between the total charge amount range [yen / month] and the game center fee [yen / month] corresponding to one month. Furthermore, instead of using the total charge amount that the amusement arcade fee setting means 119A of the third configuration example is subject to determination, the total settlement amount obtained by summing the settlement amounts included in the value adjustment information managed by the value adjustment information management means 117 over a predetermined period may be used. In this way, even when setting the amusement arcade fee to an amount determined to correspond to the range of amounts to which the total settlement amount belongs, the amusement arcade fee is set according to the total settlement amount that reflects the individual circumstances of each amusement arcade as the settlement amount by the players, so that the amusement arcade fee can be collected appropriately from each amusement arcade.
[0098] Furthermore, the amusement arcade fee set by the amusement arcade fee setting means 119A is not limited to being set based on an amount determined in accordance with the range of amounts to which the total charge belongs. In the fourth configuration example of this embodiment, the amusement arcade fee setting means 119A uses the amusement arcade information management means 118 to determine the total amount of game usage by all players during a predetermined period at the amusement arcade to which the amusement arcade fee is to be set, and sets the amusement arcade fee for the amusement arcade to an amount determined in accordance with the range of amounts to which this total amount of game usage belongs. In other words, the amusement arcade fee setting means 119A in the fourth configuration example sets an amusement arcade fee according to the total amount of game usage which reflects the circumstances of each amusement arcade, so that amusement arcade fees can be collected appropriately from each amusement arcade.
[0099] The information used in the amusement arcade fee setting means 119A of the fourth configuration example (corresponding information between the range of total gaming usage [yen / day] and the amusement arcade fee [yen / day]) is similar to the correspondence information between the range of total charge amount [yen / day] and the amusement arcade fee [yen / day] in Figure 14, so its illustration is omitted. By using such correspondence information, the amusement arcade fee setting means 119A of the fourth configuration example applies, for example, an amusement arcade fee of 10,000 yen / day to total gaming usage amounts exceeding 0 yen / day and up to 1 million yen / day, an amusement arcade fee of 20,000 yen / day to total gaming usage amounts exceeding 1 million yen / day and up to 2 million yen / day, and an amusement arcade fee of 30,000 yen / day to total gaming usage amounts exceeding 2 million yen / day and up to 3 million yen / day. Furthermore, if the prescribed period is one month, the "amusement center fee / month" may be calculated by accumulating the daily amusement center fees for one month, or the amusement center fee setting means 119A may be made available to the amusement center fee setting means 119A to provide information on the correspondence between the total amount of amusement usage [yen / month] corresponding to one month and the amusement center fee [yen / month].
[0100] Furthermore, the information used by the amusement arcade fee setting means 119A to set the amusement arcade fee is not limited to the charge amount included in the value adjustment information managed by the value adjustment information management means 117. The amusement arcade fee setting means 119A in the fifth configuration example of this embodiment uses the number of charges included in the value adjustment information managed by the value adjustment information management means 117 to determine the total number of charges by all players during a predetermined period at the amusement arcade to which the amusement arcade fee is to be set, and sets an amount determined corresponding to the range of charges to which this number of charges belongs as the amusement arcade fee for that arcade. In other words, the amusement arcade fee setting means 119A in the fifth configuration example sets the amusement arcade fee according to the total number of charges which reflects the situation of each individual amusement arcade, so that the amusement arcade fee can be collected appropriately from each amusement arcade.
[0101] For example, as shown in Figure 15, a game center fee of 10,000 yen / day is applied to the range of total number of charges exceeding 0 [times / day] but not exceeding 500 [times / day], a game center fee of 20,000 yen / day is applied to the range of total number of charges exceeding 500 [times / day] but not exceeding 1,000 [times / day], and a game center fee of 30,000 yen / day is applied to the range of total number of charges exceeding 1,000 [times / day] but not exceeding 1,500 [times / day]. Alternatively, if the predetermined period is one month, the "game center fee / month" may be calculated by accumulating the game center fees for one month, or the game center fee setting means 119A may be made available to the game center fee setting means 119A to access information on the correspondence between the range of total number of charges [times / month] corresponding to one month and the game center fee [yen / month]. Furthermore, instead of using the total number of charges that the amusement arcade fee setting means 119A of the fifth configuration example is subject to determination, the total number of settlements, which is the sum of the number of settlements included in the value adjustment information managed by the value adjustment information management means 117 over a predetermined period, may be used. In this way, even when setting the amusement arcade fee for a game arcade at an amount determined to correspond to the range of settlements to which the total number of settlements belongs, the amusement arcade fee is set according to the total number of settlements, which reflects the individual circumstances of each amusement arcade as a frequency of settlements performed by players, so that amusement arcade fees can be collected appropriately from each amusement arcade.
[0102] Furthermore, the information used by the amusement arcade fee setting means 119A to set the amusement arcade fee is not limited to the amount of gaming usage included in the amusement arcade information managed by the amusement arcade information management means 118. In the sixth configuration example of this embodiment, the amusement arcade fee setting means 119A uses the amusement arcade information managed by the amusement arcade information management means 118 to identify the number of gaming devices installed at a predetermined determination timing for an amusement arcade that is subject to setting the amusement arcade fee, and sets an amount determined to correspond to the range of the number of gaming devices to which the identified number of installed gaming devices belongs as the amusement arcade fee for that amusement arcade. In other words, the amusement arcade fee setting means 119A in the sixth configuration example sets the amusement arcade fee according to the number of gaming devices installed, which reflects the situation of each individual amusement arcade, so that amusement arcade fees can be collected appropriately from each amusement arcade. The timing for determining the number of gaming devices installed is arbitrary and can be anytime, such as the first or last day of the specified period. However, the number of gaming devices determined at that time will be treated as a representative value applicable to the entire specified period.
[0103] For example, as shown in Figure 16, a daily amusement facility fee of 10,000 yen applies to locations with more than 0 but 300 or fewer gaming devices, a daily amusement facility fee of 20,000 yen applies to locations with more than 300 but 600 or fewer gaming devices, and a daily amusement facility fee of 30,000 yen applies to locations with more than 600 but 900 or fewer gaming devices. Alternatively, if the predetermined period is one month, the daily amusement facility fee may be calculated for the entire month to determine the "monthly amusement facility fee," or the amusement facility fee setting means 119A may be made available to the amusement facility fee setting means 119A to provide information on the correspondence between the range of gaming devices installed in a given month and the monthly amusement facility fee. Furthermore, instead of using the number of gaming devices installed as the target of determination by the amusement arcade fee setting means 119A in the sixth configuration example, the number of gaming machines 2 identified at a predetermined determination timing may be used. In this way, even when setting the amusement arcade fee to an amount determined in accordance with the range of the number of gaming machines 2 to which the number of gaming machines 2 to be installed belongs, the amusement arcade fee is set according to the number of gaming machines 2 installed, which reflects the individual circumstances of each amusement arcade in terms of its size, so that the amusement arcade fee can be collected appropriately from each amusement arcade.
[0104] In this embodiment, the value management system 1A uses the total charge amount, total number of charges, and total amount of game usage as information for setting the game fee in the game arcade fee setting means 119A. However, if these total amounts include charges made with cash or game usage of prepaid value charged with cash, the game arcade fee may be set using only the number of charges and charge amounts made using the value management system 1A, and the amount of game usage obtained by converting the prepaid value associated with the IC card 4 into game media, excluding the cash portion.
[0105] <Second Embodiment> In the first embodiment of the value management system 1A described above, the usage status of the value management system 1A at each amusement park is reflected by setting amusement park fees based on the value adjustment information and / or amusement park information at each amusement park, and if the system usage fee or usage frequency is high, a corresponding amusement park fee is collected. However, in the second embodiment of the value management system 1B, conversely, if the system usage fee or usage frequency is expected to be high, the amusement park fee is discounted and collected, thereby increasing the incentive for amusement parks to introduce and promote the use of the value management system 1B.
[0106] As shown in Figure 4, the value management system 1B according to the second embodiment includes a game hall fee setting means 119B and a determination means 121 in the management function unit 100B. Other configurations and functions are the same as those of the value management system 1A of the first embodiment described above, as indicated by the same reference numerals, so a detailed explanation is omitted.
[0107] The value management system 1B according to the second embodiment is a "value management system for managing value usable by players in a gaming arcade," and includes: "value management means 101 for managing value"; "cashless adding means 102 for making a deposit request to a general-purpose payment center 40 that performs cashless payment based on a deposit execution request from a player, and adding the value deposited from the general-purpose payment center 40 by the execution of cashless payment to the value management means 101"; "charge execution means 103 for subtracting the value of the charge request from the value managed by the value management means 101 based on a charge execution request that requests a charge to associate the value with a recording medium 4, and for associating the value of the charge request from the subtracted value with the recording medium 4 by the gaming device 3 (or 5)"; and "for settling the remaining balance of the value associated with the recording medium 4 based on a settlement execution request that requests settlement of the remaining balance of the value associated with the recording medium 4, by adding the value of the remaining balance to the value management means 101 and settling the remaining balance." "Settlement Addition Means 104", "Value Addition Information Management Means 117 that acquires and manages value addition / subtraction information for each player, which includes at least one of the following: information regarding the addition of value to the value management means 101 by cashless addition means 102, information regarding the addition of value to the value management means 101 by settlement addition means 104, and information regarding the subtraction of value from the value management means 101 by charge execution means 103", and "Value Addition / Subtraction Information Management Means 117 The system includes: a game center information management means 118 that acquires game center information manageable by each game center under management and manages at least one game center per game center; a determination means 121 that determines whether a value to be determined, identified from the value adjustment information for each game center managed by the value adjustment information management means 117 and / or the game center information for each game center managed by the game center information management means 118, is equal to or greater than a predetermined standard value; and a game center fee setting means 119B that sets the game center fee, which is a fee to be collected from the game centers.
[0108] Furthermore, if the determination means 121 determines that the value to be determined is less than the standard value, the amusement arcade fee setting means 119B sets a predetermined standard amount as the amusement arcade fee, and if the determination means 121 determines that the value to be determined is equal to or greater than the standard value, it sets an adjustment amount lower than the standard amount as the amusement arcade fee. In other words, in the valuable management system 1B according to the second embodiment, the amusement arcade fee setting means 119B sets a standard amount or an adjustment amount as the amusement arcade fee according to the determination result of the determination means 121, which determines whether the system usage status at each amusement arcade is equal to or less than the value to be determined. This allows for the collection of a discounted amusement arcade fee when the usage status at each amusement arcade is equal to or greater than the value to be determined (i.e., when system usage fees or usage frequency are assumed to be high).
[0109] First, a first configuration example of the amusement arcade fee setting means 119B in the value management system 1B according to the second embodiment will be described. In the first configuration example, the amusement arcade fee setting means 119B sets the amusement arcade fee based on the determination result of the determination means 121, which determines the determination condition using the total number of charges as the determination target value. First, as shown in Figure 17, for example, the determination means 121 uses the value adjustment information managed by the value adjustment information management means 117 to determine the total number of charges, which is the sum of the number of charges performed by all players during a predetermined period (for example, 1 day) at the amusement arcade, as the determination target value, and determines whether the determined total number of charges (determination target value) is equal to or greater than a predetermined standard value, which is the standard number of charges (for example, 1000 times / day). If the determination means 121 determines that the total number of charges (value to be determined) is less than the standard value (1,000 times / day), the amusement arcade fee setting means 119B of the first configuration example sets the amusement arcade fee at the standard amount (for example, 20,000 yen / day). On the other hand, if the determination means 121 determines that the total number of charges (value to be determined) is equal to or greater than the standard value (1,000 times / day), the amusement arcade fee setting means 119B of the first configuration example sets the amusement arcade fee at an adjustment amount (for example, 10,000 yen / day) that is lower than the standard amount. In other words, the amusement arcade fee setting means 119B of the first configuration example can collect a discounted amusement arcade fee if the number of charges during a predetermined period is high and the usage status of the value management system 1B is assumed to be good.
[0110] Furthermore, the total number of charges used by the determination means 121 as the value to be determined is not limited to a method of calculation after the predetermined period to be determined has elapsed (for example, after the end of business for the day) and the value adjustment information has been collected. For example, the total number of charges obtained from the value adjustment information of the previous day may be used as the value to be determined for the day, or the total number of charges obtained at a predetermined determination timing within the predetermined period may be used as the value to be determined to be applied to all days of that predetermined period. In addition, the predetermined period for setting the arcade fee is not limited to one day, but may be set arbitrarily to one week, one month, one year, etc. If the predetermined period is one month, the "arcade fee / month" may be calculated by accumulating the arcade fees for each day for one month, or a standard number of charges [times / month] corresponding to one month may be determined, and the arcade fee setting means 119B of the first configuration example may make available the correspondence information of standard amounts and adjustment amounts corresponding to amounts less than the standard number of charges [times / month] and amounts greater than or equal to the standard number of charges [times / month]. Furthermore, the determination means 121 is not limited to using only one reference value for determination, and may use multiple reference values to determine the value to be determined, and the amusement arcade fee setting means 119B in the first configuration example may set the amusement arcade fee to an amount corresponding to the determination result.
[0111] Next, a second configuration example of the amusement arcade fee setting means 119B in the value management system 1B according to the second embodiment will be described. In the second configuration example, the amusement arcade fee setting means 119B sets the amusement arcade fee based on the determination result of the determination means 121, which determines the determination condition using the total charge amount as the determination target value. First, as shown in Figure 18, for example, the determination means 121 uses the value adjustment information managed by the value adjustment information management means 117 to determine the total charge amount, which is the sum of the charge amounts of all players in the amusement arcade during a predetermined period (for example, one day), as the determination target value, and determines whether the determined total charge amount (determination target value) is equal to or greater than a predetermined standard charge amount (for example, 1 million yen / day). If the determination means 121 determines that the total charge amount (value to be determined) is less than the standard value (1 million yen / day), the amusement arcade fee setting means 119B of the second configuration example sets the amusement arcade fee to an amount calculated by applying a standard fee rate (for example, 2.0%) to the total charge amount (standard amount). On the other hand, if the determination means 121 determines that the total charge amount (value to be determined) is equal to or greater than the standard value (1 million yen / day), the amusement arcade fee setting means 119B of the second configuration example sets the amusement arcade fee to an amount calculated by applying an adjustment fee rate (for example, 1.0%), which is set lower than the standard fee rate, to the total charge amount (adjustment amount). In other words, the amusement arcade fee setting means 119B of the second configuration example can collect a discounted amusement arcade fee if the total charge amount for a predetermined period is high and the usage of the value management system 1B is assumed to be good.
[0112] Furthermore, the total charge amount used by the determination means 121 as the value to be determined is not limited to a method of calculation after the predetermined period to be determined has elapsed (for example, after the end of business for the day) and the value adjustment information has been collected. For example, the total charge amount obtained from the value adjustment information of the previous day may be used as the value to be determined for the day, or the total charge amount obtained at a predetermined determination timing within the predetermined period may be used as the value to be determined to be applied to all days of that predetermined period. In addition, the predetermined period for setting the arcade fee is not limited to one day, but may be set arbitrarily to one week, one month, one year, etc. If the predetermined period is one month, the arcade fee for each day may be accumulated for one month to determine the "arcade fee / month", or a standard total charge amount [yen / month] corresponding to one month may be determined, and the arcade fee setting means 119B of the second example may make available the correspondence information of standard fee rates and adjustment fee rates corresponding to less than the standard total charge amount [yen / month] and above the standard total charge amount [yen / month], respectively. Furthermore, the determination means 121 is not limited to using only one standard value for determination, and may use multiple standard values to determine the value to be determined, and the amusement park fee setting means 119B of the second configuration may set the amount calculated by applying a fee rate according to the determination result as the amusement park fee. Also, the amusement park fee setting means 119B of the second configuration is not limited to selecting a standard fee rate or an adjusted fee rate as the amusement park fee rate according to the determination result of the determination means 121, but may also be configured to set the amusement park fee to be applied by the amusement park fee setting means 119B of the second configuration to a standard amount or an adjusted amount, similar to the amusement park fee setting means 119B of the first configuration described above.
[0113] Next, a third configuration example of the amusement arcade fee setting means 119B in the valuable management system 1B according to the second embodiment will be described. In the third configuration example, the amusement arcade fee setting means 119B sets the amusement arcade fee based on the determination result of the determination means 121, which determines the determination condition using the total amount of game usage as the determination target value. First, as shown in Figure 19, for example, the determination means 121 uses the amount of game usage managed by the amusement arcade information management means 118 to determine the total amount of game usage, which is the sum of the game usage amounts of all players during a predetermined period (for example, one day) at the amusement arcade, as the determination target value, and determines whether the determined total amount of game usage (determination target value) is equal to or greater than a predetermined first standard value, which is the first standard game usage amount (for example, 1 million yen / day). Then, if the determination means 121 determines that the total amount spent on games (value to be determined) is less than the first standard value (1 million yen / day), the game arcade fee setting means 119B of the third configuration example sets the game arcade fee of the game arcade an amount (standard amount) calculated by applying a standard fee rate (for example, 2.0 [%]) to the total amount spent on games.
[0114] In the determination based on the first standard value described above, if the determination means 121 determines that the total amount spent on games (value to be determined) is equal to or greater than the first standard value (1 million yen / day), the determination means 121 determines whether or not the total amount spent on games (value to be determined) is equal to or greater than the second standard amount spent on games (for example, 1.25 million yen / day), which is a predetermined second standard value. If the determination means 121 determines that the total amount spent on games (value to be determined) is less than the second standard value (1.25 million yen / day), that is, if the value to be determined is greater than or equal to the first standard value but less than the second standard value, the game arcade fee setting means 119B of the third configuration example sets the game arcade fee to an amount calculated by applying a first adjustment fee rate (for example, 1.75 [%]) set lower than the standard fee rate to the total amount spent on games (first adjustment amount).
[0115] In the determination based on the second criterion value described above, if the determination means 121 determines that the total amount spent on games (value to be determined) is equal to or greater than the second criterion value (1.25 million yen / day), the determination means 121 determines whether or not the total amount spent on games (value to be determined) is equal to or greater than the third criterion amount, which is a predetermined third criterion value (for example, 1.5 million yen / day). If the determination means 121 determines that the total amount spent on games (value to be determined) is less than the third criterion value (1.5 million yen / day), that is, if the value to be determined is greater than or equal to the second criterion value but less than the third criterion value, the game arcade fee setting means 119B of the third configuration example sets the game arcade fee of the game arcade an amount calculated by applying a second adjustment fee rate (for example, 1.50 [%]), which is set lower than the first adjustment fee rate, to the total amount spent on games (second adjustment amount).
[0116] In the determination based on the third criterion value described above, if the determination means 121 determines that the total amount spent on games (determinant value) is equal to or greater than the third criterion value (1.5 million yen / day), the game arcade fee setting means 119B of the third configuration example sets the game arcade fee of the game arcade by applying a third adjustment fee rate (for example, 1.0% ) set lower than the second adjustment fee rate to the total amount spent on games, and calculating the amount (third adjustment amount). In other words, if the total amount spent on games over a predetermined period is high and the usage of the value management system 1B is assumed to be good, the game arcade fee setting means 119B of the third configuration example can collect game arcade fees at a tiered discount according to the total amount spent on games. Furthermore, as in the first and second configuration examples described above, if the determination means 121 makes a determination based on a single standard value, then in the third configuration example, the game arcade fee setting means 119B can also calculate the game arcade fee by selecting a standard fee rate or an adjusted fee rate according to the determination result of the determination means 121.
[0117] Furthermore, the total amount of gaming usage used by the determination means 121 as the value to be determined is not limited to a method of calculation after the predetermined period to be determined has elapsed (for example, after the end of business for the day) and the gaming hall information has been collected. For example, the total amount of gaming usage obtained from the previous day's gaming hall information may be used as the value to be determined for the day, or the total amount of gaming usage obtained at a predetermined determination timing within the predetermined period may be used as the value to be determined that applies to all days of that predetermined period. In addition, the predetermined period for setting the gaming hall fee is not limited to one day, but may be set arbitrarily to one week, one month, one year, etc. If the predetermined period is one month, the "gaming hall fee / month" may be calculated by accumulating the gaming hall fees for each day for one month, or a standard total amount of gaming usage [yen / month] corresponding to one month may be determined, and the gaming hall fee setting means 119B of the third configuration example may make available the correspondence information of standard fee rates and adjusted fee rates corresponding to amounts less than the standard total amount of gaming usage [yen / month] and amounts above the standard total amount of gaming usage [yen / month], respectively. Furthermore, the amusement arcade fee setting means 119B in the third configuration example is not limited to selecting a standard fee rate or an adjusted fee rate as the amusement arcade fee rate according to the determination result of the determination means 121. Similar to the amusement arcade fee setting means 119B in the first configuration example described above, it may also be possible to set the amusement arcade fee to be applied by the amusement arcade fee setting means 119B in the third configuration example to a standard amount or an adjusted amount according to the determination result of the determination means 121.
[0118] In the value management system 1B according to the second embodiment described above, the determination means 121 is provided with a predetermined reference value to be used for determining the value to be determined. However, it is not limited to this, and the reference value may be dynamically set according to the usage status of each amusement park. For example, the amusement park information management means 118 manages the number of gaming devices installed in each amusement park as amusement park information, and the determination means 121 uses the amusement park information to identify the number of gaming devices (for example, only Unit 3) installed in each amusement park at a predetermined determination timing, and uses a reference value determined to correspond to the range of the number of gaming devices to which the identified number of installed devices belongs. For example, when setting the arcade fee using the total number of charges as the determination value, as in the first configuration example's arcade fee setting means 119B, if the number of machines installed in unit 3 is in the range of 1 to 500, the standard number of charges is set to 1000 [times / day], and if the number of machines installed in unit 3 is in the range of 501 to 1000, the standard number of charges is set to 2000 [times / day]. In this way, by applying a standard value corresponding to the range of machines to which the number of machines installed in unit 3 belongs and performing the determination by the determination means 121, a standard value can be set according to the size of the arcade.
[0119] As explained above, in the value management system 1B according to the second embodiment, the game hall fee setting means 119B sets a standard amount or adjustment amount as the game hall fee according to the determination result of the determination means 121 which determines whether the system usage status at each game hall is above or below the determination target value. In this way, if the usage status at each game hall is above the determination target value (i.e., the system usage fee or frequency of use is assumed to be high), the game hall fee can be discounted and collected. Since the total number of charges, the total amount of charges, or the total amount of game usage are proportional to the contribution made by utilizing the cashless service provided by the value management system 1B, discounting the game hall fee as a reward for such game halls can increase their motivation to improve the use of the cashless system.
[0120] In this embodiment, the value management system 1B uses the total charge amount, total number of charges, and total game usage amount as information for the game arcade fee setting means 119B to set the game arcade fee. However, since the game usage amount managed by the game arcade information management means 118 may include game usage of prepaid value charged in cash, the game arcade fee may be set only from the total game usage amount obtained by converting the prepaid value associated with the IC card 4 into game media through charging, excluding game usage of prepaid value charged in cash. Alternatively, the total settlement amount obtained by summing the settlement amounts when all players at the game arcade return the balance of their IC card 4 to their wallet account over a predetermined period may be used as the determination target value. If it is determined that this total settlement amount is equal to or greater than the prescribed settlement amount (reference value) for the predetermined period, the new game arcade fee may be set at an amount (adjustment amount) that is less than the amount set before the total settlement amount became equal to or greater than the prescribed settlement amount (reference amount). Similarly, the total number of settlements obtained by summing the number of times all players at the arcade returned the balance on IC card 4 to their wallet account over a predetermined period may be used as the value to be determined. If it is determined that this total number of settlements is equal to or greater than the prescribed number of settlements (standard value) over the predetermined period, the new arcade fee may be set at an amount (adjustment amount) that is less than the amount (standard amount) that was set before the total number of settlements reached or greater than the prescribed number of settlements.
[0121] Furthermore, in the value management system 1B of this embodiment, the amusement arcade fee setting means 119B calculates the amusement arcade fee for each amusement arcade by applying a fee rate to information such as the total charge amount, the total number of charges, and the total amount spent on games, so to speak, using a pay-per-use calculation method. However, for example, the amusement arcade fee may be set by combining a fixed fee and a pay-per-use fee. Specifically, the amusement arcade fee setting means 119B calculates the pay-per-use fee for each amusement arcade using a reference table (see Figure 20(1)) which defines the amusement arcade fee rate for each range of total amount spent on games for each amusement arcade, and sets the amusement arcade fee by adding a predetermined fixed fee (for example, 10,000 yen / month) to the calculated pay-per-use fee for each amusement arcade.
[0122] Figure 20(2) shows an example of how to calculate the usage-based fee. In the case of Hall AAA, a gaming establishment with monthly sales of 100 million yen, if the cashless usage rate using the Value Management System 1B is 22%, that is, if the amount spent using cash for gaming is 78%, then excluding this cash portion, the total amount spent using gaming that is subject to the calculation of the usage-based fee is 22 million yen. This total amount of 22 million yen spent using gaming is divided into 5 million yen to which the gaming establishment fee rate of "2.00%" corresponding to the amount range of 0 to 5 million yen applies, 5 million yen to which the gaming establishment fee rate of "1.75%" corresponding to the amount range of 5 million to 10 million yen applies, 10 million yen to which the gaming establishment fee rate of "1.50%" corresponding to the amount range of 10 million to 20 million yen applies, and 2 million yen to which the gaming establishment fee rate of "1.00%" corresponding to the amount range exceeding 20 million yen applies. The usage-based fee for each is calculated and then added together. Specifically, a usage fee of 100,000 yen is calculated from 5 million yen to which the amusement arcade commission rate of "2.00%" applies, a usage fee of 90,000 yen (rounded to 87,500 yen) is calculated from 5 million yen to which the amusement arcade commission rate of "1.75%" applies, a usage fee of 150,000 yen is calculated from 10 million yen to which the amusement arcade commission rate of "1.50%" applies, and a usage fee of 20,000 yen is calculated from 2 million yen to which the amusement arcade commission rate of "1.00%" applies. The sum of these amounts, 360,000 yen, is the usage fee for this amusement arcade. Adding the usage fee calculated in this way to the fixed monthly fee, "10,000 yen + 360,000 yen = 370,000 yen" is calculated as the amusement arcade fee. In this way, if the amusement arcade fee setting means 119B has the function of setting the amusement arcade fee by adding the fixed fee and the usage fee, it is possible to set an appropriate amusement arcade fee that takes into account the profitability of each amusement arcade.
[0123] <Third Embodiment> In the value management systems 1A and 1B according to the first and second embodiments described above, the game hall fee setting means 119A and 119B set the game hall fee by directly or indirectly using value adjustment information and / or game hall information at each game hall. However, in the value management system 1C according to the third embodiment, the game hall fee is set according to the result of matching the charge history information and settlement history information of all players at each game hall for a predetermined period.
[0124] As shown in Figure 4, the value management system 1C according to the third embodiment includes a game hall fee setting means 119C in the management function unit 100C. Other configurations and functions are the same as those of the value management system 1A of the first embodiment described above, as indicated by the same reference numerals, so a detailed explanation is omitted.
[0125] The third embodiment of the value management system 1C is a "value management system for managing value usable by players in a gaming arcade," and includes: "value management means 101 for managing value"; "cashless adding means 102 for making a deposit request to a general-purpose payment center 40 that performs cashless payments based on a deposit execution request from a player, and adding the value deposited from the general-purpose payment center 40 by the execution of cashless payments to the value management means 101"; and "for making a charge execution request that requests a charge to associate the value with a recording medium 4, subtracting the value of the charge request from the value managed by the value management means 101, and associating the value of the charge request from the subtracted value with the recording medium 4 by the gaming device 3 (or 5)." The system includes a "charge execution means 103 that initiates a charge," a "settlement addition means 104 that settles the remaining balance by adding the remaining value to the value management means 101 based on a settlement execution request that requests the settlement of the remaining value associated with the recording medium 4," a "value addition / subtraction information management means 117 that acquires value addition / subtraction information including at least one type of information from among the information regarding the addition of value to the value management means 101 by the cashless addition means 102, the information regarding the addition of value to the value management means 101 by the settlement addition means 104, and the information regarding the subtraction of value from the value management means 101 by the charge execution means 103, and manages it for each player," and a "game hall fee setting means 119C that sets a game hall fee, which is a fee collected from the game hall."
[0126] The amusement arcade fee setting means 119C sets the amusement arcade fee according to the result of matching the charge history information and settlement history information of all players for a predetermined period at each amusement arcade. The charge history information includes the history of when each player charged valuable value to the IC card 4 before starting to play or during play. On the other hand, the settlement history information includes settlement history based on settlement information where the balance of the IC card 4 was returned to the wallet upon completion of play, and settlement history based on balance 0 information where the balance of the IC card 4 was used up and the balance became zero. Thus, the settlement history information records both settlement information where the balance of the IC card 4 was settled and balance 0 information where the balance of the IC card 4 was used up. At the end of the predetermined period, if it can be matched that each player's charge history included in the charge history information and each player's settlement history included in the settlement history information form a pair, it can be determined that there is no prepaid value remaining on the IC card 4 of all players who used that amusement arcade during the predetermined period.
[0127] Furthermore, if, at the end of a predetermined period, the charge history of each player included in the charge history information and the settlement history of each player included in the settlement history information can be verified to form a pair, the calculated total amount of game usage can be determined by subtracting the total settlement amount (sum of settlement amounts included in the settlement history information of all players at the game arcade during a predetermined period) from the total charge amount (sum of charge amounts included in the charge history information of all players at the game arcade during a predetermined period). Since this calculated total amount of game usage is approximately the same as the total amount of game usage (sum of game usage amounts of all players during a predetermined period) collected by the game arcade information management means 118 from each game arcade, the calculated total amount of game usage can be used as a substitute for the total amount of game usage even if the management function unit 100C does not have the game arcade information management means 118.
[0128] For example, as shown in Figure 21, from the value addition / decrement history for a predetermined period (1 day) on the date "2025 / 6 / 23", it is possible to manage the charge history of IC card 4, which has an "App ID" of "1234" and a "Card ID" of "ABCD", as well as the settlement information of the settlement made by this player and the settlement history based on the information that the balance of IC card 4 has been used up to 0. On this day, this player charged "+9000 yen" and "+1000 yen", and then used up the prepaid value of IC card 4, resulting in a balance of 0. Therefore, the charge amount "10,000 yen" is recorded in charge history No. 001, and the settlement amount "0 yen" is recorded in settlement history No. 001. Thus, the calculated game usage amount based on charge history No. 001 and settlement history No. 001 for this player can be calculated as "10,000 yen - 0 yen = 10,000 yen". Subsequently, the player charges "+9000 yen" to IC card 4, then settles the balance, returning the remaining balance on IC card 4 to the wallet account, resulting in "-4000 yen". Therefore, "9,000 yen" is recorded in charge history No. 002 for this player, and the settlement amount "4,000 yen" is recorded in settlement history No. 002. Thus, the amount spent playing the game based on charge history No. 002 and settlement history No. 002 for this player can be calculated as "9,000 yen - 4,000 yen = 5,000 yen". From charge history No. 001, 002 and settlement history No. 001, 002, it can be calculated that the amount of game usage used by the player identifiable by "App ID" "1234" during the specified period (1 day) on the date "2025 / 6 / 23" is "10,000 yen + 5,000 yen = 15,000 yen". In this way, by summing the calculated game usage amounts from the games played by each player at each arcade, the total calculated game usage for that day at that arcade can be calculated. Alternatively, at the end of business for the day (specified period), the amount of game usage for the day can be calculated from the total charge amount for the day and the total settlement amount for the day.For example, as shown in Figure 21, from the value adjustment history for a predetermined period (1 day) on the date "2025 / 6 / 23", the charge history for one day charged to IC card 4, whose "Card ID" is "ABCD" by a player identified by "App ID" "1234", is "+9000 yen", "+1000 yen", and "+9000 yen", so the total charge amount for one day is "+19,000 yen". The settlement history corresponding to this charge history is "0 yen" and "-4,000 yen", so the total settlement amount for the predetermined period (1 day) is "-4,000 yen", and the calculated game usage amount, which is the amount this player spent playing at this arcade, can be calculated as "19,000 yen - 4,000 yen = 15,000 yen".
[0129] However, if, at the end of the predetermined period, the charge history of each player included in the charge history information cannot be matched with the settlement history of each player included in the settlement history information, then even if the total charge amount, which is the sum of the charge amounts included in the charge history information of all players at the arcade during the predetermined period, is subtracted from the total settlement amount, which is the sum of the settlement amounts included in the settlement history information of all players at the arcade during the predetermined period, it is not possible to determine a proper total amount of game usage, and therefore the total amount of game usage cannot be substituted.
[0130] For example, as shown in Figure 22(1), a charge history information management table created for each gaming establishment manages the charge history record number "No.", the application ID "App ID" which is the identification information of the application installed on the mobile terminal 10, the card ID "Card ID" which is the identification information of the IC card 4 associated with the prepaid value, the account ID "Account ID" which is the identification information of the wallet account available to the player identified by the App ID, the charge amount "Charged" from the wallet account of the account ID to the IC card 4 of the card ID, and the date the charge was made. Similarly, as shown in Figure 22(2), a settlement history information management table created for each gaming establishment manages the settlement history record number "No.", the application ID "App ID" which is the identification information of the application installed on the mobile terminal 10, the card ID "Card ID" which is the identification information of the IC card 4 associated with the prepaid value, the account ID "Account ID" which is the identification information of the wallet account available to the player identified by the App ID, the settlement amount "Settlement Amount" which is the amount of the balance on the IC card 4 of the card ID settled and returned to the wallet account of the account ID, and the date the settlement was made.
[0131] In the charge history information management table in Figure 22(1), the charge history record with "No." "001" records that a player with "App ID" "5678" made a charge to IC card 4 with "Card ID" "EFGH", and the "charge amount" is recorded as "10,000 yen". In the settlement history information management table in Figure 22(2), the charge history record with "No." "001" records that a player with "App ID" "5678" made a settlement to IC card 4 with "Card ID" "EFGH", and the "settlement amount" is recorded as "3,000 yen". In other words, the charge history of charge history record "001" in the charge history information management table corresponds to the settlement history of settlement history record "001" in the settlement history information management table, so the calculated game usage amount can be found as "10,000 yen - 3,000 yen = 7,000 yen".
[0132] Furthermore, in the charge history information management table in Figure 22(1), the charge history record with "No." "002" indicates that a player with "App ID" "5678" made a charge to IC card 4 with "Card ID" "IJKL", and the "charge amount" is recorded as "8,000 yen". Similarly, in the settlement history information management table in Figure 22(2), the charge history record with "No." "002" indicates that a player with "App ID" "5678" made a settlement for IC card 4 with "Card ID" "IJKL", and the "settlement amount" is recorded as "0 yen". In other words, the charge history of charge history record "002" in the charge history information management table corresponds to the settlement history of settlement history record "002" in the settlement history information management table, so the calculated game usage amount can be determined as "8,000 yen - 0 yen = 8,000 yen". Note that the "settlement amount" is recorded as "0 yen" not when a settlement process is performed by the settlement addition means 104, but when the entire amount on the IC card 4 is used up for gaming. In order to record such a balance of 0, the settlement addition means 104 of the management function unit 100C, based on the fact that the prepaid value associated with the IC card 4 has been used up in unit 3 and the balance becomes 0, has the value management means 101 record the balance of 0 information, which is the remaining balance of the prepaid value associated with the IC card 4. The value adjustment information management means 117 then manages the settlement information (settlement history information) for each player at each gaming hall by including the balance of 0 information (for example, record information that sets the "settlement amount" to "0 yen").
[0133] Furthermore, in the charge history information management table in Figure 22(1), the charge history record with "No." "003" shows that a player with "App ID" "5678" charged IC card 4 with "Card ID" "MNOP", and the "charge amount" is recorded as "5,000 yen". However, in the settlement history information management table in Figure 22(2), no settlement history is recorded for the charge history record with "No." "003". This suggests that the player who owned IC card 4 with "Card ID" "MNOP" did not use up the remaining balance on IC card 4 and left the arcade without settling the balance. In such cases, the charge history of charge history record "003" in the charge history information management table and the settlement history of settlement history record "003" in the settlement history information management table do not correspond, making it impossible to calculate the correct amount of game usage. Thus, if there is even one case in which the charge history and settlement history of all players for a predetermined period at each amusement arcade cannot be matched, it is highly likely that the total calculated game usage amount, which is the sum of the calculated game usage amounts of all players for that amusement arcade during the predetermined period, will not match the total game usage amount, which is the sum of the game usage amounts of all players for that predetermined period, collected by the amusement arcade information management means 118 as amusement arcade information from each amusement arcade.
[0134] Therefore, the amusement arcade fee setting means 119C in the management function unit 100C of the value management system 1C according to the third embodiment acquires charge history information and settlement history information of all players for a predetermined period of time at the amusement arcade that is subject to setting the amusement arcade fee from the value adjustment information management means 117 at a predetermined determination timing, compares the charge history information and settlement history information corresponding to the IC card 4 used by each player, and determines whether it is in a confirmed state where the charge history information and settlement history information corresponding to each IC card 4 are available, or in an unconfirmed state where it is not in a confirmed state.
[0135] If the amusement arcade fee setting means 119C determines that the state is finalized, the final amount calculated by applying a predetermined finalized fee rate to the total amount of game usage, which is obtained by subtracting the total amount of settlements included in the settlement history information of all players during a predetermined period from the total amount of charges included in the charge history information of all players during a predetermined period at the amusement arcade, and setting that amount as the amusement arcade fee. On the other hand, if the amusement arcade fee setting means 119C determines that the state is not finalized, the provisional finalized amount calculated by applying a predetermined provisional finalized fee rate to the total amount of charges included in the charge history information of all players during a predetermined period at the amusement arcade, and setting that amount as the amusement arcade fee. The finalized fee rate is used to calculate the final amount of the amusement arcade fee from the finalized total amount of game usage, which is obtained by subtracting the total amount of settlements included in the settlement history information of all players during a predetermined period at the amusement arcade from the total amount of game usage, which is obtained by subtracting the total amount of settlements included in the settlement history information of all players during a predetermined period at the amusement arcade, and setting that amount as the amusement arcade fee. On the other hand, the provisional confirmed fee rate is used to calculate a provisional confirmed fee for the arcade from the total charge amount, which is a substitute value for the total amount of game usage, when the total amount of game usage cannot be determined because the exact amount of game usage could not be found.
[0136] For example, in the management table for calculated total gaming usage shown in Figure 23(1), if the management record for "No." is "001" is in a game arcade A where the "Game Arcade ID" is set to "3456", and the "Total Charge Amount / Day" for the 1st of the month on "2026 / 10 / 1" is "360,000", and the "Total Settlement Amount / Day" is "130,000", and it is determined to be in a confirmed state, then "230,000" will be recorded in "Calculated Total Gaming Usage Amount / Day". If it is in an unconfirmed state, for example, "NULL" will be entered in the "Calculated Total Gaming Usage Amount / Day" field. Next, in the management table for calculated total gaming usage shown in Figure 23(2), if the management record for "No." is "002" is the management record for gaming facility A, where the "gaming facility ID" is set to "3456", and the "total charge amount / day" for the day on "October 2, 2026" is "200,000", and the "total settlement amount / day" is "60,000", and it is determined to be in a confirmed state, then "140,000" will be recorded in "calculated total gaming usage / day". In the same manner thereafter, as shown in the management table for calculated total gaming usage shown in Figure 23(3), when a month's worth of management records have been accumulated up to "October 31, 2026", the "total gaming usage / month" is obtained by summing the amounts recorded in "calculated total gaming usage / day" for that month.
[0137] Then, as shown in the confirmed arcade fee management table in Figure 23(4), if the matching result for Arcade A for October 2025 by the arcade fee setting means 119C is confirmed, then in the month following the confirmation of Arcade A's "calculated total game usage / month" for October 2025 to "6,500,000" (for example, November 1, 2025), the confirmed fee rate (for example, 2%) is applied to the calculated total game usage for October, and the "arcade fee / month" is confirmed to be "130,000".
[0138] However, if the verification result by the amusement arcade fee setting means 119C is in an undetermined state, the "calculated total amount of game usage / month" cannot be determined, so it is recorded in an undetermined amusement arcade fee management table, which is separate from the determined amusement arcade fee management table. For example, as shown in the undetermined amusement arcade fee management table in Figure 23(5), if the verification result for November 2025 for amusement arcade A by the amusement arcade fee setting means 119C is in an undetermined state, then in the month following the month in which the "total charge amount / month" for amusement arcade A, which is the sum of the total charge amounts for November 2025, is determined to be "7,200,000" (for example, December 1, 2025), a provisionally determined fee rate (for example, 1.8%) is applied to the total charge amount for November, and the provisionally determined amount of "amusement arcade fee / month" is set to "129,600". Furthermore, if a player leaves the arcade without settling the balance on IC card 4 or without using up the balance on IC card 4, and later plays at the same arcade and settles or uses up the balance, the settlement history corresponding to the player's charge history at that arcade will be recorded, the comparison result between the charge history information and the settlement history information will be finalized, and all days for a month will be finalized, making it possible to set a final arcade fee / month calculated by applying the finalized fee rate to the calculated total game usage / month. However, if all days determined to be in an unfinished state by the arcade fee setting means 119C do not become finalized by the end of the predetermined period, the arcade fee / month will be recorded in the unfinished arcade fee management table as described above, and it will be managed that a provisional finalized amount is being used as a substitute due to the unfinished state.
[0139] Furthermore, if the arcade fee is billed at a provisionally determined amount, it may result in an overpayment compared to the actual determined amount based on the total amount of game usage. This would necessitate a refund process from the billing source, such as the cashless payment business company 50, to the arcade, which is the billing recipient. Such complicated refund procedures are burdensome for both the billing source and the recipient of the arcade fee. Therefore, the arcade fee setting means 119C in the value management system 1C of this embodiment manages the set arcade fee separately as a determined amount and a provisionally determined amount. Even after a predetermined period has elapsed, by re-verifying the charge history and settlement history of the IC card 4, which was the cause of the undetermined state that led to the setting of a provisionally determined arcade fee, at an appropriate timing, if the billing month changes from an undetermined state to a determined state, it becomes possible to replace the arcade fee billed from the provisionally determined amount to the determined amount.
[0140] First of all, the settlement deadline for the prepaid value charged to IC card 4 varies depending on the prepaid card company (the business company that handles IC card 4), and may be limited to the same day or have no expiration date. Therefore, settlement may not necessarily occur on the same day that the IC card 4 was charged, which can result in the verification result by the amusement arcade fee setting means 119C remaining in an undetermined state. In order to address this, if a game arcade managed by the management function unit 100C is in a state where settlement of IC card 4 is possible but has not been settled, a function may be provided to issue an alert from the game machine (unit 3) handling that IC card 4 before the settlement deadline (for example, a few hours before the end of business on the day if the expiration date is limited to the same day) to inform the player that the remaining balance of the prepaid value associated with IC card 4 is unsettled. By using such alert functions to prevent players from forgetting to settle their accounts, the likelihood of both the charge history information and settlement history information corresponding to each player's IC card 4 being finalized increases, reducing cases where refund work is required after a provisional amount has been charged.
[0141] Furthermore, the method by which the amusement arcade fee setting means 119C calculates the provisional fixed amount of the amusement arcade fee is not limited to applying the provisional fixed fee rate to the total charge amount for a predetermined period. For example, the total settlement amount may be calculated by summing up the settlement amounts returned to the wallet account by all players at each amusement arcade when they settle the balance on their IC card 4, and then applying the provisional fixed fee rate to this total settlement amount to calculate the provisional fixed amount of the amusement arcade fee. In the case of settlements made voluntarily by players, there is no clear regularity in the cumulative amount of value returned to the wallet account through settlement, but there may be a certain degree of correlation between the total charge amount and the total settlement amount depending on the size of the amusement arcade and the preferences of the players who visit that amusement arcade. Therefore, if an appropriate provisional fixed fee rate is set for the approximate settlement amount expected at each amusement arcade, a reasonable provisional fixed amount can be set. In addition, the fixed or provisional fixed amount of the amusement arcade fee calculated as described above may be adjusted according to the circumstances of each amusement arcade. For example, the arcade fee may be increased by adding an adjustment fee amount, calculated by applying an arbitrary fee rate to the total card balance obtained from the balance of IC card 4 during a predetermined period for calculating the arcade fee (the balance of electronic money recorded in the value management means 101 upon settlement and return to the wallet), the total amount of balls consumed obtained from the consumption information of balls held during the predetermined period, the total amount of stored balls consumed obtained from the consumption information of stored balls during the predetermined period, etc., to the final amount or provisional final amount, thereby increasing the arcade fee, or conversely, decreasing the arcade fee by subtracting the adjustment fee amount from the final amount or provisional final amount, in accordance with the circumstances of each arcade.
[0142] <Fourth Embodiment> In the value management systems 1A to 1C according to the first to third embodiments described above, the amusement arcade fee setting means 119A to 119C set the amusement arcade fee according to various conditions. However, in the value management system 1D according to the fourth embodiment, a function is provided to collect part or all of the arbitrarily set amusement arcade fee from each player.
[0143] As shown in Figure 4, the value management system 1D according to the fourth embodiment includes a game hall fee setting means 119D, a game hall fee equivalent amount collection means 122, and a game-related ownership value information management means 123 in the management function unit 100D. Other configurations and functions are the same as those of the value management system 1A of the first embodiment described above, as indicated by the same reference numerals, so a detailed explanation is omitted.
[0144] The value management system 1D according to the fourth embodiment is a "value management system for managing value usable by players in a gaming arcade," and includes: "value management means 101 for managing value"; "cashless adding means 102 for making a deposit request to a general-purpose payment center 40 that performs cashless payments based on a deposit execution request from a player, and adding the value deposited from the general-purpose payment center 40 by the execution of cashless payments to the value management means 101"; "charge execution means 103 for subtracting the value of the charge request from the value managed by the value management means 101 based on a charge execution request that requests a charge to associate the value with a recording medium 4, and for associating the value of the charge request from the subtracted value with the recording medium 4 by the gaming device 3 (or 5)"; and "requesting settlement of the remaining balance of the value associated with the recording medium 4." The system includes: a settlement addition means 104 that settles the remaining balance by adding the value equivalent to the remaining amount to the value management means 101 based on a settlement execution request; a value addition / subtraction information management means 117 that acquires value addition / subtraction information including at least one type of information from the following: information regarding the addition of value to the value management means 101 by the cashless addition means 102, information regarding the addition of value to the value management means 101 by the settlement addition means 104, and information regarding the subtraction of value from the value management means 101 by the charge execution means 103, and manages it for each player; a game arcade fee setting means 119D that sets the game arcade fee, which is a fee collected from the game arcade, to a predetermined amount determined based on arbitrary setting conditions; and a game arcade fee equivalent amount collection means 122 that collects an amount equivalent to the game arcade fee set as an arbitrary amount that does not exceed the game arcade fee set by the game arcade fee setting means 119D.
[0145] The amusement arcade fee setting means 119D sets the amount of amusement arcade fees to be collected from each amusement arcade based on the various amusement arcade fee setting methods disclosed in the value management systems 1A to 1C of the first to third embodiments described above. The amusement arcade fee set by the amusement arcade fee setting means 119D may be a fixed amount common to all amusement arcades.
[0146] The amusement facility fee equivalent collection means 122 collects an amount equivalent to the amusement facility fee (an arbitrary amount not exceeding the amount set by the amusement facility fee setting means 119D) from the gaming-related ownership value owned by each player by performing a predetermined collection operation at a predetermined collection timing. It should be noted that the amount equivalent to the amusement facility fee is separate from the player fee collected from players as a fee for using the cashless system, and is simply a way for players to bear the amusement facility fee imposed on the amusement facility. By broadly collecting the amusement facility fee from players, the cost burden on amusement facilities due to the introduction of the value management system 1D is reduced, making it possible to encourage the introduction of cashless payments in small and medium-sized amusement facilities that do not have abundant funds, and is suitable for rapidly spreading cashless payments to the market. Furthermore, if the amount, collection method, and collection timing of the amount equivalent to the game arcade fee collected from players by the game arcade fee collection means 122 are controlled at the discretion of the game arcade, it becomes possible to collect the amount equivalent to the game arcade fee according to the circumstances of the game arcade. In this case, if the game arcade fee collection means 122 has a function that allows setting the amount equivalent to the game arcade fee to all or any percentage of the game arcade fee set by the game arcade fee setting means 119D, the amount equivalent to the game arcade fee can be easily changed according to the requests of each game arcade by setting operations on the management function unit 100D.
[0147] Furthermore, the amusement arcade fee equivalent collection means 122 can collect an amount equivalent to the amusement arcade fee from the amusement arcade fee (all things that have asset value that players can use at amusement arcades, etc.) managed by the amusement arcade fee information management means 123. As mentioned above, the amusement arcade fee managed by the amusement arcade fee information management means 123 includes the game media that players possess as game media that can be used to play games, the stored game media that players deposit at the amusement arcade so that they can withdraw and use these game media on subsequent days, the value before charging to the IC card 4 managed by the value management means 101 (wallet balance), and the value after charging to the IC card 4 (prepaid value) associated with the game device (unit 3 or card issuing machine 5).
[0148] In other words, the means for collecting the equivalent amount of the arcade fee 122 "can collect the equivalent amount of the arcade fee as game-related ownership value, which includes: game media that a player can use to play on the day; stored game media that a player keeps at the arcade so that they can withdraw and use the stored game media on subsequent days; the value before charging, which is managed by the value management means 101; and the value after charging, which is associated with the recording medium (IC card 4) by the game device." However, only players who are registered members at arcades that have introduced a stored ball management system are eligible to possess stored game media as game-related ownership value.
[0149] Furthermore, the amusement arcade fee equivalent collection means 122 can arbitrarily set a collection operation to collect an amount equivalent to the amusement arcade fee from the game-related ownership value owned by each player. For example, "a collection operation at the time of charging the recording medium (IC card 4) by the charge execution means 103, where the collection timing is set to the time of charging, and the amount equivalent to the amusement arcade fee is deducted from the value equivalent to the amusement arcade fee from the value before charging (wallet balance) and the amount equivalent to the amusement arcade fee is collected from the player," and "a collection operation at the time of settlement, where the collection timing is set to the time of settlement, when the remaining amount of value (prepaid value) associated with the recording medium (IC card 4) is added to the value management means 101 by the settlement addition means 104, where the amount equivalent to the amusement arcade fee is deducted from the value after charging and the amount equivalent to the amusement arcade fee is collected from the player," and "a collection operation at the time of settlement, where the collection timing is set to the time of settlement, when the value equivalent to the amusement arcade fee is added to the value after charging (IC card 4) The player can choose to set either of the following two options: "A prize exchange collection operation in which the player is collected from the game medium and / or stored game medium associated with 4) by deducting the value equivalent to the game arcade fee from the game medium and / or stored game medium, with the prize exchange timing being when the player exchanges the game medium for any prize (for example, when using the prize exchange device 11), and "A deposit collection operation in which the player is collected from the game medium by deducting the value equivalent to the game arcade fee from the game medium associated with the recording medium (IC card 4), with the deposit timing being when the player deposits the game medium as stored game medium into the game arcade, and "A deposit collection operation in which the player is collected from the game arcade by deducting the value equivalent to the game arcade fee from the game medium associated with the recording medium (IC card 4)."
[0150] In the charge execution collection operation performed by the amusement arcade fee equivalent amount collection means 122, for example, the charge execution means 103 is instructed to deduct the amount equivalent to the amusement arcade fee from the amount to be charged to IC card 4. That is, instead of the specified charge amount designated by the player (for example, 5,000 yen) being charged to IC card 4, the amount obtained by subtracting the amount equivalent to the amusement arcade fee (for example, 200 yen) from the specified charge amount (4,800 yen) is charged to IC card 4. Alternatively, consideration may be given to allowing the player to charge the desired amount to IC card 4 by proposing an amount equal to the specified charge amount designated by the player plus the amount equivalent to the amusement arcade fee (for example, 5,200 yen) as the charge amount. Or, the amount equal to the specified charge amount designated by the player (for example, 5,000 yen) plus the amount equivalent to the amusement arcade fee (for example, 200 yen) (for example, 5,200 yen) may be forcibly deducted from the wallet account.
[0151] In the settlement collection operation performed by the amusement arcade fee equivalent amount collection means 122, for example, the settlement addition means 104 is instructed to deduct the amount equivalent to the amusement arcade fee from the remaining amount of value to be added to the value management means 101. In other words, the remaining balance of the prepaid value associated with the IC card 4 (for example, 5,000 yen) is not all returned to the wallet account, but rather the amount obtained by subtracting the amount equivalent to the amusement arcade fee (for example, 200 yen) from the remaining balance of the prepaid value (4,800 yen) is returned to the wallet account. If the remaining balance of the prepaid value associated with the IC card 4 is less than the amount equivalent to the amusement arcade fee (for example, 200 yen), the player may be informed that the amount cannot be returned to the wallet and encouraged to use it for gaming.
[0152] In the prize exchange collection operation performed by the arcade fee collection means 122, for example, the prize exchange device 11 is instructed to deduct the arcade fee equivalent amount from the surplus of game balls held and / or stored game balls that are not consumed by the prize exchange. That is, in addition to the exchange value of the prize to be exchanged (for example, 5,000 yen), the value of the arcade fee equivalent amount (for example, 200 yen) is deducted from the game balls and / or stored balls, so a prize cannot be exchanged unless the value of the game balls and / or stored balls is 5,200 yen or more. For example, if the rental unit price of 4 yen per ball is applied to the game balls and stored balls at an equivalent rate, a prize cannot be exchanged unless there are 1,300 or more game balls and / or stored balls. Also, if an exchange rate of 0.9 is applied to 4 yen per ball, a prize cannot be exchanged unless there are 1,445 or more game balls and / or stored balls. Furthermore, if multiple unit prices or exchange rates are set for the player's balls or stored balls, these may be combined to deduct the exchange value of the prize being redeemed from the amount equivalent to the arcade's commission fee.
[0153] In the deposit collection operation performed by the amusement arcade fee collection means 122, for example, it instructs each amusement arcade's ball storage management system to deduct the amount equivalent to the amusement arcade fee from the amount of balls held that are to be deposited as stored balls at the amusement arcade. In other words, not all of the counted balls (for example, 1250 balls worth 5000 yen at 4 yen per ball) can be deposited, but only the remaining balls (for example, 1200 balls) after deducting (for example, 50 balls worth 200 yen at 4 yen per ball) can be deposited as stored balls. If the value of the counted balls is less than the amount equivalent to the amusement arcade fee, the player may be informed that they cannot be deposited as stored balls and encouraged to use them for gaming.
[0154] Furthermore, in the settlement, prize exchange, and deposit collection operations performed by the amusement arcade fee equivalent amount collection means 122, if the amusement arcade fee equivalent amount is insufficient to allow settlement, prize exchange, or ball storage, but the amusement arcade fee equivalent amount can be covered by other game-related ownership value, the amusement arcade fee equivalent amount may be deducted from the other game-related ownership value. For example, if the balls held and / or stored for prize exchange only have the exchange value of the prize to be exchanged, but the balance on the IC card 4 is greater than or equal to the amusement arcade fee equivalent amount, the balls held and / or stored associated with the IC card 4 are used for prize exchange at the prize exchange device 11, and the amusement arcade fee equivalent amount is deducted from the prepaid value associated with the IC card 4, allowing the amusement arcade fee equivalent amount collection means 122 to perform the prize exchange collection operation.
[0155] <Other modification examples> The above describes the amusement arcade fee setting function by the amusement arcade fee setting means 119A to 119D and the amusement arcade fee equivalent amount collection function by the amusement arcade fee equivalent amount collection means 122 in the valuable management systems 1A to 1D according to the first to fourth embodiments. However, it is also possible to have all of the amusement arcade fee setting function by the amusement arcade fee setting means 119A to 119D and the amusement arcade fee equivalent amount collection function by the amusement arcade fee equivalent amount collection means 122, and to arbitrarily set the amusement arcade fee setting function and the amusement arcade fee equivalent amount collection function to be applied to each amusement arcade in response to requests from amusement arcades, etc.
[0156] Furthermore, the amusement park fee setting means 119A to 119D in the value management systems 1A to 1D according to the first to fourth embodiments set appropriate amusement park fees for each amusement park using value adjustment information and amusement park information, etc. However, a fixed amount setting function may also be provided to set a fixed amount (a predetermined arbitrary amount) as a fee for amusement parks that are excluded from the target of setting amusement park fees using value adjustment information and amusement park information for a predetermined period (such as a monthly or yearly basis) (for example, setting a fixed amount of 10,000 yen per month as the amusement park fee for one excluded amusement park).
[0157] Furthermore, the reference information such as standard values, adjustment amounts, standard fee rates, and adjustment fee rates used by the amusement arcade fee setting means 119A to 119D in the value management systems 1A to 1D according to the first to fourth embodiments to determine the amount of amusement arcade fees may be set individually for each amusement arcade, but it may also be possible to change to the same reference information simultaneously for all amusement arcades that have introduced the value management systems 1A to 1D.
[0158] Furthermore, if an anomaly occurs in the cashless gaming system provided by the value management system 1A-1D during the operating hours of the gaming arcade (for example, if communication between the gaming arcade and the cashless center 20 is lost and the system goes offline), the gaming arcade may, at its discretion, allow each customer to settle the remaining balance on their IC card 4 in cash. However, since such cash settlements are not recorded as settlement history information on the IC card 4, the total amount of gaming usage cannot be accurately calculated, and the gaming arcade fee becomes a provisional amount. Therefore, in the event of an anomaly in the cashless gaming system, the gaming arcade fee for the period until normal operation is restored is set as a provisional amount based on the total amount calculated by multiplying the total charge amount of all customers by a certain percentage (fee rate) and adding up the provisional amounts. In this way, the gaming arcade can respond quickly at its discretion when an anomaly occurs, and it is also possible to set a provisional amount for the gaming arcade fee.
[0159] Alternatively, if an abnormality occurs in the cashless gaming system, and the gaming arcade decides to allow the remaining balance of the prepaid value on the IC card 4 to be settled in cash using the settlement machine 6, the settlement machine 6 stores the card ID of the inserted IC card 4, the app ID and charge history information (for the day) stored on the IC card 4 at the time of charging, and the remaining balance of the IC card 4 after cash settlement, linked together. Then, after the cashless gaming system is restored to normal, the information of the IC card 4 settled in cash from the settlement machine 6 is transmitted to the management function units 100A to 100D, allowing the gaming arcade fee setting means 119A to 119D to take into account the amount settled on the IC card 4 by cash settlement and determine an accurate calculated total gaming usage amount that can be considered finalized. Therefore, the final amount of the gaming arcade fee can be calculated by applying the finalized fee rate to the calculated total gaming usage amount.
[0160] Furthermore, on days when a system failure occurs, the convenience of the amusement arcade can be enhanced by excluding the arcade fee for providing the cashless gaming system. In this case, the value management systems 1A to 1D can be equipped with means to obtain downtime information regarding the period during which the cashless gaming system was out of service due to a system failure at each amusement arcade, means to determine whether or not a particular day in a month was out of service due to a failure, and means to calculate the arcade fee on a daily basis based on business days excluding the period during which the cashless gaming system was out of service due to a failure. This makes it possible to operate without charging an arcade fee for business days when a system failure occurs at an amusement arcade.
[0161] Furthermore, if a gaming arcade is closed for a month, for example, for renovations, and does not use the cashless gaming system for an extended period, allowing the system to be temporarily suspended by submitting a closure request would promote the use of the value management systems 1A to 1D. When the gaming arcade reopens after the temporary suspension, the cashless gaming system can be reused upon application from the arcade. While such temporary suspensions of the cashless gaming system should generally be handled on a monthly basis, taking into account the possibility of closures occurring mid-month, allowing for pro-rata calculations would further enhance convenience for the arcades. In such a case, the value management systems 1A to 1D can be configured to include, at each amusement facility, means for obtaining downtime information regarding the period during which the cashless amusement system was shut down due to a system failure; means for determining whether a particular day within a month was shut down due to a failure; means for calculating amusement facility fees on a daily basis based on business days excluding the period during which the cashless amusement system was shut down due to a failure; means for obtaining closure application information transmitted from the amusement facility; means for matching the closure application information with the downtime information to determine whether a specific day within a month was shut down due to a failure or was within the closure period; and means for calculating amusement facility fees on a daily basis based on business days excluding the period during which the cashless amusement system was shut down due to a failure and the closure period of the amusement facility. This makes it possible to operate without charging amusement facility fees for business days and closure periods of amusement facilities where a system failure has occurred.
[0162] Furthermore, the amusement arcade fee setting means 119A to 119D may include an internal tax setting function that treats the amount set as an amusement arcade fee as an internal tax including consumption tax, and an external tax setting function that treats the amount as an external tax not including consumption tax, and the internal tax setting function or the external tax setting function may be arbitrarily selected. If such a function is implemented, the amusement arcade fee can be displayed as a price that includes internal tax without fractions, or as a price that includes external tax with fractions, and this can be arbitrarily set at the discretion of the amusement arcade or the value management system 1A to 1D.
[0163] Although the value management system according to the present invention has been described above based on several embodiments, the present invention is not limited to these embodiments and encompasses all value management systems that can be realized without changing the configuration described in the claims. [Explanation of symbols]
[0164] 1A, 1B, 1C, 1D Value Management System 2 Gaming machines 2a Control section 2b Unit Communication Section 3 units (game equipment) 3a Control Unit 3b Gaming Machine Communication Department 3c Management Function Department Communication Department 3d management device communication department 4. IC card (recording medium) 5. Card issuing machine (game equipment) 5a Control Unit 5b Management Function Department Communication Department 5c Management device communication department 6. Payment machine (gaming device) 6a Control Unit 6b Management Function Unit, Communication Unit 7 HUB 8. Relay device 9 Management device 9a Control Unit 9b Unit Communications Section 9c Card Issuing Machine Communication Section 10 Mobile devices 11. Prize exchange device 12 Touch panel display 20 Cashless Center 30 Prepaid Payment Centers 40 General-purpose payment center 40a Control Unit 40b Information Management Department 40c Management Function Department Communication Department 100A, 100B, 100C, 100D Management Function Unit (Wallet) 101 Means of managing valuable assets 102 Cashless Payment Methods 103 Charge execution means 104 Settlement and Addition Method 105 Usability determination means 106 Settlement execution instruction means 111 Control Unit 112 Center Communications Department 113 Unit Communications Section 114 Mobile Terminal Communications Department 115 Card Issuing Machine Communication Department 116 Payment Machine Communication Department 117 Means for managing information on the adjustment of monetary value 118 Amusement facility information management means 119A, 119B, 119C, 119D Amusement facility fee setting method 120 Pair Management Method 121 Judgment means 122. Method of collecting the equivalent amount of amusement facility fees 123. Means for managing information on ownership value related to gaming
Claims
1. A value management system for managing the valuable assets that players can use in the gaming facility, A means for managing the aforementioned value, A cashless addition means that, based on a deposit execution request from a player, makes a deposit request to a payment center that executes cashless payments, and adds the value received from the payment center as a result of the execution of the cashless payment to the value management means, A charge execution means that, based on a charge execution request that requests a charge to associate the aforementioned valuable value with a recording medium, subtracts the amount of the valuable value requested in the charge from the valuable value managed by the valuable value management means, and then associates the amount of the valuable value requested in the charge from the subtracted valuable value with the recording medium using a gaming device installed in the gaming arcade, A settlement addition means that settles the remaining balance of the value associated with the recording medium by adding the value equivalent to the remaining balance to the value management means, based on a settlement execution request that requests the settlement of the remaining balance of the value associated with the recording medium. A value adjustment information management means that acquires value adjustment information including at least one type of information from among the following: information regarding the addition of value to the value management means by the cashless addition means, information regarding the addition of value to the value management means by the settlement addition means, and information regarding the subtraction of value from the value management means by the charge execution means, and manages at least one of the game halls, A means for setting the amusement arcade fee, which is a fee paid by the aforementioned amusement arcade, to a predetermined amount determined based on arbitrary setting conditions, A means for collecting an amount equivalent to the amusement arcade fee, which is set as an arbitrary amount not exceeding the amusement arcade fee set by the amusement arcade fee setting means, It has, The means for collecting the equivalent amount of the amusement arcade fee collects the equivalent amount of the amusement arcade fee from the gaming-related ownership value owned by each player by performing a predetermined collection operation at a predetermined collection timing. A value management system characterized by the following:
2. The means of collecting the equivalent amount of the amusement facility fee is, The following are considered as game-related ownership values, and it is possible to collect an amount equivalent to the game hall fee: game media that a player can use to play on the day; stored game media that a player can deposit at the game hall so that they can withdraw and use the game media on subsequent days; the value before charging managed by the value management means; and the value after charging associated with the recording medium by the game device. A charge execution time collection operation is performed, in which the charge execution means performs a charge on the recording medium at the time of collection, and the amount equivalent to the arcade fee is collected from the player by subtracting the value equivalent to the arcade fee from the value before the charge, and The settlement timing is defined as the time when the settlement is executed by adding the remaining amount of the value associated with the recording medium by the settlement addition means to the value management means, and the settlement time collection operation is defined as the time when the settlement is executed by subtracting the value equivalent to the amusement arcade fee from the value after the charge and collecting the amount equivalent to the amusement arcade fee from the player, The prize exchange timing is defined as the time when the player exchanges the player's own game medium and / or stored game medium associated with the recording medium for a prize of any choice. The prize exchange collection operation involves deducting the value equivalent to the arcade fee from the player's own game medium and / or stored game medium and collecting the amount equivalent to the arcade fee from the player. A deposit timing is defined as the timing at which the player deposits the aforementioned game medium into the game parlor as the aforementioned game medium, and a deposit-time collection operation is performed in which the value equivalent to the game parlor fee is deducted from the aforementioned game medium associated with the recording medium and the amount equivalent to the game parlor fee is collected from the player. It is possible to set up any of the following collection operations to collect an amount equivalent to the game hall fee from the game-related ownership value owned by each player. The value management system according to feature 1.
3. In the charge collection operation performed by the means for collecting the equivalent amount of the amusement arcade fee, the amount equivalent to the amusement arcade fee is deducted from the amount charged to the recording medium. In the settlement collection operation performed by the amusement facility fee equivalent collection means, the amusement facility fee equivalent is deducted from the remaining amount of the value to be added to the value management means. In the prize exchange collection operation performed by the means for collecting the equivalent amount of the arcade fee, the equivalent amount of the arcade fee is deducted from the surplus of the game media held and / or the stored game media that are not consumed by the prize exchange. In the deposit collection operation performed by the means for collecting the equivalent amount of the amusement arcade fee, the amount equivalent to the amusement arcade fee is deducted from the amount of the game medium held to be deposited with the amusement arcade as the stored game medium. The value management system according to claim 2, characterized in that it collects an amount equivalent to the amusement hall fee from the amusement-related ownership value owned by each player.
4. The means for collecting the equivalent amount of the amusement arcade fee is capable of setting the equivalent amount of the amusement arcade fee to all or any percentage of the amusement arcade fee set by the means for setting the amusement arcade fee, as described in any one of claims 1 to 3.
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