Game system, game program, and method for controlling the game system
Patent Information
- Application Number
- JP2024229741
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-26
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2039-03-29
Smart Images

Figure 0007917191000001 
Figure 0007917191000002 
Figure 0007917191000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game using electronic game media. [Background Art]
[0002] For example, game systems that use electronic game media such as electronic medals instead of tangible physical game media such as token coins (medals) have been conventionally proposed. For example, Patent Document 1 discloses a configuration in which the owned amount of electronic game media for each of a plurality of pre-registered users is registered in an electronic medal management system, and a user plays a game in exchange for consumption of electronic game media. [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2016-2150 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] However, under the technology of Patent Document 1, prior registration is required for a user to use electronic game media for a game, and unregistered users cannot use electronic game media to play the game. Therefore, playing of games that allow use of electronic game media by a large number of users is restricted. In consideration of the above circumstances, an object of the present invention is to promote use of electronic game media by a large number of users. [Means for Solving the Problem]
[0005] To solve the above problems, a game system according to a preferred embodiment of the present invention is a game system comprising a game device that executes a game using an electronic game medium, and a management device that manages account data in which the amount of electronic game medium owned by each user is registered, wherein the game device comprises a management unit that associates the number of electronic game mediums owned by the user with a first identification information, a reception unit that receives input of a second identification information, and a registration unit that, when the first identification information and the second identification information correspond to each other, registers the number of electronic game mediums owned by the user in the account data.
[0006] A preferred embodiment of the present invention is a game system comprising a game device that executes a game using an electronic game medium, and a management device that manages account data in which the amount of electronic game medium owned by each user is registered, wherein, in response to instructions from a user, the system determines whether or not the user is authenticated, and if the user is authenticated, the system registers the quantity of electronic game medium owned by the user, which is the amount, into the account data within the game device, and if the user is not authenticated, the system stops the user from playing the game without registering the quantity into the account data.
[0007] A preferred embodiment of the present invention relates to a method for operating a game system comprising a game device that executes a game using an electronic game medium, and a management device that manages account data in which the amount of electronic game medium owned by each user is registered, wherein the game device associates the quantity of electronic game medium owned by the user with first identification information, accepts input of second identification information, and when the first identification information and the second identification information correspond to each other, registers the quantity of electronic game medium owned by the user in the account data.
[0008] A preferred embodiment of the present invention relates to a method for operating a game system comprising a game device that executes a game using electronic gaming media, and a management device that manages account data in which the amount of electronic gaming media owned by each user is registered, wherein, in response to instructions from a user, the system determines whether or not the user is authenticated, and if the user is authenticated, the system registers the quantity of electronic gaming media owned by the user, which is the amount, into the account data within the game device, and if the user is not authenticated, the system stops the user from playing the game without registering the quantity into the account data. [Brief explanation of the drawing]
[0009] [Figure 1] This is a block diagram illustrating the configuration of a game system according to the first embodiment. [Figure 2] This is a block diagram illustrating the configuration of the control device. [Figure 3] This is a schematic diagram of account holder data. [Figure 4] This is a block diagram illustrating the configuration of a media dispensing device. [Figure 5] This flowchart illustrates the specific steps involved in the first media assignment process. [Figure 6] This is a block diagram illustrating the configuration of a game device. [Figure 7] This flowchart illustrates the specific steps involved in the withdrawal process. [Figure 8] This flowchart illustrates the specific steps involved in the withdrawal process. [Figure 9] This flowchart illustrates the specific steps involved in the second media assignment process. [Figure 10] This flowchart illustrates the specific steps involved in the termination process. [Figure 11] This is a flowchart illustrating the specific steps involved in the deposit process. [Figure 12] This is a flowchart illustrating the specific steps involved in the storage process. [Figure 13]This is a flowchart illustrating a specific procedure of registration processing. [Figure 14] This is a flowchart illustrating a specific procedure of storage processing according to the second embodiment. [Figure 15] This is a flowchart illustrating a specific procedure of termination processing according to the third embodiment. [Figure 16] This is a flowchart illustrating a specific procedure of registration processing according to the fourth embodiment. MODE FOR CARRYING OUT THE INVENTION
[0010] Embodiments of the present invention will be described with reference to the drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0011] [First Embodiment] FIG. 1 is a block diagram illustrating the configuration of a game system according to the first embodiment. The game system of the first embodiment is installed, for example, in a game facility. The game facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. A plurality of users H (Ha, Hb) are present in the game facility.
[0012] Electronic game media are used in the game system of the first embodiment. Electronic game media are electronic media (i.e., electronic data) having value used in games, and are distinguished from physical game media, which are tangible media such as token coins (medals), coins (currency) or tickets. In contrast to physical medals such as token coins, electronic game media are also referred to as electronic medals.
[0013] In order to use electronic game media in the game system 1, a user H needs to complete registration in advance (hereinafter referred to as "usage registration"). In the following description, for convenience, a plurality of users H in the game facility are divided into users Ha who have already completed usage registration and users Hb who have not completed usage registration. Identification information U is assigned to the user Ha through usage registration. The identification information U is a code string for identifying the user Ha. The identification information U is stored, for example, in a portable recording medium such as an IC card issued to the user Ha (hereinafter referred to as a "registration card").
[0014] As illustrated in FIG. 1, the game system 1 of the first embodiment includes a management device 10, a medium providing device 20, and a plurality of game devices 30. Each of the plurality of game devices 30 provides a game to a user H (Ha or Hb). The management device 10 manages electronic game media used in games executed by each of the plurality of game devices 30. The management device 10 communicates with each of the plurality of game devices 30 via a communication network 2. The communication network 2 is, for example, a LAN (Local Area Network) constructed within the game facility. Note that communication between the management device 10 or each game device 30 and the communication network 2 may be either wired or wireless. The medium providing device 20 is connected to the management device 10, for example, via a wired or wireless connection, and communicates with the management device 10. Note that the management device 10 may communicate with the medium providing device 20 via the communication network 2. Further, the function of the medium providing device 20 may be integrated into the management device 10. Note that the communication network 2 may include, for example, the Internet.
[0015] FIG. 2 is a block diagram illustrating the configuration of the management device 10. As illustrated in FIG. 2, the management device 10 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. Note that the management device 10 may be implemented as a single device, or may be implemented as a set (i.e., a system) of a plurality of separately configured devices.
[0016] The control device 11 is composed of, for example, one or more processors and controls each element of the management device 10. Specifically, the control device 11 is composed of one or more types of processors, such as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). The communication device 13 communicates with each of the multiple game devices 30 and the media dispensing device 20 under the control of the control device 11.
[0017] The display device 14 is composed of, for example, a liquid crystal display panel and displays various images under the control of the control device 11. The operating device 15 receives operations from users H within the gaming facility. For example, multiple controls pressed by users H, or a touch panel that detects contact by users H, can be used as the operating device 15.
[0018] The storage device 12 stores the program executed by the control device 11 and various data used by the control device 11. For example, known recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple types of recording media, are used as the storage device 12. In the first embodiment, the storage device 12 stores account data A.
[0019] Figure 3 is a schematic diagram of account data A. As illustrated in Figure 3, account data A is a data table in which the identification information U (U1, U2, ...) and owned quantity X (X1, X2, ...) of each of the multiple registered users Ha are registered. Owned quantity X is the number of electronic game media owned by user Ha. User Ha can use the electronic game media in any game device 30 by transferring the electronic game media from the management device 10 to any game device 30 within the range of their owned quantity X.
[0020] Figure 4 is a block diagram illustrating the configuration of the media dispensing device 20. The media dispensing device 20 is a device that dispenses electronic game media in exchange for currency owned by a registered user Ha, and is equivalent to a medal dispensing machine in physical medal games. As illustrated in Figure 4, the media dispensing device 20 comprises a control device 21, a storage device 22, a communication device 23, an operating device 25, and a reception mechanism 26.
[0021] The control device 21 is composed of, for example, one or more processors and controls each element of the media dispensing device 20. Specifically, the control device 21 is composed of one or more types of processors, such as a CPU, GPU, DSP, FPGA, or ASIC. The communication device 23 communicates with the management device 10 under the control of the control device 21. The storage device 22 stores the program executed by the control device 21 and various data used by the control device 21. For example, known recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple types of recording media, are used as the storage device 22. The operating device 25 accepts operations from user Ha. For example, multiple controls pressed by user Ha, or a touch panel that detects contact by user Ha, are used as the operating device 25.
[0022] The receiving mechanism 26 is a mechanism that receives currency from user Ha. Specifically, a deposit mechanism that receives the insertion of currency such as banknotes or coins from user Ha is preferably used as the receiving mechanism 26. In a configuration that accepts electronic currency represented as electronic data (i.e., electronic money), a reader that acquires information from a recording medium such as an IC card used for electronic money payment is used as the receiving mechanism 26.
[0023] Figure 5 is a flowchart illustrating the specific procedure for the process by which the media dispensing device 20 dispenses an electronic game medium to user Ha (hereinafter referred to as the "first media dispensing process"). The first media dispensing process is executed in response to instructions from user Ha to the operating device 25.
[0024] When the first media assignment process begins, the control device 21 receives the user Ha's identification information U (Sa1). For example, a process is executed to obtain the identification information U from the registration card, or a process is executed to obtain the identification information U instructed by user Ha through the operation of the operating device 25.
[0025] The control device 21 receives currency from user Ha via the reception mechanism 26 (Sa2). User Ha can arbitrarily select the amount of currency to be used to acquire electronic game media (hereinafter referred to as "input amount"). The control device 21 sets the quantity of electronic game media (hereinafter referred to as "amount provided") Y1 according to the amount of currency input (Sa3). For example, the amount of electronic game media provided Y1 is calculated by multiplying the amount of currency input by a predetermined conversion rate R1. The conversion rate R1 is the ratio of the quantity of electronic game media to the amount of currency input.
[0026] The control device 21 transmits a media provision request from the communication device 23 to the management device 10 (Sa4). The media provision request is a message requesting the provision of electronic game media to user Ha. The media provision request includes identification information U received from user Ha and the amount of electronic game media to be provided Y1.
[0027] The control device 11 of the management device 10 receives the media provision request transmitted by the media provision device 20 via the communication device 13 (Sa5). The control device 11 updates the amount X of electronic game media owned by user Ha, which is registered in the account data A (Sa6). Specifically, the control device 11 searches for the identification information U in the media provision request from the account data A and adds the provision amount Y1 in the media provision request to the amount X of electronic game media owned corresponding to the identification information U. As can be understood from the above explanation, the electronic game media (amount X owned) provided to user Ha by inserting currency into the media provision device 20 is stored in the management device 10.
[0028] Figure 6 is a block diagram illustrating the configuration of each of the multiple game devices 30. As illustrated in Figure 6, the game device 30 comprises a control device 31, a storage device 32, a communication device 33, a display device 34, an operating device 35, and a reception mechanism 36. Although not shown in Figure 6, the game device 30 is actually equipped with game mechanisms according to the content of the game. For example, a game device 30 for a lottery game that includes a physical draw is equipped with a physical draw mechanism (e.g., a roulette wheel) for the physical draw. Similarly, a game device 30 for a pusher game that drops multiple physical tokens is equipped with a pusher mechanism for moving and dropping the physical tokens. Note that each game device 30 can be implemented as a single device, or as a collection of multiple devices configured separately from each other (i.e., a system).
[0029] The control device 31 is composed of, for example, one or more processors and controls each element of the game device 30. Specifically, the control device 31 is composed of one or more types of processors, such as a CPU, GPU, DSP, FPGA, or ASIC. The communication device 33 communicates with the management device 10 via the communication network 2 under the control of the control device 31.
[0030] The display device 34 is composed of, for example, a liquid crystal display panel and displays various images under the control of the control device 31. For example, a game screen showing the progress of a game is displayed on the display device 34. The operating device 35 accepts operations from the user H. For example, multiple controls pressed by the user H, or a touch panel that detects contact by the user H, are used as the operating device 35.
[0031] The storage device 32 stores the program executed by the control device 31 and various data used by the control device 31. For example, known recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple types of recording media, may be used as the storage device 32.
[0032] The storage device 32 of the first embodiment stores the amount C of credits that user H uses to play the game. Credits are electronic media (i.e., electronic data) that user H consumes as payment for playing the game. The amount C of credits increases or decreases as the game progresses according to the game device 30. For example, if user H wins a lottery performed in the game, or if user H achieves a goal in various events such as a battle, the credits increase. Conversely, if user H does not win a lottery, or if user H fails to achieve a goal in various events, the credits decrease. Electronic game media and credits are mutually convertible.
[0033] The receiving mechanism 36 is a mechanism that receives currency from the user H. Specifically, a deposit mechanism that receives the insertion of currency such as banknotes or coins from the user H is preferably used as the receiving mechanism 36. In a configuration that accepts electronic currency represented as electronic data (i.e., electronic money), a reader that acquires information from a recording medium such as an IC card used for electronic money payment is used as the receiving mechanism 36. A quantity of credit corresponding to the currency received by the receiving mechanism 36 is awarded to the user H.
[0034] Registered user Ha can transfer their own electronic gaming media from the management device 10 to the game device 30 and use the converted credits in the game. On the other hand, user Hb who has not registered can use the credits granted to user Hb by inserting currency into the reception mechanism 36 in the game. In addition, user Ha can use credits corresponding to the electronic gaming media transferred from the management device 10, as well as credits granted by inserting currency into the reception mechanism 36 in the game.
[0035] Figures 7 and 8 are flowcharts illustrating the specific procedure for transferring electronic game media from the management device 10 to the game device 30 (hereinafter referred to as the "withdrawal process"). A registered user Ha can instruct the transfer of electronic game media from the management device 10 by operating the control device 35 of the desired game device 30. The withdrawal process is initiated upon receiving an instruction from user Ha.
[0036] When the withdrawal process begins, the control device 31 receives the user Ha's identification information U (Sb1). For example, a process is executed to obtain the identification information U from the registration card, or a process is executed to obtain the identification information U instructed by user Ha through an operation on the operating device 35.
[0037] The control device 31 transmits an authentication request containing the identification information U received from user Ha to the management device 10 via the communication device 33 (Sb2). The control device 11 of the management device 10 receives the authentication request via the communication device 13 (Sb3). The control device 11 executes the authentication process Sb4 upon receiving the authentication request. The authentication process Sb4 determines whether or not the user is registered (i.e., the legitimacy of user Ha) based on whether or not the identification information U in the authentication request is registered in the account data A. The control device 31 transmits the authentication result to the requesting game device 30 via the communication device 13 (Sb5).
[0038] The control device 31 of the game device 30 receives the authentication result from the communication device 33 (Sb6). If the authentication result is negative (authentication failure), the control device 31 displays a message indicating authentication failure on the display device 34 and then terminates the withdrawal process. On the other hand, if the authentication result is positive (authentication success), the control device 31 performs the following process to transfer the electronic game medium.
[0039] User Ha instructs the number of electronic game media (hereinafter referred to as "specified amount") Q to be transferred from the management device 10 to the game device 30 by operating the operating device 35. As illustrated in Figure 8, the control device 31 receives the instruction for the specified amount Q from user Ha (Sb7). The control device 31 transmits a withdrawal request from the communication device 33 to the management device 10 (Sb8). The withdrawal request is a message requesting the management device 10 to withdraw the electronic game media. The withdrawal request includes user Ha's identification information U and the specified amount Q instructed by user Ha.
[0040] The control device 11 of the management device 10 receives the withdrawal request transmitted by the game device 30 via the communication device 13 (Sb9). The control device 11 searches for the identification information U in the withdrawal request from the account data A and identifies the amount X of electronic game media owned that corresponds to the identification information U (Sb10). The control device 11 determines whether the specified amount Q in the withdrawal request exceeds the amount X of electronic game media owned (Sb11). If the specified amount Q exceeds the amount X owned (Sb11: YES), the amount X owned is set as the transfer amount Z (Sb12). That is, the entire amount X of electronic game media owned is set as the transfer amount Z. On the other hand, if the specified amount Q is less than the amount X owned (Sb11: NO), the control device 11 sets the specified amount Q as the transfer amount Z (Sb13). The control device 11 subtracts the transfer amount Z from the amount X of electronic game media owned (Sb14). Furthermore, if the specified amount Q exceeds the owned amount X, the management device 10 may notify the game device 30 that it is not possible to transfer the electronic game media of the specified amount Q instructed by user Ha (i.e., insufficient balance).
[0041] The control device 11 sends a withdrawal notification from the communication device 13 to the game device 30 that sent the withdrawal request (Sb15). The withdrawal notification includes the amount Z of electronic game media to be transferred. As can be understood from the above description, the control device 11 transfers the electronic game media available to the game device 30 that sent the withdrawal request.
[0042] The control device 31 of the game device 30 receives the withdrawal notification transmitted by the management device 10 via the communication device 33 (Sb16). The control device 31 calculates the amount of credits (hereinafter referred to as "increase amount") Y2 according to the transfer amount Z in the withdrawal notification (Sb17). Specifically, the control device 31 calculates the increase amount of credits Y2 by multiplying the transfer amount Z by a predetermined conversion rate R2. The conversion rate R2 is the ratio of the amount of credits to the amount of electronic game media (so-called credits / medals), and is stored, for example, in the storage device 32.
[0043] The control device 31 adds an increase amount Y2 to the current credit quantity C (Sb18). The control device 31 executes the game in exchange for the consumption of a predetermined amount of credits, in response to instructions from user H (Sb19). Specifically, the control device 31 starts the game in exchange for the consumption of a predetermined amount of credits and proceeds with the game while consuming credits as needed in response to instructions from user Ha to the operating device 35.
[0044] As explained above, each of the multiple game devices 30 converts the electronic game medium transferred from the management device 10 to the game device 30 into a quantity of credits corresponding to the transfer amount Z, and executes a game in exchange for consuming the credits. In other words, user Ha can play a game using the electronic game medium (transfer amount Z) transferred from the management device 10 to the game device 30.
[0045] The game device 30 of the first embodiment does not include a dispensing mechanism that dispenses a quantity of physical medals corresponding to the credit quantity C. In a configuration that allows for the dispensing of physical medals, the quantity of physical medals must be a natural number. On the other hand, in a configuration that does not include a dispensing mechanism, the quantity of electronic game media is not limited to a natural number. That is, the quantity of electronic game media may be a mixed decimal (a decimal with a non-zero integer part). Therefore, a configuration that handles electronic game media has the advantage that the conversion rate R2 can be set to a variety of values (the constraints on the conversion rate R2 are small).
[0046] As mentioned above, user H (Ha or Hb) can use credits obtained by inserting currency into the reception mechanism 36 in the game. Figure 9 is a flowchart illustrating the specific procedure for the process by which the game device 30 grants credits to user H upon insertion of currency (hereinafter referred to as the "second media granting process"). The second media granting process is executed in response to instructions from user H to the operation device 35.
[0047] The control device 31 receives currency from user H via the reception mechanism 36 (Sc1). User H can arbitrarily select the amount of currency to input. The control device 31 sets the amount of credits (hereinafter referred to as "amount of credits") Y3 to be awarded to user H according to the amount of currency input by user H (Sc2). For example, the amount of credits awarded Y3 is calculated by multiplying the amount of currency input by a predetermined conversion rate R3. The conversion rate R3 is the ratio of the amount of credits to the amount of currency input and is stored, for example, in the memory device 32. The control device 31 adds the amount of credits awarded Y3 to the current amount of credits C (Sc3). The control device 31 executes the game in exchange for the consumption of the credits after the addition (Sc4).
[0048] As can be understood from the above explanation, in the first embodiment, even a user Hb who has not registered can play the game using credits granted in exchange for currency. Furthermore, even when user Ha has used up all of their owned amount X of electronic game media, they can continue playing the game by acquiring credits by inserting currency. Then, user H (Ha or Hb) can end playing the game at any time they wish.
[0049] Figure 10 is a flowchart illustrating the specific steps of the process (hereinafter referred to as "termination process") that is executed when user H instructs the game to end. The termination process is executed in response to an instruction from user H to the control device 35.
[0050] When the termination process begins, the control device 31 of the game device 30 calculates the quantity of electronic game media (hereinafter referred to as "retained quantity") M corresponding to the current credit quantity C (Sd1). Specifically, the retained quantity M is calculated by multiplying the current quantity of value media by the reciprocal of the conversion rate R2. Once the retained quantity M is calculated, the user H is unable to play the game.
[0051] The control device 31 determines whether user H has been authenticated by the authentication process Sb4 (i.e., whether authentication has been successful) (Sd2). The authentication process Sb4 requires identification information U, which is assigned through prior user registration. Therefore, the determination of whether authentication has occurred (Sd2) can also be rephrased as the determination of whether user registration exists for user H. Furthermore, as mentioned above, user registration makes it possible to register the amount X owned by electronic gaming media, so the determination of whether authentication has occurred (Sd2) can also be rephrased as the determination of whether the amount X owned is registered in the account data A of the management device 10.
[0052] If user H is authenticated (Sd2: YES), a process is executed to transfer the held quantity M of electronic game media to the management device 10 and register it in account data A (hereinafter referred to as "deposit process"). On the other hand, if user H is not authenticated (Sd2: NO), a process is executed to temporarily store the held quantity M of electronic game media in the management device 10 (hereinafter referred to as "storage process"). In other words, the held quantity M is not registered in account data A. As can be understood from the above explanation, the deposit process is executed for user Ha, and the storage process is executed for user Hb. While the storage process is being executed, the control device 31 stops user Hb from playing the game. For example, user Hb is prohibited from spending credits. Spending credits is, for example, the use of credits (i.e., betting) in the game device 30 that performs the lottery process.
[0053] Figure 11 is a flowchart illustrating the specific procedure for deposit processing performed for a registered user Ha. When deposit processing begins, the control device 31 transmits a deposit request from the communication device 33 to the management device 10 (Se1). The deposit request is a message requesting the management device 10 to deposit electronic game media. The deposit request includes the user Ha's identification information U and the quantity M of electronic game media to be held.
[0054] The control device 11 of the management device 10 receives the deposit request via the communication device 13 (Se2). The control device 11 updates the amount X of electronic game media owned by user Ha, which is registered in the account data A (Se3). Specifically, the control device 11 searches for the identification information U in the deposit request from the account data A and adds the amount M held in the deposit request to the amount X of electronic game media owned corresponding to the identification information U. As can be understood from the above explanation, the control device 31 of the game device 30 functions as an element that transfers a quantity of electronic game media corresponding to the amount C of credits to the management device 10.
[0055] Figure 12 is a flowchart illustrating the specific procedure for the storage process performed for an unregistered user Hb. When the storage process begins, the control device 31 of the game device 30 presents identification information D1 to user Hb (Sf1). Identification information D1 is a sequence of codes used to authenticate that user Hb is the legitimate owner of the electronic game media of the quantity M held. Specifically, the control device 31 presents the identification information D1 to user Hb by displaying it on the display device 34. Identification information D1 can only be viewed by user Hb. User Hb stores or memos the identification information D1. In addition, the control device 31 may present identification information D1 if an employee or other manager of the gaming facility gives a predetermined operation to the operating device 35.
[0056] The control device 31 transmits a storage request from the communication device 33 to the management device 10 (Sf2). The storage request is a message requesting the management device 10 to temporarily store the electronic game media in the quantity M. The storage request includes the identification information D1 presented to the user Hb and the quantity M of the electronic game media to be stored.
[0057] The control device 11 of the management device 10 receives a storage request via the communication device 13 (Sf3). The control device 11 associates the storage quantity M and identification information D1 included in the storage request and stores them in the storage device 12 (Sf4). In other words, the electronic game media with a storage quantity M owned by user Hb are not registered in account data A at this time and are temporarily stored in the storage device 12. As can be understood from the above explanation, the control device 11 of the management device 10 functions as an element (management unit) that associates the storage quantity M of the electronic game media with the identification information D1. The storage quantity M and identification information D1 stored in the storage device 12 are erased, for example, after a predetermined time has elapsed.
[0058] User Hb, presented with identification information D1, moves from the game machine 30 to the management device 10 within the gaming facility. User Hb instructs the management device 10 to perform a user registration process (hereinafter referred to as "registration process") by appropriately operating the control device 15 of the management device 10. The registration process is a process to retrospectively register the held quantity M of electronic game media into account data A after user Hb has played a game.
[0059] Figure 13 is a flowchart illustrating the specific steps of the registration process. As mentioned above, the registration process begins with instructions from the user Hb.
[0060] When instructed to start the registration process, user Hb inputs identification information D1 that he or she has memorized or noted down by operating the operating device 15. The control device 11 of the management device 10 receives the input of identification information D2 by user H (Sg1). If the identification information D2 is properly input by a legitimate user Hb who owns the held quantity M of electronic game media, it will match the identification information D1. However, if the identification information D2 is input by a user H other than user Hb (i.e., a third party who has not presented identification information D1), it will not match the identification information D1. As can be understood from the above explanation, the control device 11 functions as an element (reception unit) that receives the input of identification information D2. Identification information D1 is an example of "first identification information," and identification information D2 is an example of "second identification information."
[0061] The control device 11 determines whether the identification information D1 stored in the storage device 12 matches the identification information D2 received from user H (Sg2). In other words, the legitimacy of user H who entered the identification information D2 is authenticated. If the identification information D1 and the identification information D2 do not match (Sg2: NO), it is highly likely that user H who entered the identification information D2 is not a legitimate user Hb. Therefore, the control device 11 displays a message indicating authentication failure on the display device 14 and terminates the registration process.
[0062] On the other hand, if identification information D1 and identification information D2 match (Sg2: YES), user H who entered identification information D2 is presumed to be a legitimate user Hb. If identification information D1 and identification information D2 match, the control device 11 causes user Hb to perform a predetermined procedure for user registration (Sg3). For example, user registration is completed when user Hb enters various information about user Hb (e.g., name, address, or email address).
[0063] Once user registration is complete, the control device 11 assigns identification information U to user Hb (Sg4). Then, the control device 11 registers the quantity M stored in the storage device 12 in association with the identification information D1 as the owned quantity X, and associates it with the identification information U in account data A (Sg5). As can be understood from the above explanation, the control device 11 functions as an element (registration unit) that registers the quantity M as the owned quantity X of user Hb in account data A when the identification information D1 and the identification information D2 match each other.
[0064] As explained above, in the first embodiment, the number of electronic game media held M is associated with identification information D1, and the number of held M is registered in account data A as the amount owned X by user Hb, provided that the identification information D1 matches the identification information D2 entered by user H. In other words, if an unregistered user Hb plays a game, the electronic game media owned by user Hb is registered in account data A retrospectively. With this configuration, prior registration by user H is not required to use account data A managed by the management device 10. Therefore, it is possible to encourage a large number of users H, including unregistered users Hb, to play games.
[0065] Furthermore, in the first embodiment, if user H is authenticated, the retained quantity M is registered in account data A, and if user H is not authenticated, the retained quantity M is not registered in account data A. With this configuration, user H does not need to instruct whether or not to register the retained quantity M in account data A. Therefore, it is possible to reduce the burden on user H.
[0066] [Second Embodiment] A second embodiment of the present invention will now be described. For elements whose function is the same as in the first embodiment in each of the embodiments described below, the reference numerals used in the description of the first embodiment will be reused, and detailed descriptions of each will be omitted as appropriate.
[0067] Figure 14 is a flowchart illustrating the specific steps of the storage process in the second embodiment. Similar to the first embodiment, the storage process shown in Figure 14 is initiated if user H is not authenticated during the termination process (Figure 10) which is executed when the game is terminated.
[0068] User Hb, who has instructed the game to end, provides the game device 30 with the identification information D1 of user Hb. The control device 31 of the game device 30 receives the identification information D1 from user H (Sf1). Specifically, the control device 31 receives the identification information D1 according to any of the embodiments 1 to 3 illustrated below.
[0069] [Aspect 1] User Hb inputs desired identification information D1 by operating the operating device 35. The control device 31 receives the identification information D1 input by user Hb (Sf1). For example, the control device 31 receives identification information D1 consisting of a predetermined number of characters or numbers. In other words, the identification information D1 in embodiment 1 is information input by user Hb to the game device 30.
[0070] [Aspect 2] Each user H possesses a portable recording medium (hereinafter referred to as "game card") on which identification information assigned to that user H is stored. The aforementioned registration card may also be used as a game card. The control device 31 of the game device 30 controls the game using game data corresponding to the identification information obtained from the game card. The game data represents the state of the game at a point in time when user H played previously. For example, the game data includes the stage of game progress in past play, items acquired in past play, and the ability values of characters appearing in the game. The control device 31 of the game device 30 resumes the game from the state in which user H previously ended play by obtaining game data corresponding to the identification information stored on the game card, for example, from a server device. In the storage process, the control device 31 obtains the identification information stored on the game card as identification information D1 (Sf1). That is, in embodiment 2, identification information D1 is information registered for the game card. Information registered for the game card refers to, for example, the identification information recorded on the game card, or the identification information stored on the game server in association with the identification information recorded on the game card.
[0071] [Aspect 3] User H can use network services using terminal devices such as smartphones that they own. Network services are various services that utilize communication networks such as the internet. For example, a typical example of a network service is a Social Networking Service (SNS) that provides functions such as information exchange between registered users and posting and viewing various articles. In network services, each registered user is assigned identification information (account information).
[0072] User Hb inputs identification information for the network service they use into the game device 30 by operating the operating device 35. The control device 31 performs SNS authentication (e.g., OAuth authentication) using the identification information input by user Hb. If authentication is successful, the control device 31 accepts the identification information input by user Hb as authentication identification information D1 with a holding quantity M (Sf1). In other words, the identification information D1 in embodiment 3 is the information of user Hb in the network service used by user Hb.
[0073] When the control device 31 receives the identification information D1 in any of the procedures described in Embodiments 1 to 3 above, as illustrated in Figure 14, the control device 31 transmits a storage request including the identification information D1 and the number of electronic game media to be held M from the communication device 33 to the management device 10 (Sf2). The operation of the management device 10 upon receiving the storage request is the same as in the first embodiment.
[0074] Similar to the first embodiment, user Hb moves from the game machine 30 to the management device 10 within the amusement facility and instructs the management device 10 to perform the registration process (Figure 13) by operating the operating device 15. During the registration process, the control device 11 receives the input of identification information D2 from user H (Sg1). The specific method for receiving the identification information D2 is the same as the method for receiving the identification information D1 described above (Aspects 1 to 3).
[0075] [Aspect 1] User H inputs identification information D2 by operating the operating device 15. A legitimate user Hb who inputs identification information D1 during the storage process can input the same identification information D2 as D1. The control device 11 accepts the input of identification information D2 by user H (Sg1). The processing after the acceptance of identification information D2 (Sg1) is the same as in the first embodiment.
[0076] [Aspect 2] The control device 11 acquires the identification information stored on the game card owned by user H as identification information D2 (Sg1).
[0077] [Aspect 3] User H inputs identification information for the network service they use by operating the operating device 15. The control device 11 accepts the identification information input by user H as identification information D2 (Sg1), provided that the aforementioned SNS authentication is successful.
[0078] The same effects as in the first embodiment are achieved in the second embodiment. In addition, in the second embodiment, since the identification information D1 presented by the user Hb is used in the registration process, there is the advantage that the user Hb does not need to remember or memo the identification information D1 presented by the game device 30.
[0079] In the aforementioned Embodiment 1, since the identification information D1 is input by the user Hb, the user Hb can use identification information D1 that is easy for them to remember. In Embodiment 2, since the identification information stored on the game card owned by the user Hb is used as identification information D1, there is the advantage that the user Hb does not need to input or remember identification information D1. Furthermore, in Embodiment 3, since the user Hb's information in the network service used by the user Hb is reused as identification information D1, there is the advantage that there is no need to generate new identification information D1.
[0080] [Third Embodiment] Figure 15 is a flowchart illustrating the specific steps of the termination process that is executed when user H instructs to end the game in the third embodiment. As illustrated in Figure 15, the control device 31 of the game device 30 calculates the number of electronic game media to be held M according to the current number of credits C (Sd1), and determines whether or not user H is authenticated (Sd2). If user H is authenticated (Sd2: YES), the number of media held M is added to the amount X owned in account data A by the deposit process (Figure 11), similar to the first embodiment.
[0081] On the other hand, if user H is not authenticated (Sd2:NO), the control device 31 stops user Hb from playing the game (Sd3). The process of stopping the game includes not only stopping the game but also, for example, prohibiting changes in the amount of credits C owned by user Hb. That is, the control device 31 prohibits, for example, an increase in credits due to the insertion of electronic game media or currency, and a decrease in credits due to consumption within the game. Consumption of credits within the game is, for example, using credits in the game device 30 that performs the lottery process (i.e., betting). As can be understood from the above explanation, if user H is not authenticated (Sd2:NO), the amount M held is not registered in the account data A.
[0082] When gameplay is stopped, user Hb notifies the administrator, such as an employee of the gaming facility, of the game's cessation, for example, verbally. The administrator hands user Hb a quantity of physical game media (physical tokens) equivalent to the number of electronic game media held M. User Hb can then play games using the physical game media handed over by the administrator. As can be understood from the above description, in the third embodiment, if user H is not authenticated, the transfer of electronic game media to the management device 10 and the registration of the held quantity M to account data A are not performed. In the above description, a configuration in which user Hb verbally notifies the administrator of the game's cessation has been used as an example, but the method of notifying the administrator of the game's cessation is not limited to the above example. For example, the administrator may be notified of the game's cessation by a notification mechanism installed in the gaming facility. The notification mechanism may be, for example, a sound-emitting device (e.g., a speaker) that notifies the administrator of the game's cessation by emitting a notification sound, or a lighting device (e.g., a notification lamp) that notifies the administrator of the game's cessation by emitting light.
[0083] As explained above, in the third embodiment, if user H is authenticated, the retained quantity M is registered in account data A, and if user H is not authenticated, the retained quantity M is not registered in account data A. Therefore, there is an advantage that user H does not need to instruct whether or not to register the retained quantity M in account data A.
[0084] In the above explanation, an example was given in which, when user H is not authenticated, the administrator hands over a quantity of physical game media equivalent to the quantity M of electronic game media held to user Hb. However, the handling of electronic game media when user H is not authenticated is not limited to the above example. For example, in response to an operation by the administrator or user Hb on the management device 10, the identification information U of user Hb and the quantity X of electronic game media owned may be registered in account data A. In other words, an account for user Hb may be created.
[0085] [Fourth Embodiment] In the fourth embodiment, the control device 31 of the game device 30 performs the calculation of the number of electronic game media to be held M (Sd1) and the determination of whether or not user H has been authenticated (Sd2), similar to the third embodiment. If user H is authenticated (Sd2: YES), the deposit process (Figure 11) is performed, similar to the third embodiment.
[0086] If user H is not authenticated (Sd2: NO), the control device 31 stops user Hb from playing the game (Sd3), similar to the third embodiment. The specific details of the process for stopping game play are the same as in the third embodiment. As can be understood from the above explanation, in the fourth embodiment, similar to the third embodiment, if user H is not authenticated, the held quantity M is not registered in account data A, and game play by user H is stopped. Therefore, the same effect as in the third embodiment is achieved.
[0087] In the fourth embodiment, after the game described above is stopped, the registration process shown in Figure 16 is executed. The registration process in Figure 16 is executed instead of the storage process in Figure 12 and the registration process in Figure 13.
[0088] When the registration process begins, the control device 31 of the game device 30 causes the user Hb to perform a predetermined procedure for user registration (Sh1). For example, the control device 31 receives various information about the user Hb (e.g., name, address, or email address) from the user Hb.
[0089] Once user registration is complete, the control device 31 assigns identification information U to user Hb (Sh2). Then, the control device 31 transmits a registration request from the communication device 33 to the management device 10 (Sh3). The registration request is a message requesting the management device 10 to register the electronic game media owned by user Hb in the game device 30 to account data A. The registration request includes the identification information U assigned to user Hb and the quantity M of electronic game media held.
[0090] The control device 11 of the management device 10 receives the registration request via the communication device 13 (Sh4). The control device 11 registers the holding quantity M in the registration request into the account data A (Sh5). Specifically, the control device 11 adds the holding quantity M included in the registration request as the owned quantity X, and associates the identification information U in the registration request with the owned quantity X, and adds it to the account data A.
[0091] As explained above, in the fourth embodiment, after the user registration process (Sh1) is performed in the game device 30, the held quantity M is registered in the account data A of the management device 10. Therefore, there is an advantage that the user Hb does not need to move to the management device 10.
[0092] In the above explanation, a configuration in which the game device 30 assigns identification information U to user Hb is used as an example, but the management device 10 may also assign identification information U to user Hb. In other words, the registration request does not include identification information U. For example, when the control device 11 of the management device 10 receives a registration request, it assigns identification information U to user Hb and adds the identification information U and the holding quantity M (i.e., owned quantity X) to account data A.
[0093] [Differentiation] Each of the forms exemplified above can be modified in various ways. Specific examples of modifications that can be applied to each of the aforementioned forms are given below. Two or more forms arbitrarily selected from the following examples may be merged, provided they do not contradict each other.
[0094] (1) In the first and second embodiments, the management device 10 performed the registration process, but a device other than the management device 10 may perform the registration process. For example, a separate registration device (not shown) from the management device 10 may perform the registration process. For example, the game device 30 sends a storage request to the registration device during the storage process (Sf2). The registration device performs user registration and assignment of identification information U on the condition that the identification information D2 received from user H matches the identification information D1 received from the game device 30 (Sg1~Sg4), and sends the identification information U and the storage quantity M to the management device 10 (Sg5). The management device 10 registers the identification information U and the storage quantity M received from the registration device in account data A. Note that a terminal device such as a smartphone owned by user H may perform the registration process.
[0095] (2) In the first embodiment, the identification information D1 was displayed on the display device 34, but the method of presenting the identification information D1 to the user Hb is not limited to the above examples. For example, the identification information D1 may be displayed on the display device 34 as a two-dimensional code (barcode) or a QR code (registered trademark). The user Hb reads the QR code displayed on the display device 34 with their terminal device (e.g., a smartphone). Alternatively, the game device 30 may transmit the identification information D1 to the user Hb's terminal device. In the registration process, the control device 11 of the management device 10 receives the identification information D2 (=D1) from the user Hb's terminal device. With the above configuration, there is an advantage that the user Hb does not need to store the identification information D1.
[0096] (3) In the above-described embodiments, an example was given in which the identification information D1 stored in association with the holding quantity M and the identification information D2 entered by a legitimate user Hb match each other. However, the relationship between the identification information D1 and the identification information D2 is not limited to the above examples.
[0097] For example, in the storage process (Figure 12), the control device 31 of the game device 30 presents identification information to the user Hb, which is obtained by converting the identification information D1 stored by the management device 10 in association with the holding quantity M according to a predetermined rule (Sf1). The user Hb inputs the identification information presented by the game device 30 into the management device 10. In the registration process (Figure 13), the control device 11 of the management device 10 generates identification information D2a by inverse conversion of the identification information D2 received from the user Hb, and determines whether the identification information D1 and the identification information D2a match (Sg2). If the identification information D1 and the identification information D2a match, the user H who input the identification information D2 is presumed to be a legitimate user Hb. Therefore, the control device 11 performs user registration (Sg3), assignment of identification information U (Sg4), and registration of the holding quantity M for account data A (Sg5).
[0098] As can be understood from the above explanation, for the legitimacy of user H who entered identification information D2 to be authenticated, identification information D1 and identification information D2 only need to correspond to each other; it is not necessary for identification information D1 and identification information D2 to be identical. In other words, a typical example of "when identification information D1 and identification information D2 correspond to each other" is when identification information D1 and identification information D2 are identical to each other, but the concept of "when they correspond to each other" also includes cases where a predetermined relationship is established between identification information D1 and identification information D2 (for example, when one is a conversion of the other).
[0099] (4) In each of the above-described forms, the control device 11 assigns identification information U to user Hb upon completion of user registration (Sg4), but the identification information U is not limited to the information assigned by the control device 11. For example, identification information registered for a game card owned by user Hb may be registered in account data A as identification information U. For example, identification information recorded on a game card, or identification information registered on the game server for a game card (for example, identification information associated with the identification information recorded on a game card) may be used as identification information U.
[0100] (5) In each of the above-described embodiments, an example was given in which account data A is held in the management device 10, but a separate server device (hereinafter referred to as the "account server device") may also hold account data A.
[0101] For example, a configuration is envisioned in which account data A is stored in both the management device 10 and the account server device. With this configuration, if a failure occurs in the management device 10, it is possible to restore the account data A stored (i.e., mirrored or backed up) by the account server device to the management device 10.
[0102] The management device 10 may not hold account data A, and only the account server device may hold account data A. With a configuration in which the account server device holds account data A, for example, in a situation where the amusement facility where the game system 1 is installed is closed, there is an advantage that account data A can be easily transferred from the account server device to the game system 1 of another amusement facility.
[0103] (6) In the first and second embodiments, the deposit process and the storage process were switched depending on the result of determining whether user H is authenticated by the authentication process Sb4 (Sd2), but the determination of whether authentication is present or absent (Sd2) may be omitted. For example, user H may choose either the deposit process or the storage process. Registered user Ha chooses the deposit process, and unregistered user Hb chooses the storage process.
[0104] (7) In the above-described configurations, the electronic game medium transferred to each game device 30 is converted into a value medium and then consumed for playing the game. However, the conversion from electronic game medium to value medium may be omitted. That is, user Ha may play the game in exchange for consuming a predetermined amount of the electronic game medium transferred to the game device 30. As can be understood from the above explanation, credits consumed for playing the game are also included in the concept of "electronic game medium".
[0105] (8) The functions of the management device 10 in each of the above-described forms are realized through the cooperation of one or more processors constituting the control device 11 and the program, as described above. Similarly, the functions of the game device 30 in each of the above-described forms are realized through the cooperation of one or more processors constituting the control device 31 and the program. The programs in each of the above forms can be provided in a form stored on a computer-readable recording medium and installed on the computer. The recording medium is, for example, a non-transitory recording medium, and optical recording media such as CD-ROMs (optical discs) are good examples, but any known form of recording medium such as semiconductor recording media or magnetic recording media is also included. Note that a non-transitory recording medium includes any recording medium except transient propagation signals (transitory, propagating signals), and volatile recording media are not excluded. Furthermore, in a configuration in which a distribution device distributes programs via a communication network, the storage device that stores the programs in the distribution device corresponds to the non-transitory recording medium described above.
[0106] [Note] From the above description, preferred embodiments of the present invention can be understood, for example, as follows. For the sake of ease of understanding each embodiment, the reference numerals in the drawings are conveniently included in parentheses below, but this does not mean that the present invention is limited to the illustrated embodiments.
[0107] [Note 1] A preferred embodiment of the present invention (Appendix 1) of the game system (1) comprises a game device (30) that executes a game using an electronic game medium, and a management device (10) that manages account data (A) in which the amount of electronic game medium owned (X) is registered for each user (H), wherein the game system (1) comprises a management unit (11, Sf4) that associates the number of electronic game mediums owned by the user (H), which is the number of electronic game mediums owned by the user (H), with first identification information (D1), a reception unit (11, Sg1) that receives input of second identification information (D2), and a registration unit (11, Sg5) that registers the number of electronic game mediums owned (X) by the user (H) in the account data (A) when the first identification information (D1) and the second identification information (D2) correspond to each other. In the above configuration, the number of electronic game media held (M) is associated with the first identification information (D1), and the number of held (M) is registered in the account data (A) as the amount of electronic game media owned (X), provided that the first identification information (D1) matches the identification information entered by the user (H). In other words, if an unregistered user (H) plays a game, the electronic game media owned by the user (H) is registered in the account data (A) retrospectively. With this configuration, prior registration by the user (H) is not required to use the account data (A) managed by the management device (10). Therefore, it is possible to promote the playing of games by a large number of users (H), including unregistered users (H).
[0108] An "electronic gaming medium" is an electronic medium (i.e., electronic data) that has value for use in a game. For example, electronic medals or credits are good examples of electronic gaming mediums. "Use of electronic gaming medium" means that a user (H) consumes the electronic gaming medium for some action related to the game. For example, consuming electronic gaming medium to play a game, or consuming electronic gaming medium for various actions such as participating in a specific event in the game or acquiring items, are typical examples of "use of electronic gaming medium".
[0109] "Holding Quantity (M)" is the quantity of electronic game media that the game device (30) holds for use by the user (H) in the game. For example, the quantity of electronic game media, including electronic game media transferred from the management device (10) to the game device (30), electronic game media acquired by the user (H) in exchange for currency at the game device (30), or electronic game media obtained by the user (H) by playing games on the game device (30), is a typical example of "Holding Quantity (M)".
[0110] "First Identification Information (D1)" and "Second Identification Information (D2)" are sequences of codes used to authenticate the legitimacy of a user (H) who intends to register a holding quantity (M). First Identification Information (D1) may be information presented to the user (H) by the game system (1), or information specified by the user (H) (e.g., a PIN). Alternatively, for example, identification information stored on a recording medium possessed by the user (H) may be associated with the holding quantity (M) as First Identification Information (D1), and the identification information stored on the same recording medium may be accepted as Second Identification Information (D2).
[0111] "The first identification information (D1) and the second identification information (D2) correspond to each other" means that a certain relationship exists between the first identification information (D1) and the second identification information (D2) for authenticating the legitimacy of the user (H). "The legitimacy of the user (H)" means that the user (H) who entered the second identification information (D2) is the user (H) who owns the held quantity (M) of electronic game media. Typically, the legitimacy of the user (H) is authenticated when the first identification information (D1) and the second identification information (D2) match each other.
[0112] The locations where the management unit (11,Sf4) and the reception unit (11,Sg1) are installed are arbitrary. Specifically, each of the management unit (11,Sf4) and the reception unit (11,Sg1) may be installed in either the management device (10) or the game device (30). Either or both of the management unit (11,Sf4) and the reception unit (11,Sg1) may be installed in a device other than the management device (10) and the game device (30).
[0113] [Note 2] In the preferred example of Appendix 1 (Appendix 2), the game device (30) presents the first identification information (D1) to the user (H). According to the above embodiment, the user (H)'s legitimacy is authenticated when the user (H) inputs the first identification information (D1) presented by the game device (30), which has the advantage of simplifying the authentication process.
[0114] A typical example of "presentation of the first identification information (D1)" is the direct display of the first identification information (D1) by a display device (34), but the method of presenting the first identification information (D1) is not limited to display. For example, displaying an image (e.g., a QR code) representing the first identification information (D1), or transmitting the first identification information (D1) to a terminal device owned by the user (H), are also included in "presentation of the first identification information (D1)".
[0115] [Note 3] In the preferred example of Appendix 1 (Appendix 3), the first identification information (D1) is information input by the user (H) to the game device (30). According to the above embodiment, since the first identification information (D1) is input by the user (H), there is an advantage that the first identification information (D1) that is easy for the user (H) to remember can be used.
[0116] [Note 4] In the preferred example of Appendix 1 (Appendix 4), the first identification information (D1) is information registered for a recording medium owned by the user (H). According to the above embodiment, since the information stored on the recording medium owned by the user (H) is used as the first identification information (D1), there is an advantage that the user (H) does not need to input and store the first identification information (D1). Note that "information registered for a recording medium" is a concept that includes not only the information recorded on the recording medium but also the information registered in association with the information recorded on the recording medium.
[0117] [Note 5] In the preferred example of Appendix 1 (Appendix 5), the first identification information (D1) is information about the user (H) in the network service used by the user (H). According to the above embodiment, there is an advantage that information about the network service used by the user (H) can be reused as the first identification information (D1).
[0118] "Network services" refer to various services that utilize communication networks, typically including SNS (Social Networking Services). "User (H) information in network services" refers to personal information of a user (H) used in network services, a typical example being identification information (account) used to identify a user (H) in a network service.
[0119] [Note 6] A game system (1) according to another aspect of the present invention (Appendix 6) comprises a game device (30) that executes a game using electronic gaming media, and a management device (10) that manages account data (A) in which the amount of electronic gaming media owned (X) is registered for each user (H), wherein the game system (1) determines whether or not the user is authenticated in response to instructions from the user, and if the user is authenticated, the game device (30) registers the amount of electronic gaming media owned by the user (H), which is the amount M, in the account data (A), and if the user (H) is not authenticated, the game system (1) stops the progress of the game played by the user (H) without registering the amount M in the account data (A). According to the above aspect, there is an advantage that the user (H) does not need to choose whether to register the amount M in the account data (A) or to temporarily store it.
[0120] "Without registering the aforementioned holding quantity (M) in the account data (A)" means that the registration of the holding quantity (M) in the account data (A) is not performed solely based on instructions from the user (H). Therefore, a configuration in which the registration of the holding quantity (M) in the account data (A) is performed after the game has stopped and other conditions other than instructions from the user (H) are met (for example, the subsequent registration of the user) is included in the scope of Appendix 6. That is, (1) A configuration in which the registration of the holding quantity (M) for account data (A) is not performed after instructions from the user (H), (2) A configuration in which the game is stopped without registering the held quantity (M) in the account data (A), and the held quantity (M) is subsequently registered in the account data (A) on the condition that the user registers for use, This is included in the configuration described in Appendix 6, which states that "the user (H) stops playing the game without registering the held quantity (M) in the account data (A)." The third embodiment corresponds to an example of configuration (1), and the fourth embodiment corresponds to an example of configuration (2).
[0121] [Note 7] A preferred embodiment of the present invention (Appendix 7) of the game system (1) is a method of operation of a game system (1) comprising a game device (30) that executes a game using an electronic game medium and a management device (10) that manages account data (A) in which the amount of electronic game medium owned (X) is registered for each user (H), wherein the game device (30) associates the number of electronic game mediums owned by the user (H), which is the number of electronic game mediums owned by the user (H), with first identification information (D1), accepts input of second identification information (D2), and when the first identification information (D1) and the second identification information (D2) correspond to each other, registers the number of electronic game mediums owned (X) by the user (H) in the account data (A).
[0122] [Note 8] A preferred embodiment of the present invention (Appendix 8) of the game system (1) is a method of operation of a game system (1) comprising a game device (30) that executes a game using an electronic game medium and a management device (10) that manages account data (A) in which the amount of electronic game mediums owned (X) for each user (H) is registered, wherein, in response to instructions from the user, it is determined whether or not the user is authenticated, and if the user is authenticated, the holding quantity (M), which is the amount of electronic game mediums owned by the user (H), is registered in the account data (A) within the game device (30), and if the user (H) is not authenticated, the holding quantity (M) is not registered in the account data (A), and the progress of the game played by the user (H) is stopped. [Explanation of symbols]
[0123] 1...Game system, 10...Management device, 11,21,31...Control device, 12,22,32...Storage device, 13,23,33...Communication device, 14,24,34...Display device, 15,25,35...Operation device, 20...Media dispensing device, 26,36...Reception mechanism, 30...Game device.
Claims
1. A game device that runs games using electronic gaming media, A management device that manages account data registered for each user regarding the amount of electronic gaming media owned. A game system that is equipped with, A management unit that associates the number of electronic game media owned by a first user whose electronic game media ownership is not registered in the account data with the first identification information, without registering the number of electronic game media owned in the account data, A display unit that presents the first identification information to the first user, A first registration unit registers the holding quantity as the amount owned by the first user in the account data based on the first identification information, The system comprises a determination unit that determines whether or not the account data of the first user is registered when the first user instructs the end of the game, If the account data is registered, the amount held in the game device is registered in the first user's account data; if it is not registered, the amount held is temporarily stored. Game system.
2. A game device that runs games using electronic gaming media, A management device that manages account data registered for each user regarding the amount of electronic gaming media owned. A computer incorporated into a game system that is equipped with the following: A management means that associates the number of electronic game media owned by a first user whose electronic game media ownership is not registered in the account data with the first identification information, without registering the number of electronic game media owned in the account data. Presentation means for presenting the first identification information to the first user, A first registration means that registers the holding quantity as the amount owned by the first user in the account data based on the first identification information, When the first user instructs the game to end, the system functions as a determination means for determining whether or not the first user's account data is registered. If the account data is registered, the amount held in the game device is registered in the first user's account data; if it is not registered, the amount held is temporarily stored. program.
3. A game device that runs games using electronic gaming media, A management device that manages account data registered for each user regarding the amount of electronic gaming media owned. A computer incorporated into a game system that is equipped with the following: A management procedure that associates the number of electronic gaming media owned by a first user whose ownership of electronic gaming media is not registered in the account data with the first identification information, without registering the said number of electronic gaming media in the account data, A presentation procedure for presenting the first identification information to the first user, A first registration procedure in which the holding quantity is registered in the account data as the amount owned by the first user based on the first identification information, When the first user instructs the game to end, the system executes a determination procedure to determine whether or not the first user's account data is registered. If the account data is registered, the amount held in the game device is registered in the first user's account data; if it is not registered, the amount held is temporarily stored. How to control the game system.
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