Value Management System

The value management system addresses the issue of excessive spending and addiction in cashless gaming purchases by adjusting spending limits based on player actions and awareness, effectively preventing addiction while ensuring convenience.

JP7874370B1Active Publication Date: 2026-06-16NIPPON GAME CARD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NIPPON GAME CARD
Filing Date
2026-02-09
Publication Date
2026-06-16

AI Technical Summary

Technical Problem

Existing cashless payment systems for purchasing prepaid gaming values lack the ability to dynamically adjust spending limits based on individual player behavior and awareness, potentially leading to excessive spending and addiction, and do not account for players' attitudes towards gaming.

Method used

A value management system that includes a game usage limit management mechanism, which adjusts spending limits based on player actions such as accessing addiction prevention content, self-diagnosis, using self-management tools, or setting game restrictions, and incorporates an action detection system to monitor and modify spending limits accordingly.

Benefits of technology

The system effectively balances the prevention of gaming addiction with player convenience by dynamically adjusting spending limits based on individual player actions and awareness, preventing excessive spending while maintaining usability.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007874370000001_ABST
    Figure 0007874370000001_ABST
Patent Text Reader

Abstract

This system provides a value management system that allows for changes to the maximum amount of gaming time based on conditions that take into account the actions and attitudes of each player. [Solution] In the value management system 1A, the value management means 101 manages the usable value of each player in a wallet account, and if the total amount of game usage, which is calculated by subtracting the total amount of settlement when the balance on IC card 4 is returned to the wallet account from the total amount of charge charged from the wallet account, exceeds the game usage limit amount set as the maximum amount of game usage that can be used for playing within a predetermined period, the game usage limit management means 117A invalidates the charge request. However, if the action execution detection means 118A detects that a player has performed a predetermined action that contributes to measures against addiction to gaming in order to change the game usage limit, the game usage limit management means 117A increases the game usage limit according to the detected predetermined action.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] In the current situation where prepaid valuable values (valuable values that can be converted into game media that can be used for games on gaming machines, and the remaining balance of the valuable values associated with an IC card as a recording medium. Hereinafter, "prepaid valuable values" are also referred to as "prepaid values") can only be purchased by cash settlement, there is a desire to enable the purchase of prepaid values using cashless settlement (such as credit cards, debit cards, electronic money, code settlement, etc.).

[0003] However, in the case of purchasing prepaid values using cashless settlement, that is, purchasing prepaid values using a method other than cash, it is difficult to feel how much has been used compared to cash, so there is a risk that the purchase amount will exceed the amount originally assumed when the player starts playing on the gaming machine. In order to prevent such a situation, a method of restricting the upper limit of game usage, which is the upper limit of the valuable values used for games, in a predetermined period (for example, a unit period of one day or one month) can be considered. However, simply restricting the upper limit of game usage will result in a system that is inconvenient for players.

[0004] To improve this convenience, a cashless payment system has been proposed that, after increasing the upper limit on the amount of money that can be spent on games using cashless payment, allows for further increases to the game spending limit only if certain renewal conditions are met (see, for example, Patent Document 1). In the invention described in Patent Document 1, the renewal conditions include the passage of a certain period of time (for example, one hour, one week, one month, etc.) since the last time the spending limit (game spending limit) was increased, and the number of uses within that period not exceeding a predetermined number (for example, five times). This prevents frequent increases in the spending limit and effectively prevents users from becoming addicted to games. [Prior art documents] [Patent Documents]

[0005] [Patent Document 1] Japanese Patent Publication No. 2009-219797 [Overview of the project] [Problems that the invention aims to solve]

[0006] However, while the invention described in Patent Document 1 allows for a temporary increase in the maximum amount of gambling spending, the player themselves can set the spending limit, and since there is no set limit, they can set a limit that far exceeds the typical amount spent on gambling. In particular, if a player who is addicted to gambling sets an increased spending limit, it is unlikely that the increased limit will be set in a way that allows them to enjoy gambling without interfering with their daily or social life, and the problem is that it is unlikely to effectively prevent users from becoming addicted to gambling. After all, a player who wants to set an increased spending limit is trying to spend an amount that exceeds the standard spending limit set for gambling, so when it comes to players who are in a mental state where they cannot control themselves and want to increase their spending limit, a careful consideration should be given to changing the spending limit.

[0007] Furthermore, the invention described in Patent Document 1 has the problem that, as a predetermined renewal condition for increasing the gaming usage limit, the setting status at the time the setting is requested is uniformly used as a criterion, and does not take into account each player's attitude toward (self-regulation) towards gaming. For example, if the setting of the gaming usage limit is strictly changed even for players who do not have an addictive tendency to become engrossed in gaming and who wish to increase the gaming usage limit in order to enjoy leisure within a range that does not interfere with their daily or social life (within a range that does not burden them financially), it becomes inconvenient.

[0008] Therefore, the present invention aims to provide a value management system that allows for the modification of the maximum amount of gaming usage for each player, based on conditions that take into account the actions and awareness of each player (conditions that make players aware of preventing addiction while not causing them excessive inconvenience). [Means for solving the problem]

[0009] To solve the aforementioned problems, the present invention provides a value management system for managing value usable by a player, comprising: a value management means for managing the value; a cashless adding means for making a deposit request to a payment center that performs cashless payments based on a deposit request from a player, and adding the value deposited from the payment center by the execution of the cashless payment to the value management means; and 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 that requests a charge to associate the value with a recording medium, and associating the subtracted value with the recording medium by a gaming device. The system comprises: 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 game usage limit management means that manages a game usage limit for each player, which is the upper limit that the value associated with the recording medium can be used for gaming during an arbitrary predetermined period; and an action execution detection means that detects for each player whether a predetermined action has been performed by the player to take measures to prevent addiction to gaming, and the game usage limit management means is capable of changing the game usage limit for the player based on the detection by the action execution detection means that the player has performed the predetermined action.

[0010] Furthermore, in the above configuration, the game usage limit management means may change the game usage limit of a player based on the detection by the action execution detection means that the player has performed any one of the following actions as a predetermined action: accessing educational content for addiction prevention provided for the purpose of preventing addiction to games; performing a self-diagnosis check regarding addiction to games; using a self-management tool that allows the player to refer to at least their own game history; or setting content related to the restrictions imposed on their own games.

[0011] Furthermore, in the above configuration, the system may have an acquisition means for acquiring whether or not each player has a history of addiction to the game, and if the acquisition means has acquired that the player has such an addiction history, the game usage limit management means may make it impossible to change the game usage limit for the player with the addiction history.

[0012] Furthermore, in the above configuration, the game usage limit management means can determine the total amount of game usage for each specific period, which is the total amount of game value used by each player during a specific period, by subtracting the total amount of settlement for each specific period, which is the total amount of game value settled during that specific period by the settlement addition means, from the total amount of charge for each specific period, which is the total amount of game value charged to each player's recording medium by the charge execution means during that specific period. The total amount of game usage for each specific period, which is the total amount of game value used by each player during that specific period, can also be determined by adding up the total amounts of game usage for each player during the predetermined period to determine whether the total amount of game usage for that player has reached the game usage limit for that player.

[0013] Furthermore, in the above configuration, the system may have an information presentation means capable of presenting various information to the player, the action execution detection means capable of detecting the execution of multiple types of predetermined actions for each player, and the game usage limit management means determines that a notification condition has been met when the total amount of game usage by each player reaches a notification threshold amount that is less than the game usage limit for each player. When the notification condition has been met, the information presentation means may present to each player one or more of the predetermined actions that have not yet been detected by the action execution detection means. [Effects of the Invention]

[0014] According to the value management system of the present invention, the action execution detection means detects when a player performs a predetermined action that contributes to measures against addiction to gaming, which is performed in order to change the gaming usage limit. Based on the detection result, the gaming usage limit management means can change the gaming usage limit for the player in question. Therefore, it is possible to change the gaming usage limit for each player in a way that balances the prevention of addiction with convenience, based on conditions that use each player's actions and the accompanying awareness as judgment criteria. [Brief explanation of the drawing]

[0015] [Figure 1] This is an explanatory diagram showing an outline of the system configuration in a value management system according to the first embodiment of the present invention. [Figure 2] This is a block diagram showing the schematic configuration of a value management system according to the first embodiment of the present invention. [Figure 3] This is an explanatory diagram illustrating an example of a method for managing valuable value in a valuable value management system according to the first embodiment of the present invention. [Figure 4] This is a flowchart showing the flow of the deposit process in a value management system according to the first embodiment of the present invention, in which value is deposited based on the execution of a cashless payment. [Figure 5] This is a flowchart showing the basic flow of the charge process in the value management system according to the first embodiment of the present invention. [Figure 6] Figure 6(A) is an explanatory diagram showing an example of a game usage limit management table managed by the game usage limit management means for checking the game usage limit. Figure 6(B) is an explanatory diagram showing another example of a game usage limit management table managed by the game usage limit management means for checking the game usage limit. [Figure 7] This is a flowchart showing the process when a charge becomes invalid in the charge processing of the valuable management system according to the first embodiment of the present invention. [Figure 8]FIG. 8(1) is an explanatory diagram of the case where a player executes a first predetermined action using a mobile terminal. FIG. 8(2) is an explanatory diagram of the case where a player executes a second predetermined action using a mobile terminal. FIG. 8(3) is an explanatory diagram of the case where a player executes a third predetermined action using a mobile terminal. [Figure 9] It is an explanatory diagram of the case where a player executes a fourth predetermined action using a mobile terminal. [Figure 10] It is a flowchart showing the basic flow of the settlement process in the valuable value management system according to the first embodiment of the present invention. [Figure 11] It is an explanatory diagram for explaining another example of the method for managing valuable values in the valuable value management system according to the second embodiment of the present invention. [Figure 12] It is a flowchart showing an example of the flow of the charging process when valuable values are managed for each type of cashless settlement in the valuable value management system according to the second embodiment of the present invention. [Figure 13] It is a flowchart showing another example of the flow of the charging process when valuable values are managed for each type of cashless settlement in the valuable value management system according to the second embodiment of the present invention. [Figure 14] It is a flowchart showing an example of the flow of the charging process when the types of cashless settlement are associated with and managed for the valuable values associated with a recording medium in the valuable value management system according to the second embodiment of the present invention. [Figure 15] It is a flowchart showing an example of the flow of the settlement process when the types of cashless settlement are associated with and managed for the valuable values associated with a recording medium in the valuable value management system according to the second embodiment of the present invention.

Embodiments for Carrying Out the Invention

[0016] Next, based on the accompanying drawings, embodiments of the valuable value management system according to the present invention will be described in detail based on the accompanying drawings.

[0017] Figure 1 is an explanatory diagram illustrating the schematic system configuration of the value management systems 1A and 1B according to the first and second embodiments of the present invention. In both embodiments, the maximum amount of game usage can be changed for each player based on conditions that use the actions and associated awareness of each player as judgment criteria, in order to balance the prevention of addiction with convenience.

[0018] <First Embodiment> First, the value management system 1A according to the first embodiment will be described. The value management system 1A has a mechanism that, when the total amount of game usage using value deposited through cashless payment reaches the game usage limit, it is possible to restrict the purchase of prepaid value using value managed within the value management system 1A, and this game usage limit can be changed based on the player's actions.

[0019] As shown in Figure 1, amusement parlors are equipped with multiple gaming machines 2 that allow players to play using gaming media. Gaming machines 2 include, for example, "pachinko gaming machines" (hereinafter referred to as "pachinko machines") which use game balls as the gaming media, and "slot machines" (hereinafter referred to as "slot machines") which use game tokens as the gaming media. 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.

[0020] Gaming machine 2 includes so-called "smart gaming machines," which are pachinko machines 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, 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 the winning area 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 game tokens, but also intangible electronic game points.

[0021] In addition to the gaming machines 2 mentioned above, the arcade also houses a card unit 3 (hereinafter referred to simply as "unit"), which is installed alongside each gaming machine 2 to manage the lending of gaming media; a card issuing machine 5 that 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 that accepts IC cards 4 associated with prepaid value and allows settlement of the remaining balance of the prepaid value; a HUB 7, which is a concentrating device for interconnecting various devices; a relay device 8 that can communicate with each unit 3, the card issuing machine 5, and the settlement machine 6 via the HUB 7; and a management device 9 that comprehensively manages each gaming machine 2 and each unit 3 via the HUB 7.

[0022] Furthermore, outside the gaming establishment, 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.

[0023] Unit 3 receives IC cards 4 and banknotes inserted by players and manages the lending of game media used for playing games on the game machine 2. Specifically, for example, Unit 3 receives IC cards 4 issued to players by game parlors and dispenses game balls or game tokens in exchange for deducting the prepaid value associated with IC card 4. Also, when a player inserts banknotes, Unit 3 associates a prepaid value equivalent to the inserted banknotes with IC card 4 and dispenses game balls or game tokens in exchange for deducting the prepaid value associated with this IC card 4. When a game ends with a remaining balance in the prepaid value, Unit 3 associates the remaining balance with the IC card 4 that was accepted during the game and ejects it. Furthermore, the dispensing of game balls or game tokens refers to lending game balls or game tokens, which are game media, to players and making them usable in the game machine 2. If the game machine 2 is a "smart game machine," this dispensing of game media also includes "granting game points," which are intangible game media, to the game machine 2 and make the game points usable in the game machine 2.

[0024] 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, which demands that electronic money be withdrawn from each player's wallet account (described later) managed by the management function unit 100A and converted into prepaid value associated with IC card 4, the management function unit 100A withdraws the electronic money based on this charge request, and Unit 3 associates the prepaid value equivalent to the withdrawn electronic money with 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 IC card 4 in exchange for the withdrawal of electronic money. Note that converting a value such as electronic money or cash into prepaid value associated with IC card 4 is also simply called "charging". In addition, electronic money equivalent to the service fee for the charge (for example, the fee charged when associating prepaid value from the wallet account to IC card 4) may be deducted from the player's wallet account.

[0025] Similar to unit 3, card issuing machine 5 can accept banknotes inserted by the player, or, in exchange for the withdrawal of electronic money managed by the 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. This allows the player to have unit 3 accept the IC card 4 dispensed from card issuing machine 5, borrow a game medium from unit 3 using the prepaid value associated with the IC card 4, and proceed with the game.

[0026] 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 having the settlement machine 6 accept the IC card 4 dispensed from unit 3. 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 in cash, and electronic money settlement, where the remaining balance of the prepaid value is settled by adding electronic money (hereinafter, "electronic money settlement" is also referred to as "wallet return settlement"). This wallet return settlement is performed by adding the electronic money to the balance of the wallet managed by the valuable value management means 101 (Figure 2), which will be described later. The settlement machine 6, which is capable of this wallet return settlement, functions as a "gaming device" similar to unit 3 and card issuing machine 5.

[0027] 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.

[0028] 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 with the gaming parlor. Information regarding prepaid value notified from unit 3 is also transmitted to the prepaid payment center 30 via the management device 9 and managed as sales of prepaid value at the prepaid payment center 30. In addition, the member information may include linked information that combines 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 that enables the purchase of prepaid value using cashless payment (hereinafter, the "application that enables the purchase of prepaid value using cashless payment" is also called the "gaming app"). In this case, by identifying either the card ID of the IC card 4 or the app ID, the management device 9 can also identify the member information. 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 consumed in order to borrow game media (game balls, game tokens, or game points) in the unit 3 corresponding to the game machine 2 in which the player is playing.

[0029] 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 also manages the linking information between card IDs and app IDs, which is also 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 store, and mainly performs in-store 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 store, 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 of each gaming store, and mainly centrally manages information related to cashless payments.

[0030] 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, recording medium usage information regarding the use of IC cards 4 in gaming devices). In addition, players can use gaming applications installed on their mobile terminal 10 to communicate with the management function unit 100A, etc., and use various services.

[0031] In the management function unit 100A, as shown in Figure 3, the value management means 101 records electronic money deposited from the general-purpose payment center 40 through the execution of cashless payment, linking it with various information related to the electronic money. The various information recorded in conjunction with the electronic money includes, for example, the "record no." which is the sequential number of the record, the "app ID" which is the identification information for each game application installed on the mobile terminal 10 for using cashless payment, the "addition type" which indicates the attributes of the electronic money, including the type of cashless payment used when the electronic money was added through deposit, the "addition amount" which is the amount of electronic money added, the "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, the "addition date" which indicates the date when the electronic money was deposited, and the "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. In the following explanation, the function that manages the electronic money usable by each player may be referred to as a "wallet," and in the diagram, the recording area for each player's electronic money within the value management means 101 may be referred to as a "wallet account."

[0032] Figure 3 shows the state of electronic money (records) managed by the value management means 101 in chronological order, illustrating an example where a single player performs actions such as adding (depositing) electronic money, converting the electronic money managed by the value management means 101 into prepaid value (associating it with the IC card 4), and using the prepaid value associated with the IC card 4 for gaming. The value management means 101 adds a new record each time electronic money is deposited into the player's wallet account through cashless payment and electronic money is added to the value management means 101 by the cashless addition means 102, which will be described later. The value management means 101 then records at least the following information from the various pieces of information linked to the electronic money: "Record No.", "App ID", "Addition Type", "Addition Amount", "Current Balance", and "Addition Date".

[0033] 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 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 3(1). In this record "0001", "1234", which is the identification information of the gaming application installed on the mobile terminal 10, is recorded as the "Application ID", and "TokkyoPay", which indicates the type of cashless payment executed, is recorded as the "Addition Type" as an 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, 6,000 yen is deducted from the 10,000 yen worth of electronic money managed as record "0001" by the charge execution means 103 (described in detail later) that received the charge request, and when that 6,000 yen of electronic money is converted into prepaid value by unit 3 and associated with IC card 4, the "Current Balance" of record "0001" is reduced to 4,000 yen (see Figure 3(2)). However, even if 3,000 yen is used from the prepaid value of IC card 4 in unit 3, leaving a balance of 3,000 yen, the usage status of valuable value in unit 3 (gaming device) is not subject to the management of the valuable value management means 101, so it is not reflected in record "0001" (see Figure 3(3)).

[0034] Furthermore, the value management means 101 also adds a new record each time electronic money is added to the value management means 101 by the settlement and addition means 104 described later, for example, when the remaining balance of the prepaid value associated with the IC card 4 is settled. 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", and "Addition Date". For example, if 3,000 yen of the 6,000 yen prepaid value associated with the IC card 4, converted in exchange for the electronic money withdrawal of record "0001", 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 3(4). At this time, the "App ID" of record "0002" is recorded as "1234," which is the identification information of the game application installed on the player's mobile terminal 10, because the settlement is from the same player. Meanwhile, "Settlement" is recorded as an attribute of the electronic money in "Addition Type" to indicate that the deposited 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. In addition, "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, 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 value management device 101 will have two records managed: record "0001" with a "current balance" of 4,000 yen and record "0002" with a "current balance" of 3,000 yen.

[0035] 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 records. For example, as of December 20, 2024, after the settlement of the balances as described above, the 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. 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, for example, if on December 22, 2024, a player specifies an amount of 5,000 yen and the electronic money is charged to IC card 4, then 4,000 yen from record "0001" and 1,000 yen from the 3,000 yen of record "0002" will be charged together from the 7,000 yen of electronic money obtained by combining the "current balance" of record "0001" and record "0002". As a result, the "current balance" of record "0001" will be reduced to "0", and the "current balance" of record "0002" will be reduced to "2,000" (see Figure 3(5)). Since record "0001" now has a "current balance" of "0", it can no longer be used for future charges and will be treated as a non-target record that is not referenced when a charge is executed. Furthermore, even if 10,000 yen is used from the prepaid value of IC card 4 in unit 3, leaving a balance of 3,000 yen, this is not subject to the management of the valuable value management means 101 and is therefore not reflected in record "0002" (see Figure 3(6)). Note that in the valuable value management system 1A, electronic money is deducted sequentially from the record with the oldest "addition date". Therefore, for example, when electronic money managed by multiple records is used together, the electronic money recorded in the record with the oldest "addition date" is deducted first, and then, in order to make up the shortfall up to the specified amount set by the player, the electronic money recorded in the next most recent record with the "addition date" is deducted, and these are added together and used. This makes it possible to properly manage electronic money with an expiration date, as will be described later.

[0036] Next, for example, when the electronic money managed in records "0001" and "0002" is converted in exchange for a withdrawal, and 1,000 yen of the 5,000 yen prepaid value associated with IC card 4 is used for gaming on December 22, 2024, and the remaining 4,000 yen is settled by the player on the same day, a new record "0003" is added, separate from records "0001" and "0002" (see Figure 3(7)). At this time, the "App ID" of this record "0003" is recorded as "1234", the same as in 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, "4,000" is recorded in "Current Balance" to indicate that the balance of the electronic money managed as record "0003" at that time is 4,000 yen, and "2024 / 12 / 22" is recorded in "Addition Date" 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 device 101 will be managing record "0002" with a "Current Balance" of "2,000" and record "0003" with a "Current Balance" of "4,000".

[0037] Furthermore, if a cashless payment method such as a credit card is available, and the cashless payment is executed, 10,000 yen in electronic money will be deposited into the wallet account from the general-purpose payment center 40 on December 24, 2024. When this electronic money is added to the value management means 101 by the cashless addition means 102, a new record with "Record No." "0004" is added (see Figure 3(8)). In this "0004" record, since the deposit is from the same player, "1234," which is the identification information of the game application installed on the player's mobile terminal 10, is recorded as the "Application 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".

[0038] Furthermore, on December 26, 2024, when 10,000 yen is charged to IC card 4 by the player as a specified amount from the sum of the "current balances" of the electronic money managed as records "0002," "0003," and "0004," which is 16,000 yen, the "current balance" of record "0002" is reduced to "0," the "current balance" of record "0003" is reduced to "0," and the "current balance" of record "0004" is reduced to "6,000" (see Figure 3(9)). Records "0002" and "0003," whose "current balances" have been reduced to "0," are treated as non-target records. Subsequently, the electronic money managed in records "0002", "0003", and "0004" is converted in exchange for withdrawals. Even if 1,000 yen of the 10,000 yen prepaid value associated with IC card 4 is used for gaming on December 26, 2024, and the remaining prepaid value becomes 9,000 yen, this is not reflected in record "0004" (see Figure 3(10)). If the remaining 9,000 yen is then settled by the player on the same day, a new record "0005" is added (see Figure 3(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 electronic money managed as record "0005" at that time is 9,000 yen, 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".

[0039] 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, 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 parlors. 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.

[0040] 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 "Expiration Date" is recorded on or after the determination date is determined to be usable electronic money within its validity period (hereinafter, "usable electronic money" is also referred to as "usable electronic money"), and electronic money whose "Expiration Date" is recorded on or before the determination date is determined to be unusable electronic money outside its validity period (hereinafter, "unusable electronic money" is also referred to as "unavailable electronic money").

[0041] For example, as shown in Figure 3(12), if 10,000 yen in electronic money is deposited into a wallet account from the general-purpose payment center 40 on December 24, 2024, and that electronic money is added to the value management means 101 by the 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" is treated as unusable electronic money in the value management means 101, and the electronic money in record "0005" is treated as usable electronic money. In this way, the usability of electronic money is determined in the value management system 1A.

[0042] Furthermore, on June 23, 2025, as shown in Figure 3(12), 10,000 yen in electronic money was deposited into the wallet account from the general-purpose payment center 40 through the execution of "TokkyoPay," an instant cashless payment service. This electronic money was then added to the value management means 101 by the cashless addition means 102, and a new record with "Record No." "0006" was added. In this "0006" record, "1234," which is the identification information for the gaming application, is recorded as the "Application ID," and "TokkyoPay," which indicates the type of cashless payment, is recorded as the "Addition Type" attribute of the electronic money. Additionally, "10,000" is recorded as the "Addition Amount," "10,000" as the "Current Balance," and "2025 / 6 / 23," 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 in 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 this sum of the "current balances" of usable electronic money corresponds to the "usable amount."

[0043] Subsequently, on the same day (June 23, 2025), when 10,000 yen is charged to IC card 4 by the player as a specified amount from the sum of the "current balances" of the electronic money managed as records "0005" and "0006" (19,000 yen), the "current balance" of record "0005" is reduced to "0", and the "current balance" of record "0006" is reduced to "9,000" (see Figure 3(13)). In this manner, the electronic money is managed by the value management means 101.

[0044] In the Value Management System 1A, the Value Management Means 101 is configured as a database for recording and managing electronic money in 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.

[0045] As described above, in the first embodiment of the present invention, the value management system 1A allows for the management of value deposited through cashless payment in a wallet account using the functions of the value management means 101, and also allows for the determination of the total amount of electronic money charged from the wallet account to the IC card 4, which is a recording medium. Furthermore, the value management system 1A also manages the value returned to the wallet from the balance of the IC card 4 separately from the value deposited through cashless payment, with a different addition type, so it is possible to determine the total amount of electronic money returned to the wallet with the addition type "settlement". The amount obtained by subtracting the "total amount of electronic money returned from the IC card 4 to the wallet" from the "total amount of electronic money charged from the wallet account to the IC card 4", which is managed separately, is treated as the amount used by the player for playing games. By setting a game usage limit as an upper limit on this game usage amount, it is possible to check that the game usage amount does not exceed the game usage limit. Details will be described later.

[0046] 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.

[0047] 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."

[0048] Furthermore, the mobile terminal 10 has the aforementioned "gaming application" installed (see Figure 1), which allows for convenient charging of the IC card 4 from the wallet account managed by the management function unit 100A. Each gaming application is assigned a unique identification information, the application ID, and this application ID is linked to the player's personal information and managed by the management function unit 100A, which then provides the information to the management device 9 of each amusement store as needed. The management function unit 100A also has a function to provide various information that can help prevent addiction to gambling (for example, educational content useful for combating addiction, checklist data for self-diagnosis regarding gambling addiction, information on the player's own gambling history, and declaration form data for setting restrictions related to one's own gambling), and players can obtain this information from the mobile terminal 10. In addition, by using the gaming application, the electronic money deposited into the wallet account of the management function unit 100A may be used for cashless payments at general stores other than amusement stores. Furthermore, a separate device may be provided that works in conjunction with the management function unit 100A to collect and store various types of information and provide the stored information, thereby reducing the processing load on the management function unit 100A.

[0049] The prepaid settlement 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 establishment from a third-party perspective, based on information about the prepaid value transmitted from the management device 9. The prepaid settlement center 30 receives information about the prepaid value from the management device 9 installed at each gaming establishment and manages the sales for each gaming establishment in a centralized manner.

[0050] 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.

[0051] Next, we will explain the functional configuration of each component, such as the gaming machine 2, unit 3, and management function unit 100A. Figure 2 is a block diagram showing the general configuration of the value management system 1A.

[0052] As shown in Figure 2, 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. Various game information that is generated or changes as the game progresses is output from the gaming machine 2 to the unit 3, and information regarding the game media lent out by the arcade for use in playing games on the gaming machine 2 is output as loan information from the unit 3 to the gaming machine 2. 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 can read the recorded electronic data, and a RAM (Random Access Memory) which is a recording device that can both read and write electronic data.

[0053] 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 regarding the payout operation and the counting operation (hereinafter, the information regarding the payout operation and the information regarding the counting operation may be collectively referred to as "recording medium usage 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 subtracted and game media used for playing games on the game machine are dispensed, and a counting operation is performed in which the counted game media are managed as acquired 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 regarding electronic money converted into prepaid value and prepaid value used for playing games is output as settlement information between Unit 3 and the management function unit 100A.

[0054] 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.

[0055] The gaming device (specifically, each of the unit 3 and the card issuing machine 5) is equipped with a touch-panel display 11, 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 11 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.

[0056] 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, as well as 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.

[0057] 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 payment 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 game usage limit management means 117A; an action execution detection means 118A; a pair management means 119; and a dependency history acquisition means 120. 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. In addition to appropriately managing the balance of usable value for the player, this management unit 100A also includes a function (game usage limit management means 117A) for managing a game usage limit for each player, which is the upper limit on the amount of usable value associated with the IC card 4 for gaming during a predetermined period of time, and a function (action execution detection means 118A) for detecting when a player has performed a predetermined action that contributes to measures against addiction to gaming, in order to change the game usage limit. Details of these will be described later.

[0058] 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 consumed 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] The cashless addition means 102 requests a deposit from the general-purpose payment center 40 that performs cashless payments based on the operation of the touch panel display 11 or physical operation buttons provided on the unit 3, and adds the electronic money deposited from the general-purpose payment center 40 to the value management means 101. Specifically, as shown in Figure 4, when a player launches a game 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, as shown by the dashed frame in Figure 4. If the deposit amount is less than or equal to the depositable amount, or if it does not check whether 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. In addition, in the value management system 1A of this embodiment, the game usage limit management means 117A can restrict the game usage limit for each player, so it is not necessary to set such a deposit limit. However, if restrictions are also imposed on deposits to the wallet account via cashless payment, the cashless addition means 102 may check whether the requested deposit amount is less than or equal to the depositable amount, and if the requested deposit amount exceeds the depositable amount, it may send an error message to the mobile terminal 10 and invalidate the deposit execution request.

[0063] Furthermore, the maximum deposit amount set for deposits to a wallet account via cashless payment may be arbitrarily determined by the balance limit setting means (not shown in the diagram). When setting a maximum deposit amount to a wallet account, the balance limit setting means that receives a notification that a deposit limit has been specified by the player for their own wallet account, or that a deposit limit has been specified by the operator of the Value Management System 1A for the wallet accounts of system users, either collectively or individually, may set that deposit limit as the maximum deposit amount. This deposit limit may be specified by the player for each type of cashless payment, or it may be specified by the operator of 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, the deposit limit for each app ID used to identify the player will be set to 990,000 yen / month, 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.

[0064] Next, the general-purpose payment center 40, which received the deposit request, executes a cashless payment using the mobile terminal 10, and the general-purpose payment center 40 deposits 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 management function unit 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 linked to each other and recorded together with other information as various information linked to the electronic money. Furthermore, the cashless addition means 102 collects a predetermined deposit fee from the player in conjunction with the execution of the deposit via 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 101A to less than 1.0, and collecting them by adding them to the service usage fee imposed by the general-purpose settlement center 40 on the user. Then, the cashless addition device 102 that has added the electronic money sends a notification to the mobile terminal 10 as a deposit response indicating that the electronic money deposit has been completed, and the mobile terminal 10 that receives this notification displays the deposit result on its screen. As a result, as shown in Figure 3(1), the electronic money added to the value management device 101 is recorded and managed as record "0001". Furthermore, when checking whether the requested deposit amount is less than or equal to the available deposit amount, it is also possible to recalculate the available deposit amount up to the maximum deposit limit for cashless payments (the maximum deposit limit set for the type of cashless payment used) when executing the deposit as described above, in preparation for the next deposit request.

[0065] 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 5, when a player operates the touch panel display 11 or operation buttons on the gaming device to perform a "charge request operation," a code information request is sent from the gaming device to the charge execution means 103 of the management function unit 100A 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 store ID, which is identification information for each gaming store to identify the gaming store 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.

[0066] 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 11 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, and gaming device ID). 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.

[0067] 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 gaming app 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 store 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 store 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 store from the game store ID and also identifies a predetermined fee (for example, a multi-tiered fee set according to the charge amount may be applied, a charge fee specific to each store may be applied, or a flat fee may be applied regardless of the store or charge amount). The fee may be included as part of the chargeable amount, or it may be collected separately from the player. The charge execution means 103 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, from the app ID.

[0068] Once the player's wallet account is identified as described above, 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," similar to 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 based on the received chargeable amount. This charge amount selection screen allows the player to select the desired charge amount from multiple options such as 1,000 yen, 3,000 yen, 5,000 yen, or 10,000 yen, but the charge amount may also be configured to allow the player to specify any amount. Furthermore, as will be described later, since the upper limit of the amount of money that can be spent on games is managed by the game usage limit management means 117A, it is also possible to control the system so that, in addition to displaying the total amount of the "current balance" as the amount that can be charged, only the amount of the total amount of the "current balance" that is less than or equal to the game usage limit is displayed on the mobile terminal 10 as the amount that can be charged (for example, if the "current balance" is 10,000 yen and there is 9,000 yen remaining until the game usage limit, 10,000 yen will not be displayed as the amount that can be charged on the charge amount selection screen). When the player specifies the desired charge amount and performs 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, game store ID, game device ID, specified charge amount (specified amount), application ID, etc. Hereafter, the series of operations related to the charge request described above may be referred to as the "charge execution request processing".

[0069] Next, when charging the charge amount specified in the charge execution request from the mobile terminal 10 from the player's wallet account to the IC card 4, the game usage limit management means 117A determines whether the estimated total game usage amount, which includes the requested charge amount in the current total game usage amount (the amount obtained by subtracting the total amount of the balance on the IC card 4 returned to the wallet account during the management period from the total amount of charges charged from the wallet account to the IC card 4 during the management period), reaches the game usage limit (a check of the game usage limit is performed). The game usage limit management means 117A manages a game usage limit for each player, which is the upper limit that can be used for games with respect to the value associated with the IC card 4, for any predetermined period in which the end and start points of the period are consecutive. By comparing the game usage limit amount with the total game usage amount within that management period, it determines whether the game usage limit has been reached.

[0070] Furthermore, if the total amount spent on games at the time of receiving a charge request from a player has not reached the game usage limit, the system may accept a charge amount selected within the range of the chargeable amount. However, in this case, there is a possibility that the total amount spent on games may exceed the game usage limit by executing the charge request. Therefore, by comparing the estimated total amount spent on games with the game usage limit as described above to determine whether or not to allow the charge, it is easy to prevent the total amount spent on games from reaching the game usage limit. Alternatively, by specifying the chargeable amount within a range where the estimated total amount spent on games does not exceed the game usage limit, and allowing the player to select a charge amount within that range, it is easy to prevent the total amount spent on games after charging from the chargeable amount to the IC card. Furthermore, if the chargeable amount is specified within a range where the estimated total amount spent on games does not exceed the game usage limit, it is not necessary to check the game usage limit again after receiving a charge request from the mobile terminal 10.

[0071] Here, an example of a management table used by the game usage limit management means 117A to manage the game usage limit is shown in Figures 6(A) and (B). The game usage limit management by the game usage limit management means 117A is performed, for example, for each management period, and when the management period has elapsed, a new record is added to manage the game usage limit for the next management period.

[0072] Each record in the management table includes the following information: "App ID," which is the identification information of the game application installed on the player's mobile device 10 using the wallet account; "Game Usage Limit," which is the upper limit of electronic money that can be used for gaming within a predetermined period; "Total Game Usage Amount (=Total Charge Amount - Total Settlement Amount)," which is the total amount of electronic money used by the player for gaming within a predetermined period; and "First Predetermined Action Detection," which records the date on which the first predetermined action (described in detail later) was detected to have been performed by the player; and 2 These include "Second Predetermined Action Detection," which records the date and time when the player is detected to have performed the second predetermined action (described in detail later); "Third Predetermined Action Detection," which records the date and time when the player is detected to have performed the third predetermined action (described in detail later); "Fourth Predetermined Action Detection," which records the date and time when the player is detected to have performed the fourth predetermined action (described in detail later); and "Addiction History," which records whether or not a player using the gaming app has a history of addiction to gaming. This management table is just one example, and a management table with other management items added may be used to manage the gaming usage limit.

[0073] The game usage limit management means 117A uses any predetermined period (for example, one calendar month) where the end and start dates are consecutive as the management period. Within the predetermined period (within the management period corresponding to each record) that includes the day on which the player's value management means 101's wallet account was charged to the IC card 4, if the total game usage amount has not reached the game usage limit, the check result will be "limit not reached," and the charge request operation performed by the player will be permitted. On the other hand, if the total game usage amount has reached the game usage limit within the management period, the check result will be "limit reached," and the charge request operation performed by the player using the game devices 3 and 5 will be invalidated. If the total game usage amount has already reached the game usage limit (for example, 100,000 yen), the charge request function of the game application may be disabled (for example, the charge request button may be grayed out) so that the player cannot perform a charge request operation using the mobile terminal 10.

[0074] The management table shown in Figure 6(A) shows the management history of the player with app ID "1234," sorted by management period. Record "0001" shows the management period "2025 / 10 (1 month from October 1st to October 31st, 2025)," where the total amount spent was "75,000 yen" against a maximum spending limit of "100,000 yen." Therefore, the check result is that the limit has not been reached, and charging is possible. Similarly, record "0002" shows the management period "2025 / 11 (1 month from November 1st to November 30th, 2025)," where the total amount spent was "90,000 yen" against a maximum spending limit of "100,000 yen." Therefore, the check result is that the limit has not been reached, and charging is possible.

[0075] Furthermore, the designated period used as the management period is not limited to a calendar month (a period in which the last day of each month is consecutive with the first day of the following month), but may be a period calculated from any day within a month. For example, a month starting on the 15th of the current month and ending on the 14th of the following month may be used as the management period. Alternatively, shorter periods such as one week, two weeks, ten days, or twenty days may be used as the management period, or longer periods spanning multiple months (for example, two months from January 1st to February 28th and two months from March 1st to April 30th) may be used as the management period. In addition, the management periods do not necessarily have to be of the same length; management periods of different lengths may be mixed (for example, a one-month management period from January 1st to January 31st, which includes the busy New Year period for amusement parlors, and a two-month management period from February 1st to March 31st, which does not fall under the busy period for amusement parlors).

[0076] The check result of the game usage limit management means 117A indicates that the limit has not been reached, and it is possible to charge the electronic money amount specified in the charge execution request. Therefore, the charge execution means 103, upon receiving the charge execution request, notifies the mobile terminal 10 of the completion of the charge execution as a charge execution response using a communication means such as email or a pop-up function in the game application installed on the mobile terminal 10. The charge execution means 103 also identifies the game machine operated by the player using the company ID, game store ID, and game machine 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 game machine convert the deducted electronic money into prepaid value associated with the IC card 4 (charge it), it sends a charge execution instruction to the identified game machine. Upon receiving the charge execution instruction, the game machine associates the prepaid value equivalent to the amount of 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 time, if the gaming device is unit 3, the player can play on the gaming machine 2 using the prepaid value. If the gaming device is card issuing machine 5, the IC card 4 is issued (discarded), and the player can play on the gaming machine 2 by having unit 3 accept the IC card 4.

[0077] 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 119 of the management function unit 100A links the card ID with the application ID, and this linkage 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 119 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 the IC card 4 dispensed by the player from the card issuing machine 5 and held by the player, can be identified, the app ID associated with that card ID can be identified, and therefore the player's personal information and membership information associated with that app ID can be identified.

[0078] In the charge process by the charge execution means 103 explained based on Figure 5, the check result by the game usage limit management means 117A was not reached, so electronic money could be charged from the player's wallet account to the IC card 4. On the other hand, if the check result by the game usage limit management means 117A was reached, it would mean that the limit of game usage amount that could be used within a predetermined period (for example, the standard amount "100,000 yen") had been used up, and since there would be concerns about a tendency towards addiction to gaming, no further electronic money could be charged to the IC card 4 until the current management period had elapsed.

[0079] However, if the player is engaging in healthy behavior (voluntary actions taken to prevent and mitigate excessive gambling), and it is assumed that they are enjoying gambling within limits that do not cause interference with their daily or social life due to excessive gambling (addiction), then the gambling limit will be increased, allowing the player to further charge electronic money from their wallet account to IC card 4. Such cases will be explained based on the flowchart in Figure 7.

[0080] First, the charge request execution process described above is performed, and when a charge execution request is sent from the mobile terminal 10 to the charge execution means 103, the specified charge amount (specified amount) is determined. The game usage limit management means 117A determines whether the game usage limit has been reached based on the game usage limit amount and total game usage amount of the player, who can be identified by the app ID. At this time, if the game usage limit amount and the total game usage amount match, the check result is that the limit has been reached, and the current charge request is invalid. Specifically, a charge invalidation response is sent from the game usage limit management means 117A of the management function unit 100A to the mobile terminal 10, and information such as the game usage limit amount and total game usage amount is acquired by the mobile terminal 10. Then, the mobile terminal 10 displays a charge invalidation screen that includes current status information that the total game usage amount has reached the game usage limit amount.

[0081] Furthermore, the game usage limit management means 117A will also treat the check result as the limit being reached and invalidate the current charge request even if the total amount of game usage by a player, identifiable by the app ID, has not yet reached the game usage limit, but the estimated total amount of game usage, when the charge amount specified in the charge execution request is added to the total amount of game usage, exceeds the game usage limit. In this case, the difference between the current total amount of game usage and the game usage limit may be included in the invalidation response. For example, if the game usage limit is 100,000 yen, and the total amount of valuable assets used by the player in games during the management period up to the current charge execution request (total game usage amount) is 95,000 yen, then if the player requests to execute a charge of 10,000 yen, this 10,000 yen charge request will be invalid, but the player will be made aware that a charge request of 5,000 yen, which is the difference between the current total amount of game usage and the game usage limit, is possible.

[0082] The amount of the game usage limit used by the game usage limit management means 117A for determination is arbitrary, and the minimum and maximum values ​​of the game usage limit can be arbitrarily set by the company operating the value management system 1A. It is preferable that the minimum value is set when a player first uses the game application. It is even preferable that the minimum and maximum values ​​are set within the range of amounts that can be considered socially reasonable as an amount a player spends on leisure each month. For example, it is conceivable that the minimum value be set to 100,000 yen and the maximum value to 400,000 yen. Furthermore, when a player first uses the game application, they are asked whether or not they have ever been addicted to gambling (or the addiction history of member information managed by the management device 9 of each gambling parlor is referred to), and the addiction history acquisition means 120 acquires whether or not there is an addiction history for each player, and if there is an addiction history, "Yes" is recorded in the "Addiction History" item of the management table. Furthermore, if the addiction history acquisition means 120 has acquired that an addiction history exists (i.e., "Yes" is recorded in the "Addiction History" column of the management table), the game usage limit management means 117A makes it impossible to change the game usage limit for the player with the addiction history. For example, in the management table illustrated in Figures 6(A) and (B), the addiction history for the player with app ID "1234" is "None," so it is possible to change the game usage limit.

[0083] Thus, if the check result of the game usage limit management means 117A indicates that the limit has been reached, it becomes impossible to charge the IC card 4 from the electronic money deposited into the wallet account via cashless payment. However, if the player performs a predetermined action that contributes to preventing addiction to gaming in order to change the game usage limit, and this is detected by the action execution detection means 118A (for example, recorded in the first predetermined action detection to the fourth predetermined action detection shown in the management table in Figures 6(A) and (B)), the game usage limit management means 117A can change the game usage limit to increase. When the game usage limit is increased, it becomes possible to charge the IC card 4 from the wallet account up to the increased game usage limit amount. For example, in record "0003" in the management table in Figure 6(A), by performing the first predetermined action during the management period (before the management period "2025 / 12 (the one month of December 2025)"), the game usage limit is increased by 10,000 yen, resulting in a game usage limit of "110,000 yen". Therefore, this player was able to spend "105,000 yen" on games, exceeding the default setting of 100,000 yen. Also, in record "0004" in the management table in Figure 6(A), by performing the second and third predetermined actions during the management period (before the management period "2026 / 01 (the one month of January 2026)"), the game usage limit is increased by 70,000 yen, resulting in a game usage limit of "170,000 yen". Therefore, this player was able to spend "130,000 yen" on games, exceeding the default setting of 100,000 yen. Furthermore, when the management period expires and the next management period begins, the execution of the 1st to 4th predetermined actions is detected by the action execution detection means 118A, and the game usage limit changed by the game usage limit management means 117A is cleared, and the game usage limit returns to the default setting of "100,000 yen" (see record "0005" in Figure 6(A)).

[0084] Furthermore, the predetermined actions that the action execution detection means 118A detects refer to actions that contribute to measures against gambling addiction and are suitable for the purpose of changing the gambling usage limit. In other words, predetermined actions are those that, for a player, allow them to increase their gambling usage limit, gain knowledge about gambling addiction or an objective judgment about their own state of gambling addiction, or take measures against gambling addiction on their own. Also, predetermined actions are those that, for those who establish regulations or rules regarding gambling (for example, administrative agencies), allow players to exercise self-control and encourage players to enjoy gambling as leisure in a way that does not interfere with their daily or social life. And, as actions that contribute to measures against gambling addiction, selecting actions that are considered desirable as activities for enjoying gambling in a way that does not interfere with daily or social life is desirable because the results of the actions will be useful for measures against gambling addiction, and therefore are desirable as predetermined actions that the action execution detection means 118A detects. Furthermore, player actions that contribute to measures against gambling addiction must be consistent with the purpose of changing the gambling limit. Even if a player's actions contribute to measures against gambling addiction, if they are not detected by the action execution detection means 118A, the gambling limit management means 117A cannot determine whether the conditions for changing the gambling limit have been met. However, actions such as simply setting a gambling limit for the player themselves, or limiting the number of cashless payments made within a certain period so as not to exceed a predetermined number, are not included in the detection targets of the action execution detection means 118A. This is because these actions are not considered to be "actions that contribute to measures against gambling addiction performed in order to change the gambling limit."

[0085] As described above, the predetermined actions that the action execution detection means 118A is intended to detect are not particularly limited, as long as they are predetermined actions that contribute to measures against addiction to gaming and are performed in order to change the gaming usage limit. However, four types of predetermined actions are given below as examples.

[0086] The first prescribed action is an action related to addiction prevention awareness activities, such as "accessing addiction prevention awareness content provided for addiction prevention caused by gambling," which involves receiving information through the five senses (especially sight and hearing) by viewing, reading, listening to, or experiencing media (content) filled with information for preventing gambling addiction. The addiction prevention awareness content may be provided to each mobile terminal 10 from the management function unit 100A, or players may find it themselves on various websites on the internet. Then, when an addict is shown or viewed on the display screen 10a of a mobile terminal 10 on which a gaming application is installed (see Figure 8(1)), information about this action is transmitted from the gaming application on each mobile terminal 10 to the management function unit 100A. When the action execution detection means 118A detects a first predetermined action from the transmitted information, the gaming usage limit management means 117A can change the gaming usage limit to, for example, increase it by +10,000 yen.

[0087] Furthermore, it is conceivable that simply briefly encountering the addiction prevention awareness content may not be sufficient to perform the first predetermined action. For example, by pressing the completion button displayed at the end of the addiction prevention awareness content (or the last page in the case of a comic or booklet), the completion of viewing or browsing is notified from the mobile terminal 10 or the member support center 50 providing the addiction prevention awareness content to the management function unit 100A, indicating that the first predetermined action has been performed. This notification allows the action execution detection means 118A to detect that the player has encountered the addiction prevention awareness content. Alternatively, after a sufficient amount of time has elapsed since viewing or browsing the addiction prevention awareness content, a serial code may be displayed within the content, and by entering this serial code into the code input field on the game application, the mobile terminal 10 may notify the management function unit 100A of the execution of the first predetermined action, and the action execution detection means 118A may detect the player's execution of the first predetermined action from this notification. Furthermore, the use of addiction prevention awareness content is not limited to the gaming application. If the user views or browses the addiction prevention awareness content to the end using a web browser on the mobile device 10, closing the content may be considered as the execution of the first predetermined action, and the mobile device 10 may notify the management function unit 100A of the execution of the first predetermined action. In addition, the content of the addiction prevention awareness content provided by the member support center 50 may be changed periodically (for example, every month or every three months). When the content of the addiction prevention awareness content changes, the determination of the execution of the first predetermined action based on viewing or browsing the previous addiction prevention awareness content is reset, and the increase in the gaming usage limit that was changed by the execution of this first predetermined action is also reset. In other words, when the execution of the first predetermined action using the updated addiction prevention awareness content is detected by the action execution detection means 118A, the increase based on the detection of the execution of the first predetermined action is reflected again in the gaming usage limit.Furthermore, if multiple addiction prevention awareness content is displayed on the gaming app, viewing or browsing all of them may be considered as fulfilling the conditions for changing the gaming usage limit, allowing for a sudden increase in the gaming usage limit. Alternatively, the gaming usage limit may be increased individually for each instance of viewing or browsing of the various addiction prevention awareness content.

[0088] The second predetermined action is an action related to addiction prevention activities, such as "performing a self-diagnosis check regarding addiction to gambling," which is an action of self-checking using a simple screening test that allows for a simple determination of the risk of addiction by answering multiple questions. The simple screening test may be provided to each mobile terminal 10 from the management function unit 100A, or players may find it themselves on various websites on the internet. When the self-diagnosis check is performed on the display screen 10a of the mobile terminal 10 on which the gambling application is installed (see Figure 8(2)), information regarding this action is transmitted from the gambling application on each mobile terminal 10 to the management function unit 100A. When the action execution detection means 118A detects the second predetermined action from the transmitted information, the gambling usage limit management means 117A can change the gambling usage limit to, for example, increase it by +20,000 yen.

[0089] Furthermore, if a player performs a self-check using a simple screening test published on any website via the web browser of the mobile terminal 10, the player may be deemed to have performed the second predetermined action by registering the information output as a check result from that site into the game application, and the mobile terminal 10 may notify the management function unit 100A of the execution of the second predetermined action, and the action execution detection means 118A may detect the player's execution of the second predetermined action from this notification. Also, if multiple simple screening tests are available, the player may be deemed to have performed the second predetermined action only after completing all of them. Conversely, the game usage limit may be changed each time a self-diagnosis check using multiple simple screening tests is performed.

[0090] The third predetermined action is an action related to the early detection and intervention of addiction, for example, "using a self-management tool that allows the user to refer to their own gaming history," which involves voluntarily launching the self-management tool on the mobile device 10 on which the gaming app is installed, and voluntarily checking one's own gaming history. As shown in Figure 8(3), on the display screen 10a showing the self-management tool launched from the gaming app on the mobile device 10, an arbitrary specific period (for example, August 2025) is displayed, and by tapping the selection point SP corresponding to an arbitrary day on which gaming took place (for example, August 12th), the gaming history for that day (such as the total amount spent on the gaming machine and the daily total of gaming time) is displayed, allowing the user to review and check their own gaming status. When the action execution detection means 118A detects this third predetermined action, the gaming usage limit management means 117A can change the gaming usage limit to, for example, increase it by +50,000 yen.

[0091] The self-management tool, separate from the self-declaration program function described later, is a function that allows players to refer to their own gaming history. The self-management tool can also be said to be a function that shows standards for the settings of the self-declaration program (content related to restrictions imposed on one's own gaming) for each player, as it is possible to consider the settings of the self-declaration program based on the gaming history referred to by the tool. The gaming history that this self-management tool allows players to refer to is the history information of games played by the player using the IC card 4 as a membership card at each gaming store. For example, as information on games played by the player under management, the value used for gaming on the day (regardless of whether it was paid in cash or cashless), gaming time, and number of games (visits) are calculated by the in-store management device 9 after the gaming store closes. The various information calculated at each gaming store is collected collectively by the Member Support Center 50, stored as a record for each player, and the total values ​​for each over a predetermined period are calculated. If a member card (card ID) at a gaming establishment is linked to the app ID of the gaming app, the system identifies the player's mobile device 10 and transmits each total value and each calculated history information from the member support center 50 to the player's mobile device 10. This displays each total value and each calculated information within a specified period on the gaming app on the mobile device 10. Based on the information displayed on the gaming app (each calculated information, each total value), the player can check how much money or time they have spent within a specified period and manage their spending accordingly. The self-management tool can receive and display each total value and each calculated information from multiple gaming establishments. Furthermore, the calculation of various information and transmission to the mobile device 10 may be performed in real time. In addition, as a prerequisite for determining the use of the self-management tool, it is necessary to link information that can uniquely identify the player at a gaming establishment, such as a member card owned by the player (hereinafter referred to as identification information, card ID, or player ID), to the gaming app. If a user is using multiple membership cards, linking each card ID to the game app's app ID as a player ID ensures that the game app can acquire all relevant information about the player's gameplay.Furthermore, whether or not the self-management tool has been used can be determined by whether the player is playing using a membership card linked to the self-management tool (game application), thereby determining that the third predetermined action has been performed. When a player plays using a membership card linked to the self-management tool (game application), information is sent to the self-management tool on the mobile terminal 10. Since the player is aware that they can check their game history later via the self-management tool, it is assumed that the player will use the self-management tool in the future. Therefore, even though the third predetermined action has not yet been performed, the action execution detection means 118A detects and determines that the third predetermined action has been performed, based on the expectation that the player will use the self-management tool in the future. Alternatively, whether or not the self-management tool has been used can be determined by whether or not the display time of the self-management tool screen has been continuously for a predetermined time (for example, 5 seconds) or longer. The predetermined time is set in advance by the management function unit 100A, etc., taking into account the time required for the player to check the current cumulative amount used (valuable amount used for gaming) and consider how much longer they will play within the predetermined period.

[0092] The fourth prescribed action is an action related to the early detection and intervention of addiction, such as "setting content related to the restrictions imposed on one's own gaming," which involves setting the self-declaration program function in the gaming app installed on the mobile terminal 10, specifically setting the values ​​for each prescribed item that restricts gaming as content related to the restrictions (restriction content) in the self-declaration program function. As shown in Figure 9, on the display screen 10a showing the menu screen of the gaming app on the mobile terminal 10, tapping the selection point SP corresponding to the "Self-Declaration" icon opens a page for entering the restriction content to be set in the self-declaration program function. On this input page, values ​​representing the degree of restriction to be imposed on one's own gaming are entered in prescribed items such as "Maximum Gambling Amount (Day)," "Maximum Gambling Time (Day)," and "Number of Gambling Days (Month)," and then tapping the selection point SP corresponding to "Set" opens a page to confirm the restriction content in the self-declaration program function. On the confirmation page, the user checks the values ​​entered for each specified item, and if there are no problems, tapping the selection point SP corresponding to "Confirm" sends the values ​​entered for each specified item to the management function unit 100A as the restriction details, completing the setting of the self-declaration program function. When the action execution detection means 118A detects this fourth specified action, the game usage limit management means 117A can change the game usage limit to, for example, an increase of +30,000 yen. If all of the restrictions registered in the self-declaration program function—amount, number of times, and time—are set, the game usage limit may be increased by, for example, +30,000 yen; if only one is set, it may be increased by, for example, +10,000 yen; and if only two are set, it may be increased by, for example, +20,000 yen.

[0093] Furthermore, if the restrictions are set using the self-declaration program function as the fourth prescribed action, the success or failure of the restrictions is continuously monitored. For example, the values ​​for each prescribed item that restricts gameplay set using the self-declaration program function may be shared among all amusement parlors using the value management system 1A, and the restrictions imposed by the player themselves (e.g., a daily spending limit, a daily gameplay time limit, a monthly gameplay day limit, etc.) may be checked by each amusement parlor. Alternatively, the management function unit 100A, which centrally manages the restrictions set by each player, may check whether the limit has been reached by comparing it with the history information obtained from each amusement parlor. If the management function unit 100A performs continuous monitoring, when at least one of the gameplay limit amount, visit limit, and gameplay time limit set as restrictions using the self-declaration program function reaches its limit, the management function unit 100A notifies the player via the game application on the player's mobile terminal 10. For example, after the gaming parlor closes, the in-store management device 9 calculates the value (whether cash or cashless), gaming time, and number of visits used by players to whom the restrictions set by the self-declaration program function apply. The management function unit 100A collects all of the information calculated by each gaming parlor and determines whether or not to send a notification based on the restrictions set by the self-declaration program function. Therefore, on the day following a player who has restrictions set by the self-declaration program function playing, a notification is sent to that player's mobile terminal 10 (and to the second notification recipient if one is registered).

[0094] Furthermore, checks based on the restrictions set by the self-declaration program function can be performed in real time, and the relevant player may be promptly notified when the limit is reached. In particular, regarding the maximum play time, the existing self-declaration program requires players to go to the counter each time they visit, write down their maximum play time for the day on a list, and be notified by an employee at their desired notification time (the current time plus the maximum play time). If the restrictions set by the self-declaration program function are checked using player information collected after the end of business for the day, it will not be possible to properly inform players about their maximum play time. However, if the restrictions set by the self-declaration program function can be checked in real time, the restrictions set by the self-declaration program function, especially the maximum play time, can be checked in real time, and the management function unit 100A can promptly notify the player when their play time has reached the maximum play time. Alternatively, a timer that measures the maximum play time registered in the self-declaration program function may be activated from the moment a player starts playing using a membership card linked to the gaming app (when the management function unit 100A receives identification information (card ID or player ID) from unit 3 that received the membership card and sends information that the player has started playing to the mobile terminal 10 with the app ID linked to the identification information (card ID or player ID)), and a notification may be sent when the timer reaches 0 seconds. Alternatively, when the screen of the self-declaration program function in the gaming app is displayed before the player starts playing, a timer activation button may appear on the display screen, and when the timer activation button is pressed, a timer for the maximum play time may be activated, and a notification may be sent when the timer reaches 0 seconds.

[0095] In addition to the first to fourth predetermined actions described above, any predetermined actions to be detected by the action execution detection means 118A may be arbitrarily set. For example, if the action execution detection means 118A detects a player's voluntary action of linking their membership card (card ID) to a gaming application (app ID), the gaming usage limit management means 117A can change the gaming usage limit to increase by, for example, 30,000 yen. Also, if the action execution detection means 118A detects a player setting up a self-declaration program function and registering a second contact person (family, acquaintance, or third-party organization) who is not the player themselves, the gaming usage limit management means 117A can change the gaming usage limit to increase by, for example, 50,000 yen. Furthermore, if the player clears the limits of the registered self-declaration program function for three consecutive months (falling below the set amount, number of times, or time), the gaming usage limit management means 117A may change the gaming usage limit to increase by, for example, 30,000 yen. If you continue to clear this self-declaration program function for three consecutive months, and then for six consecutive months you can get an additional 30,000 yen, and for nine consecutive months you can get another 30,000 yen, you can get up to a maximum increase of 120,000 yen (30,000 yen for registering for the self-declaration program function and 30,000 yen for clearing it for nine consecutive months). This provides a strong incentive to continue to abide by the self-imposed restrictions on your gaming that you set for yourself through the self-declaration program function.

[0096] Furthermore, the game usage limit management means 117A may also have a function to change the game usage limit to reduce it as a penalty. Specifically, the game usage limit management means 117A may be able to change the game usage limit to reduce it based on the detection of a contrary action, which is an action that does not conform to the intent of the detected predetermined action, within the management period after a predetermined action has been detected by the action execution detection means 118A. In other words, the management function unit 100A, which has a function to impose penalties on contrary actions, has "action execution detection means that detects for each player whether the player has performed a contrary action that does not conform to the intent of a predetermined action that contributes to measures against addiction to games, which is performed in order to change the game usage limit", and "the game usage limit management means is able to change the game usage limit of the player who performed the contrary action based on the action execution detection means detecting that the player performed a contrary action after the action execution detection means has detected the player's predetermined action". Furthermore, contrary actions that do not conform to the intent of the prescribed actions refer to actions that are contrary to the intent of the prescribed actions, and which are different from prescribed actions that contribute to measures against gambling addiction, such as changing the limit on gambling use, and which may negate the meaning of having performed the prescribed actions. In addition, contrary actions include not only performing undesirable actions, but also inaction, such as not performing the actions that should be done or the actions that are desirable.

[0097] Then, after the action execution detection means 118A detects that a player has performed a predetermined action during the management period, it will start detecting if the player has performed a contrary action during a subsequent management period. Based on the action execution detection means 118A's detection that the player has performed a contrary action, the game usage limit management means 117A changes the game usage limit of the player who performed the contrary action to be reduced. The period for detecting contrary actions within the management period after the predetermined action has been detected is not particularly limited; it may be within the same management period in which the predetermined action was detected, or it may be set to span a management period later than the management period in which the predetermined action was detected. Furthermore, the function of detecting contrary actions may be detected by a separate function implementation means (for example, a contrary action execution detection means) from the action execution detection means 118A, so that the action execution detection means 118A and the contrary action execution detection means simultaneously detect the player's predetermined action and contrary actions. In this case, after the action execution detection means 118A detects a predetermined action by the player, the game usage limit management means 117A should use the detection of the contrary action from the contrary action execution detection means to change (reduce) the game usage limit. That is, another example of a management function unit 100A equipped with a function to impose penalties for contrary actions is a unit that has "a contrary action execution detection means that detects for each player whether the player has performed a contrary action that is contrary to the intention of a predetermined action that contributes to measures against addiction to games, which is performed in order to change the game usage limit", and "the game usage limit management means can change the game usage limit of the player who performed the contrary action based on the detection by the contrary action execution detection means that the player has performed a contrary action after the action execution detection means has detected a predetermined action by the player."

[0098] Furthermore, the actions that are subject to detection by the action execution detection means 118A (or the counter-action execution detection means) as counter-actions that do not conform to the intent of a predetermined action may be determined as appropriate. For example, if the action of a player not playing regularly (for example, within a period of one week, one month, or less than the management period from the time the third predetermined action is detected) using a membership card linked to the self-management tool of the game app is defined as the first counter-action, then even if an unused membership card is linked to the self-management tool of the game app, the self-management tool will only refer to the game history that has not been updated. Therefore, the use of the self-management tool cannot be considered as the execution of the second predetermined action. When the action execution detection means 118A (or the counter-action execution detection means) detects the execution of this first counter-action, the game usage limit management means 117A reduces the game usage limit by, for example, 30,000 yen. However, if a player links a valid membership card to the self-management tool in the gaming app and then performs the second predetermined action of referring to the gaming history in the management tool, the gaming usage limit will increase by, for example, +30,000 yen, as described above, thus offsetting the reduction caused by the first counter-action. Furthermore, the second counter-action is when a player fulfills the gaming restriction conditions (maximum gaming amount, maximum number of visits, maximum gaming time) set by the self-declaration program function by performing the fourth predetermined action. When the action execution detection means 118A (or counter-action execution detection means) detects that a player has performed this second counter-action, the gaming usage limit management means 117A reduces the gaming usage limit by the amount increased based on the player's fourth action (for example, +10,000 to +30,000 yen). Furthermore, if the player fulfills the game restriction conditions set by the self-declaration program function multiple times by performing the fourth predetermined action, this is considered the third contrary action. When the action execution detection means 118A (or contrary action execution detection means) detects that the player has performed this third contrary action, the game usage limit management means 117A deducts an amount from the game usage limit corresponding to the number of times the game restriction conditions have been fulfilled, by the amount by which the usage limit has been changed based on the player's execution of the fourth action.Furthermore, if a player does not regularly (for example, about once a month) open the self-management tool screen, view or watch educational content, or perform self-checks, it is considered that they are neglecting the execution of the 1st to 3rd prescribed actions. If the failure to regularly perform these 1st to 3rd prescribed actions is set as the 4th contrarian action, and the execution of any of the contrarian actions is detected by the action execution detection means 118A (or contrarian action execution detection means), the game usage limit management means 117A may reduce the amount by which the game usage limit was increased due to the failure to perform the 1st to 3rd prescribed actions that were detected as the 4th contrarian action. Subsequently, if the player performs the 1st to 3rd prescribed actions and this is detected by the action execution detection means 118A, the game usage limit management means 117A will again increase the game usage limit corresponding to the execution of the 1st to 3rd prescribed actions.

[0099] Now, let's return to the explanation of the flowchart shown in Figure 7. Upon seeing the display on the mobile terminal 10 that has received a charge invalidation response, the player may, at any time, perform the first to fourth predetermined actions on the mobile terminal 10, which may increase the amount by changing the game usage limit. Of course, even if the player has not received a charge invalidation response, the player may perform the first to fourth actions on the mobile terminal 10 of their own free will. When at least one of the first to fourth predetermined actions is performed by the player, a notification of execution of the predetermined action corresponding to this is sent from the mobile terminal 10 to the management function unit 100A, the action execution detection means 118A detects the executed predetermined action from the execution information of the first to fourth predetermined actions, and the game usage limit management means 117A changes the game usage limit according to the detected predetermined action. Once the first to fourth actions taken by the player are detected by the action execution detection means 118A, the game usage limit management means 117A changes the game usage limit, and then determines whether or not it is possible to charge the requested amount based on the changed game usage limit.

[0100] Furthermore, after the action execution detection means 118A of the management function unit 100A detects the execution of a predetermined action from the execution information of the first to fourth predetermined actions, the timing at which the game usage limit management means 117A changes the game usage limit is not particularly limited. It is possible to change the game usage limit in real time immediately after the player performs the first to fourth predetermined action. However, it is preferable to reflect the change in the next management period after the predetermined management period has elapsed. The predetermined actions that the action execution detection means 118A detects are voluntary actions taken to prevent and counter excessive gambling. Even if a player continues to play at a gaming parlor, watching educational content for addiction prevention or performing an addiction self-check is unlikely to be effective in raising awareness of addiction prevention. Therefore, it is preferable that the game usage limit management means 117A does not change the game usage limit during the management period, and that changes to the game usage limit based on predetermined actions performed by the player during the management period in which the game usage limit was reached are reflected in the next management period. For example, immediately after a predetermined period ends, the game usage limit management means 117A calculates the amount to be increased based on predetermined actions (predetermined actions detected by the action execution detection means 118A) performed between the start and end of the predetermined period (if the predetermined period is one month from the start date of using the game application, then 23:59 on the last day of that period), and applies this increased amount to the game usage limit for the next predetermined period. In other words, the changed game usage limit is applied from the moment the predetermined period ends and the next predetermined period begins, so when playing at a game parlor on the first day of the next predetermined period, the game usage limit management means 117A checks the changed game usage limit.

[0101] For example, in the management table in Figure 6(B), record "0002" performs the first predetermined action before the management period (management period "2025 / 11 (one month in November 2025)") has elapsed, but the maximum amount of gambling spent during this management period is not changed. However, with the start of the management period for record "0003", the maximum amount of gambling spent is increased by 10,000 yen, becoming "110,000 yen". Therefore, this player was able to spend "105,000 yen" on gambling, exceeding the default setting of 100,000 yen. Also, in the management table in Figure 6(B), record "0003" performs the second and third predetermined actions during the management period (before the management period "2025 / 12 (one month in December 2025)"), but the maximum amount of gambling spent during this management period is not changed. However, with the start of the management period for record "0004," the maximum amount for game usage was increased by 70,000 yen, making the maximum amount for game usage "170,000 yen." Therefore, this player was able to use "130,000 yen" for gameplay, exceeding the default setting of 100,000 yen. Subsequently, during the management period for record "0004" in Figure 6(B), the action execution detection means 118A did not detect any of the first to fourth predetermined actions. As a result, the maximum amount for game usage was not changed by the game usage limit management means 117A, and with the start of the management period for record "0005" "2026 / 02 (one month in February 2026)," the maximum amount for game usage reverted to the default setting of "100,000 yen." In other words, when a management period has elapsed and the system moves to the next management period, the increase in the game usage limit that was changed by the game usage limit management means 117A due to the detection of the execution of the 1st to 4th predetermined actions during the previous management period by the action execution detection means 118A is cleared, and the game usage limit returns to the default setting of "100,000 yen". However, when moving to the next management period, it is also acceptable not to clear (reset) the increase in the game usage limit, but to accumulate the increase due to the detection of predetermined actions until the maximum value of the game usage limit (for example, 400,000 yen) is reached. For example, the 1st predetermined action of engaging with educational content is an action that contributes sufficiently to counteracting gambling addiction even if performed frequently, so it is acceptable to allow the accumulation of the increase indefinitely without limiting the number of times it is detected by the action execution detection means 118A.Furthermore, the second predetermined action of performing a self-diagnosis check and the third predetermined action of referring to the gaming history using a self-management tool are intended to help the user recognize their current situation, and therefore, performing them frequently may not be highly effective as a measure against addiction. For this reason, detection by the action execution detection means 118A should be performed at each management period, and the increased amount should be accumulated according to the number of detections by the action execution detection means 118A. However, once the number of detections exceeds a predetermined number (e.g., 3 times), the increased amount may not be accumulated for subsequent detections of similar predetermined actions. However, if new identification information (e.g., an unregistered card ID or player ID) is registered in order to use the self-management tool, the number of sources for referencing the gaming history will increase, enabling a proper recognition of one's current situation, so the gaming usage limit may be increased accordingly.

[0102] Furthermore, it is conceivable that players may feel displeased if they are informed that they have reached their spending limit after requesting a charge while playing at a gaming establishment. If all players were aware of their usual spending, they should be able to adjust their visit frequency and spending to avoid reaching their spending limit. However, for players who lack such self-control, it is desirable to inform them well in advance that their spending is approaching the limit.

[0103] Therefore, the game usage limit management means 117A may be provided with the following functions: "Within a predetermined period, for each specific period shorter than the predetermined period, the total amount of value used by each player for gaming is determined by subtracting the total amount of settlement for each specific period, which is the remaining balance of prepaid value associated with each player's IC card 4, from the total amount of charge for each specific period, which is the total amount of prepaid value charged to each player's IC card 4 during that specific period, using the settlement addition means 104"; and "determining whether the total amount of game usage obtained by summing up the total amount of game usage for each specific period for each player during the predetermined period has reached the player's game usage limit." Furthermore, the mobile terminal 10 and gaming devices 3, 5, etc. may have the function of "information presentation means capable of presenting various information to the player," and the action execution detection means 118A may have the function of "being able to detect the execution of multiple types of predetermined actions for each player." In addition, the game usage limit management means 117A may have the function of "determining that the notification condition has been met when the total amount of game usage by each player reaches a notification standard amount that is less than the game usage limit for each player," and the function of "when the notification condition has been met, having the information presentation means present to each player one or more predetermined actions of each player that have not yet been detected by the action execution detection means 118A." A detailed explanation follows below.

[0104] As described above, the total amount of value charged to each player's IC card 4 by the charge execution means 103 and the total amount of value settled by the settlement addition means 104 are updated in real time. Therefore, the game usage limit management means 117C can determine the total amount of game usage at any time without waiting for the predetermined period to elapse. To achieve this, a specific period shorter than the predetermined management period (for example, one day or one week for a predetermined period of one month) is set, and the game usage limit management means 117A determines the total amount of game usage for each specific period each time a specific period elapses within the predetermined period. Furthermore, the notification threshold amount, which is below the game usage limit, can be set arbitrarily, and a uniform notification threshold amount may be set for all players. However, it is desirable to set the notification threshold amount according to each player's game usage limit. For example, if the maximum amount of gambling spent is the default value of 100,000 yen, setting the notification threshold at 80,000 yen allows for a 20,000 yen margin before determining whether the notification condition is met. Alternatively, if the maximum amount of gambling spent is close to the maximum value of 300,000 yen, setting the notification threshold at 250,000 yen allows for a 50,000 yen margin before determining whether the notification condition is met.

[0105] In this way, the game usage limit management means 117A calculates the total charge amount and the total settlement amount for each specific period during a predetermined period, and subtracts the total settlement amount for each specific period from the total charge amount for each specific period to determine the total game usage amount for each specific period, which is the total amount of valuable money used by each player for gaming during that specific period. Then, after determining the total game usage amount for each specific period, the game usage limit management means 117A adds up all the total game usage amounts for each specific period calculated during the current management period, which is the predetermined period, to determine the total game usage amount, and determines whether the notification condition has been met based on whether this total game usage amount has reached the notification standard amount for each player. If the game usage limit management means 117A determines that the notification condition has been met, it promptly notifies each player that their game usage amount is approaching the game usage limit using the mobile terminal 10 (or the unit 3 corresponding to the gaming machine 2 if the player is currently playing) as an information presentation means. Upon receiving this notification, players will be able to see their remaining chargeable balance available for gameplay once they reach a notification threshold amount that provides sufficient leeway before reaching their game usage limit. This allows them to plan their usage until the current management period expires and enjoy playing games in a way that prevents their charge requests from becoming invalid.

[0106] In addition, when the game usage limit management means 117A determines that the notification condition has been met, the action execution detection means 118A displays to each player, via an information display means such as a mobile terminal 10, one or more predetermined actions of each player that have not yet been detected. For example, if the action execution detection means 118A has detected only the first and second predetermined actions when the notification condition has been met, the third and fourth predetermined actions will be considered unexecuted actions. In this case, the unexecuted actions (third and fourth predetermined actions) will be notified to the player along with the fact that the game usage amount has reached the notification standard amount. The player who has been informed of the unexecuted actions will understand that they just need to perform the third and fourth predetermined actions to change their game usage limit. By performing the third and fourth predetermined actions, which are the unexecuted actions, the game usage limit will be increased. If the game usage limit is not increased during the current management period, it should be increased in preparation for the next management period.

[0107] Returning to the explanation of the flowchart shown in Figure 7, if the game usage limit check result by the game usage limit management means 117A is reached during a management period in which the game user performs a predetermined action and the action execution detection means 118A detects it, then in the next management period, the game usage limit check will be performed using the increased game usage limit amount set by the game usage limit management means 117A. Also, when the next management period begins, the game usage amount is reset, so even if the charge amount specified in the charge execution request based on the charge execution request process is added to the total game usage amount, if it does not exceed the game usage limit, the game usage limit check result by the game usage limit management means 117A will be "not reached". The charge execution means 103 will then send a charge execution response to the mobile terminal 10 and send a charge execution instruction to the identified game device in order to have the withdrawn and deducted electronic money converted (charged) into the prepaid value associated with the IC card 4 by the game device. In this way, when the next management period begins, the player can once again charge the electronic money in the wallet account of the management function unit 100A to the IC card 4 and play games at the arcade. If the player does not use up all of the electronic money charged to the IC card 4 after playing games at the arcade, the settlement and addition means 104 can return the remaining prepaid value on the IC card 4 to the wallet account of the management function unit 100A.

[0108] 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 that requests the settlement of the remaining balance of the prepaid value associated with the IC card 4. Specifically, as shown in Figure 10, when settling the remaining balance of the prepaid value associated with the IC card 4, the IC card 4 is first ejected from the gaming device (unit 3 or card issuing machine 5) based on the player's operation of the card return button or the like. 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 store, the settlement machine 6 that received the IC card 4 sends a wallet return eligibility confirmation request 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 a request to confirm the feasibility of wallet refund, the settlement and addition means 104 verifies the linking information between the card ID and app ID managed by the management function unit 100A. The player and their wallet account are then identified from the app ID linked to the card ID. If the identification of the player and their wallet account confirms that the app ID linked when the electronic money was added to the value management means 101 is valid, a message indicating that wallet refund settlement is possible is sent to the settlement machine 6 as the wallet refund feasibility confirmation result. 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 the settlement machine 6 as the wallet refund feasibility confirmation result (though this is not shown in the diagram).

[0109] 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 store 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 will record "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. Note that the wallet return settlement described above may also be performed by unit 3.

[0110] 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 3(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.

[0111] 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, for example, when a player launches a game application installed on the mobile terminal 10, the means may be configured to receive a notification of the launch of the game application from the mobile terminal 10 and determine whether the electronic money can be used each time such a notification is received. The timing of the usability determination is arbitrary. Furthermore, the determination of whether the electronic money can be used by the usability determination means 105 is not limited to 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. In addition, 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 "Addition Date".

[0112] The settlement execution instruction means 106, when a type of cashless payment is linked to 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 linked to the prepaid value associated with the IC card 4, and then 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. For example, if the type of cashless payment linked to the prepaid value associated with the IC card 4 is "TokkyoPay," which is an instant payment cashless payment, it is determined that settlement by cash dispensing the remaining balance of the prepaid value is possible. On the other hand, if the type of cashless payment linked to the prepaid value associated with the IC card 4 is "credit card," which is a deferred payment cashless payment, it is determined that settlement by cash dispensing the prepaid value is not possible. This prevents the cash conversion of usable electronic money linked to a "credit card" by, for example, withdrawing electronic money that has been deposited and managed by the value management means 101 through the execution of a post-payment cashless payment, such as payment using a credit card, and if that electronic money has been charged (converted into prepaid value associated with the IC card 4), then making it impossible to settle the remaining balance of that prepaid value by cash withdrawal.

[0113] The first embodiment of the value management system 1A, which has a basic configuration, has been described above. The game usage limit management means 117A of this value management system 1A determines whether a charge is permitted or not by comparing the total amount charged from the wallet account to the IC card 4 with the game usage limit, regardless of the type of cashless payment that was used as the source of funds from the value managed by the value management means 101 of the management function unit 100A. However, cashless payments include payment methods that use withdrawals from bank accounts for charging, and payment methods that use credit cards for charging as future debt, and it is desirable to restrict players with a tendency to become addicted to credit cards from charging, as this could lead to accumulating debt. Therefore, in the value management system 1B according to the second embodiment of the present invention, the game usage limit can be managed according to the type of cashless payment.

[0114] <Second Embodiment> Next, the value management system 1B according to the second embodiment will be described. As shown in Figure 2, the value management system 1B includes a game usage limit management means 117B and an action execution detection means 118B of 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 will be omitted.

[0115] The value management system 1B according to the second embodiment is a "value management system 1B for managing value usable by a player," and includes: "value management means 101 for managing the value"; "cashless adding means 102 for making a deposit request to a settlement center that performs cashless settlement based on a deposit execution request from a player, and adding the value deposited from the settlement center by the execution of the cashless settlement to the value management means"; "charge execution means 103 for subtracting the value of the charge request from the value managed by the value management means based on a charge execution request that requests a charge to associate the value with a recording medium, and associating the subtracted value with the recording medium by the gaming device"; and "associated with the recording medium The system comprises: a settlement addition means 104 that settles the remaining balance of the value 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; a game usage limit management means 117B that manages a game usage limit for each player, which is the upper limit that the value associated with the recording medium can be used for gaming during any predetermined period in which the end and start points of the period are consecutive; and an action execution detection means 118B that detects for each player whether the player has performed a predetermined action that is desirable as an activity for enjoying gaming within the scope that does not interfere with daily life or social life; and the game usage limit management means is capable of changing the game usage limit for the player based on the action execution detection means detecting that the player has performed the predetermined action.

[0116] In the value management system 1B, when the cashless addition means 102 adds electronic money to the value management system 101, it notifies the value management system 101 of the type of cashless payment performed by the general-purpose payment center 40. Upon receiving this notification, the value management system 101 records the attributes of each electronic money, including the type of cashless payment, as an "addition type" linked to the "addition amount" and "addition date" in a record. This makes it possible for the value management system 101B to manage electronic money according to its attributes.

[0117] Specifically, referring to Figure 11, which shows the state of electronic money (records) managed by the value management means 101 in chronological order, for example, when 10,000 yen in electronic money is deposited into the wallet account from the general-purpose payment center 40 on December 18, 2024, through the execution of an instant cashless payment using "TokkyoPay", that electronic money is added to the value management means 101 by the cashless addition means 102, and a record with "Record No." "B0001" is added to the value management means 101. At this time, the cashless addition means 102 notifies the value management means 101 that the type of cashless payment used was "TokkyoPay". Upon receiving this notification, the value management means 101 records the type of cashless payment ("TokkyoPay") as an attribute of the electronic money in "Addition Type".

[0118] Subsequently, when electronic money is charged to record "B0001" or the prepaid value associated with IC card 4 is returned to the wallet, as of December 22, 2024, after the wallet return settlement, the value management device 101 will be managing record "B0002" with a "current balance" of "2,000" and record "B0003" with a "current balance" of "4,000". Furthermore, on December 24, 2024, for example, when 10,000 yen of electronic money is deposited into the wallet account from the general-purpose payment center 40 through the execution of a post-payment cashless payment using a credit card, a record with "record No." "C0001" will be added to the value management device 101. At this time, the cashless addition device 102 will notify the value management device 101 that the type of cashless payment used is a "credit card". Upon receiving this notification, the value management means 101 records the type of cashless payment ("credit card") as an attribute of the electronic money in the "addition type" field. In Figure 11, for convenience, it is shown that all electronic money is recorded in a single recording area (referred to as "wallet account" in the figure) within the value management means 101. However, in reality, the value management means 101 has multiple recording areas (referred to as "wallet accounts" in the figure) corresponding to the attributes of the electronic money, including the type of cashless payment, and the electronic money is recorded in separate recording areas according to its attribute. Therefore, the value management means 101 allocates and records the electronic money to be added at that time to the recording area corresponding to its attribute, according to the type of cashless payment notified by the cashless addition means 102. This makes it possible for the value management means 101 to allocate electronic money according to the type of cashless payment and manage the electronic money separately for each type. For example, in the value management system 1B, when the remaining balance of the prepaid value associated with the IC card 4 is added as electronic money to the value management system 101 through wallet return settlement performed by the settlement addition means 104, that electronic money and the electronic money added by the cashless addition means 102 are combined and managed according to the type of cashless payment. Furthermore, the method of recording and managing electronic money in the value management means 101 is not limited to the above. For example, all electronic money may be recorded in a single recording area provided within a single value management means 101, and the electronic money may be managed separately based on the attributes of the electronic money, including the type of cashless payment recorded in the "addition type" of the record.

[0119] Furthermore, in the value management system 1B, when the charge execution means 103 finds that there are electronic money with different attributes among the usable electronic money, in other words, when there is electronic money added through the execution of different types of cashless payments, it calculates the usable amount by attribute, which is the sum of the "current balance" of the usable electronic money for each attribute (type). Furthermore, if this usable amount by attribute is equal to or greater than the charge amount (specified amount) specified by the player in the charge execution request, and the attribute containing the usable electronic money with the older date recorded in the "addition date" of the record is identified, only the usable electronic money for the identified attribute is subtracted.

[0120] For example, as shown in Figure 12, in the value management system 101, usable electronic money with a "current balance" of 6,000 yen and an "expiration date" of June 16, 2025, and usable electronic money with a "current balance" of 10,000 yen and an "expiration date" of June 25, 2025, are managed linked to "TokkyoPay" as records "B0001" and "B0002," respectively. Also, usable electronic money with a "current balance" of 5,000 yen and an "expiration date" of June 20, 2025, and usable electronic money with a "current balance" of 10,000 yen and an "expiration date" of June 30, 2025, are managed linked to a "credit card" as records "C0001" and "C0002," respectively. In this case, if a charge amount of 10,000 yen is specified, the charge execution means 103 calculates the available amount for each attribute of "TokkyoPay" and "credit card," and identifies those for which the available amount for each attribute is equal to or greater than the charge amount (specified amount).

[0121] In this example, since the available amount for each attribute is 10,000 yen or more, "TokkyoPay" and "Credit Card" are identified. Next, the charge execution means 103 identifies the type of cashless payment that includes the available electronic money with the oldest date recorded in the "Addition Date" of the record, since there are multiple types of cashless payments with an available amount for each attribute of 10,000 yen or more. Here, since the date recorded in "Expiration Date" is calculated based on the date recorded in "Addition Date", the available electronic money with the oldest date recorded in "Expiration Date" corresponds to the available electronic money with the oldest date recorded in "Addition Date". Therefore, the charge execution means 103 identifies "TokkyoPay" as the one that includes the available electronic money with the oldest date recorded in "Expiration Date" from among "TokkyoPay" and "Credit Card" whose available amounts for each attribute are all 10,000 yen or more.

[0122] Here, the game usage limit management means 117B manages the game usage limit and total game usage amount for each type of cashless payment. Therefore, it checks the game usage limit by comparing the game usage limit for "TokkyoPay," which has been identified as the type of electronic money to be used by the charge execution means 103, with the total game usage amount. If the difference between the game usage limit for "TokkyoPay" and the total game usage amount for "TokkyoPay" is 10,000 yen or more, the check result is that the limit has not been reached, and it is recognized that charging from the wallet account where the cashless payment is "TokkyoPay" to the IC card 4 is possible. The action execution detection means 118B may detect a predetermined action of the player for each type of cashless payment, and the game usage limit management means 117B may change only the game usage limit for the cashless payment corresponding to the predetermined action of the player that has been detected. Alternatively, when the action execution detection means 118B detects a predetermined action by a player, the game usage limit management means 117B may change the game usage limits for all cashless payments at once.

[0123] If the check result by the game usage limit management means 117B indicates that the limit has not been reached, the charge execution means 103 will deduct and subtract only the usable electronic money linked to "TokkyoPay," which is the specified type of cashless payment, when deducting usable electronic money managed by the value management means 101, and will have the deducted usable electronic money charged by unit 3. After the charge, the "current balance" of the usable electronic money linked to "TokkyoPay" will be updated, with the "current balance" of record "B0001" becoming 0 yen and the "current balance" of record "B0002" becoming 4,000 yen.

[0124] Furthermore, for example, as shown in Figure 13, in the value management means 101, usable electronic money with a "current balance" of 1,000 yen and an "expiration date" of June 16, 2025, and usable electronic money with a "current balance" of 5,000 yen and an "expiration date" of June 25, 2025, are managed linked to "TokkyoPay" as records "B0001" and "B0002," respectively. Also, usable electronic money with a "current balance" of 5,000 yen and an "expiration date" of June 20, 2025, and usable electronic money with a "current balance" of 10,000 yen and an "expiration date" of June 30, 2025, are managed linked to "credit card" as records "C0001" and "C0002," respectively. In this case, for example, if a charge amount of 10,000 yen is specified, the charge execution means 103 first calculates the available amount for each attribute of "TokkyoPay" and "credit card," and identifies those for which the available amount for each attribute is equal to or greater than the charge amount (specified amount).

[0125] In this example, the available balance for "TokkyoPay" is 6,000 yen, and the available balance for "Credit Card" is 15,000 yen or more. Therefore, a "Credit Card" whose available balance is equal to or greater than the charge amount (specified amount) is identified. In this case, the charge execution means 103 will not deduct from the available electronic money linked to "TokkyoPay," even if the available electronic money with the oldest "addition date" among the available electronic money managed by the value management means 101 is linked to "TokkyoPay," but will deduct from the available electronic money linked to "Credit Card." For example, if the charge amount is 6,000 yen, the charge execution means 103 will deduct from the available electronic money linked to "TokkyoPay," including the available electronic money with the older "addition date."

[0126] Therefore, the game usage limit management means 117B checks the game usage limit by comparing the game usage limit of the "credit card" specified as the type of electronic money to be used by the charge execution means 103 with the total amount of game usage. If the difference between the game usage limit for the "credit card" and the total amount of game usage for the "credit card" is 6,000 yen or more, the check result is that the limit has not been reached, and it is recognized that charging from the electronic money linked to the credit card to the IC card 4 is possible.

[0127] If the check result by the game usage limit management means 117B indicates that the limit has not been reached, the charge execution means 103 will deduct and subtract only the usable electronic money linked to the specified cashless payment type, "credit card," when deducting the usable electronic money managed by the value management means 101, and will have the unit 3 charge the deducted usable electronic money. After the charge, the "current balance" of the usable electronic money linked to the "credit card" will be updated, with the "current balance" of record "C0001" becoming 0 yen and the "current balance" of record "C0002" becoming 5,000 yen. Furthermore, in the above-mentioned value management system 1B, usable electronic money linked to different types of cashless payments will not be combined and charged. If they were combined and charged, when the remaining balance of the prepaid value associated with IC card 4 is settled afterward, electronic money deposited through different types of cashless payments would be mixed together, making it difficult to prevent, for example, the cashing out of usable electronic money linked to a "credit card".

[0128] Therefore, for example, as a modified version of the value management system 1B, the charge execution means 103 associates the prepaid value linked to the type of cashless payment with the IC card 4 using unit 3, and further, when the settlement addition means 104 adds electronic money to the value management means 101 through wallet return settlement, it notifies the value management means 101 of the type of cashless payment linked to the prepaid value associated with the IC card 4. Based on the notification from the settlement addition means 104, the value management means 101 records the notified type of cashless payment as an attribute of the electronic money added by the settlement addition means 104 in the "addition type" field, and according to that attribute, the electronic money added by the cashless addition means 102 and the electronic money added by the settlement addition means 104 can be managed together for each type of cashless payment.

[0129] Specifically, as shown in Figure 11, for example, when a charge execution request specifying a charge amount (specified amount) of 10,000 yen is notified to the charge execution means 103 on December 26, 2024, the charge execution means 103 first calculates the available amount by attribute for the usable electronic money linked to the cashless payment type "TokkyoPay". In this example, since the only usable electronic money linked to "TokkyoPay" is records "B0002" and "B0003", which are electronic money added by wallet return settlement, the "current balance" of these is added up to calculate the available amount by attribute as 6,000 yen. Next, the charge execution means 103 calculates the available amount by attribute for the usable electronic money linked to the cashless payment type "credit card". In this example, since the only usable electronic money linked to "credit card" is record "C0001", its "current balance" of 10,000 yen is used as the available amount by attribute.

[0130] Next, the charge execution means 103 identifies the usable amount for each attribute of "TokkyoPay" and "credit card" that is equal to or greater than the charge amount (specified amount). In this example, since 10,000 yen is specified as the charge amount, it identifies "credit cards" with an attribute-specific usable amount of 10,000 yen or more. If there are multiple types of cashless payment methods with an attribute-specific usable amount of 10,000 yen or more, it identifies the type of cashless payment method that includes the usable electronic money whose attribute-specific usable amount is equal to or greater than the charge amount and whose record has the oldest date recorded in the "addition date" of the record.

[0131] Next, the charge execution means 103 deducts the charge amount from the usable electronic money linked to the identified "credit card" and subtracts it, and then has the subtracted usable electronic money charged by unit 3 (converted into prepaid value associated with IC card 4). Here, when the charge execution means 103 charges the usable electronic money linked to the "credit card," it includes "credit card," which is the type of cashless payment linked to the withdrawn usable electronic money, in the charge execution instruction and sends it to unit 3. Upon receiving the charge execution instruction, unit 3 associates the prepaid value with the IC card 4, linking the received cashless payment type, "credit card," to the prepaid value. The information linking the cashless payment type and the prepaid value is recorded on the IC card 4 or unit 3, along with the remaining balance of the prepaid value.

[0132] Subsequently, on the same day, when the remaining balance (9,000 yen) of the prepaid value linked to the cashless payment type "credit card" is settled by wallet return settlement, the settlement addition means 104 adds the electronic money to the value management means 101, and the value management means 101 is notified of the cashless payment type "credit card" linked to the prepaid value associated with the IC card 4. Then, the value management means 101 adds record "C0002" and records the amount of electronic money (9,000 yen) equivalent to the settled remaining balance of the prepaid value in record "C0002". In addition, the "Addition Type" of record "C0002" is recorded as "credit card", indicating the cashless payment type notified to the value management means 101 by the settlement addition means 104. The "addition type" recorded at this time may be limited to only the type of cashless payment notified by the settlement addition means 104. However, as shown in Figure 11, it is preferable to record it as "settlement (credit card)" or similar, which includes "settlement" in the cashless payment type, so that it is clear that the electronic money added by the settlement addition means 104 is due to the settlement of the remaining balance of the prepaid value.

[0133] In this way, the value management means 101 will have both the electronic money added by the cashless addition means 102 and the electronic money added by the settlement addition means 104 linked to the type of cashless payment, so the electronic money of each can be managed together and separated by type of cashless payment.

[0134] As described above, in the modified value management system 1B, when usable electronic money withdrawn by the charge execution means 103 is charged, it is possible to charge and use only usable electronic money linked to one type of cashless payment, including electronic money added through wallet return settlement, without mixing usable electronic money that had been deposited into the wallet (management function unit) through different types of cashless payment execution. This makes it easier to manage the prepaid value associated with the IC card 4. In particular, among the usable electronic money managed by the value management means 101, it becomes possible to manage according to the type of cashless payment, for example, by making it impossible to settle cash with usable electronic money linked to "credit card" and allowing cash settlement with usable electronic money linked to "TokkyoPay".

[0135] Furthermore, the process by which the charge execution means 103 associates the prepaid value, which has been linked to the type of cashless payment by unit 3, with the IC card 4 is as shown in Figure 14. The charge execution means 103 includes the type of cashless payment that was linked to the withdrawn usable electronic money in the charge execution instruction and transmits it to unit 3. In Figure 14, it is shown that the charge execution means 103 has withdrawn usable electronic money linked to "TokkyoPay" as the type of cashless payment, and therefore the type of cashless payment, "TokkyoPay," is included in the charge execution instruction. Thus, when unit 3, which has received the charge execution instruction, associates the prepaid value with the IC card 4, it can link the received type of cashless payment, "TokkyoPay," to the prepaid value.

[0136] Furthermore, in the value management system 1B configured in this way, for example, if "TokkyoPay" is linked to the prepaid value associated with IC card 4 as the type of cashless payment, when IC card 4 is inserted into and accepted by the payment machine 6 as shown in Figure 15, the payment machine 6 sends a request to the settlement addition means 104 of the management function unit 100B to confirm whether the wallet can be returned. This request to confirm whether the wallet can be returned includes at least the card ID of IC card 4, the remaining balance of the prepaid value associated with IC card 4, and the type of cashless payment (addition type) linked to the prepaid value. Upon receiving the request to confirm whether the wallet can be returned, the settlement addition means 104 checks the linking information between the card ID and the application ID managed by the management function unit 100B. Then, the player and the value management means 101 for that player are identified from the application ID linked to the card ID. Here, the player and the value management device 101 for that player are identified, and if it is confirmed that the app ID linked when the electronic money was added to the value management device 101 is valid, a message indicating that wallet refund settlement is possible is sent to the settlement machine 6 as a result of the wallet refund feasibility check. On the other hand, if it cannot be confirmed that the app ID is valid, although this is not shown in the diagram, a message indicating that there is an error as a result of the wallet refund feasibility check is sent to the settlement machine 6.

[0137] Next, when the settlement machine 6 receives confirmation that a wallet refund is possible as a result of the wallet refund eligibility check, a message indicating that 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 store ID, card ID, settlement amount, and the type of cashless payment (addition type), which are identification information for each settlement machine 6. Here, the settlement addition means 104 adds electronic money equivalent to the remaining balance of the prepaid value to the value management means 101 based on the received settlement execution request and performs a wallet return settlement of the remaining balance of the prepaid value. As a result, a new record is added to the 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 records the attributes of the electronic money as "Settlement (TokkyoPay)", which combines "Settlement" indicating that the electronic money added by the settlement addition means 104 is due to the settlement of the remaining balance of the prepaid value, and "TokkyoPay" indicating the type of cashless payment notified to the value management means 101 by the settlement addition means 104.

[0138] As described above, when the remaining balance of the prepaid value associated with IC card 4 is returned to the wallet, the settlement addition means 104 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 on its screen indicating that the settlement has been completed. Thus, the player can know that the settlement has been completed from the notification to the mobile terminal 10 and the display on the settlement machine 6's screen. Subsequently, the settlement machine 6 collects IC card 4, from which the remaining balance of the prepaid value has been settled. On the other hand, the value management device 101 manages the electronic money added by the cashless addition device 102 and the electronic money added by the settlement addition device 104 together based on the attributes of the electronic money recorded in "addition type," and manages them according to the type of cashless payment.

[0139] Furthermore, for example, if the prepaid value associated with IC card 4 is linked to "credit card" as the type of cashless payment (addition type), and IC card 4 is inserted into the payment machine 6 and accepted, the explanation is the same as when IC card 4 associated with prepaid value linked to "TokkyoPay" as the type of cashless payment (addition type) is accepted into the payment machine 6, so the explanation is omitted.

[0140] 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]

[0141] 1A, 1B 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 displays 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 50 Member Support Center 100A, 100B 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 117A, 117B Gaming Usage Limit Management Method 118A, 118B Action Execution Detection Means 119 Pair management means 120 Method for obtaining dependency history

Claims

1. A value management system for managing the valuable assets available to players, 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 value of the charge request from the value managed by the valuable value management means, and associates the subtracted value with the recording medium by the gaming device, 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 game usage limit management means for managing a game usage limit for each player, which is the upper limit on how much of the value associated with the recording medium can be used for gaming during any predetermined period; An action execution detection means for each player that detects whether a player has performed a predetermined action that contributes to measures against addiction to gaming, which is performed in order to change the aforementioned limit on the use of gaming, It has, The game usage limit management means can change the game usage limit of a player based on the action execution detection means detecting that the player has performed the predetermined action. A value management system characterized by the following:

2. The aforementioned gaming usage limit management means can change the gaming usage limit of a player based on the detection by the action execution detection means that the player has performed one of the following actions as a predetermined action: accessing educational content for addiction prevention provided for the purpose of preventing addiction to gaming; performing a self-diagnosis check regarding addiction to gaming; using a self-management tool that allows the player to refer to at least one of their gaming history; or setting content related to restrictions imposed on their gaming. The value management system according to feature 1.

3. The system has a means of obtaining whether or not each player has a history of addiction to gambling. The aforementioned game usage limit management means, if the acquisition means has acquired that a player has an addiction history, makes it impossible to change the game usage limit of the player with the addiction history. A value management system according to claim 1 or 2.

4. The aforementioned game usage limit management means is: During the predetermined period, for each specific period shorter than the predetermined period, the total amount of value used by each player during gameplay is determined by subtracting the total amount of settlements for each specific period, which is the remaining amount of value associated with each player's recording medium during that specific period, from the total amount of charge for each specific period, which is the total amount of value charged to each player's recording medium during that specific period by the charge execution means. The system determines whether the total amount of game usage for each player during the specified period, calculated by summing up the total amount of game usage for each player during the specified period, has reached the player's game usage limit. A value management system according to claim 1 or 2.

5. It has an information presentation means that can present various information to the player, The aforementioned action execution detection means is capable of detecting the execution of multiple types of predetermined actions for each player. The aforementioned game usage limit management means is: The notification condition is determined to be met when the total amount of games played by each player reaches a notification threshold amount that is less than the maximum amount of games played by each player. When the notification condition is met, the information presentation means will present to each player one or more of the predetermined actions that have not yet been detected by the action execution detection means. The value management system according to feature 4.