System for amusement facilities

The casino system addresses the inadequacy of conventional SNS services by awarding points for social media friend registration, boosting player engagement and visitation through prize incentives.

JP7875757B2Active Publication Date: 2026-06-18DAIKOKU DENKI KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
DAIKOKU DENKI KK
Filing Date
2022-08-09
Publication Date
2026-06-18

AI Technical Summary

Technical Problem

Conventional SNS-based services in casinos are insufficient in enhancing player willingness to visit and play games.

Method used

A casino system that includes an in-field management device, SNS server, gaming information server, and mobile terminal, awarding points to players for registering as friends on social media, thereby motivating them to visit and play games.

🎯Benefits of technology

Enhances player willingness to visit and play games by incentivizing them with points exchangeable for prizes through social networking services.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game parlor system that can give points to a player using SNS and increase a player's desire to visit and play.SOLUTION: In a game parlor system 1 including an on-site management device 101 for managing game information and member information, an SNS server 11 for operating SNS, a game information server 13 for operating game information service, and a mobile terminal 151 of a player, the SNS server 11 registers an SNS ID of a provider of the game information service and an SNS ID of the player as friends, and also registers an SNS ID of each game parlor and the SNS ID of the player as friends. The game information server 13 includes friend list storage means for storing a friend list in which the SNS ID of the player which is registered with the SNS ID of the provider as friends is associated with a terminal ID of the mobile terminal 151, and point imparting means for imparting points to the player stored in the friend list storage means.SELECTED DRAWING: Figure 1
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Description

【Technical Field】 【0001】 The present invention relates to a casino system. 【Background Art】 【0002】 In a conventional casino, for example, as described in Patent Document 1 below, efforts have been made to increase the willingness of players to visit the casino by distributing the operation information of gaming machines to players via e-mail. Recently, services that use SNS (Social Networking Service) to appropriately distribute various privilege information to players who have become friends have also become common. 【Prior Art Documents】 【Patent Documents】 【0003】 【Patent Document 1】 Japanese Unexamined Patent Application Publication No. 2011-92238 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0004】 However, in the above services using the conventional SNS, there is a possibility that the effect of enhancing the willingness of players to visit the casino is not sufficient. 【0005】 In view of the above circumstances, the present invention provides a casino system that can give points to players by using SNS, and thereby enhance the willingness of players to visit the casino and their willingness to play games. 【Means for Solving the Problems】 【0006】 The casino system of the present invention is a system including an in-field management device that manages gaming information of gaming machines and member information regarding the gaming status of members, an SNS server for operating SNS (Social Networking Service), a gaming information server for operating a gaming information service, and a mobile terminal possessed by a player. <000003【0007】 The SNS server registers the SNS ID of the business operator providing the gaming information service and the SNS ID of the player as friends, and also registers the SNS ID of each gaming establishment and the SNS ID of the player as friends. 【0008】 The game information server includes a friend list storage means that stores a friend list that associates the operator's SNS ID with the SNS IDs of players registered as friends and the terminal ID of the mobile device, and a point awarding means that awards points that can be exchanged for prizes to players stored in this friend list storage means. 【0009】 According to the amusement arcade system of the present invention, by awarding points that can be exchanged for prizes to players who have registered as friends on social media, it is possible to motivate players to register as friends with amusement information service providers, and in turn, improve players' willingness to visit and play games. [Brief explanation of the drawing] 【0010】 [Figure 1] A system diagram showing the configuration of a gaming arcade system. [Figure 2] Front view of a pachinko game machine and card unit. [Figure 3] A block diagram showing the electrical configuration of a pachinko game machine and card unit. [Figure 4] A diagram illustrating a member list managed by the on-site management system. [Figure 5] A diagram illustrating member ownership value data managed by the on-site management system. [Figure 6] A diagram illustrating member gaming history data managed by the on-site management system. [Figure 7] A diagram illustrating the list of members who view game information, managed by the game information server. [Figure 8] A diagram illustrating an example of a social networking service (SNS) friend list managed by a gaming information server. [Figure 9] A diagram illustrating the member's gaming history managed by the gaming information server. [Figure 10]A diagram illustrating the game information browsing history managed by the game information server. [Figure 11] A diagram illustrating the game trend analysis data managed by the game information server. [Figure 12] A diagram illustrating the service user list managed by the game information server. [Figure 13] A diagram illustrating the friend registration list managed by the SNS server. [Figure 14] A front view of the in-venue Wi-Fi connection screen displayed on the mobile terminal. [Figure 15] A front view of the friend registration recommendation screen displayed on the mobile terminal. [Figure 16] A front view of the SNS talk screen displayed on the mobile terminal. [Figure 17] A front view of the membership card linkage screen displayed on the mobile terminal. [Figure 18] A front view of the automatic message screen at the time of entry displayed on the mobile terminal. [Figure 19] A front view of the target delivery message screen displayed on the mobile terminal. [Figure 20] A front view of the point screen displayed on the mobile terminal. [Figure 21] A front view of the talk screen with the hall account displayed on the mobile terminal. [Figure 22] A front view of the specific game information delivery screen displayed on the mobile terminal. 【Embodiments for Carrying Out the Invention】 【0011】 Embodiments of the present invention will be specifically described using the following examples. (Example 1) This example relates to a casino system 1 for distributing various information on SNS to players who have friend-registered with the SNS official account of the game information service provider. This content will be described using FIGS. 1 to 22. 【0012】 The amusement arcade system 1 in this example (Figure 1) is a system that includes an in-house system 10 of the amusement arcade where the amusement machines 2 are installed, an external server that is connected to the in-house system 10 via the internet, which is a public communication line, and a mobile terminal 151 carried by the player. The in-house system 10 of each amusement arcade is equipped with a Wi-Fi router 100R, which is an example of a router device for the mobile terminal 151 to connect to Wi-Fi (registered trademark) (wireless LAN connection). 【0013】 External servers include an SNS server 11 that provides SNS (Social Networking Service), a game information server 13 that provides game information sites on the internet, and so on. In the game arcade system 1, players can connect their mobile terminals 151 to the internet, enabling them to exchange messages via SNS, browse game information sites, and more. 【0014】 In each amusement arcade, a card unit (score processing device) 4 and a game information display device 105 are individually installed for each amusement machine 2, such as a pachinko machine 21 or a pachislot machine (not shown). Furthermore, one relay device 109 is installed for every two amusement machines 2. In addition, an in-house management device 101 for managing various equipment within the amusement arcade is installed in the management space within the amusement arcade. A prize exchange counter (not shown) within the amusement arcade is equipped with a prize exchange terminal (not shown) for exchanging the game value earned by players for prizes. 【0015】 The game hall equipment, including the in-house management device 101, relay device 109, and prize exchange terminal, is connected to the in-house network 100 in a communicative manner. The card unit 4 and game information display device 105 are connected to the relay device 109 in a communicative manner. Furthermore, the game machine 2 is connected to the card unit 4 in a communicative manner via a dedicated line. In the in-house network 100, various communications between the game machine 2, including peripheral devices such as the game information display device 105, and the in-house management device 101 are realized via the relay device 109. In each game hall, an in-house system 10 is constructed using the in-house network 100. 【0016】 The on-site management device 101 is connected to the on-site network 100, as well as to the internet, which is a public communication line. In the amusement arcade system 1, the on-site system 10 and the external servers 11 and 13 outside the arcade are connected in a way that allows them to communicate with each other via the on-site management device 101 which is connected to the internet. 【0017】 A Wi-Fi router 100R is connected to the in-house network 100, enabling Wi-Fi connectivity within the gaming area. The Wi-Fi router 100R, an example of a router device, can connect via Wi-Fi to a mobile device 151 carried by a player. Players can access the internet by connecting their mobile device 151 to the Wi-Fi router 100R via Wi-Fi. 【0018】 The relay device 109 is a communication device that mediates communication between the corresponding gaming machine 2, card unit 4, game information display device 105, and in-house management device 101. As described above, one relay device 109 is installed for every two gaming machines. 【0019】 The card unit (score processing device) 4 is installed at one level for each gaming machine 2 and is a device that performs score-related processing, such as the processing of awarding points necessary for playing the game and the processing of issuing cards that record the points. The card unit 4 also has the function of receiving various game information from the gaming machine 2 and transmitting it to the in-house management device 101 and the game information display device 105 via the relay device 109. 【0020】 The game information display device 105 is installed for each gaming machine 2 and displays various information related to the game played on the corresponding gaming machine 2. The game information display device 105 receives various game information output by the gaming machine 2 via the card unit 4 and relay device 109. Based on the received game information, the game information display device 105 creates and displays various display information. This game information display device 105 is installed above the corresponding gaming machine 2. 【0021】 The mobile device 151 possessed by the player is a communication device that has the communication functions necessary for connecting to the internet. Examples of mobile devices 151 include communication devices such as multi-functional mobile phones (so-called smartphones). Players who come to the amusement hall can use their mobile device 151 to connect to the internet free of charge via the Wi-Fi router 100R located within the hall. 【0022】 The mobile terminal 151 can install various application programs. In the amusement arcade system 1 of this example, it is possible to send and receive messages with registered friends using the mobile terminal 151, which has downloaded an SNS app from the SNS server 11. In addition, by accessing the amusement information server 13 using the mobile terminal 151, it is possible to view the amusement information site provided by the amusement information server 13. 【0023】 The mobile terminal 151 functions as a means of selecting a gaming machine, allowing a player to choose a specific gaming machine with a specific machine number in a particular gaming arcade as the target of notifications. As a means of selecting a gaming machine, the mobile terminal 151 allows the player to select a gaming arcade by accessing a gaming information site (a site provided by the gaming information server 13) and performing appropriate operations on the displayed screen, and further allows the player to select the gaming machine they wish to select as the target of notifications. 【0024】 At the amusement arcade, a membership card 10C is issued to players who have completed the membership registration procedure. The membership card 10C, a type of gaming card, has an embedded IC chip with memory functionality. The IC chip records the member ID, which is the identification information of the member registered at the amusement arcade, as well as the deposit balance, etc. 【0025】 Next, we will explain the following in order: (A) the configuration and basic operation of the gaming machine and card unit, (B) the configuration and management data of the in-house management device, (C) the configuration and management data of the gaming information server, (D) the configuration and management data of the SNS server, and (E) the display screen on the mobile terminal. 【0026】 (A) Configuration and basic operation of gaming machines and card units An example of a gaming machine 2, the pachinko gaming machine 21 (Figure 2), is a gaming machine in which the player consumes (uses) game points (scores), which are the value of the game, to launch game balls, which are the game medium. The pachinko gaming machine 21 shown as an example is a so-called "seven" machine, which performs a jackpot lottery in response to a ball entering the special symbol start opening 221, and displays a jackpot symbol to create a jackpot state when a jackpot is won. 【0027】 As shown in Figure 2, the pachinko game machine 21 has a roughly circular game area (game board) 210. Decorative lamp sections 242 are provided on both the left and right sides of the upper part of the game area 210, and a speaker 241 is located on the left side of the lower part of the game area 210. An information display section 25 is also provided below the game area 210, and an operating handle 26 is provided to the lower right of the information display section 25. 【0028】 The information display unit 25 is composed of a liquid crystal display, and its display screen shows various types of game information, such as the number of jackpots and the number of special symbol draws. The display screen of the information display unit 25 is a touch-operable display screen with a sheet-like touch panel 251 (Figure 3) stacked on top of it. The content displayed by the information display unit 25 can be switched according to the touch operation on the display screen. 【0029】 The display screen of the information display unit 25 shows the cumulative number of game points, including game points received from the card unit 4 and game points awarded for winning prizes. The game points are reduced by one point each time a game ball is launched, while predetermined game points (scores) are added for each game ball that enters a prize slot. In the pachinko game machine 21, when the game points reach zero, it becomes impossible to launch game balls. 【0030】 The game area 210 is the area through which the game balls, which are the game medium, flow. In the game area 210, a display device including the liquid crystal display unit 24 is located near the center, and an out hole 225 for collecting game balls that have flowed down without winning is provided at the very bottom. The special feature start opening 221 is located below the liquid crystal display unit 24, and a large prize opening 222 is provided between the special feature start opening 221 and the out hole 225. 【0031】 To the left of the LCD display unit 24, facing the player, is a pass-through gate-type regular symbol start gate 223, etc. The regular symbol start gate 223 is a gate for detecting the passage of game balls. The regular symbol start gate 223, which only allows game balls to pass through, is not set to dispense game balls (prize balls). When a game ball is detected by the regular symbol start gate 223, a random number for determining whether the regular symbols are correct or incorrect (hereinafter referred to as the regular symbol lottery) is extracted, and the regular symbol lottery is executed. The result of the regular symbol lottery is displayed on the LCD display unit 24. 【0032】 The special symbol start gate 221 is equipped with an electric tulip (electric mechanism) and is a variable prize entry gate that triggers the determination of whether a special symbol is a winner (hereinafter referred to as the special symbol lottery). The electric tulip opens when a winner is selected in the regular symbol lottery, significantly increasing the chances of a ball entering the special symbol start gate 221. When a game ball enters the special symbol start gate 221 (start entry), a random number for the special symbol lottery is extracted, and the special symbol lottery (jackpot lottery) is executed. 【0033】 The liquid crystal display unit 24 is a display unit that displays symbols in a variable manner using a liquid crystal display. The liquid crystal display unit 24 has the function of displaying whether the special symbol lottery is won or lost (lottery result) by symbols, and the function of a general symbol display unit that displays whether the general symbol lottery is won or lost (lottery result). If the special symbol lottery is won, the liquid crystal display unit 24, acting as the special symbol display unit, will notify the player of the win, and then a jackpot will occur, including the opening of the large prize slot 222. 【0034】 The pachinko game machine 21 is configured around a main control unit 20, as shown in Figure 3. The main control unit 20 includes a CPU (Central Processing Unit) 201, memory elements such as ROM (Read Only Memory) 202 and RAM (Random Access Memory) 204, and an I / O (Input / Output) 205 which forms an input / output interface. 【0035】 The RAM 204's memory area includes storage areas for game points, which represent the number of game balls that can be launched, and game points, which represent the current value of the game value acquired by the player. The main control unit 20, which includes the RAM 204, has functions such as being a means of storing game value. 【0036】 The main control unit 20 is electrically connected to the information display unit 25, the touch panel 251, the performance control unit 291, the sensors 293-295 for winning game balls, the special feature start solenoid 296 that opens the special feature start opening (electric tuner) 221, the large prize opening solenoid 297 that opens the large prize opening 222, and the power supply circuit unit 298 for power supply, the setting operation unit 23, and so on. Furthermore, the main control unit 20 is electrically connected to the I / F unit 200 that serves as a communication interface with the card unit 4. 【0037】 The performance control unit 291 is electrically connected to the amplifier 241A that drives the speaker 241 and the decorative lamp unit 242, as well as to the display control unit 292 that controls the display screen of the liquid crystal display unit 24, which is communicated to it. 【0038】 Sensors for detecting winning game balls include a special winning sensor 293 for detecting a winning entry into the special starting slot 221, a regular winning sensor 294 for detecting a winning entry into the regular starting slot 223, and a large winning sensor 295 for detecting a winning entry into the large winning slot 222. 【0039】 The setting operation unit 23 is an operation unit for making various settings. The setting operation unit 23 is located inside the main body of the gaming machine and becomes operable when the game board is opened forward. The setting operation unit 23 allows for setting operations such as setting one of six different setting values, each with a different jackpot probability. 【0040】 The pachinko game machine 21 transmits various game information to the card unit 4 in accordance with the execution of a game that consumes game points. The game information output by the game machine 2 varies depending on the model. For example, the pachinko game machine 21 in this example transmits the following game information to the card unit 4. The game information output by the pachinko game machine 21 is transmitted via the card unit 4 to the relay device 109, the in-house management device 101, the game information display device 105, etc. 【0041】 • Information on points consumed during gameplay: Information showing the points consumed during gameplay. • Awarded Game Points Information: Information showing the game points awarded for winning. • Start Information: Information indicating that the jackpot lottery has been conducted. • Jackpot Information: Information indicating that the player is in a jackpot state. 【0042】 As described above, the card unit 4 is installed for each gaming machine 2 and is a device that performs scoring-related processing, such as the processing of awarding points necessary for playing the game and the processing of issuing cards that record the points. The card unit 4 is installed, for example, in the vertical gap between a corresponding gaming machine 2 and an adjacent gaming machine 2. The card unit 4 receives various game information from the gaming machine 2 and transmits this various game information to the in-house management device 101 and the game information display device 105 via the relay device 109. 【0043】 Card Unit 4 performs the process of granting game points (scores) necessary for playing the game through its granting function (lending function), which grants game points (scores) that represent the right to launch game balls, as well as processing related to points, such as issuing game cards with recorded scores. Card Unit 4 is an example of a service provider that provides predetermined services for members, such as ball storage services, on the condition that the member ID, which is the identification information of a member registered at the amusement facility, is authenticated. 【0044】 The front of the card unit 4 (see Figure 2) is equipped with a status lamp 41 that indicates the operating status such as device errors, a banknote slot 420, a touch-operable display unit 43 with a touch panel overlaid on an LCD screen, a loan button 44 for receiving game points in exchange for payment deduction, a replay button 45 for converting the counted points into game points, a return button 46 for requesting the return of the game card, a card slot 470 for the game card, and the like. 【0045】 As shown in Figure 3, the card unit 4 is electrically configured around a control unit 40 which includes a CPU 401, ROM 402, RAM 403, I / O 404, etc. In addition to the above configuration, a banknote processing unit 42, a card processing unit 47, and an I / F unit 400 are electrically connected to the control unit 40. The card unit 4 can communicate with the relay device 109 via the I / F unit 400 and is also directly connected to the corresponding pachinko game machine 21. 【0046】 Next, the basic operation of the pachinko game machine 21 and the card unit 4 will be explained. When the pachinko game machine 21 receives game points (score) from the corresponding card unit 4, it becomes able to fire game balls equal to the number of game points. The pachinko game machine 21 deducts one point from the game points each time a game ball is fired, while if a prize is won, points corresponding to the prize are added to the game points. When the game points of the pachinko game machine 21 reach zero, it becomes impossible to fire game balls and continue playing. 【0047】 In the pachinko game machine 21, the player can launch game balls from a launching device (not shown) located in the upper left of the game area 210 by operating the operating handle 26. When a game ball enters the special symbol start opening 221, a special symbol lottery (jackpot lottery) is performed, and the special symbol changes on the LCD display unit 24. 【0048】 If a winning combination is selected in the special symbol lottery, the LCD display unit 24, which functions as a special symbol display unit, will stop and display a winning combination such as 777 to announce the win, and the game will transition to the jackpot state. In the jackpot state, the large prize entry opening 222 will open a predetermined number of times, significantly increasing the chances of winning. 【0049】 When a ball enters the regular symbol starting gate 223, a regular symbol lottery is executed, and the regular symbol pattern changes on the LCD display unit 24 begin. If the regular symbol lottery is won, the LCD display unit 24, which also functions as a regular symbol display unit, will notify the user of this, and the electric tulip of the special symbol starting gate 221 will open, making it easier to enter the special symbol starting gate 221. 【0050】 In addition to the jackpot state described above, the pachinko machine 21 has two other game states: a normal state and a probability variation state. The probability variation state is a hot state in which the probability of winning the special symbol judgment is higher than in the normal state, and the expectation of a jackpot is higher. In the example pachinko machine 21, after the jackpot state ends, there is a 70% chance of transitioning to the probability variation state and a 30% chance of transitioning to the normal state. During gameplay of the pachinko machine 21, various game data (number of jackpots, number of special symbol draws, etc.) can be viewed by touching the information display unit 25. 【0051】 When card unit 4 receives a banknote, it adds the amount of the banknote to the deposit balance (up to 10,000 yen) and stores it. When a game card is received, it associates the card ID, which is the identification information of the game card, with the card information stored in the in-house management device 101 and verifies it. Then, if the verification result is OK, card unit 4 displays the deposit balance and points held for that card information. 【0052】 When a member card 10C is inserted, card unit 4 authenticates the member ID recorded on the member card 10C in response to the input of a PIN or the like. Card unit 4 reads the deposit balance from the member card 10C, provided that the member ID is authenticated, and also reads and displays the points held by the in-house management device 101, which is associated with that member ID. If the deposit balance read from the member card 10C does not match the deposit balance read from the in-house management device 101, the authentication of the member ID is canceled, and the use of the member card 10C is restricted. 【0053】 The card unit 4 converts the player's deposit balance, stored balls (points earned and accumulated up to the previous day), and points into game points in response to the player's request, such as when the player operates the dispensing button 44, and transmits this information to the corresponding pachinko machine 21. For example, when the dispensing button 44 is operated, a fixed amount (for example, 1000 yen) is converted into game points (250 points) and transmitted to the pachinko machine 21. For example, when the replay button 45 is operated, the points are converted into game points in increments of 250 points and transmitted to the pachinko machine 21, allowing the player to replay using their points (replay process). 【0054】 Card unit 4 stores and displays scores such as the player's points, game points, and total points (the sum of points and game points). Card unit 4 receives score addition and subtraction information from the corresponding pachinko machine 21 and updates the stored score. Then, in accordance with the score update, it transmits the score information to relay device 109. 【0055】 When ending a game on the pachinko machine 21, it is necessary to have the game score stored in the pachinko machine 21 counted. To count the game score, the player simply touches the counting button (not shown) displayed on the information display unit 25. The game score is transmitted to the card unit 4 according to the counting operation, and the game score is deducted. A short touch counting operation transmits the game score one point at a time, while a long touch (continuous touch) counting operation transmits all game points at once. The card unit 4 converts the game score received from the pachinko machine 21 into points. The game score stored in the pachinko machine 21 becomes zero once the transmission to the card unit 4 is complete. 【0056】 When the return button 46 is pressed while there is at least one of the deposit balance and points held, card unit 4 records the deposit balance and points held on the game card and issues it, and also transmits the issuance information to the in-house management device 101. When issuing (returning) a member card 10C, only the deposit balance is recorded on the card, and the issuance information is transmitted to the in-house management device 101. The game points stored by the pachinko game machine 21 are not recorded on the game card and remain stored in the game machine. Card unit 4 also has a built-in card stocker and can store up to 10 game cards. 【0057】 The card unit 4 receives various game information from the corresponding pachinko game machine 21 and stores, for example, the following operational data. (1) Number of jackpots: The number of times the jackpot state occurred. (2) Start between jackpots: The number of jackpot draws since the end of the previous jackpot state (current start count). (3) Total starts today: The total number of starts since opening on the day. (4) Points held: The points that have been counted out of the points earned by the player. (5) Difference in points: Points obtained by subtracting points spent from points awarded from the start of business. 【0058】 The card unit 4 transmits operation data to the venue management device 101 and the game information display device 105 as needed via the relay device 109. Further, the card unit 4 also transmits information on the player's owned value, such as the remaining deposit amount and the number of points held by the player, to the venue management device 101 as needed. Also, the card unit 4 receives various setting information (such as game machine number, machine type name, point unit price, etc.) from the venue management device 101 and stores it. 【0059】 (B) Configuration and management data of the venue management device The venue management device 101 is a computer device that manages game information regarding the operation status of the gaming machines 2 installed in each gaming venue, and member information regarding the gaming status of players registered as members of the gaming venue. In addition to the gaming machines 2 installed in the gaming venue, the venue management device 101 manages the operation status of various equipment such as the card unit 4 and the game information display device 105. Further, the venue management device 101 manages personal information such as the attribute information of each member, gaming history, number of stored balls, number of store points, etc. as the above-mentioned member information. 【0060】 The venue management device 101 transmits the game information of each gaming machine 2 to the game information server 13 at regular intervals (for example, at one-minute intervals). When the mobile terminal 151 is connected to the Wi-Fi router 100R, the venue management device 101 transmits the MAC address (terminal-specific information) of the mobile terminal 151 to the game information server 13 as needed. 【0061】 The venue management device 101 stores and manages a member list (Figure 4) regarding players who have undergone a predetermined member registration procedure, member-owned value data (Figure 5) representing the owned value of each member, and member gaming history data (Figure 6) representing the gaming history of members as member information. 【0062】 The member list illustrated in Figure 4 is a list in which players who have undergone a predetermined member registration procedure are registered as members. The attribute information in the member list is registered by self-declaration during the member registration procedure. The SNS ID is received from the game information server 13 and registered when the member card linkage procedure is performed on the SNS. 【0063】 The member-owned value data illustrated in Figure 5 is data such as the monetary value and gaming value owned by the member. The in-house management device 101 stores and manages the member's deposit balance, points held on the day, and total points held (the sum of points held on the day and points held on previous days), for example, as shown in Figure 5. Note that in Figure 5, points held on the day and total points held are shown as the number of stored balls on the day or the total number of stored balls. 【0064】 The member game history data illustrated in Figure 6 represents the game history of a member. The in-house management device 101 considers games played while a member card 10C is being accepted by the card unit 4 as games played by the member who owns that member card 10C, and generates member-specific game data as shown in Figure 6. 【0065】 The on-site management device 101 has the following functions: (1) Game data distribution means: A means for distributing game data for a game machine different from the game machine selected by the mobile terminal 151 (game machine selection means) to the player's SNS ID which is managed in association with the mobile terminal 151. The game data distributed by the in-house management device 101 as a game data distribution means includes the final game data at the end of business for a game machine different from the game machine selected by the player using the mobile terminal 151 (game machine selection means). (2) Message setting means: Means for setting a message from the arcade to be sent to the player's SNS ID. (3) Message sending means: When a notification is received from the game information server 13, which will be described later as a notification means, containing information that can identify the SNSID associated with the MAC address (terminal ID) of the mobile terminal 151 connected to the Wi-Fi router 100R (router device), a means for sending a message to the SNSID. The message may be a message set by the game arcade using the message setting means described above. 【0066】 (C) Configuration and management data of the game information server The game information server 13 is an internet server that collects game information from the game machines 2 from the in-house management devices 101 installed in each game hall and operates a game information service that makes this game information viewable by players. The game information server 13 is installed by a game information service provider, which is a business operator that operates the game information service. The game information service provider is a business operator that has been assigned an SNSID, which is an ID (identification information) for using the SNS provided by the SNS server 11. 【0067】 The game information server 13 operates a game information website on the internet that players can access and view using their mobile terminals 151. The game information server 13 collects game information from the game machines 2 from the in-house management devices 101 installed in each game hall and provides a game information service on this website that makes this game information viewable by players. The game information server 13 periodically (for example, every minute) receives game information from the in-house management devices 101 in each game hall and updates the game information page for viewing. 【0068】 The game information server 13 assigns accounts to players who have previously entered into a user agreement. Once a player with an account performs the prescribed login operation on the game information site, they will be able to view the game information page. In order to use the game information site, a prescribed monthly usage fee (for example, 500 yen) must be paid. 【0069】 The game information server 13 has the following functions: (1) ID storage means: A means for storing in association the SNS ID of each player, the member ID at the gaming facility where the player is registered, and the MAC address which is an example of the terminal ID of the mobile terminal 151. The member ID at the gaming facility is received from the in-house management device 101 of the gaming facility where the player is registered. (2) Friend list storage means: A means for storing a friend list (SNS friend list shown in Figure 8 below) which associates the SNS ID of the business operator operating the game information server 13 with the SNS IDs of players registered as friends, and the MAC address, which is an example of a terminal ID of the mobile terminal 151. In the friend list, the SNS ID of a player is further associated with the member ID of each game hall where that player is registered as a member. (3) Gaming history storage means: A means for detecting that a specific player has played at a specific gaming facility based on the member ID received from the in-house management device 101 and the MAC address of the mobile terminal 151 received from the Wi-Fi router 100R, and for storing information regarding the player's gaming history in association with the player's SNS ID. (4) Friend registration determination means: When the mobile terminal 151 is connected to the Wi-Fi router 100R via Wi-Fi, means for determining whether the MAC address of the mobile terminal 151 is already stored in the friend list. The MAC address of the mobile terminal 151 connected via wireless LAN is uploaded from the in-house management device 101 to the game information server 13 as needed. (5) Means for recommending friend registration: When it is determined that the MAC address of a mobile terminal 151 connected to Wi-Fi in the gaming facility is not stored in the friend list, a means for displaying a friend registration recommendation screen on the mobile terminal 151. Referring to Figure 15, the friend registration recommendation screen described later is an example of a recommendation screen that recommends registering as a friend with the gaming information service provider on SNS. (6) Gaming tendency storage means: A means for storing gaming tendency information, which shows the gaming tendencies of each player who has registered as a friend with the operator's account, in association with the player's SNS ID. The gaming tendency information stored by the gaming tendency storage means is created based on member information received from the in-house management device 101 and the MAC address of the mobile terminal 151 connected to the Wi-Fi router 100R via Wi-Fi. The gaming tendency information includes at least one of the following as information indicating the player's gaming tendencies: activity area, time of arrival, day of the week of arrival, time of play, number of visits, preferred machine (machine preference), and amount of money spent. (7) Targeted distribution means: A means for creating targeted distribution content based on game trend information stored by the game trend memory means and performing targeted distribution via SNS. (8) Game data distribution means: A means for distributing game data of a game machine 2 selected by a mobile terminal 151 (game machine selection means) to the SNS ID of a player that is managed in association with the mobile terminal 151. The game data distributed by the game data distribution means includes, for example, the final game data at the end of business hours. (9) Message sending means: means for identifying an SNSID associated with the terminal ID of a mobile terminal 151 connected to the Wi-Fi router 100R (router device) based on the contents stored in the ID storage means, and sending a predetermined message to the SNSID. (10) Notification means: Means for notifying the on-site management device 101 that can identify the SNS ID to which the message sent by the message sending means will be sent. (11) Point awarding means: A means for awarding points to players stored in the friend list storage means described above, based on the fulfillment of predetermined point awarding conditions, which can be exchanged for prizes desired by the player. 【0070】 In this way, the game information server 13 manages each player's SNS ID, member ID, and MAC address of their mobile device 151 in an associated manner. A game information service provider that installs this game information server 13 can obtain an official SNS account and send various information on SNS to players who have added that official account as a friend. 【0071】 The game information server 13 stores and manages the game information viewing member list (Figure 7), SNS friend list (Figure 8), member game history (Figure 9), game information viewing history (Figure 10), and game trend analysis data (Figure 11). 【0072】 The list of members who view game information, as illustrated in Figure 7, is a list of users who have contracted to use the game information service. The game information server 13 manages the personal information of players who have contracted to use the game information service using the game information viewing member list shown in the figure. The game information service is available upon payment of a prescribed monthly fee. 【0073】 The SNS friend list (friend list) illustrated in Figure 8 is a list of players who have added the official SNS account of a gaming information service provider (hereinafter referred to as the provider account) as a friend. The gaming information server 13 receives information on the provider account and the players who have added it as a friend from the SNS server 11 and registers it in the SNS friend list in Figure 8. In the gaming arcade system 1 of this example, it is possible to add friends on SNS regardless of whether or not there is a contract to use the gaming information service. The gaming information server 13 registers the member ID of the gaming arcade that has performed the member card linkage procedure after verifying it with the information of the in-house management device 101. On the SNS friend list in the same figure, the number of points earned by the players who have added it as a friend is stored and managed according to their gaming history and member card linkage procedure. 【0074】 The member game history shown in Figure 9 is data representing the game history of the business operator's account and the players who have added the business operator as friends. The game information server 13 can identify which game hall a particular player entered and at what time at the latest, based on the member ID received from the in-house management device 101 and the MAC address received from the Wi-Fi router 100R. 【0075】 The gaming information browsing history illustrated in Figure 10 is data representing the browsing history of the gaming information website by each player who has added the business account as a friend. The gaming information server 13 stores the browsing history of each player's gaming information website. In particular, the gaming information server 13 in this example records all the IDs of the machines viewed by each player. 【0076】 The gaming trend analysis data exemplified in Figure 11 is an analysis of the gaming trends of each player who has added the business operator's account as a friend. The gaming information server 13 analyzes and digitizes each player's gaming trends, such as the time of day they play and the machines they play, and stores the data in association with the player's SNS ID. In the gaming trend analysis data in the same figure, the region is the main prefecture where the player plays. The number of visits is the number of visits in a month. The time of day is categorized into weekdays (day and night), holidays (day and night), and all day. The value representing machine preference is a value from 1 to 9999, depending on the gameplay category. 【0077】 (D) SNS server configuration and management data SNS server 11 is an internet server set up by an SNS operator to operate an SNS (Social Networking Service) that enables players who are registered as friends to send and receive messages to each other. SNS server 11 has the function of registering friends by linking the SNS ID of the gaming information service operator with the SNS ID of the player. As a means of registering friends, SNS server 11 can register the SNS ID of the gaming information service operator with the SNS ID of the player, as well as the SNS ID of each gaming hall with the SNS ID of the player. 【0078】 The SNS server 11 assigns accounts to each user (players, amusement arcades, and amusement information service providers) and provides various SNS services. The SNS server 11 assigns an SNS ID, which is identification information, to each user to whom an account has been assigned. Players, as users, can use the SNS by downloading the SNS app in advance and performing the prescribed login procedure. On the SNS, it is possible to send and receive messages with other users who have registered as friends. 【0079】 The SNS server 11 stores and manages a list of service users (Figure 12) and a list of registered friends (Figure 13). The service user list illustrated in Figure 12 is a list of users of the SNS service. The SNS server 11 registers the users of the SNS service in the service user list shown in the figure. The friend registration list shown in Figure 13 is a list of friends for each user. The SNS server 11 registers each user's friends in the friend registration list shown in the figure. 【0080】 (E) Display screen on a mobile device In the operation of the amusement arcade system 1, the mobile terminal 151 can display screens such as the in-house Wi-Fi connection screen (Figure 14), the friend registration recommendation screen (Figure 15), the SNS chat screen (Figure 16), the membership card linking screen (Figure 17), the automatic message screen upon entry (Figure 18), the targeted message screen (Figure 19), the points screen (Figure 20), and the chat screen with the hall account (Figure 21). 【0081】 The in-house Wi-Fi connection screen 51 shown in Figure 14 is the screen displayed when the mobile device 151 performs the Wi-Fi connection (wireless LAN connection) setup operation. On this in-house Wi-Fi connection screen 51, along with the terms of use and precautions 511 for the in-house Wi-Fi environment, a connection button 512 is displayed to agree to the terms of use and connect. By touching this connection button 512, the mobile device 151 can connect to Wi-Fi while logged into SNS. For subsequent visits after the player's re-entry, the mobile device 151 will automatically detect and connect to Wi-Fi. 【0082】 The friend registration recommendation screen 52 shown in Figure 15 is displayed on the mobile device 151 when connected to Wi-Fi within the gaming facility. This friend registration recommendation screen 52 includes a message 521 recommending that the user register as a friend with the business account, a friend registration button 522 to indicate consent to adding as a friend, and a do not register button 524 to choose not to register as a friend. Note that the friend registration recommendation screen 52 in the figure is displayed when it is determined that the terminal ID of the Wi-Fi-connected mobile device 151 is not already stored in, for example, the SNS friend list (friend list) in Figure 8. 【0083】 The SNS chat screen 53a in Figure 16 displays the conversation with the business account that has been registered as a friend. This chat screen 53a is displayed when the friend registration button 522 is tapped on the friend registration recommendation screen 52 in Figure 15. On the SNS chat screen 53a in Figure 16, the business account's message is displayed in a speech bubble 531 from the left, and although not shown in the illustration, the message from the player, who is the owner of the mobile device 151, is displayed in a speech bubble from the right. 【0084】 At the bottom of the chat screen 53a in Figure 16, there is a rich menu display area, and at the very bottom, there is a message input field 530. The rich menu display area contains the following menus: Recommended Information Menu 533, Game Information Site Menu 535, and Member Card Linkage Menu 537. 【0085】 The Recommended Information menu 533 displays gaming information for halls (arcades) you have viewed in your browsing history and halls you have linked with. The Gaming Information Site menu 535 displays gaming information sites. By selecting the Gaming Information Site menu 535, you can view gaming information for each hall. However, players who have not registered can only view free content. The Member Card Linking menu 537 is for linking your member card ID and SNS ID for a specific hall. 【0086】 The member card linking screen 55 in Figure 17 is a screen for linking with a member card 10C of a hall (amusement arcade) arbitrarily selected from the hall list. This member card linking screen 55 is the screen that switches to and is displayed on the mobile terminal 151 when the member card linking menu 537 is tapped on the talk screen 53a in Figure 16. This member card linking screen 55 is a screen displayed on a site operated by an amusement information service provider, and when the member card linking menu 537 (Figure 16) is tapped, the user is redirected to the amusement information service provider's site and the screen switches to that display. 【0087】 The member card linking screen 55 is a screen that contains a member information input area 551 and a linking registration button 555 for registering the linking of a member card. In the member information input area 551, the member information, which is the personal information of the player who is a member, can be entered. After entering the member information in the member information input area 551, the member card 10C can be registered by tapping the linking registration button 555. Once the linking procedure for the member card 10C is completed, the member ID is registered in the SNS friend list of the game information server 13 (see Figure 8), and the SNS ID is also registered in the member list of the in-house management device 101 (see Figure 4). 【0088】 The game information server 13 is configured to store the member ID of the game hall to which the player has registered, in association with the player's SNS ID, based on the player's registration operation, such as tapping the above-mentioned linkage registration button 555. The game information server 13, as a means of awarding points, then determines that the conditions for awarding points have been met when it receives the above-mentioned registration operation. 【0089】 The automatic message screen 53b shown in Figure 18 is displayed depending on the Wi-Fi connection upon entering the hall. This automatic message screen 53b has the same specifications as the SNS chat screen 53a (Figure 16) mentioned above. When the mobile terminal 151 connects to Wi-Fi upon entering the hall, the game information server 13 automatically sends a message. If the hall's official account is linked, a message is also automatically sent from the hall's official account. Note that the Wi-Fi connection upon entry may be fully automated, or it may require connection authentication by the player. 【0090】 The targeted message screen 53c shown in Figure 19, displayed after closing time, is a screen that delivers information about recommended machines to players upon their return visit. This targeted message screen 53c has the same specifications as the SNS chat screen 53a (Figure 16) mentioned above. The gaming information server 13 identifies each player's gaming time and preferred machines based on gaming trend analysis data (see Figure 11) and delivers information about recommended machines. For example, the gaming information server 13 delivers information about recommended machines to players who play during the day around 8 AM, and to players who play at night around 3 PM. 【0091】 The points screen 53d in Figure 20 is a screen that displays a message when points are awarded. This points screen 53d is identical in specifications to the SNS chat screen 53a (Figure 16) described above, except that a points site menu 539 has been added to the rich menu display area at the bottom. The game information server 13 awards points and sends a message when predetermined point awarding conditions are met. In this example, the point awarding conditions are set to include linking the member card, viewing game information of the hall linked with the member card, and answering a survey regarding business operations. The point awarding conditions can be replaced with or added to these conditions, and any other conditions can be set. Players can check their number of points, exchange points for prizes, etc., on the points site (not shown) provided by the game information server 13. 【0092】 The chat screen 53e with the hall account in Figure 21 is a screen that displays messages exchanged with the hall's official account. This chat screen 53e has the same specifications as the points screen 53d (Figure 20). If the official account of the gaming information service provider and the hall's official account are linked, when entry is detected, a message will be automatically sent from the hall's official account as shown in the chat screen 53e. The administrator of the gaming hall can access the gaming information service provider's website to configure the automatic sending settings. 【0093】 The specific game information distribution screen 53f in Figure 22 is a screen that automatically distributes the final game data for a specific machine number at a specific hall (specific amusement arcade) at the end of business hours after closing time. The gaming machines to which the final game data will be automatically distributed via the specific game information distribution screen 53f can be specified on the amusement information website. Players can specify a specific machine number at a specific hall as the machine to be automatically distributed on the amusement information website. If the official account of the amusement information service provider and the hall's official account are linked, the hall's official account will also automatically distribute individual amusement arcade information. In this case, in addition to the data for the specific machine number mentioned above, the amusement arcade can also automatically distribute data of their choice as individual amusement arcade information, such as the final game data for all machines of that model, or the final game data for the machine number with the highest payout among that model. 【0094】 The amusement arcade system 1 in this example, configured as described above, is a system comprising: an in-house management device 101 in each amusement arcade; an SNS server 11 for operating an SNS (Social Networking Service); a game information server 13 for operating a game information service; a mobile terminal 151 carried by the player; and a Wi-Fi router (router device) 100R installed in each amusement arcade to enable wireless LAN connection with the mobile terminal 151. 【0095】 The in-house management device 101 manages game information regarding the operating status of gaming machines installed in the gaming hall, and member information regarding the game status of players registered as members of the gaming hall. The SNS operated by SNS server 11 is an internet service that enables players who are registered as friends to send and receive messages to each other. SNS server 11 registers the SNS IDs of businesses operating gaming information services and the SNS IDs of players as friends, as well as the SNS IDs of each gaming venue and the SNS IDs of players as friends. 【0096】 The game information service operated by the game information server 13 collects game information from the game machines 2 from the in-house management devices 101 installed in each game arcade, and makes the collected game information available for players to view. The game information server 13 is equipped with an ID storage means that stores the player's SNS ID, the member ID of the game arcade where the player is registered, and the MAC address of the mobile terminal 151 (an example of a terminal ID) in association with each other. Based on the contents of this ID storage means, the game information server 13 identifies the player's SNS ID associated with the MAC address of the mobile terminal 151 connected to the Wi-Fi router (router device) 100R, sends a predetermined message to that SNS ID, and also sends a notification to the in-house management device 101 that allows the identification of that SNS ID. Upon receiving the notification, the in-house management device 101 sends a message set by the game arcade to the SNS ID of the player concerned. 【0097】 In this example of amusement arcade system 1, the account of the amusement information service provider and the account of each amusement arcade are linked, and various information can be distributed to players via SNS from both accounts at predetermined timings, such as when a player's arrival is detected by the amusement information server 13 or when business hours end. In this amusement arcade system 1, the account of the amusement information service provider and the account of each amusement arcade are linked and various information can be distributed to each player, so it is possible to efficiently increase players' motivation to play. 【0098】 The amusement arcade system 1 includes a machine selection means for players to select a specific machine number 2 in a particular amusement arcade as the target of notifications. The game information server 13 distributes the final game data of the selected machine 2 at the end of business hours to the SNS ID of the player who selected that machine 2. In this case, players can check the final game data of the machine they are interested in even if they are not in the amusement arcade until the end of business hours. By checking the final game data of the selected machine, players can understand the game status of that machine and use this information as a reference for future gameplay. 【0099】 Furthermore, the in-house management device 101 can distribute the final game data of a different game machine 2 from the game machine 2 with a specific machine number selected by the game machine selection means to the SNS ID of the player who selected the game machine 2 with the specific machine number. In this case, by distributing the final game data of game machines that the arcade would like to recommend or game machines that the player might be interested in, the arcade can attract the player's interest and stimulate their desire to play. 【0100】 The game information server 13 includes a friend list storage means for storing a friend list, and a point awarding means for awarding points to players stored in the friend list storage means, based on the fulfillment of predetermined point awarding conditions, points that can be exchanged for prizes desired by the player. The friend list is a list that associates the SNSID of the game information service provider with the SNSID of players registered as friends, and the MAC address of the mobile terminal 151. 【0101】 In the amusement arcade system 1, the amusement information server 13, which is the management server of the amusement information service provider, manages the SNS ID of a player who has registered as a friend, the member ID of multiple amusement arcades where the player has registered, and the MAC address (device ID, device-specific information) of the mobile device in association with each other. Furthermore, the cumulative value of points awarded to the player is also stored in association with each other. In this amusement arcade system 1, points are awarded to players who have registered as friends with the amusement information service provider. According to the amusement arcade system 1 in this example, by awarding points to players who have registered as friends on SNS and allowing them to win prizes according to the cumulative value of those points, it is possible to motivate players to register as friends with the amusement information service provider, and in turn, it is possible to improve players' willingness to play and visit the arcade. 【0102】 In the game information server 13 of the game arcade system 1, the server is configured to store the member ID of the game arcade that the player has registered with, in association with the player's SNS ID, based on the player's registration operation. The game information server 13, acting as a point awarding means, determines that the point awarding conditions have been met when it receives the registration operation. By awarding points in response to the above registration operation, the association between the game arcade member ID and the player's SNS ID in the friend list can be facilitated. In this way, the friend list stored by the game information server 13 is associated with the member ID of the game arcade where the player has registered. 【0103】 The game information server 13 also includes a game history storage means that stores information about a player's game history. The game history storage means detects that a specific player has played at a specific game venue based on the member ID received from the game venue's in-house management device 101 and the terminal ID of the mobile terminal 151 received from the Wi-Fi router (router device) 100R, and stores information about that player's game history in association with that player's SNS ID. 【0104】 In the amusement arcade system 1, by utilizing social networking services (SNS), it is possible to manage information regarding players' gaming history by associating it with their SNS IDs. Based on the gaming history information managed in association with players' SNS IDs, it is possible to consider measures to increase players' willingness to visit and play games. 【0105】 Furthermore, as described above, the game information server 13 stores the player's SNS ID, the member ID of the registered gaming facility, and the MAC address (terminal ID) of the mobile terminal 151 in association with each other. Based on the contents stored by the ID storage means, the game information server 13 identifies the SNS ID associated with the MAC address of the mobile terminal 151 connected to the Wi-Fi router 100R, and sends a message to the identified SNS ID. 【0106】 In this example of amusement arcade system 1, by associating the MAC address of a player's mobile device 151 with their SNS ID, the system can detect the arrival of a corresponding player when the mobile device 151 connects to the Wi-Fi router 100R in the arcade. This amusement arcade system 1 can increase the player's desire to play by sending a message to the mobile device 151 of the arriving player, and is expected to improve the utilization rate of the gaming machines. 【0107】 The game information server 13 further includes a game trend storage means that stores game trend information indicating the game trends of each player who has registered as a friend with the business operator's account, and a targeting distribution means that performs targeted distribution via SNS based on the game trend information. The game trend storage means stores game trend information based on member information received from the in-house management device 101 and the MAC address (terminal ID) of the mobile terminal 151 connected to the Wi-Fi router 100R (router device) via Wi-Fi, in association with the player's SNS ID. The targeting distribution means creates the content of the targeted distribution based on the game trend information stored by the game trend storage means and performs the targeted distribution. The target distribution message screen 53c in Figure 19 is an example of targeted distribution. 【0108】 The game information server 13, which serves as a means of storing game tendencies, stores game tendency information that represents a player's game tendencies, including at least one of the following: activity area, time of visit, day of the week of visit, time of play, number of visits, preferred machine (machine preference), and amount of money spent. Based on this game tendency information that shows a player's game tendencies, information that matches each player's game tendencies and preferences can be appropriately delivered. Targeted delivery based on the game tendencies of players who have registered as friends on SNS can be effective and may contribute to an increase in the number of visitors and an improvement in the utilization rate. 【0109】 Furthermore, in the amusement arcade system 1 of this example, when the mobile terminal 151 is connected to the Wi-Fi router 100R via Wi-Fi (wireless LAN connection), the amusement information server 13 determines whether the terminal ID of the mobile terminal 151 is already stored in, for example, the SNS friend list (friend list) shown in Figure 8. If it is determined that the ID is not already stored, the amusement information server 13 displays a friend registration recommendation screen 52 (for example, Figure 15; an example of a recommendation screen) to the mobile terminal 151, recommending that the amusement information service provider register as a friend on SNS. By displaying a friend registration recommendation screen in this way, players can be encouraged to register as friends, thereby promoting the use of SNS. 【0110】 As described above, the amusement arcade system 1 in this example has the excellent characteristic of being able to increase players' willingness to visit and play by utilizing social media, thereby improving the operating rate of amusement machines. 【0111】 Alternatively, the following configurations may be adopted in place of, or in addition to, the configuration of this embodiment. Furthermore, the following configurations may be combined in appropriate ways. In the amusement arcade system 1 of this example, the card unit 4 and the prize exchange device (not shown) are devices capable of accepting membership cards 10C. These devices are examples of service providers that provide a predetermined service on the condition that the membership ID is authenticated by accepting the membership card 10C. When the membership ID is authenticated by the card unit 4 or the prize exchange device (not shown), a predetermined message may be sent to the SNS ID associated with that membership ID. For example, when a player uses the membership card 10C with the card unit 4 or the prize exchange device (not shown), a predetermined message may be sent via SNS. For example, when the membership card 10C is inserted into the card unit 4, messages such as "Please do your best today" or "Please enjoy yourself as much as time allows" may be sent. Sending such messages in response to the authentication of the membership ID by accepting the membership card 10C can stimulate the player's desire to play and improve the operating rate of the amusement arcade. 【0112】 The game information server 13 may also send a message via SNS recommending authentication of the member ID if the member ID associated with the MAC address (terminal ID) of the mobile terminal 151 connected to the Wi-Fi router (router device) 100R is not authenticated. For example, when a member's arrival is detected based on the Wi-Fi connection, a message recommending the use of the member card 10C may be sent to that member. Sending such a message upon arrival at the hall (game arcade) can improve the usage rate of the member card 10C. 【0113】 In this example, the in-house management system 101 is shown as being composed of a single computer device. Alternatively, the game information and member information managed by the in-house management system 101 may be managed by separate computer devices. 【0114】 While this example illustrates a gaming information service, the gaming information service may also be implemented through a dedicated application. In this example, we illustrate an SNS operator running the SNS server 11 and a gaming information service operator running the gaming information server 13. However, the SNS operator and the gaming information service operator may be different companies or the same company. 【0115】 While gaming cards such as the Member Card 10C were given as examples of member identification media, the system is not limited to these. Any medium that can identify the member ID is acceptable, such as the player's mobile device. Alternatively, the player's own biometric information can be used as member identification information, in which case the player themselves becomes the member identification medium. Examples of biometric information include fingerprints, vein patterns, iris patterns, and facial images. 【0116】 The types of game information managed by the in-house management device 101 are not limited to this example. The in-house management device 101 can manage various types of game information. The generation of game information through calculation, etc., may be performed by the in-house management device 101, or it may be performed by in-house equipment such as the relay device 109 or the card unit 4. 【0117】 The gaming machine 2 illustrated in this example is merely one example, and the gaming system 1 can be configured for gaming machines of various specifications. For example, although a pachinko gaming machine was used as an example in this example, any type of gaming machine can be used, such as a pachislo gaming machine (slot machine) or a jackpot gaming machine. Also, although a sealed gaming machine in which no gaming media is dispensed was used as an example in this example, a dispensing gaming machine in which gaming media is dispensed according to winnings can also be used. 【0118】 Although specific examples of the present invention have been described in detail as shown in the examples above, these examples only disclose an example of the technology covered by the claims. Needless to say, the claims should not be interpreted restrictively based on the configuration or numerical values ​​of the specific examples. The claims encompass technologies obtained by various modifications, changes, or combinations of the above examples using prior art or the knowledge of those skilled in the art. [Explanation of symbols] 【0119】 1. System for amusement facilities 10. On-site systems 10C Membership Card 101 On-site control device 105 Gaming Information Display Device 109 Relay device 100 In-house network 100R Wi-Fi Router (Router Device) 101 In-house management device (means for distributing game data, means for setting messages, means for sending messages) 105 Gaming Information Display Device 109 Relay device 11. SNS Server (Method for Adding Friends) 13. Game information server (ID storage means, friend list storage means, game history storage means, friend registration determination means, friend registration recommendation means, game trend storage means, targeted distribution means, game data distribution means, message sending means, notification means, point awarding means) 151 Mobile terminal (means for selecting gaming machines) 2 Gaming machines 21 Pachinko gaming machines 4. Card Unit (Score Processing Device, Card Dispensing Device) 51 In-venue Wi-Fi connection screen 52 Friend Addition Recommendation Screen (Recommendation Screen) 53a Chat screen 53b Automatic message screen upon entry 53c Targeted Message Delivery Screen 53d Points screen 53e Chat screen 53f Specific Game Information Distribution Screen 55 Member card linking screen

Claims

[Claim 1] Each amusement facility has an in-house management device that manages game information regarding the operating status of the gaming machines installed in the facility, and member information regarding the game status of players registered as members of the facility. An SNS server for operating an SNS that allows players registered as friends to send and receive messages to each other, A game information server for operating a game information service that collects game information from game machines from the aforementioned in-house management devices installed in each game hall and makes said game information viewable by players, Equipped with a mobile device held by the player, The aforementioned SNS server registers the SNSID of the business operator operating the gaming information service and the SNSID of the player as friends, and also registers the SNSID of each gaming hall and the SNSID of the player as friends. The aforementioned game information server is A friend list storage means that stores a friend list that associates the SNSID of the business operator with the SNSID of a player registered as a friend, and the terminal ID of the mobile device. A game arcade system characterized by comprising: a point-granting means that grants points to players stored in a friend list memory means, based on the fulfillment of predetermined point-granting conditions, points that can be exchanged for prizes desired by the player. [Claim 2] The aforementioned game information server is configured to store the member ID of the game hall that the player registered with based on the player's registration operation, in association with the player's SNS ID. The amusement arcade system according to claim 1, characterized in that the point awarding means determines that the point awarding conditions have been met when the registration operation is received.