Value Management System

JP7933443B1Active Publication Date: 2026-10-13NIPPON GAME CARD
View PDF 18 Cites 0 Cited by

Patent Information

Application Number
JP2026187182
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2026-08-10
Publication Date
2026-10-13
Estimated Expiration
2046-08-10

AI Technical Summary

Benefits of technology

【0010】 本発明によれば、キャッシュレス対応遊技用装置とキャッシュレス未対応遊技用装置とが共存する状況において、遊技者に不都合を生じさせることなくキャッシュレス決済によるプリペイド価値の残額精算を行うことができる有価価値管理システムを提供することができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007933443000001_ABST
    Figure 0007933443000001_ABST
Patent Text Reader

Abstract

To provide a value management system that allows for the settlement of remaining prepaid balances via cashless payment without causing inconvenience to players, in situations where cashless-compatible and non-cashless-compatible gaming devices coexist. [Solution] When the value management system receives a settlement request from a player who wishes to settle the charge balance on a recording medium that does not have a charge balance of zero, and the charge date associated with the recording medium matches the cashless payment date, it adds the value equivalent to the charge balance to the value management means and permits the settlement of the charge balance.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a valuable value management system.

Background Art

[0002] For the lending of game medals, game balls and the like, which are game media usable for games on game machines in a game arcade, prepaid value, which is the balance of valuable value that can be converted into the game media and is linked (assigned) to a prepaid card as a recording medium, is used. Under the current situation where prepaid value can only be assigned to prepaid cards by cash deposit, there is a demand to newly enable assignment of prepaid value using cashless payment (credit cards, debit cards, electronic money, code payment, etc.). If assignment of prepaid value by cashless payment is made possible in response to such a demand, the prepaid value assigned by conventional cash deposit and the prepaid value assigned by cashless payment will coexist.

[0003] Note that assigning a predetermined prepaid value to a recording medium is also referred to as "charging", assigning a predetermined prepaid value to a recording medium by cash deposit is also referred to as "cash charging", assigning a predetermined prepaid value to a recording medium by cashless payment is also referred to as "cashless charging", and the predetermined prepaid value (balance of valuable value) assigned by such charging is also referred to as "charge balance".

[0004] Patent Document 1 is disclosed as a technology that enables the settlement of the balance of prepaid value by cashless payment at a settlement machine which is a cashless compatible device. Patent Document 1 describes that at the time of charging by cashless payment, the identification information of the game card and the charge identification information for identifying the charging process to the game card are managed in association with each other, and at the time of settling the valuable value associated with the game card, the identification information of the game card and the charge identification information are collated to perform user identity verification.

Prior Art Documents

[0005] [Patent Document 1] Japanese Patent Publication No. 2026-006230 [Overview of the project] [Problems that the invention aims to solve]

[0006] However, the technology described in Patent Document 1 assumes a situation where only cashless-compatible gaming devices exist, and only cashless charging and cashless payment settlement of prepaid balances are performed. In other words, there are no cashless-incompatible gaming devices, and no cash charging or settlement of prepaid balances takes place.

[0007] Therefore, in situations where cashless-compatible and non-cashless-compatible gaming devices coexist, there is room for consideration in order to prevent inconveniences arising when settling the remaining balance of prepaid value due to differences between cashless-compatible and non-cashless-compatible gaming devices.

[0008] Therefore, the present invention aims to provide a value management system that can settle the remaining balance of prepaid value through cashless payment without causing inconvenience to players, in a situation where cashless-compatible gaming devices and cashless-incompatible gaming devices coexist. [Means for solving the problem]

[0009] A representative embodiment of the present invention provides a value management system that includes a cashless-compatible first gaming device, a cashless-compatible second gaming device, and a cashless-incompatible gaming device, and comprises a gaming device installed in a gaming arcade and a management function unit capable of communicating with the gaming device. The value management system includes a charging means capable of cash charging, which links a charge balance, which is the balance of value, and a charge date, which is the date the charge balance was updated, to a recording medium upon deposit of cash, and a cashless charging, which links a charge balance, a charge date, a cashless payment date, which is the date the cashless payment was executed, and identification information of a specific player who performed the cashless payment, to a recording medium upon cashless payment via the management function unit; a receiving means for receiving settlement requests that request settlement of the charge balance; a first determination means for determining whether the charge date linked to the recording medium matches the cashless payment date; a value management means for managing value; and a settlement addition means for settling the charge balance by adding value equivalent to the charge balance to the value management means. When a settlement request is received from a player who wishes to settle the charge balance of a recording medium that does not have a charge balance of zero, the value management system shall, when the charge date associated with the recording medium and the cashless payment date match, add the value equivalent to the charge balance to the value management means and permit the settlement of the charge balance. [Effects of the Invention]

[0010] According to the present invention, in a situation where cashless-compatible gaming devices and cashless-incompatible gaming devices coexist, it is possible to provide a value management system that can settle the remaining balance of prepaid value through cashless payment without causing inconvenience to players. [Brief explanation of the drawing]

[0011] [Figure 1] This figure illustrates the overall configuration of a value management system according to Embodiment 1 of the present invention. [Figure 2]This is a functional configuration diagram illustrating the functions of a value management system according to Embodiment 1 of the present invention. [Figure 3] This diagram illustrates an example of a method for managing valuable value in a valuable value management system. [Figure 4] This is a sequence diagram illustrating the receipt of valuable assets through cashless payments. [Figure 5] This is a sequence diagram illustrating the cashless charging of valuable assets to an IC card. [Figure 6] This is a sequence diagram illustrating the settlement of the remaining balance of prepaid funds by returning it to the wallet. [Figure 7] This figure illustrates the overall configuration of a value management system according to Embodiment 2 of the present invention. [Figure 8] This is a functional configuration diagram illustrating the functions of a value management system according to Embodiment 2 of the present invention. [Figure 9] This is a functional configuration diagram illustrating the functions of a value management system according to Embodiment 3 of the present invention. [Figure 10] This is a sequence diagram illustrating the settlement of the remaining balance of prepaid value in the wallet according to Embodiment 3 of the present invention. [Figure 11] This figure illustrates the overall configuration of a value management system according to Embodiment 4 of the present invention. [Figure 12] This is a functional configuration diagram illustrating the functions of a value management system according to Embodiment 4 of the present invention. [Modes for carrying out the invention]

[0012] First, in Embodiment 1, the process for assigning prepaid value to a prepaid card and the process for settling the remaining balance of the prepaid value will be described. Then, in Embodiment 3, the process for settling the remaining balance of the prepaid value to solve the aforementioned problems will be described. Note that "settling the remaining balance of the prepaid value" is also referred to as "setturing the charge balance."

[0013] The cashless charge refers to accessing a management function unit 100 that manages valuable value using a later-described gaming application installed in a player terminal 2, subtracting the valuable value corresponding to a charge request from a wallet in which a predetermined amount of valuable value has been deposited, and assigning (linking) the subtracted valuable value to a prepaid card. In contrast, the cash charge refers to depositing cash into a gaming device that performs charging, and assigning (linking) the deposited cash to a prepaid card.

[0014] The initial cashless charge refers to performing a cashless charge on a prepaid card with a charge balance of 0. The additional cashless charge refers to performing a cashless charge on a prepaid card that has a remaining charge balance, that is, a charge balance not equal to 0.

[0015] The initial cash charge refers to performing a cash charge on a prepaid card with a charge balance of 0. The additional cash charge refers to performing a cash charge on a prepaid card that has a remaining charge balance, that is, a charge balance not equal to 0.

[0016] (Embodiment 1) Hereinafter, Embodiment 1 of the present invention will be described with reference to the drawings. Figure 1 is a diagram illustrating the overall configuration of a valuable value management system according to Embodiment 1 of the present invention. Figure 2 is a functional configuration diagram illustrating the functions of the valuable value management system according to Embodiment 1 of the present invention.

[0017] The valuable value management system 1 is for providing services that can be linked with services in a gaming hall to players who play on gaming machines 11 (see Figure 1 and Figure 2) such as pachinko machines and slot machines in the gaming hall. In the following description, services in the gaming hall provided to players in connection with the game played on the gaming machines 11, including the game itself on the gaming machines 11 and information related to the game, may be referred to as "gaming services".

[0018] The value management system 1 can communicate with player terminals 2 owned by players who play games such as pachinko and slot machines 11 in a game arcade.

[0019] As shown in Figure 1, the value management system 1 includes a gaming machine 11, gaming devices 12 and 13, a settlement machine 21, a management device 14, a relay device 15, a cashless center 16, a gaming application center 17, a general-purpose payment center 18, a prepaid payment center 25, etc. The relay device 15, the cashless center 16, and the gaming application center 17 cooperate with each other to constitute the management function unit 100.

[0020] Note that the configuration shown in Figure 1 is just one example, and the Value Management System 1 may include various devices and terminals that operate in a typical amusement arcade, such as monitoring terminals used by arcade staff to monitor the arcade and counting machines for counting game balls. In the following text, arcade staff may be simply referred to as "staff."

[0021] Of the elements constituting the Value Management System 1, the gaming machine 11, gaming devices 12, 13, settlement machine 21, management device 14, and relay device 15 are installed in each amusement hall, and are configured to communicate with each other via a communication network within the amusement hall. The communication network within the amusement hall can be constructed using, for example, a LAN, a dedicated line, or other communication lines, and its form can be wired or wireless.

[0022] Furthermore, the management function unit 100 and the general-purpose payment center 18 are configured to communicate with each other via the communication network NET. In addition, the player terminal 2 used by the player is configured to communicate with the value management system 1 via the communication network NET.

[0023] The communication network NET may include, for example, the Internet, a mobile phone network, a public communication network, or a virtual private line (VPN) established on the Internet. However, all or part of the communication between the player terminal 2 and the devices and terminals constituting the value management system 1, and furthermore, between the player terminal 2 and the general-purpose payment center 18, may be established via a private line such as a VPN.

[0024] Here, we will explain the definitions of terms used in this embodiment. <Players> A player is a person who enjoys services provided by the Value Management System 1, including both customers of the amusement arcade (players) and other persons. For example, a player enjoys services provided by the Value Management System 1, such as payment for issuing game cards necessary for playing games, using a player terminal 2 that they possess. Players include registered players (members) and non-members, and members are further divided into card members and digital members.

[0025] Furthermore, there are no particular limitations on the method of registering players as members. For example, players may register by entering the necessary information for registration in the game application and sending it to the management device 14, or staff may register by obtaining the necessary information for registration from the players and entering it into the management device 14.

[0026] A cardholder is a player who is registered with a gaming establishment, receives a membership card issued by the establishment (as described below), can play games using the membership card, and can receive member services provided by the establishment. Each cardholder is assigned a unique membership ID as membership identification information that uniquely identifies the cardholder. The gaming establishment manages information about the cardholder, as well as game values ​​such as prepaid value, balls held, and stored balls (as described below), linked to this membership ID. In the following, membership identification information may be referred to as "player identification information."

[0027] A digital member is a player who is registered with the Gaming App Center 17 and can receive unique services on the digital member site provided by the Gaming App Center 17. Digital members install an application program (sometimes referred to as a "gaming app") used for the use of the Value Management System 1 described later on their player terminal 2, and are issued a unique app ID, described later, for each digital member. Digital members can receive services as digital members by storing the app ID in the gaming app and activating the gaming app. For example, digital members can log in to the digital member site to check their information and make various settings. The app ID is player identification information that uniquely identifies the player or gaming app that receives notifications regarding the generation of value information. The identification information of a player who intends to perform a cashless charge, or the identification information of a player who has performed a cashless charge, shall be indicated by the app ID.

[0028] Furthermore, a digital member is a player whose member ID and app ID are linked on their membership card, or who is registered as a member by linking their member ID and app ID, and who is able to receive member-only services provided by the arcade. Note that the app ID may be identification information issued under a different system than the member ID, as will be described later, or a flag indicating that the member is a digital member may be set on the member ID, thereby treating the member ID as the app ID. In addition, the gaming app may also store the member ID linked to the app ID. Furthermore, both the app ID and the member ID constitute player identification information that can uniquely identify the player.

[0029] A non-member is a player who is neither a card member nor a digital member as described above. Non-member players use the general card described later to play on a daily basis and cannot carry over their winnings as stored winnings to the following day or later.

[0030] <Gaming media> Gaming media are the media necessary for playing games on the gaming machine 11, such as pachinko balls or slot machine tokens. Gaming media may not have a physical form and may be provided to the player as an idea (digital data), and broadly include media necessary for playing games on the gaming machine 11. Gaming media are referred to as "held balls" or "stored balls" depending on the conceptual meaning depending on the state of play and management by the player. Held balls refer to balls that a player can use on the day, regardless of whether they are a member or not, while stored balls refer to balls that a member player deposited with the gaming establishment on the previous business day from the present time, and that can be used from the day after the deposit. Furthermore, in the following explanation, when referring to gaming media, unless otherwise specified, it refers to gaming balls without conceptual meaning, and when focusing on the conceptual meaning, it will be referred to as "held balls" or "stored balls". Furthermore, when referring to "balls held" or "stored balls," regardless of their common names, the concept is explained to include not only pachinko balls but also tokens.

[0031] <Value Information> Value information is information relating to the monetary value that enables a player to borrow a game medium from the game arcade and play the game using the game machine 11. In this embodiment, the game device 12 (unit) and game device 13 (ticket vending machine) receive the monetary value, issue a game card linked to the prepaid value (described later), and notify the relay device 15 of the information relating to the prepaid value.

[0032] Valuable value refers to cash value (legal tender) and non-cash value, which are values ​​that can be used in transactions in the market in general. Non-cash value refers to valuable value that is used as a substitute for cash in transactions in the market in general, and includes, for example, electronic money, points, and crypto assets. Transactions using credit cards, instant withdrawals from bank deposit accounts, and general-purpose payment apps are also included in transactions using non-cash value. In the following, non-cash value itself and transactions using non-cash value will also be referred to as "cashless." Thus, in this embodiment, non-cash value can be used as valuable value when a player borrows gaming media from a gaming arcade.

[0033] The prepaid value is the monetary value of the prepaid funds linked to the game card described later by the game device 12 (unit) that accepts banknotes or the game device 13 (ticket vending machine) that accepts electronic money.

[0034] <Game Card> A game card is a recording medium lent to a player by the arcade when the player borrows the game medium necessary for playing the game. It records value information and predetermined information linked to that value information.

[0035] The gaming cards provided at amusement arcades are cards that can be used at specific amusement arcades and their affiliated stores, and there are two types of cards: general cards and member cards. General cards are prepaid cards issued by the amusement arcade to unspecified players on a case-by-case basis, while member cards are prepaid cards issued by the amusement arcade to players who have registered as members. Gaming cards are also called prepaid cards. General cards are issued each time a player makes the first transaction of the day without using a member card to accept valuables from the gaming device 12 (unit) or gaming device 13 (ticket vending machine), while member cards are issued when a player registers as a member.

[0036] Both general cards and membership cards are, for example, magnetic cards or IC cards. Gaming cards record information such as a card ID as identification information, value information (prepaid value), and the quantity of game tokens (balls, medals) acquired by the player during gameplay. The card ID constitutes value identification information for identifying the generated value information. In the diagram and in some parts of the following, gaming cards may be referred to as "IC card 4".

[0037] However, the relay device 15 may manage information such as the prepaid value and the quantity of game media linked to the card ID. Of this information, the information regarding the prepaid value is issued and managed by the relay device 15 linked to the card ID and given to the player as a device management balance. In this case, the game device 12 receives the device management balance linked to the card ID from the relay device 15 based on the card ID recorded in the card ID storage area 41 of the game card, recognizes the device management balance before gameplay, and transmits the device management balance after gameplay to the relay device 15. This allows the relay device 15 to recognize the device management balance after gameplay. In addition, the management device 14 may manage information such as the prepaid value and the quantity of game media linked to the card ID.

[0038] In the following, no particular distinction will be made between types of game cards. However, the issuance process for game cards includes not only physically ejecting the game card from the game devices 12 and 13, but also newly linking or additionally linking value information to the game card, charging prepaid value (issuing prepaid value), and activating the game card to a state where it can be used for gameplay. The term "issuance" is used interchangeably with "issuance process." Furthermore, even if only "charging prepaid value" or "using prepaid value" is mentioned in relation to a given process or function, unless otherwise specified, the given process or function will be similarly executed for "issuing device management balance" or "using device management balance." In the following, the prepaid value at the time of charging (issuance) will also be referred to as the issuance amount of the (game) card.

[0039] Furthermore, a game card is an example of a recording medium that stores a card ID to identify the person to whom the game medium is lent. Therefore, other recording media can be used as long as they can store the card ID in a way that makes it available. For example, the player terminal 2 can be used as a recording medium, or cards originally intended for use outside of a game hall can be used as a recording medium.

[0040] Next, we will describe each device in the Value Management System 1. <Player Terminal 2> The player terminal 2 is a terminal used by players receiving gaming services within the gaming arcade. Players can use the player terminal 2 to access payment services for issuing gaming cards and perform the necessary processing and operations to receive gaming services. The player terminal 2 is implemented as a portable smart device such as a smartphone, and mainly comprises an identification information storage unit 201 and an operation unit 202. In addition to these, the player terminal 2 also appropriately includes functional units such as a communication unit, display unit, storage unit, and reading unit, as well as functions that are known to be present in smartphones.

[0041] The communication unit is a functional unit that performs data transmission and reception with the cashless center 16, the gaming application center 17, etc., via the communication network NET using a predetermined communication protocol.

[0042] The display unit is a functional unit that displays various types of information. The display unit may also be implemented as a touch panel. In this case, the display unit will have the functions of the operation unit 202, which will be described later.

[0043] The memory unit is a functional unit that stores various types of information and is implemented using solid-state drives, flash memory, etc.

[0044] The reading unit is a functional unit that reads various optically readable codes, such as one-dimensional codes (barcodes) and two-dimensional codes (stacked two-dimensional codes and matrix-type two-dimensional codes such as QR codes (registered trademarks)), and is implemented, for example, by a CCD camera or a CMOS camera. This reading unit reads the codes that are coded and displayed in the gaming device 13 (described later), and acquires information by decoding the read codes.

[0045] The identification information storage unit 201 is an area reserved in the memory of the player terminal 2, and stores information necessary for the execution of the game application's functions. The identification information storage unit 201 stores an application ID that the cashless center 16 uses to identify the player or the game application.

[0046] The App ID is issued by the Game App Center 17 after the completion of identity verification (online identity authentication via eKYC) during the player's account registration. It may be automatically assigned and set in the game app, or it may be information set by the player. Alternatively, it may be the terminal identification number (IMEI) pre-set on the player's terminal 2. However, the App ID cannot be changed by the player.

[0047] The operation unit 202 is a functional unit that performs settlement operations such as depositing money into the wallet, charging game cards, and settling the remaining balance of prepaid value linked to game cards. The operation unit 202 may consist of buttons displayed on the display unit, and settlement operations may be performed by touching (tapping) these buttons, or physical buttons may be provided on the player terminal 2, and settlement operations may be performed by operating these physical buttons.

[0048] The player terminal 2 can use the value management system 1 via a gaming application. The gaming application works in conjunction with the gaming device 13, the settlement machine 21, the cashless center 16, the gaming application center 17, etc., and functions as an interface for transactions necessary when a player plays games in the gaming area.

[0049] The game application may be provided as an installable application implemented on the player terminal 2, or as a web application that can be executed on a designated website. In the case of a web application, the player terminal 2 utilizes the functions of the game application through a communication unit such as a browser program.

[0050] The purchase processing unit is a functional unit that, in accordance with the player's instructions, is responsible for executing payments related to deposits into the wallet (described later) or payments related to the issuance of a game card. The purchase processing unit works in cooperation with the cashless center 16 to execute the necessary processing on the player terminal 2 side for the payment processing to pay a predetermined amount to the cashless system operator. The cashless system operator is the entity that provides cashless payment services to players and game venues, which players use when receiving a game card. The predetermined amount is the deposit amount received through the cashless payment to the wallet (described later), or the sum of the card issuance amount (balance) and the charge fee. The charge fee refers to the system fee collected by the cashless system operator from the player in conjunction with the charge amount resulting from the payment related to the issuance of a game card.

[0051] In the settlement process for deposits into the wallet, as described later, cashless payment methods can be used. For example, instant withdrawals from bank accounts, credit card payments, and non-cash transactions such as general-purpose payment apps can be used.

[0052] This section explains the payment process for issuing specific gaming cards. When a player requests payment from the cashless center 16 for the issuance of a gaming card by operating the touch panel display or operation buttons on the gaming device 13, or by operating the gaming application on the player terminal 2, the player is asked to pay a predetermined amount corresponding to the issuance amount. The player requests the cashless center 16 to process the payment so that the same amount as the requested amount is deducted from their wallet. Once the cashless center 16 has processed the payment, it sends the result of the payment processing to the gaming device 13 and the player terminal 2.

[0053] Furthermore, the player terminal 2 may implement an application program (sometimes referred to as a "payment app") for executing payment services provided by the general-purpose payment center 18, as a platform that supports any of the above-mentioned payment methods, and may request payment processing from the general-purpose payment center 18 using the payment app. Such payment apps are provided according to the type of payment service described above, and players install the payment app corresponding to the payment service they use on the player terminal 2. The general-purpose payment center 18 receives payment request information from the player on the payment app, including the app ID, information specifying the operator as the transaction target, and a predetermined amount, and performs payment based on the payment request information. When a payment completion notification is sent from the general-purpose payment center 18 to the payment app, a payment completion screen is displayed on the payment app and on the player app that has received information from the payment app. However, notwithstanding this, a payment processing request may also be made to the general-purpose payment center 18 via a browser.

[0054] Furthermore, a payment processing request corresponding to the amount issued for the gaming card may be transmitted from the player terminal 2 to the general-purpose payment center 18 via the cashless center 16.

[0055] The player uses the player terminal 2 to request the issuance of a game card linked to a predetermined amount of prepaid value from the game device 13. In making the issuance request, the player launches the game application, selects the amount to be issued by the game device 13, and reads the payment code displayed on the game device 13 using the game application. Then, the player sends a payment request to the cashless center 16 from the game application. The payment request includes at least the application ID, card ID, arcade ID, game device ID, card issuance amount, and transaction ID. Of these, all information except the application ID is obtained from the game device 13 as the payment code. The arcade ID, game device ID, and transaction ID will be explained later.

[0056] Alternatively, instead of having the player terminal 2 read the payment code displayed on the gaming device 13, the gaming device 13 may be configured to read the payment code displayed on the player terminal 2. In this case, the payment code displayed on the player terminal 2 will include at least the application ID. Even when the payment code is displayed on the player terminal 2, the payment code may be information encoded as a two-dimensional code or the like.

[0057] <Gaming machine 11> The gaming machine 11 is a device on which players play games using game media, and is such as a pachinko machine or a slot machine. As shown in Figure 2, the gaming machine 11 is equipped with functional units such as a control unit 111 and a communication unit 112, and is connected to the gaming device 12.

[0058] The control unit 111 includes a CPU (Central Processing Unit), RAM (Random Access Memory) that functions as a temporary data storage area and work area, and ROM (Read Only Memory) that stores programs executed by the CPU, and it oversees the control of the entire gaming machine 11. The control unit 111 also controls the game medium dispensing mechanism based on the game results to dispense game mediums. The dispensed game mediums are fed into a counting machine (including those mounted on the unit) to count the number of game mediums, and the counted number of game mediums is linked to a game card. The control unit 111 also controls input / output means such as audio and video to develop effects corresponding to the game.

[0059] Furthermore, if the gaming machine 11 is a smart gaming machine, the dispensing mechanism for the gaming media is controlled so that no gaming media are dispensed. Instead of dispensing gaming media, in a smart gaming machine, when the counting button on the gaming machine 11 is pressed, the control unit 111 transmits the number of gaming media managed by the gaming machine 11 (number of gaming media) as digital data to the gaming device 12. The gaming device 12 then links the number of gaming media received from the gaming machine 11 as digital data to the gaming card.

[0060] The communication unit 112 is a functional unit that performs data transmission and reception with the gaming device 12 according to a predetermined communication protocol.

[0061] <Gaming device 12> The gaming device 12 is a device, also called an inter-machine unit, installed for each gaming machine 11. It lends gaming media to players within the limits of the game card's charge balance, the device management balance, or the deposited amount. Based on the game results, it counts the gaming media dispensed from the gaming machine 11's payout mechanism and records information about the counted gaming media. The gaming device 12 is a cashless-incompatible gaming device that does not support cashless charging.

[0062] As shown in Figure 2, the gaming device 12 includes functional units such as a control unit 121, a communication unit 122, a display unit 123, a charging means 124, a cash receiving unit 125, and a card reader / writer 126. The gaming device 12 also appropriately includes mechanisms that are typically found in known inter-machine machines or units, such as a counting mechanism for counting gaming media.

[0063] The control unit 121 includes a CPU, RAM which functions as a temporary data storage area and work area, ROM which stores programs executed by the CPU, and controls the entire gaming device 12. The control unit 121 also includes card issuing means and balance processing means.

[0064] The card issuing means, upon receiving an issuance instruction from the relay device 15, determines whether the issuance instruction is valid or not based on the transaction ID, and if it is valid, issues a game card based on the issuance instruction.

[0065] The balance processing means links the number of game media (balls or tokens held), which indicates the quantity of game media obtained by the player through playing on the game machine 11, and the post-game value information, to the game card based on the counting results of the game media by the counting mechanism. The balance processing means links the number of game media and the post-game value information to the game card in response to a card return operation, such as when the player operates the card return button.

[0066] Furthermore, when the balance processing means manages value information in the relay device 15, it communicates with the relay device 15, receives value information associated with the card ID from the relay device 15 when the player starts playing, and transmits value information associated with the card ID to the relay device 15 in response to the player's use of the value information.

[0067] The communication unit 122 is a functional unit that transmits and receives data with the gaming machine 11, the management device 14, and the relay device 15 via a communication network using a predetermined communication protocol. Alternatively, the communication unit 122 may be a functional unit that transmits and receives data with the management function unit 100 via the relay device 15 through the communication network using a predetermined communication protocol.

[0068] Furthermore, the gaming device 12 may also be equipped with a communication function unit that can acquire electronic information from the player terminal 2, which is a recording medium, by means of a communication method such as NFC (Near Field Communication).

[0069] The display unit 123 is a functional unit that displays various types of information. For example, it may be a liquid crystal panel that displays information, or it may be a touch panel that also serves as a means for inputting information.

[0070] The charging means 124 is a functional unit that enables cash charging, which links the game card with a charge balance, which is the balance of monetary value, and the charge date, which is the date the charge balance was updated, by depositing cash. The charge balance after cash charging is also called the charge balance at the time of cash charging, and the charge date on which cash charging was performed is also called the charge date at the time of cash charging.

[0071] The cash receiving unit 125 is a functional unit that accepts cash deposits for cash top-ups.

[0072] The card reader / writer 126 is a functional unit that reads and writes various types of information to and from the game card.

[0073] In this configuration, the gaming device 12, for example, upon receiving a game card from a player, dispenses a predetermined number of game media (e.g., 125 balls) for each predetermined unit of value information (e.g., 500 yen) from the gaming machine 11 in response to the operation of a dispensing button provided on the gaming device 12 or the gaming machine 11, and lends them to the player. If the gaming machine 11 is a so-called smart gaming machine, electronic information is transmitted from the gaming device 12 to the gaming machine 11, and the electronic information related to the game media on the gaming machine 11 side is added. The gaming device 12 performs data transmission and reception with the gaming machine 11 using a predetermined communication protocol.

[0074] <Gaming device 13> The gaming device 13 is a device, also known as a ticket vending machine, installed in each amusement arcade. The gaming device 13 accepts issuance operations from players and issues gaming cards with value information of a predetermined amount recorded on them. The gaming device 13 is a cashless-compatible gaming device (first cashless-compatible gaming device) that supports cashless charging.

[0075] The gaming device 13 comprises a control unit 131, a communication unit 132, a display unit 133, a card reader / writer 134, a receiving means 135, a charging means 136, and a first determination means 137.

[0076] The control unit 131 includes a CPU, RAM which functions as a temporary data storage area and work area, ROM which stores programs executed by the CPU, and controls the entire gaming device 13.

[0077] The control unit 131 includes a transaction ID issuance means, a payment code generation means, and a card issuance means as means for executing processes related to the issuance of game cards.

[0078] The transaction ID issuing means issues a transaction ID that uniquely identifies the transaction when it receives a request to issue a game card. The transaction ID issuing means may also be provided in the player terminal 2, in which case it does not necessarily have to be provided in the game device 13.

[0079] The payment code generation means generates a payment code by encoding predetermined information into an optically readable code and displays it on the display unit 133. The encoding method or type is not particularly limited; for example, one-dimensional codes (barcodes) and two-dimensional codes (stacked two-dimensional codes and matrix two-dimensional codes such as QR codes (registered trademarks)) can be used, and an appropriate code can be used depending on the required data capacity.

[0080] Furthermore, the payment code generated by the payment code generation means includes, for example, a card ID, amusement arcade ID, amusement device ID, the amount issued for the card, and information related to the aforementioned transaction ID. The amusement device ID is identification information that can uniquely identify amusement device 13. The amusement device ID allows for the identification of a single amusement device 13 from among multiple amusement devices 13 installed in the amusement arcade. The card ID is identification information that can uniquely identify the amusement card to be issued. This card ID is recorded on the amusement card and, for example, is read from the amusement card when it is issued.

[0081] The arcade ID is a unique identifier for an arcade. This arcade ID is used to identify a specific arcade where a player is currently playing (or has played) from among multiple arcades.

[0082] The card issuing means, in response to a charge execution instruction including an issuance instruction received from the cashless center 16 via the relay device 15, determines whether the issuance instruction is valid or not using the transaction ID, and if it is valid, issues a game card based on the issuance instruction.

[0083] The process used to determine whether the issuance instruction is valid involves comparing the information generated as a payment code with the information received from the cashless center 16 based on the transaction ID.

[0084] Furthermore, the card issuing means may link the player's app ID to the game card when issuing the game card. In this case, when the player uses value information in the game device 13, the game device 13 can transmit the card ID and app ID together to the cashless center 16.

[0085] If only the card ID is transmitted, in a situation where communication between the gaming device 13 and the cashless center 16 is interrupted due to a power outage or the like, if the second player uses the same gaming card as the first player, the cashless center 16 will not recognize that the player has changed, and only the card ID will be transmitted. As a result, when the value management system 1 returns to normal, there is a possibility that the amounts spent by different players will be combined.

[0086] In contrast, if the card ID and app ID are linked together, and the card ID and app ID are transmitted together from the gaming device 13 to the cashless center 16, the player will be identified based on the app ID, thus preventing any inconvenience even in the abnormal situations described above.

[0087] Furthermore, the card issuance method can issue game cards by linking value information equivalent to the amount of electronic money used for cashless payment to game cards that have been received by the card reader / writer 134, that is, game cards inserted into the game device 13, or game cards stored inside the game device 13.

[0088] The communication unit 132 is a functional unit that performs data transmission and reception via a communication network with the management function unit 100, the management device 14, and the relay device 15 according to a predetermined communication protocol.

[0089] The display unit 133 is a functional unit that displays various types of information, and is implemented, for example, by a touch panel that also serves as a means for inputting information.

[0090] The card reader / writer 134 is a functional unit that reads and writes various types of information to and from a game card as a means of issuing game cards. The game device 13 may also include a communication function unit that can acquire electronic information from the player terminal 2, which is a recording medium, using a communication method such as NFC.

[0091] The reception means 135 is a functional unit that receives cashless charge requests for a game card. Specifically, when a player who wishes to perform a cashless charge inserts their game card into the game device 13 and selects and confirms on the screen of the display unit 133 whether it is an initial cashless charge or an additional cashless charge, the game device 13 receives the cashless charge request from the player who wishes to perform a cashless charge.

[0092] The charging means 136 is a functional unit that enables cashless charging via cashless payment through the management function unit 100, and associates the game card with the charge balance, the charge date, the cashless payment date which is the date the cashless payment was executed, and the app ID which is the identification information of the specific gamer who performed the cashless payment.

[0093] The first determination means 137 is a first determination unit that determines whether or not to permit cashless charging, and determines whether or not the charge date linked to the game card matches the cashless payment date.

[0094] <Payment machine 21> The settlement machine 21 accepts game cards and can settle the remaining balance of the prepaid value linked to the game card. There are two types of settlement for the remaining balance of the prepaid value linked to the game card: cash settlement, which pays out the remaining balance of the prepaid value in cash, and electronic money settlement, which settles the remaining balance of the prepaid value by adding electronic money (hereinafter, "electronic money settlement" is also referred to as "wallet return settlement"). This wallet return settlement is performed by adding the electronic money to the valuable value management unit 1003, which will be described later. The settlement machine 21 is a cashless gaming device (cashless second gaming device) that is capable of performing wallet return settlement of the remaining balance of the prepaid value.

[0095] The settlement machine 21 includes, for example, a control unit 211 that centrally controls processing related to the acceptance of game cards and the settlement of the remaining balance of prepaid value linked to game cards, a communication unit 212 that communicates with the management function unit 100, a card reader / writer 213, an acceptance means 214, a cash settlement means 216, an notification means 217, and a settlement instruction unit 218.

[0096] The control unit 211, like the control unit 111 of the gaming machine 11, is equipped with a CPU, ROM, RAM, etc. Furthermore, the settlement machine 21 outputs settlement information, for example, regarding the settlement of the remaining balance of the prepaid value, to the management function unit 100, and the management function unit 100 outputs information, for example, regarding whether or not the settlement of the remaining balance of the prepaid value can be performed, to the settlement machine 21.

[0097] The communication unit 212 is a functional unit that performs data transmission and reception with the management function unit 100 and the management device 14 via a communication network using a predetermined communication protocol.

[0098] The card reader / writer 213 is a functional unit that reads and writes various information to and from the game card. The settlement machine 21 is also equipped with a touch panel display (not shown in the illustration), which is a display and input means that allows for the display and input of various information.

[0099] The reception means 214 is a functional unit that receives settlement requests for settlement of the remaining balance of prepaid value. Specifically, when a player who wishes to settle the remaining balance of prepaid value inserts their game card into the settlement machine 21, selects and confirms the settlement of the remaining balance of prepaid value on the display screen, the settlement machine 21 receives a settlement request from the player who wishes to settle the remaining balance of prepaid value. Alternatively, once the settlement machine 21 receives the game card, the next processing related to the settlement of the remaining balance of prepaid value may start immediately.

[0100] The cash settlement means 216 is a functional unit that, upon receiving a settlement request from a player requesting a cash settlement of the remaining prepaid value (charge balance) linked to the game card, pays out the remaining prepaid value (charge balance) in cash to settle the settlement.

[0101] The notification means 217 is a function unit that, based on a notification instruction from the management function unit 100, provides a predetermined notification to a player who intends to settle the remaining balance of their prepaid value.

[0102] The settlement instruction unit 218 is a functional unit that issues settlement instructions to the management function unit 100 by sending a settlement execution request that requests the return of the remaining balance of the prepaid value linked to the game card to the wallet.

[0103] <Management device 14> The management device 14 is installed in each amusement hall and manages the gaming machines 11 and gaming devices 12 and 13 within the amusement hall as a higher-level device. The management device 14 also manages information about players who play at the amusement hall where the management device 14 is installed.

[0104] Furthermore, the management device 14 manages member information at the amusement facility (hereinafter sometimes referred to as "member information"). The management device 14 manages member identification information, such as information used to identify members, as well as members' stored tokens and members' gaming information, and is a device for operating a so-called member system.

[0105] The management device 14 is implemented by a so-called personal computer and, as shown in Figure 2, includes functional units such as a control unit 141, an information management unit 142, and a communication unit 143.

[0106] The control unit 141 includes a CPU, RAM which functions as a temporary data storage area and work area, ROM which stores programs executed by the CPU, and controls the entire management device 14.

[0107] The Information Management Unit 142 manages player information, including value information owned by the player. In addition, the Information Management Unit 142 may also manage information related to the gaming hall. The information managed by the Information Management Unit 142 may be provided to the gaming devices 12 and 13 as appropriate, or conversely, provided by the gaming devices 12 and 13. For example, the Information Management Unit 142 may provide the gaming device 12 with information to identify the player, or receive value information and information on the number of balls held after the game from the gaming device 12. Furthermore, the Information Management Unit 142 may receive information on the number of balls held after the game from the gaming device 12 and convert such balls into stored balls.

[0108] Furthermore, the information management unit 142 may acquire and store game information, including the player's playing time and the amount of money spent.

[0109] Furthermore, the information management unit 142 manages sales at amusement facilities based on payment information related to cashless and prepaid payments for each amusement facility, which is transmitted to the relay device 15 from the general-purpose payment center 18 and the prepaid payment center 25 via the management function unit 100.

[0110] The communication unit 143 is a functional unit that transmits and receives data via a communication network with the gaming devices 12 and 13 and the management function unit 100 (specifically, the relay device 15) using a predetermined communication protocol.

[0111] <Relay device 15> The relay device 15 acts as a relay between devices within the gaming arcade, such as gaming machines 12 and 13, payment machines 21 and management devices 14, and devices outside the gaming arcade, such as cashless centers 16, gaming app centers 17 and prepaid payment centers 25, and is involved in the processing exchanged between these devices. For example, the relay device 15 is involved in processing information necessary to provide gaming services to players, such as processing related to payments for issuing gaming cards for players to play games on gaming machines 11, processing related to player membership registration, and processing related to the operating status of gaming machines 11 within the gaming arcade.

[0112] The relay device 15 includes a payment device involved in payment processing for issuing game cards for players to play games on the game machine 11, and performs cashless payment processing in cooperation with the cashless center 16. The relay device 15 also includes a payment device involved in payment processing for linking prepaid value to game cards (hereinafter sometimes referred to as prepaid payment), and performs prepaid payment processing in cooperation with the prepaid payment center 25.

[0113] The relay device 15 manages the prepaid value linked to the game cards by the game devices 12 and 13, and when the managed prepaid value is consumed to borrow game media, it transmits information about the consumed prepaid value to the prepaid settlement center 25. Therefore, the relay device 15 also functions as a settlement management device that manages information related to cash charges and cashless charges.

[0114] The payment management function for processing prepaid payments is provided in the relay device 15. However, the configuration is not limited to this; the payment management function may also be provided in the management device 14, in a device in which the relay device 15 and the management device 14 are integrated, or as a payment management device independent of the relay device 15 and the management device 14.

[0115] Furthermore, the relay device 15 may be configured such that payment-related processing and gaming service management processing are performed on separate devices. Unless otherwise specified, in this embodiment, data transmission and reception between devices within the gaming arcade, such as gaming devices 12, 13 and management devices 14 located below the relay device 15, and devices outside the gaming arcade, such as the cashless center 16, prepaid payment center 25, and gaming application center 17, are performed via the relay device 15.

[0116] Furthermore, the relay device 15, together with the cashless center 16 and the gaming application center 17, constitutes a management function unit that manages information necessary for providing gaming services to players.

[0117] <Cashless Center 16> The cashless center 16 stores, updates, and manages information related to cashless payments, such as the issuance of game cards and deposits into wallets (described later), information related to the valuable assets generated using cashless payments, and various information necessary for control processing in the control unit. The cashless center 16 can communicate with each relay device 15, game application center 17, and player terminal 2 installed in multiple game halls. The cashless center 16 can also communicate with the game devices 13 in each game hall via the relay device 15 in each game hall.

[0118] <Game App Center 17> The gaming application center 17 works in conjunction with the gaming application on the player terminal 2 and functions as an interface for transactions necessary when a player plays games in the gaming area (for example, charging an IC card).

[0119] <Wallet Management Database 16A> The wallet management database 16A is a database provided on the system as a management area (value management area) for recording and managing electronic money. In this embodiment, electronic money deposited from the general-purpose payment center 18 through the execution of cashless payment is recorded in the wallet management database 16A as a record, linked to various information related to the electronic money.

[0120] The various pieces of information recorded in conjunction with the electronic money include, for example, the "Record No." which is the sequential number of the record, the "App ID" which is the identification information for each game application installed on the player terminal 2 when electronic money is deposited via cashless payment, the "Addition Type" which indicates the attributes of the electronic money, including the type of cashless payment used at the time of deposit, the "Addition Amount" which is the amount of electronic money that has been added, the "Current Balance" which shows the current balance of the electronic money after deducting the amount that has been converted into prepaid value for use in games and linked to the IC card 4 from this addition amount, the "Addition Date" which shows the date when the electronic money was deposited, and the "Expiration Date" which shows the end date of the validity period, which is a predetermined period calculated from the addition date for each added electronic money.

[0121] In the following explanation, the wallet management database 16A may be referred to as the "wallet," and in the diagrams, the electronic money recording area within the wallet management database 16A may be referred to as the "wallet account." The expiration date only needs to be the period during which the deposit of the issuance guarantee under the Payment Services Act is not required; for example, it can be 180 days, which is less than 6 months from the date the electronic money was added. Furthermore, it is preferable that the electronic money in the wallet account has a non-cash value that can be used outside of amusement facilities, similar to general-purpose Pay. In addition, various information related to the electronic money is linked to various other types of information.

[0122] Furthermore, the wallet management database 16A may be configured to manage member information together with the management device 14. The wallet management database 16A may manage only the information of digital members, or it may manage the information of all members. It may also manage the information of players who are not registered members.

[0123] Furthermore, the wallet management database 16A may be configured to communicate with multiple gaming halls' management devices 14, gaming devices 13, settlement machines 21, and player terminals 2 via relay devices 15 in each gaming hall. The wallet management database 16A may, for example, provide member information in response to inquiries about member information from gaming devices 13, or receive information about members' gaming from gaming devices 13, relay devices 15, and management devices 14.

[0124] Figure 3 illustrates an example of how to manage valuable value in a valuable value management system. Figure 3 shows the state of electronic money (records) managed in the wallet management database 16A in chronological order, illustrating an example where a single player performs actions such as adding (depositing) electronic money, converting the electronic money managed in the wallet management database 16A into prepaid value (linking to IC card 4), and using the prepaid value linked to IC card 4 for gaming.

[0125] The wallet management database 16A adds a new record each time electronic money is deposited from the general-purpose payment center 18 to the management function unit 100 as a result of cashless payment execution, and electronic money is added to the wallet management database 16A by the cashless addition means 1005 described later. The record then records information related to the electronic money, including at least the "record no.", "app ID", "addition type", "addition amount", "current balance", and "addition date".

[0126] For example, if a cashless payment method called "TokkyoPay" is available on the player terminal 2 as an instant cashless payment using a debit card or the like, and the cashless payment is executed, 10,000 yen in electronic money will be deposited into the management function unit 100 from the general-purpose payment center 18 on December 18, 2024, and this electronic money will be added to the wallet management database 16A by the cashless addition means 1005, a record with "Record No." "0001" will be added, as shown in Figure 3. In this record "0001", "1234", which is the identification information of the application installed on the player terminal 2, is recorded as the "App ID", and "TokkyoPay", which indicates the type of cashless payment executed, is recorded as the "Addition Type" as an attribute of the electronic money. Additionally, "10,000," indicating that the added electronic money amount is 10,000 yen, is recorded in "Added Amount," and "10,000," indicating that the balance of the electronic money managed as record "0001" at that time is 10,000 yen, is recorded in "Current Balance." Furthermore, "2024 / 12 / 18," indicating the date the electronic money was deposited (added), is recorded in "Addition Date." Then, on December 20, 2024, 6,000 yen is deducted from the 10,000 yen worth of electronic money managed as record "0001," and when that 6,000 yen of electronic money is converted into prepaid value by the gaming device 13 and linked to IC card 4, the "Current Balance" of record "0001" is reduced to 4,000 yen.

[0127] Furthermore, the wallet management database 16A also adds a new record each time electronic money is added, for example, when the remaining balance of the prepaid value linked to the IC card 4 is returned to the wallet and the equivalent amount of electronic money is added to the wallet management database 16A by the settlement addition means 1007 described later. Then, just as when electronic money is added by the cashless addition means 1005, at least the following information is recorded in the record: "Record No.", "App ID", "Addition Type", "Addition Amount", "Current Balance", and "Addition Date".

[0128] For example, if 3,000 yen of the 6,000 yen prepaid value linked to IC card 4, converted in exchange for the electronic money withdrawal for record "0001," was used for gaming on December 20, 2024, and the remaining 3,000 yen was returned to the wallet by the player on the same day, then, as shown in Figure 3, a new record "0002" will be added, separate from record "0001." In this case, the "App ID" of record "0002" will record "1234," which is the identification information of the application installed on the player's terminal 2, because it is a wallet return settlement from the same player. On the other hand, the "Addition Type" will record "Settlement" as an attribute of the electronic money, indicating that the deposited electronic money is due to a wallet return settlement of the remaining prepaid value, and the "Addition Amount" will record "3,000," indicating that the amount of electronic money added by the wallet return settlement is 3,000 yen. Furthermore, "3,000" is recorded in "Current Balance" to indicate that the balance of the electronic money managed as record "0002" at that time is 3,000 yen, and "2024 / 12 / 20" is recorded in "Addition Date" to indicate the date the electronic money was added. As a result, as of December 20, 2024, after the settlement of the remaining prepaid value back to the wallet, the wallet management database 16A will have two records managed: record "0001" with a "Current Balance" of 4,000 yen and record "0002" with a "Current Balance" of 3,000 yen.

[0129] Furthermore, when electronic money is managed in multiple records in the wallet management database 16A, the management function unit 100 can convert (charge) any amount of electronic money specified by the player into prepaid value linked to the IC card 4, within the range of the sum of the "current balances" of those electronic money records. For example, as of December 20, 2024, after the aforementioned balance settlement, the wallet management database 16A manages record "0001" with a "current balance" of 4,000 yen and record "0002" with a "current balance" of 3,000 yen. Therefore, any amount within the range of 7,000 yen, which is the sum of the "current balances" of record "0001" and record "0002", can be charged.

[0130] Specifically, for example, if a player specifies 5,000 yen as the designated amount on December 22, 2024, and the electronic money is charged to IC card 4, the management function unit 100 will charge 4,000 yen from record "0001" and 1,000 yen from the 3,000 yen of record "0002" out of the 7,000 yen in electronic money obtained by combining the "current balance" of record "0001" and record "0002". As a result, the "current balance" of record "0001" will be reduced to "0", and the "current balance" of record "0002" will be reduced to "2,000".

[0131] In the Value Management System 1, electronic money is deducted sequentially, starting with the record with the oldest "Addition Date". Therefore, for example, when electronic money managed by multiple records is used together, the electronic money recorded in the record with the oldest "Addition Date" is deducted first. Then, to make up the shortfall up to the specified amount set by the player, the electronic money recorded in the next most recent record with the "Addition Date" is deducted, and these are then added together for use. This allows for the proper management of electronic money with expiration dates.

[0132] Next, for example, if the electronic money managed in records "0001" and "0002" is converted in exchange for a withdrawal, and 1,000 yen of the 5,000 yen prepaid value linked to IC card 4 is used for gaming on December 22, 2024, and the remaining 4,000 yen is returned to the wallet by the player on the same day, a new record "0003" will be added, separate from records "0001" and "0002". At this time, the "App ID" of this record "0003" will be recorded as "1234", similar to records "0001" and "0002", and the "Addition Type" will be recorded as an attribute of the electronic money, indicating that the added electronic money is the result of a wallet return settlement of prepaid value. Furthermore, "4,000" is recorded in "Added Amount" to indicate that the amount of electronic money added through the wallet return settlement is 4,000 yen, "4,000" is recorded in "Current Balance" to indicate that the balance of the electronic money managed as record "0003" at that time is 4,000 yen, and "2024 / 12 / 22" is recorded in "Addition Date" to indicate the date the electronic money was added. As a result, as of December 22, 2024, after the wallet return settlement of the remaining prepaid value, the wallet management database 16A will be managing record "0002" with a "Current Balance" of "2,000" and record "0003" with a "Current Balance" of "4,000".

[0133] Furthermore, if a cashless payment method such as a credit card is available, and the cashless payment is executed, 10,000 yen in electronic money will be deposited into the management function unit 100 from the general-purpose payment center 18 on December 24, 2024. When this electronic money is added to the wallet management database 16A by the cashless addition means 1005, a new record with "Record No." "0004" is added. In this record "0004," since the deposit is from the same player, "1234," which is the identification information of the application installed on the player's player terminal 2, is recorded as the "App ID," and "Credit Card," which indicates the type of cashless payment executed, is recorded as the attribute of the electronic money in "Addition Type." In addition, "10,000," indicating that the amount of electronic money added is 10,000 yen, is recorded in "Addition Amount," and "10,000," indicating that the balance of the electronic money managed as record "0004" is 10,000 yen, is recorded in "Current Balance." Additionally, "2024 / 12 / 24," which indicates the date the electronic money was added, will be recorded in the "Addition Date" field.

[0134] Furthermore, on December 26, 2024, if 10,000 yen is charged to IC card 4 by the player as a specified amount from the sum of the 16,000 yen "current balance" of the electronic money managed as records "0002", "0003", and "0004", the "current balance" of record "0002" will be reduced to "0", the "current balance" of record "0003" will be reduced to "0", and the "current balance" of record "0004" will be reduced to "6,000". Subsequently, if 1,000 yen of the 10,000 yen prepaid value linked to IC card 4, which was converted in exchange for the withdrawal of the electronic money managed as records "0002", "0003", and "0004", is used for gameplay on December 26, 2024, and the remaining 9,000 yen is returned to the player's wallet on the same day, then a new record "0005" will be added. At this time, the "App ID" of record "0005" will be recorded as "1234" as before, and the "Addition Type" will be recorded as "Settlement" as an attribute of the electronic money, indicating that the added electronic money was settled by returning the prepaid value to the wallet. In addition, the "Added Amount" will be recorded as "9,000", indicating that the amount of electronic money added by the wallet return settlement is 9,000 yen, the "Current Balance" will be recorded as "9,000", indicating that the balance of the electronic money managed as record "0005" at that time is 9,000 yen, and the "Addition Date" will be recorded as "2024 / 12 / 26", indicating the date the electronic money was added. As a result, as of December 26, 2024, after the prepaid balance has been returned to the wallet, the wallet management database 16A will have two records: record "0004" with a "current balance" of "6,000" and record "0005" with a "current balance" of "9,000".

[0135] Here, the electronic money managed in the wallet management database 16A has its expiration date managed based on the validity period for each record. For example, in the value management system 1, the usability determination means described later determines whether the electronic money can be used by setting a predetermined period from the "addition date" recorded in the record as the validity period of the electronic money for that record. For example, the predetermined period used is 180 days, which is less than the 6 months required by the Payment Services Act to not require the deposit of an issuance guarantee for electronic money issued by amusement facilities. This makes it possible to properly manage the expiration dates of electronic money using the value management system 1, and by setting the validity period to 180 days, which is less than 6 months, it becomes possible to treat it as electronic money that does not require the deposit of an issuance guarantee.

[0136] In the wallet management database 16A, the "Expiration Date" for each record is 180 days after the date recorded in "Addition Date". This "Expiration Date" is calculated from the day after the date recorded in "Addition Date", excluding the date recorded in "Addition Date", and indicates the end date (final day) of the predetermined period set as the validity period.

[0137] The usability determination means determines whether the electronic money can be used based on the date recorded in "Expiration Date" each time the date is updated. Specifically, for each record, electronic money whose date recorded in "Expiration Date" is on or after the determination date is determined to be usable electronic money within its validity period, and electronic money whose date recorded in "Expiration Date" is earlier (past) than the determination date is determined to be unusable electronic money outside its validity period. Note that usable electronic money corresponds to "usable value," and in the following explanation, "usable value" will also be referred to as "usable electronic money," and electronic money outside its validity period will also be referred to as "unusable electronic money."

[0138] For example, let's consider a scenario where 10,000 yen in electronic money is deposited into the management function unit 100 from the general-purpose payment center 18 on December 24, 2024, and this electronic money is added to the wallet management database 16A by the cashless addition means 1005. In this case, record "0004" has "2025 / 6 / 22" recorded as the "expiration date," which is 180 days after December 24, 2024, the date recorded as the "addition date." Then, on June 23, 2025, 180 days after December 24, 2024, the electronic money in record "0004" is determined to be unusable by the usability determination means because the date "2025 / 6 / 22" recorded as the "expiration date" is earlier (in the past) than the determination date of June 23, 2025. On the other hand, the electronic money in record "0005" is determined to be usable by the usability determination means because the date "2025 / 6 / 24" recorded in its "Expiration Date" is after the determination date of June 23, 2025. As a result, as of June 23, 2025, the electronic money in record "0004" is treated as unusable electronic money in the wallet management database 16A, and the electronic money in record "0005" is treated as usable electronic money. In this way, the usability of electronic money is determined in the value management system 1.

[0139] Furthermore, on June 23, 2025, 10,000 yen in electronic money was deposited into the management function unit 100 from the general-purpose payment center 18 through the execution of "TokkyoPay," an instant cashless payment service. This electronic money was then added to the wallet management database 16A by the cashless addition means 1005, and a new record with "Record No." "0006" was added. In this record "0006," "1234," which is the application identification information, is recorded as the "App ID," and "TokkyoPay," which indicates the type of cashless payment, is recorded as the "Addition Type" attribute of the electronic money. Additionally, "10,000" is recorded as the "Addition Amount," "10,000" as the "Current Balance," and "2025 / 6 / 23," which indicates the date the electronic money was added, is recorded as the "Addition Date." As a result, on June 23, 2025, when 10,000 yen in electronic money has been added through the execution of "TokkyoPay," the electronic money in record "0004" is excluded because it is unusable, and the sum of the "current balances" of the electronic money in records "0005" and "0006," which are usable, becomes 19,000 yen, which is the sum of their respective "current balances." Note that this sum of the "current balances" of usable electronic money corresponds to the "usable amount."

[0140] Subsequently, on the same day (June 23, 2025), when 10,000 yen is charged to IC card 4 by the player as a specified amount from the sum of the "current balances" of the electronic money managed as records "0005" and "0006" (19,000 yen), the "current balance" of record "0005" is reduced to "0", and the "current balance" of record "0006" is reduced to "9,000". Electronic money is managed in the wallet management database 16A in this manner.

[0141] In the Value Management System 1, the wallet management database 16A is configured as a database for recording and managing electronic money in records. However, the wallet management database 16A is not limited to a record-format database. For example, it may record electronic money as tabular data, similar to that used in spreadsheet software, or it may create a new file each time electronic money is deposited and manage electronic money as a database that combines these multiple files. Any format can be used as long as it can manage information about electronic money as a database.

[0142] Furthermore, the electronic money managed in the wallet management database 16A of the value management system 1 can be charged to the IC card 4 for use in games, and can also be used to pay for other goods and services.

[0143] <Management function section 100> The management function unit 100 is capable of communicating with player terminals 2 owned by players playing games in the amusement arcade. The management function unit 100 also handles cashless payment processing and prepaid payment processing in the amusement arcade.

[0144] As shown in Figure 2, the management function unit 100 includes a control unit 1001, an information management unit 1002, a value management unit 1003, a second determination means 1004, a cashless addition means 1005, a settlement addition means 1007, and a communication unit 1009.

[0145] The control unit 1001 includes a CPU, RAM which functions as a temporary data storage area and work area, ROM which stores programs executed by the CPU, and controls the entire management function unit 100.

[0146] The information management unit 1002 manages member information for each player, as well as value information owned by the players. The information managed by the information management unit 1002 may be acquired from the management device 14 and / or the relay device 15 and managed temporarily, or it may be managed continuously and synchronized with the information held by the management device 14 and / or the relay device 15.

[0147] The Value Management Unit 1003 is a functional unit that manages information regarding the value usable by the player, for example, the value generated using cashless payment via the player terminal 2. Specifically, the Value Management Unit 1003 is a functional unit that records and manages information on the wallet management database 16A regarding electronic money, etc., deposited from the general-purpose payment center 18 (described later) through the execution of cashless payment using the player terminal 2. The Value Management Unit 1003 may also record and manage information regarding prepaid value.

[0148] The second determination means 1004 is a function that determines whether or not to permit cashless charging, and determines whether the identification information of a player attempting to make an additional cashless charge to an IC card 4 whose charge balance is not zero, and the identification information of the IC card 4, match the identification information of a specific player who last made a cashless payment to the IC card 4, and the identification information of the IC card 4 associated with that specific player.

[0149] The cashless payment addition mechanism 1005 is a functional unit that adds electronic money deposited from the general-purpose payment center 18 to the value management unit 1003.

[0150] The settlement and addition means 1007 is a functional unit that settles the charge balance by adding the value equivalent to the charge balance to the value management unit 1003, that is, it settles the remaining amount of prepaid value back to the wallet.

[0151] The communication unit 1009 is a functional unit that transmits and receives data with the general-purpose settlement center 18, the prepaid settlement center 25, and the player terminal 2 via the communication network NET using a predetermined communication protocol. The communication unit 1009 is also a functional unit that transmits and receives data with the gaming device 13, the settlement machine 21, and the management device 14 via the relay device 15 using a predetermined communication protocol. Alternatively, the communication unit 1009 may also be a functional unit that transmits and receives data with the gaming device 12 via the relay device 15 using a predetermined communication protocol.

[0152] <Prepaid Payment Center 25> The prepaid settlement center 25 is a server and management device installed by a business operator that manages the prepaid value used for gaming as sales at the gaming arcade from a third-party perspective, based on information about the prepaid value transmitted from the management function unit 100 (specifically, the relay device 15). The prepaid settlement center 25 receives information about the prepaid value from the relay devices 15 installed at each gaming arcade and manages the sales for each gaming arcade in a centralized manner.

[0153] As shown in Figure 2, the prepaid payment center 25 includes a control unit 251, an information management unit 252, and a communication unit 253.

[0154] The control unit 251 includes a CPU, RAM which functions as a temporary data storage area and work area, ROM which stores programs executed by the CPU, and controls the entire prepaid payment center 25.

[0155] The information management unit 252 manages and aggregates sales for prepaid value used in games at each gaming arcade, based on information about prepaid value transmitted from the relay device 15.

[0156] The communication unit 253 is a functional unit that performs data transmission and reception with the management function unit 100, particularly the relay device 15, via a communication network using a predetermined communication protocol.

[0157] <General-purpose payment center 18> The general-purpose payment center 18 is a device that provides payment services related to the purchase of goods and services, and executes cashless payments based on general-purpose valuables (general-purpose money), such as real legal tender or electronic money, owned by the player, in accordance with requests from the player terminal 2 or the cashless center 16.

[0158] Specifically, the general-purpose payment center 18 can use authentication such as a PIN or biometric information registered in the player terminal 2 to transfer electronic money equivalent to a specified amount to a designated account, such as for general payments or deposits using cashless payment.

[0159] The general-purpose payment center 18 is implemented by a so-called server computer and includes functional units such as a control unit 181, an information management unit 182, and a communication unit 183.

[0160] The control unit 181 includes a CPU, RAM which functions as a temporary data storage area and work area, ROM which stores programs executed by the CPU, and controls the entire general-purpose payment center 18. The control unit 181 also includes payment processing means as a means for executing payment processing of general-purpose money.

[0161] The payment processing device executes a payment to the operator using the general-purpose money owned by the player, in accordance with the payment processing request received from the player terminal 2 or the cashless center 16. The result of the payment processing is registered in the information management unit 182 and transmitted to the player terminal 2 and the cashless center 16.

[0162] The information management unit 182 manages and stores information about users of the payment service and payment processing history information. In this embodiment, users of the payment service include players and operators. User information includes, for example, user account information, bank account information, and information about general-purpose money owned by the user.

[0163] The communication unit 183 is a functional unit that performs data transmission and reception with the management function unit 100, particularly the cashless center 16 and the player terminal 2, via the communication network NET, using a predetermined communication protocol.

[0164] <ICカード4> IC card 4 is a game card (recording medium). As shown in Figure 2, IC card 4 has various storage areas, including a card ID storage area 41 that stores a card ID that uniquely identifies IC card 4, a charge balance storage area 42 that stores the charge balance, a charge date storage area 43 that stores the charge date, which is the date the charge balance was updated by charging IC card 4, and a cashless payment date storage area 44 that stores the cashless payment date, which is the date the charge balance was updated by cashless charging.

[0165] <Receipt of valuable assets through cashless payments> Next, we will explain the receipt of valuable assets through cashless payments. Figure 4 is a sequence diagram illustrating the receipt of valuable assets through cashless payments.

[0166] When a player launches the game application installed on the player terminal 2 (step S101), and activates the cashless payment function from the home screen to perform a deposit operation (step S102), a deposit execution request including the deposit amount specified by the player is sent from the player terminal 2 to the management function unit 100 (step S103). Upon receiving the deposit execution request, the management function unit 100 checks whether the specified deposit amount is less than or equal to the pre-set depositable amount (step S104). If the deposit amount is less than or equal to the depositable amount, the management function unit 100 sends a deposit request including the specified deposit amount to the general-purpose payment center 18 (step S105). If the deposit amount exceeds the depositable amount, the management function unit 100 notifies the player terminal 2 that there is an error.

[0167] It is possible to set an arbitrary maximum deposit amount for the deposit limit. For example, the deposit limit may be predetermined by the player for each type of cashless payment, or it may be predetermined by the operator of the Value Management System 1 for each type of cashless payment.

[0168] Returning to the explanation of Figure 4, the general-purpose payment center 18, upon receiving the deposit request, executes a cashless payment using the player terminal 2 (step S106) and deposits electronic money equivalent to the deposit request amount to the management function unit 100 as a deposit response (step S107). At this time, the deposited electronic money is added to the value management unit 1003.

[0169] Furthermore, in step S107, the value management unit 1003 adds the added electronic money as a new record, and the added amount of electronic money, the total amount of electronic money, and the date and time of addition are linked to each other and recorded together with other information as various information linked to the electronic money.

[0170] Then, the management function unit 100, which has added the electronic money, sends a notification to the player terminal 2 as a deposit response indicating that the electronic money deposit has been completed (step S108). Upon receiving this notification, the player terminal 2 displays the deposit result on its screen (step S109). As a result, the electronic money added to the value management unit 1003 is recorded and managed as a record.

[0171] <ICカードへのキャッシュレスチャージ> Next, cashless charging of valuables to IC card 4 will be explained. In this embodiment, when a cashless charge request is received from a player who wishes to make an additional cashless charge to IC card 4 whose charge balance is not zero, the additional cashless charge is permitted when the charge date associated with IC card 4 matches the cashless payment date, and the player's identification information and the identification information of IC card 4 match the identification information of the specific player who last made a cashless payment to IC card 4 and the identification information of IC card 4 associated with that specific player.

[0172] Figure 5 is a sequence diagram illustrating the cashless charging of valuable value to IC card 4. The player launches the game application installed on the player terminal 2 (step S201), and then operates the touch panel display and operation buttons on the game device 13 to request a cashless charge (step S202).

[0173] If a user does not have a general IC card (IC card 4) and is making a new cashless charge on the day, the gaming device 13 will issue an IC card (IC card 4), so there is no step of inserting the IC card (IC card 4) into the gaming device 13. However, if a user already has a general IC card (IC card 4) and is making an additional cashless charge, or if they are making an additional cashless charge to a membership card (IC card 4), there is a step of inserting the IC card (IC card 4) into the gaming device 13. The step of inserting the IC card (IC card 4) into the gaming device 13 may be placed before step S202 or after step S202. If the step of inserting the IC card (IC card 4) into the gaming device 13 is placed after step S202, the gaming device 13 will instruct the user to insert the IC card (IC card 4) after the cashless charge request operation is made, and once the IC card (IC card 4) is inserted into the gaming device 13, the cashless charge-related processing in step S203 and thereafter will be performed.

[0174] The gaming device 13 then determines whether the charge date and the cashless payment date associated with the IC card 4 match (first determination, step S203). Specifically, the first determination means 137 determines whether the charge date recorded in the charge date storage area 43 of the received IC card 4 matches the cashless payment date recorded in the cashless payment date storage area 44 of the received IC card 4. If the charge date and the cashless payment date match, a code information request is sent from the gaming device 13 to the management function unit 100 in order to identify the gaming device 13 operated by the player (step S204). This code information request includes, for example, a management business ID, which is identification information for each business that manages the prepaid value associated with the IC card 4, as well as a gaming hall ID and a gaming device ID.

[0175] Upon receiving a code information request, the management function unit 100 responds with code information to the gaming device 13, which is the source of the code information request (step S205). The code information is information that allows the display unit of the gaming device 13 to display a code (for example, a two-dimensional code or a barcode) that can be optically read by a camera installed on the player terminal 2.

[0176] Specifically, the code information output includes identification information for each charge, a deposit ID generated by the management function unit 100 each time a code information request is received, an operation URL to cause the player terminal 2 that reads the code displayed on the gaming device 13 to perform a predetermined action, and a code string containing information received from the gaming device 13 as a code information request (management business ID, gaming hall ID, and gaming device ID).

[0177] Upon receiving this code information, the gaming device 13 displays a code that includes at least the aforementioned deposit ID, operation URL, management business ID, gaming arcade ID, gaming device ID, and the card ID of the IC card 4 (step S206).

[0178] When the player terminal 2 reads the code displayed on the gaming device 13 (step S207), the player terminal 2 accesses the management function unit 100 based on the read operation URL. At this time, the player terminal 2 sends information such as the deposit ID, the card ID of the IC card 4, and the application ID of the gaming application installed on the player terminal 2 to the management function unit 100 as a pre-charge information request (step S208).

[0179] Then, in step S209, as a second determination, it is determined whether the identification information of the player and the identification information of the IC card 4 match the identification information of the specific player who last performed a cashless payment on the IC card 4 and the identification information of the IC card 4 associated with that specific player.

[0180] Specifically, the second determination means 1004 of the management function unit 100 compares the app ID and card ID of the player attempting to make a charge, transmitted from the player terminal 2, with the app ID and card ID of the same player that are linked and managed by the management function unit 100. For example, the second determination means 1004 searches the wallet management database 16A using the app ID transmitted from the player terminal 2 and extracts the card ID managed in association with this app ID. Then, the second determination means 1004 compares the card ID extracted from the wallet management database 16A with the card ID of the player attempting to make a charge, transmitted from the player terminal 2, and determines whether they match. Note that the second determination is not limited to this method.

[0181] If the second determination means 1004 determines that the app ID and card ID of the player attempting to make a charge match the app ID and card ID of the player that are linked and managed by the management function unit 100, the process proceeds to step S210.

[0182] In step S210, the amount that can be charged is determined. Upon receiving the pre-charge information request, the management function unit 100 identifies the management business ID, the arcade ID, the code generation date and time, etc., based on the deposit ID included in the pre-charge information request, and verifies the validity of the code. Here, the validity of the code is verified based on the results of matching the identified management business ID and arcade ID, and whether the elapsed time since the code generation time has exceeded a predetermined period of time.

[0183] If the validity of the code is confirmed, the management function unit 100 identifies the game hall from the game hall ID and also identifies the charge fee for each store. The charge fee may be included as part of the chargeable amount. If the charge fee is included as part of the chargeable amount, the chargeable amount will be the sum of the charge amount and the charge fee. The management function unit 100 also identifies the value management unit 1003 associated with the app ID from the app ID, that is, the value management unit 1003 for each player.

[0184] On the other hand, if the validity of the code cannot be confirmed, the management function unit 100 sends an error message to the player terminal 2.

[0185] The identified Value Management Unit 1003 determines whether electronic money can be used and identifies the usable electronic money. Therefore, the Management Function Unit 100 calculates the total amount of electronic money that can be used for charging, in other words, the sum of the "current balances" of the usable electronic money, based on the "current balances" of the identified usable electronic money. Then, it identifies the calculated sum of "current balances" as the amount that can be charged.

[0186] The order of steps S209 and S210 is not limited to this; step S209 may be executed after step S210, or steps S209 and S210 may be executed in parallel.

[0187] Then, the management function unit 100 transmits the identified chargeable amount to the player terminal 2 as a pre-charge information response (step S211).

[0188] Then, the player terminal 2 displays a charge amount selection screen (step S212) in which the player can specify a desired charge amount within the range of the available charge amount, based on the received charge amount. On the charge amount selection screen, the player can select a desired charge amount from several options, such as 1,000 yen, 3,000 yen, 5,000 yen, or 10,000 yen. Alternatively, the charge amount selection screen can also be configured to allow the player to specify an arbitrary charge amount, by adding the charge amount and the charge fee (here set at 200 yen, but not limited to this), for example, 1,200 yen, 3,200 yen, 5,200 yen, or 10,200 yen.

[0189] Then, once the player specifies the desired charge amount and the charge execution operation is performed (step S213), a charge execution request is sent from the player terminal 2 to the management function unit 100 (step S214). The charge execution request includes at least the management operator ID, the arcade ID, the gaming device ID, the specified charge amount (specified amount), the application ID, etc.

[0190] Upon receiving a charge execution request, the management function unit 100 notifies the player terminal 2 of the completion of the charge execution request using a communication method such as email or a pop-up function of a game application installed on the player terminal 2, and informs the player (step S215).

[0191] Furthermore, the management function unit 100 identifies the gaming device 13 operated by the player using the management operator ID, gaming hall ID, and gaming device ID, and deducts an amount of electronic money equivalent to the specified charge amount from the value management unit 1003.

[0192] Then, in order to convert the deducted electronic money into prepaid value linked to the IC card 4 by the gaming device 13, a charge execution instruction is sent to the identified gaming device 13 (step S216). Upon receiving the charge execution instruction, the gaming device 13 links the prepaid value equivalent to the deducted electronic money to the IC card 4 based on the received charge amount via the management function unit 100. Subsequently, the gaming device 13 sends the card ID of the IC card 4 linked with the prepaid value to the management function unit 100 as a charge execution notification (step S217), and the charging of the prepaid value to the IC card 4 is completed (step S218).

[0193] Then, the IC card 4, which has been recharged using cashless payment, is returned from the gaming device 13 (step S219), and the player can play the game on the gaming machine 11 by having the IC card 4 accepted (inserted) into the gaming device 12 (unit).

[0194] Meanwhile, the management function unit 100, which receives the charge result, updates the charge result (step S220). The value management unit 1003 updates the "current balance" in the record that records the usable electronic money that has been deducted. In addition, based on the card ID of the IC card 4 received as a charge result, the relay device 15 and the cashless center 16 link the card ID with the application ID, and the linking information is recorded and managed (step S221).

[0195] Then, the management function unit 100, which has updated the charge result, notifies the player terminal 2 that the charge process is complete (step S222), and the player terminal 2, upon receiving this notification, displays the charge result (step S223). As a result, the charge result is recorded and managed as a record.

[0196] <Refund of remaining prepaid balance to wallet> Figure 6 is a sequence diagram illustrating the settlement of the remaining balance of prepaid value back into the wallet. First, the player uses the amount charged to the IC card 4 in the gaming device 12 (step S301), and based on the player's operation of the card return button or the like, the IC card 4 is ejected from the gaming device 12 (step S302). Then, when the player inserts the IC card 4 ejected from the gaming device 12 into the settlement machine 21 installed in the gaming hall (step S303), the settlement machine 21 that received the IC card 4 sends a request to the management function unit 100 to confirm whether the balance can be returned to the wallet (step S304). The request to confirm whether the balance can be returned to the wallet includes at least the card ID of the IC card 4 and the remaining balance of the prepaid value associated with the IC card 4.

[0197] Upon receiving the request to confirm whether a wallet refund is possible, the management function unit 100 verifies the linking information between the card ID and the app ID managed by the management function unit 100 (step S305). Then, the player and their value management unit 1003 are identified from the app ID linked to the card ID. Once the identification of the player and their value management unit 1003 confirms that the app ID linked when the electronic money was added to the value management unit 1003 is valid, a response indicating that a wallet refund settlement is possible is sent to the settlement machine 21 as a wallet refund confirmation response (step S306).

[0198] On the other hand, if the validity of the app ID cannot be confirmed, an error message is sent to the payment machine 21 as a confirmation response regarding the possibility of wallet refund.

[0199] Then, upon receiving a confirmation response indicating that a wallet refund settlement is possible, the settlement machine 21 displays a message on its screen indicating that the settlement is in progress (step S307). The settlement machine 21 then sends a settlement execution request to the management function unit 100 requesting a wallet refund settlement of the remaining prepaid value linked to the IC card 4 (step S308). Specifically, the settlement instruction unit 218 issues a settlement instruction to the management function unit 100 by sending the settlement execution request. The settlement execution request includes at least the settlement machine ID, game hall ID, card ID, and settlement amount, which are the identification information of the settlement machine 21.

[0200] The management function unit 100 (settlement addition means 1007) adds electronic money equivalent to the remaining balance of the prepaid value to the value management unit 1003 based on the received settlement execution request, i.e., based on the settlement instruction, and performs a wallet return settlement of the remaining balance of the prepaid value.

[0201] Furthermore, the "Addition Type" of the record added at this time may include "Settlement" as an attribute of the electronic money, indicating that the added electronic money is a wallet refund settlement of the remaining balance of the prepaid value. In this way, when the management function unit 100 performs a wallet refund settlement of the remaining balance of the prepaid value linked to the IC card 4, it sends a settlement execution response to the settlement machine 21 (step S309) and notifies the player terminal 2 that the settlement has been completed using a communication means such as email (step S310).

[0202] Then, upon receiving the settlement execution response, the settlement machine 21 displays a message indicating that the settlement has been completed (step S311). As a result, the player can be informed that the settlement has been completed through the notification to the player terminal 2 and the display on the settlement machine 21. Subsequently, the settlement machine 21 collects the IC card 4, from which the remaining prepaid value has been returned to the wallet (step S312).

[0203] Then, in the Value Management Unit 1003, the settlement result is added as a new record, and the amount of electronic money added corresponding to the remaining balance of the prepaid value, the total amount of electronic money, and the settlement date and time (or addition date and time) are linked to each other and managed together with other information as various information recorded in association with the electronic money (step S313).

[0204] <Main effects of this embodiment> According to this embodiment, when a cashless charge request is received from a player who wishes to make an additional cashless charge to an IC card 4 whose charge balance is not zero, an additional cashless charge can be made when the charge date associated with the IC card 4 matches the cashless payment date, and the player's identification information and the IC card 4's identification information match the identification information of the specific player who last made a cashless payment to the IC card 4 and the identification information of the IC card 4 associated with that specific player. With this configuration, an additional cashless charge can be made only when the charge balance of the IC card 4 originates from a cashless charge and the player who last made the cashless charge is attempting to make an additional cashless charge to the same IC card 4. This improves security while enabling cashless charging to the IC card 4.

[0205] <Dependency Structure> Based on the basic configuration described above, the present invention may also include the following dependent configurations.

[0206] (1) When a cashless charge request is received from a player who intends to make an additional cashless charge to an IC card 4 whose charge balance is not zero, if the charge date associated with the IC card 4 matches the cashless payment date, and the player's app ID and the card ID of the IC card 4 match the app ID of the specific player who last made a cashless payment to the IC card 4 and the card ID of the IC card 4 associated with that specific player (step S209), cash charges to the IC card 4 may be restricted.

[0207] In this configuration, additional cashless charges can be made to the IC card 4 that was last charged using cashless methods, but additional cash charges cannot be made.

[0208] (2) Next, when a cashless charge request is received from a player who intends to make an additional cashless charge to an IC card 4 whose charge balance is not zero, if the charge date associated with the IC card 4 does not match the cashless payment date, the additional cashless charge to the IC card 4 may be restricted, and the additional cash charge to the IC card 4 may be permitted.

[0209] In this configuration, additional cash top-ups can be made to the IC card 4 that was last topped up with cash, but additional cashless top-ups cannot be made.

[0210] (3) Next, cashless charging may be permitted for IC card 4 with a balance of 0, and cash charging may be permitted for IC card 4 with a balance of 0. That is, charging IC card 4 with a balance of 0 may be considered as the first charge, and in this case, both the first cashless charge and the first cash charge can be performed. In this configuration, when the first cashless charge is made, the app ID of the player who made the charge and the card ID of IC card 4 may be linked and managed by the management function unit 100.

[0211] (4) Next, the relay device 15 functions as a payment management device that manages information related to cash charges and cashless charges, and if the gaming device 13 and the relay device 15 can communicate, additional cashless charges to the IC card 4 may be permitted. Also, if the gaming device 12 and the relay device 15 can communicate, cash charges to the IC card 4 may be permitted.

[0212] (5) If communication between the gaming device 13 and the relay device 15 is impossible, a predetermined minimum amount of cash charge to the IC card 4 may be permitted. The minimum amount may be set to, for example, 1,000 yen, which is the smallest amount among the amounts of cash that can be deposited into the gaming device 12 at one time (1,000 yen, 2,000 yen, 5,000 yen, and 10,000 yen bills). Alternatively, the manager of the gaming hall may set an arbitrary amount as the minimum amount (for example, 1,000 yen) to the relay device 15, and the relay device 15 may notify the gaming device 12 in advance of the set minimum amount.

[0213] In the dependent configuration (5), if communication between the gaming device 13 and the relay device 15 is impossible, only cash charging is possible. However, the amount that can be charged with cash is limited to the minimum amount mentioned above.

[0214] (6) Next, if communication between the relay device 15 and the gaming device 13 is impossible, neither additional cashless charging nor additional cash charging may be permitted for the IC card 4. In other words, in this configuration, if communication between the relay device 15 and the gaming device 13 is impossible, neither additional cashless charging for the IC card 4 can be performed in the gaming device 13, nor can additional cash charging be performed in the gaming device 12.

[0215] (7) Next, if the relay device 15 and the gaming device 12 can communicate, and the response from the relay device 15 is an error, additional cash charges in the gaming device 12 may be prevented. Also, if the relay device 15 and the gaming device 12 cannot communicate, additional cash charges in the gaming device 12 may be limited to a predetermined minimum amount.

[0216] The minimum amount may be set to, for example, 1,000 yen, which is the smallest amount among the amounts of cash that can be deposited into the gaming device 12 at one time (1,000 yen, 2,000 yen, 5,000 yen, and 10,000 yen bills). Alternatively, the manager of the gaming hall may set an arbitrary amount (for example, 1,000 yen) as the minimum amount for the relay device 15, and the relay device 15 may notify the gaming device 12 in advance of the set minimum amount.

[0217] <Other configurations> (1) In the first determination in step S203, the date of charge was used as the timing of updating the charge balance of IC card 4. However, instead, the date and time of charge, which is the date of charge plus hours, minutes, and seconds, may be used as information that indicates the timing more accurately. This makes it possible to reliably identify the last charge even if multiple charges are made on the same date, and thereby more reliably prevent fraudulent charges.

[0218] (2) In step S203, the first determination may be made using the charge date and the cashless payment date, as well as the charge amount from the last charge and the charge amount from the last cashless charge. This makes it possible to reliably identify each charge by the charge amount even if multiple charges are made on the same date, and to more reliably prevent fraud such as tampering with the amount.

[0219] (3) The IC card 4 may be configured to store multiple charge history lists linked together. The charge history list may include charge date information (charge date, cashless payment date) as well as the charge amount. For example, the charge history list may look like this. The management function unit 100 may also be configured to store multiple charge history lists linked together. Charge 1: Charge date information 1, Charge amount 1 Charge 2: Charge date information 2, Charge amount 2 Charge 3: Charge date information 3, Charge amount 3...

[0220] Furthermore, in step S203, the first determination may be made using the dates of multiple charges and cashless payments. By making a determination based on multiple charges in this way, it is possible to handle complex patterns such as a combination of cashless charges and cash charges, thereby improving operational flexibility. In addition, it is possible to more accurately identify whether the charge balance of IC card 4 originates from cashless charges or cash charges.

[0221] (4) In the basic and dependent configurations, authentication of the player and IC card 4 is performed at the time of charging to prevent fraudulent charging by others, but authentication may be made multi-stage. For example, the first stage is authentication of the app ID and card ID as described above. The second stage is hash verification when IC card 4 is accepted. Hash verification is performed by comparing hash values ​​generated using a hash algorithm for an arbitrary value. The third stage is biometric authentication using biometric information such as biometrics. This may complicate the system related to authentication at the time of charging and reduce user convenience, but it will strengthen user / account authentication, improve the security level and improve the accuracy of detecting fraudulent charging.

[0222] Furthermore, any one of the other configurations (1)-(4) listed here may be installed, or a combination of multiple configurations may be installed if possible. However, the other configurations (1)-(4) to be installed should be selected considering factors such as the memory usage of the IC card 4, the processing speed related to charging, and user convenience.

[0223] (5) In the dependent configuration (2), if the two charge date information (charge date and cashless payment date) linked to the IC card 4 do not match, the player attempting to make an additional cashless charge may be notified that the additional cashless charge will be restricted. The notification may be displayed on the player's terminal 2, or on the screen of the gaming device 13.

[0224] Furthermore, as an exceptional measure, the arcade may, after hearing the circumstances from the player and acknowledging the information gathered, operate the gaming device 13 with the arcade staff who have received the IC card 4 from the player, thereby forcibly correcting the information linked to the IC card 4 so that the two charge date information matches. This forced correction may, for example, involve overwriting and updating the two charge date information on the date the arcade staff operated the gaming device 13.

[0225] In this case, players may be allowed to choose whether the charge balance originates from cashless charges or cash charges, or it may be fixed to one or the other by the settings of the gaming device 13 or the operating rules of the gaming hall. However, if a forced correction is made, the charge balance of IC card 4 may be limited to use only for gaming and may not be returned to the wallet for settlement or paid out in cash for settlement. This improves convenience for players, eliminates the need to reissue IC card 4, and reduces the operational burden on the gaming hall in terms of costs.

[0226] (6) In the dependent configuration (4), the details of the exchange between the gaming device 13 and the relay device 15 (payment management device) are shown below.

[0227] When the gaming device 13 receives the IC card 4, it transmits a message to the relay device 15 indicating that the IC card 4 has been received. When the relay device 15 receives a response, it may determine from the charge history information whether the charge balance of the IC card 4 originates from a cashless charge or a cash charge, and receive the response and the determination result together.

[0228] If you want to restrict charging when IC card 4 is accepted: 1. The gaming device 13 accepts an IC card 4 that includes a charge balance derived from cashless charging. 2. Inquire with the relay device 15 whether charging is possible. 3. Based on the judgment result of the relay device 15, if charging is possible, the cashless charge is accepted; if charging is not possible, an error is reported and the IC card 4 is returned. In this case, IC card 4 does not need to be returned after the error is reported.

[0229] (7) Specific examples of player authentication methods in the basic and dependent configurations will be explained. First, when the management function unit 100 receives an initial cashless charge request, it associates the card ID of the received IC card 4 with the app ID of the game application and registers them. This app ID is the player's identification information. Next, when the management function unit 100 receives a cashless charge request for an additional cashless charge, it searches for a card ID managed by the management function unit 100 from the card ID of the received IC card 4, refers to the app ID associated with the found card ID, and checks whether the app ID of the player attempting to make an additional cashless charge matches the referenced app ID. If these app IDs match, the management function unit 100 determines that the player at the time of initial registration and the player attempting to make an additional cashless charge are the same person.

[0230] For example, when the management function unit 100 receives an initial cashless charge request, it associates the card ID (1234) of the received IC card 4 with the app ID (xxx) of the gaming app and registers them. Next, when the management function unit 100 receives a cashless charge request for an additional cashless charge, it searches for a card ID managed by the management function unit 100 from the card ID (1234) of the received IC card 4, refers to the app ID associated with the found card ID (1234), and checks whether the app ID (xxx) of the player attempting the additional cashless charge matches the referenced app ID (xxx). In this example, since these app IDs match, the management function unit 100 determines that the player at the time of initial registration and the player attempting the additional cashless charge are the same person.

[0231] In response, when the management function unit 100 receives a cashless charge request for an additional cashless charge, it searches for a card ID managed by the management function unit 100 from the card ID (1234) of the received IC card 4, refers to the application ID associated with the found card ID (1234), and checks whether the application ID (xxx) of the player attempting the additional cashless charge matches the referenced application ID (ZZZ). In this example, since these application IDs do not match, the management function unit 100 determines that the player who registered initially and the player attempting the additional cashless charge are not the same person.

[0232] Furthermore, if the two app IDs do not match, the game may inform the player attempting to make an additional cashless charge that the additional cashless charge will be restricted. In this case, as an exception, after the game center has heard the circumstances from the player and confirmed that the two app IDs are not those of unrelated individuals, the game center staff, who have received the IC card 4 from the player, may operate a terminal for game center staff to forcibly correct the app IDs managed by the management function unit 100 so that they match the app ID of the player attempting to make an additional cashless charge. The forced correction may be performed, for example, by overwriting and updating the app ID managed by the management function unit 100 using the app ID of the player attempting to make an additional cashless charge. As an example of the two app IDs not being those of unrelated individuals, it is conceivable that the two people are family members, relatives, acquaintances, or friends, and that they are both visiting the same game center and that their app IDs can be confirmed from the screens of their respective game apps.

[0233] (8) The gaming device 13 may include a cash receiving section and be configured to support cash charging.

[0234] (Embodiment 2) Next, Embodiment 2 of the present invention will be described. Figure 7 is a diagram illustrating the overall configuration of the value management system according to Embodiment 2 of the present invention. Figure 8 is a functional configuration diagram illustrating the functions of the value management system according to Embodiment 2 of the present invention. As shown in Figure 7, in this embodiment, at least a portion of the gaming devices 12 (units) installed adjacent to the gaming machine 11 are replaced with gaming devices 12A (new units), which are cashless payment compatible gaming devices. This is because, when introducing gaming devices 12A, not all gaming devices 12 (units) in the gaming hall are replaced with cashless payment compatible gaming devices 12A (new units) all at once, but rather it is assumed that cashless payment compatible gaming devices 12A and non-cashless payment compatible gaming devices 12 will temporarily coexist.

[0235] As shown in Figure 8, the gaming device 12A has the same configuration as the gaming device 13 (ticket vending machine). The gaming device 12A can read and write the charge date, cashless payment date, and charge balance, and can perform additional cashless charges. The gaming device 12A also has a card issuing means. The card issuing means, in response to a charge execution instruction including an issuance instruction received from the management function unit 100 via the relay device 15, determines whether the issuance instruction is valid or not using the transaction ID, and if it is valid, issues a gaming card based on the issuance instruction. On the other hand, the gaming device 12A may also have a configuration that does not include a cash receiving unit. In this case, the gaming device 12A does not support cash charges and only supports cashless charges.

[0236] According to this embodiment, a player who is near the gaming machine 11 on which the gaming device 12A is installed can use the gaming device 12A to make additional cashless charges to the IC card 4 without leaving the vicinity of the gaming machine 11 or moving to the gaming device 13 (ticket vending machine), thereby improving the convenience of playing the game.

[0237] The gaming device 12A and the gaming device 13 may control whether to allow or restrict additional cashless charges to the IC card 4 based on the type of cashless payment for the initial cashless charge and the type of cashless payment for the additional cashless charge.

[0238] Specifically, during the initial cashless charge, the cashless payment type is linked to IC card 4 as the charge type. Then, when an additional cashless charge is made, gaming device 12A and gaming device 13 read the charge type linked to IC card 4 and determine whether the charge type linked to IC card 4 matches the charge type selected for the additional cashless charge.

[0239] If gaming device 12A or gaming device 13 determines that the type of charge associated with IC card 4 matches the type of charge selected for additional cashless charging, it permits additional cashless charging to IC card 4. Conversely, if gaming device 12A or gaming device 13 determines that the type of charge associated with IC card 4 does not match the type of charge selected for additional cashless charging, it restricts additional cashless charging to IC card 4.

[0240] For example, if the initial cashless charge is made using "TokkyoPay" (see Figure 3), additional cashless charges can be made using "TokkyoPay," but additional cashless charges cannot be made using other methods such as credit cards.

[0241] According to this embodiment, players can only make additional cashless charges using the same cashless payment method. This prevents the coexistence of multiple cashless payment methods on IC card 4, and facilitates payment management and usage history management.

[0242] In this embodiment as well, the gaming devices 12A and 13 may include a cash receiving unit and be configured to support cash charging.

[0243] The configuration described in (6) of Embodiment 1 is also applicable to this embodiment. In this case, the parts where the gaming device 13 was the main operator can be replaced by gaming devices 12A and 13.

[0244] In this embodiment, with respect to the other configuration (6), the following exchange may take place when limiting the charge after a cash deposit. 1. The gaming devices 12A and 13 accept IC cards 4 that include the balance of the charge derived from cashless charging. 2. Inquire with the relay device 15 whether charging is possible. 3. According to the determination result of the relay device 15, if charging is possible, the cashless charge is accepted. If cash was accepted before the IC card 4 is accepted, an error is then reported and the cash and IC card 4 are returned. In this case, since it is an error that prevents further operations, the cash and IC card 4 that were accepted are returned from the gaming devices 12A and 13.

[0245] (Embodiment 3) Next, Embodiment 3 of the present invention will be described. In this embodiment, the process for settling the remaining balance of prepaid value to solve the aforementioned problems will be described. First, the functional configuration in this embodiment will be described. Figure 9 is a functional configuration diagram illustrating the functions of the value management system according to Embodiment 3 of the present invention. Here, we will mainly describe the parts that differ from Embodiment 1 of the present invention (Figure 2).

[0246] <Payment machine> In addition to the configuration shown in Figure 2, the payment machine 21 includes a first determination means 215 and a mode switching means 219.

[0247] The first determination means 215 is a functional unit that determines whether the charge date associated with the IC card 4 matches the cashless payment date. Note that the first determination means 215 is a different functional unit from the first determination means 137 of the gaming device 13.

[0248] The mode switching means 219 is a functional unit that switches between a normal settlement mode, which can be set when the payment machine 21 and the relay device 15 (which is a payment management device) can communicate, and a special settlement mode, which can be set when the payment machine 21 and the relay device 15 cannot communicate, in accordance with a predetermined operation. The special settlement mode is a state in which the payment machine 21 operates independently without communicating with the relay device 15, and settlement can be performed based only on the charge balance read from the general / member card inserted into the payment machine 21. Hereinafter, the special settlement mode may be referred to as the offline settlement mode.

[0249] <Management function department> In addition to the configuration shown in Figure 2, the management function unit 100 also includes a notification instruction unit 1008.

[0250] The second determination means 1004 has a function to determine whether to allow cashless charging as described above, as well as a function to determine whether to allow settlement of the remaining balance of the prepaid value of the IC card 4. Specifically, the latter is a function to determine whether the card ID, which is the identification information of a player attempting to return the remaining balance of the prepaid value of an IC card 4 that does not have a charge balance of 0, and the identification information of the IC card 4, match the identification information of a specific player who last performed a cashless payment on the IC card 4 and the identification information of the recording medium associated with that specific player.

[0251] The notification instruction unit 1008 is a functional unit that instructs a predetermined target device to provide a predetermined notification to the player. The predetermined target device to which the notification is instructed is, for example, the payment machine 21 or the player terminal 2.

[0252] <Player terminal> The operation unit 202 of the player terminal 2 may consist of buttons displayed on the display unit, and settlement operations may be performed by touching (tapping) these buttons, or the player terminal 2 may be provided with physical buttons, and settlement operations may be performed by operating these physical buttons. The settlement operations include operations for displaying a settlement code on the display unit.

[0253] <Refund of remaining prepaid balance to wallet> Here, the settlement of the remaining balance of prepaid value in the wallet according to this embodiment will be explained. Figure 10 is a sequence diagram illustrating the settlement of the remaining balance of prepaid value in the wallet according to Embodiment 3 of the present invention. First, the player uses the amount charged to the IC card 4 in the gaming device 12 (step S301), and the IC card 4 is ejected from the gaming device 12 based on the player's operation of the card return button or the like (step S302).

[0254] Then, when the player inserts the IC card 4 ejected from the gaming device 12 into the payment machine 21 installed in the gaming hall (step S303), the payment machine 21 checks whether there is a balance on the IC card 4 (step S501). Specifically, the payment machine 21 checks whether there is a balance on the IC card 4 by accessing the charge balance storage area 42 of the IC card 4 and reading the charge balance from the charge balance storage area 42. If the charge balance of the IC card 4 is not 0, the process proceeds to the next step.

[0255] On the other hand, if the charge balance of IC card 4 is 0, the player who is trying to settle the remaining prepaid value of IC card 4 back into their wallet is not required (cannot settle the remaining balance). If there are any game tokens (balls, medals) linked to IC card 4, the settlement machine 21 ejects IC card 4.

[0256] In step S502, the payment machine 21 determines whether the charge date associated with the IC card 4 matches the cashless payment date. Specifically, the first determination means 215 determines whether the charge date recorded in the charge date storage area 43 of the received IC card 4 matches the cashless payment date recorded in the cashless payment date storage area 44 of the received IC card 4.

[0257] A player who wishes to receive a refund of the remaining balance of their prepaid balance from their wallet launches the game application installed on player terminal 2, displays a settlement code including the application ID on player terminal 2 (step S503), and has the settlement code displayed on player terminal 2 read by the settlement machine 21 (step S504).

[0258] Then, the settlement machine 21, which has read the settlement code from the player terminal 2, sends a request to the management function unit 100 to confirm whether the wallet can be returned (step S304). The request to confirm whether the wallet can be returned includes at least the card ID of the IC card 4, the remaining balance of the prepaid value linked to the IC card 4 (charge balance), and the application ID.

[0259] Alternatively, the settlement machine 21 may display a settlement code, the player terminal 2 may read the settlement code displayed on the settlement machine 21, and the player terminal 2 may send the settlement code and app ID it read to the management function unit 100. In this case, the wallet refund confirmation request sent from the settlement machine 21 to the management function unit 100 does not need to include the app ID.

[0260] Upon receiving the request to confirm whether a wallet refund is possible, the management function unit 100 verifies the linking information between the card ID and application ID managed by the management function unit 100 (step S305). Specifically, the management function unit 100 determines whether the managed card ID and application ID match the card ID transmitted from the settlement machine 21 and the application ID transmitted from the settlement machine 21 or the player terminal 2. If the management function unit 100 determines that they match, that is, that the account of the player who intends to refund the remaining prepaid value to their wallet matches the account of the owner of the IC card 4, it permits the refund of the remaining prepaid value to their wallet and sends a response to the settlement machine 21 indicating that a wallet refund is possible as a wallet refund confirmation response (step S306).

[0261] On the other hand, if the validity of the app ID cannot be confirmed, a message indicating that wallet refund settlement is not possible is sent to the settlement machine 21 as a confirmation response regarding the feasibility of wallet refund.

[0262] Then, when the settlement machine 21 receives a confirmation response indicating that wallet refund settlement is possible, it displays on its screen that settlement is in progress, notifying the player who wishes to settle the remaining balance of the prepaid value back into their wallet (step S307). The settlement machine 21 then sends a settlement execution request to the management function unit 100 requesting a wallet refund settlement of the remaining balance of the prepaid value linked to the IC card 4 (step S308). The settlement execution request includes at least the settlement machine ID, game hall ID, card ID, and settlement amount, which are the identification information of the settlement machine 21. The settlement amount refers to the prepaid value to be settled in the settlement of the remaining balance of the prepaid value linked to the IC card 4. The settlement amount may be the entire remaining balance of the prepaid value, or it may be only a predetermined remaining amount selected by the player from the remaining balance of the prepaid value.

[0263] Based on the received settlement execution request, the management function unit 100 adds electronic money equivalent to the remaining prepaid value to the value management unit 1003 and performs a wallet return settlement of the remaining prepaid value.

[0264] In this manner, when the management function unit 100 executes a wallet refund settlement for the remaining balance of the prepaid value linked to the IC card 4, it sends a settlement execution response to the settlement machine 21 (step S309) and notifies the player terminal 2 that the settlement has been completed using a communication means such as email (step S310).

[0265] Upon receiving the settlement execution response, the settlement machine 21 displays a message indicating that the settlement is complete, notifying the player who is attempting to receive a refund of the remaining prepaid value to their wallet (step S311). As a result, the player can learn that the settlement is complete from the notification to the player terminal 2 and the display on the settlement machine 21. Subsequently, the settlement machine 21 collects the IC card 4, from which the refund of the remaining prepaid value to the wallet has been completed (step S312). If there are any game tokens (balls, medals) linked to the IC card 4, the settlement machine 21 ejects the IC card 4.

[0266] Then, in the Value Management Unit 1003, the settlement result is added as a new record, and the amount of electronic money added corresponding to the remaining balance of the prepaid value, the total amount of electronic money, and the settlement date and time (or addition date and time) are linked to each other and managed together with other information as various information recorded in association with the electronic money (step S313). At this time, in the "Addition Type" of the added record, "Settlement" is recorded as an attribute of the electronic money, indicating that the added electronic money is a wallet return settlement of the remaining balance of the prepaid value.

[0267] <Main effects of this embodiment> According to the present embodiment, when a settlement request from a player who intends to perform wallet return settlement of the remaining prepaid value for an IC card 4 with a non-zero charge balance is received, if the charge date associated with the IC card 4 matches the cashless payment date, the valuable value corresponding to the charge balance is added to the valuable value management unit 1003 to permit the wallet return settlement of the remaining prepaid value.

[0268] According to this configuration, when a charge balance remains on the IC card 4 and the last charge to the IC card 4 is a cashless charge, the wallet return settlement process is performed. On the other hand, when the last charge to the IC card 4 is a cash charge, the wallet return settlement process is not performed. Thereby, in a situation where the gaming apparatus 13 which is a cashless-compatible gaming apparatus and the gaming apparatus 12 which is a cashless-non-compatible gaming apparatus coexist, the remaining amount of the prepaid value by cashless payment can be settled without causing inconvenience to the player.

[0269] <Dependent Configuration> The present invention may include the following dependent configurations based on the basic configuration described above.

[0270] (1) When a settlement request from a player who intends to perform wallet return settlement of the remaining prepaid value for an IC card 4 with a non-zero charge balance is received, if the charge date associated with the IC card 4 does not match the cashless payment date, it may be permitted to pay out the charge balance in cash to perform cash settlement of the remaining prepaid value. Specifically, when the first determination unit 215 determines that the charge date and the cashless payment date recorded in each storage area of the received IC card 4 do not match, the cash settlement unit 216 pays out the charge balance of the IC card 4 in cash for settlement.

[0271] In this configuration, when the last charge to the IC card 4 is not a cashless charge, it may be permitted to pay out the charge balance in cash to perform cash settlement of the remaining amount of the prepaid value.

[0272] (2) Next, when a settlement request is received from a player who intends to perform wallet return settlement of the remaining amount of the prepaid value for the IC card 4 with a non-zero charge balance, the charge date associated with the IC card 4 matches the cashless payment date, and the app ID that is the player's identification information and the card ID that is the identification information of the IC card 4 respectively match the app ID that is the identification information of the specific player who last performed the cashless payment for the IC card 4 and the card ID that is the identification information of the IC card 4 associated with the specific player, the value equivalent to the charge balance may be added to the value management unit 1003 to permit the wallet return settlement of the remaining amount of the prepaid value.

[0273] In this configuration, when the last charge to the IC card 4 is a cashless charge, and the player who performed the cashless charge is the same person as the player who intends to perform the wallet return settlement of the remaining amount of the prepaid value, the remaining amount settlement of the prepaid value by cashless payment can be performed.

[0274] (3) Next, in the dependent configuration (2), when a settlement request is received from a player who intends to perform wallet return settlement of the remaining amount of the prepaid value for the IC card 4 with a non-zero charge balance, if either of the app ID that is the player's identification information and the card ID that is the identification information of the IC card 4 does not match the app ID that is the identification information of the specific player who last performed the cashless payment for the IC card 4 and the card ID that is the identification information of the IC card 4 associated with the specific player, the player may be notified that adding the value equivalent to the charge balance to the value management unit 1003 to perform the wallet return settlement of the remaining amount of the prepaid value is restricted.

[0275] In this configuration, players who attempt to settle the remaining balance of their prepaid balance by returning it to their wallet will be notified that they cannot settle the remaining balance of their prepaid balance using cashless payment.

[0276] (4) Next, the relay device 15 functions as a payment management device that manages information related to cash charges and cashless charges, and if the settlement machine 21, which is a cashless-compatible second gaming device, and the relay device 15 can communicate, the relay device 15 may be configured to add a value equivalent to the charge balance to the value management unit 1003 and allow the wallet to be returned to the wallet for settlement.

[0277] (5) In the dependent configuration (4), if the payment machine 21 and the relay device 15 are unable to communicate, and the mode switching means 219 is set to a special payment mode, the charge balance may be paid out in cash to allow for cash settlement of the remaining prepaid value.

[0278] <Other configurations> (1) Gaming device 12, which is a gaming device that does not support cashless payments, can read and write the charge balance and charge date of IC card 4, but it cannot read or write the cashless payment date. In other words, gaming device 12 cannot update the cashless payment date, and can only update the charge balance and charge date of IC card 4 when cash is charged. To put it another way, the cashless payment date is updated only when cash is charged, and not when cash is charged. Therefore, when cash is charged in gaming device 12, a discrepancy occurs between the cashless payment date and the charge date.

[0279] (2) The payment machine 21 may immediately begin the next process for settling the remaining balance of the prepaid value upon receiving the IC card 4, or it may begin the next process for settling the remaining balance of the prepaid value after receiving the IC card 4 and receiving an operation from the player.

[0280] If there are any game tokens (balls, medals) linked to IC card 4, the remaining balance of the prepaid value of IC card 4 will be settled and the IC card 4 will be ejected from the settlement machine 21 and returned to the player. On the other hand, if there are no game tokens linked to IC card 4, IC card 4 may be collected (stored) in the settlement machine 21 as a stock IC card.

[0281] (3) If wallet refund settlement is restricted, the management function unit 100 will notify the player who is attempting to perform a wallet refund settlement. The notification may be displayed on the player's terminal 2 or on the screen of the settlement machine 21.

[0282] In this embodiment, by determining whether the app ID of a player attempting to refund the remaining prepaid value to IC card 4 and the card ID of IC card 4 match the app ID of the player who last made a cashless payment to IC card 4 and the card ID of IC card 4 associated with this player, it is possible to prevent anyone other than the original owner of IC card 4, i.e., the player who last made the cashless payment, from refunding the remaining prepaid value to their wallet.

[0283] In contrast, conventional payment machines do not perform such a determination, raising concerns that fraudulent transactions could occur where someone other than the legitimate owner of the IC card 4 could settle the remaining balance of the prepaid value.

[0284] Furthermore, if someone other than the original owner of IC card 4 attempts to refund the remaining prepaid balance to their wallet, the system may be configured to notify the player terminal 2 of the player who made the last cashless payment that the wallet refund will be restricted. This allows the original owner of IC card 4 to be aware that someone other than themselves is attempting to make an unauthorized refund.

[0285] (4) If the settlement machine 21 is operating in normal settlement mode and a communication abnormality occurs, such as a loss of communication with the relay device 15 which is a payment management device (going from online to offline), it can be switched to offline settlement mode by the staff of the gaming hall.

[0286] While in offline settlement mode, the settlement machine 21 sequentially stores information related to offline settlement each time an offline settlement is performed, and after returning to the online network, it transmits the stored information related to offline settlement to the relay device 15 in a batch. The information related to offline settlement includes, for example, transaction ID, card ID, charge balance, settlement time, and arcade staff ID.

[0287] The relay device 15 determines from the information related to offline settlement received from the settlement machine 21 whether the transaction ID has already been recorded. If it has already been recorded (in other words, if it is a retransmission of the same transaction ID), it rejects or ignores the received information related to offline settlement as duplicate information. If it has not been recorded, it accepts it as new information related to offline settlement.

[0288] In this process, newly received information regarding offline settlements will be retrospectively deducted from the wallet of the app ID linked to the card ID. For the arcade's accounting, if the deduction is successful, it will be treated as a confirmed sale similar to a normal transaction; otherwise, it will be recorded as accounts receivable. A transaction ID will be assigned (issued) for every transaction, including settlements, regardless of whether they are online or offline. Information regarding offline settlements may simply consist of the cumulative amount of offline settlements.

[0289] (5) Offline settlement is a process that is permitted only when approval from the game arcade staff is obtained. For this reason, a configuration may be adopted in which, for the settlement machine 21 that is the second cashless-compatible game apparatus, an upper limit amount for cash settlement per staff member is set (for example, up to 100,000 yen per person), a limit on the number of times is set (for example, up to 10 times per person), and the input or selection of the reason for performing offline settlement is set as a required item or an optional item, and the like.

[0290] Further, as the currently assumed business operator operating the value management system 1, after a predetermined period has elapsed since the introduction of the settlement machine 21 that is the second cashless-compatible game apparatus, it is possible to monitor the situation of paying out the charge balance from offline settlement in cash, so-called cashing out. Then, if there is a game arcade where the amount and number of cashing out via offline settlement are larger than expected, the logs of the settlement machine 21 may be checked, or an individual investigation may be conducted, in order to confirm whether any fraudulent acts are intentionally being performed.

[0291] (6) Also in the present embodiment, the game apparatus 13 may include a cash reception unit and be configured to support cash charging.

[0292] (Embodiment 4) Next, Embodiment 4 of the present invention will be described. Figure 11 is a diagram illustrating the overall configuration of the value management system according to Embodiment 4 of the present invention. Figure 12 is a functional configuration diagram illustrating the functions of the value management system according to Embodiment 4 of the present invention. Note that although the game machine 11, general-purpose payment center 18, prepaid payment center 25, and IC card 4 are omitted in Figure 12, their configurations are the same as those in Figure 9.

[0293] As shown in Figure 11, in this embodiment, at least a portion of the gaming devices 12 (units) installed adjacent to the gaming machine 11 are replaced with gaming devices 12B (new units), which are cashless payment compatible gaming devices. This is because, when introducing gaming devices 12B, not all gaming devices 12 (units) in the gaming hall are replaced with cashless payment compatible gaming devices 12B (new units) all at once. Rather, it is assumed that cashless payment compatible gaming devices 12B and non-cashless payment compatible gaming devices 12 will temporarily coexist.

[0294] Gaming device 12B includes the configuration of gaming device 12, as well as the configuration of gaming device 13 (ticket vending machine) and settlement machine 21. Gaming device 12B is capable of reading and writing the charge date, cashless payment date, and charge balance, and is capable of additional cashless charging and settlement of the remaining prepaid value back to the wallet.

[0295] As shown in Figure 12, the gaming device 12B includes functional units such as a control unit 121B, a communication unit 122B, a display unit 123B, a charging means 124B, a cash receiving unit 125B, a card reader / writer 126B, a receiving means 127B, a first determination means 128B, a notification means 130B, a settlement instruction unit 131B, and a mode switching means 132B. The gaming device 12B also appropriately includes mechanisms that are typically found in known inter-machine machines or units, such as a counting mechanism for counting gaming media.

[0296] The control unit 121B provides the functions of the control unit 121 of the gaming device 12, the control unit 131 of the gaming device 13, and the control unit 211 of the payment machine 21. The communication unit 122B provides the functions of the communication unit 122 of the gaming device 12, the communication unit 132 of the gaming device 13, and the communication unit 212 of the payment machine 21. The display unit 123B provides the functions of the display unit 123 of the gaming device 12, the display unit 133 of the gaming device 13, and the display unit of the payment machine 21.

[0297] The charging means 124B has the functions of the charging means 124 of the gaming device 12 and the charging means 136 of the gaming device 13. The cash receiving unit 125B has the functions of the cash receiving unit 125 of the gaming device 12. The card reader / writer 126B has the functions of the card reader / writer 126 of the gaming device 12, the card reader / writer 134 of the gaming device 13, and the card reader / writer 213 of the settlement machine 21.

[0298] The reception means 127B includes the functions of the reception means 135 of the gaming device 13 and the reception means 214 of the settlement machine 21. The charging means 128B includes the functions of the control unit 121 of the gaming device 12, the control unit 131 of the gaming device 13, and the control unit 211 of the settlement machine 21. The first determination means 128B includes the functions of the first determination means 137 of the gaming device 13 and the first determination means 215 of the settlement machine 21.

[0299] The notification means 130B has the function of the notification means 217 of the payment machine 21. The payment instruction unit 131B has the function of the payment instruction unit 218 of the payment machine 21. The mode switching means 132B has the function of the mode switching means 219 of the payment machine 21.

[0300] Furthermore, the gaming device 12B is equipped with a card issuing means. The card issuing means, in response to a charge execution instruction, including an issuance instruction, received from the management function unit 100 via the relay device 15, determines whether the issuance instruction is valid or not using the transaction ID, and if it is valid, issues a gaming card based on the issuance instruction. On the other hand, the gaming device 12B may or may not include a cash receiving unit 125B. In the case of a configuration that does not include a cash receiving unit 125B, the gaming device 12B does not support cash charging and only supports cashless charging.

[0301] According to this embodiment, a player near the gaming machine 11 on which the gaming device 12B is installed can use the gaming device 12B to make an additional cashless charge to the IC card 4 without leaving the vicinity of the gaming machine 11 or moving to the gaming device 13 (ticket vending machine). Furthermore, a player near the gaming machine 11 on which the gaming device 12B is installed can use the gaming device 12B to settle the remaining balance of the prepaid value on the IC card 4 without leaving the vicinity of the gaming machine 11 or moving to the settlement machine 21. These features improve the convenience of playing the game.

[0302] The gaming device 12B and gaming device 13 may control whether to allow or restrict additional cashless charges to the IC card 4 based on the type of cashless payment for the initial cashless charge and the type of cashless payment for the additional cashless charge.

[0303] Specifically, during the initial cashless charge, the cashless payment type is linked to IC card 4 as the charge type. Then, when an additional cashless charge is made, gaming device 12B and gaming device 13 read the charge type linked to IC card 4 and determine whether the charge type linked to IC card 4 matches the charge type selected for the additional cashless charge.

[0304] If gaming device 12B or gaming device 13 determines that the type of charge associated with IC card 4 matches the type of charge selected for additional cashless charging, it permits additional cashless charging to IC card 4. Conversely, if gaming device 12B or gaming device 13 determines that the type of charge associated with IC card 4 does not match the type of charge selected for additional cashless charging, it restricts additional cashless charging to IC card 4.

[0305] For example, if the initial cashless charge is made using "TokkyoPay" (see Figure 3), additional cashless charges can be made using "TokkyoPay," but additional cashless charges cannot be made using other methods such as credit cards.

[0306] According to this embodiment, players can only make additional cashless charges using the same cashless payment method. This prevents the coexistence of multiple cashless payment methods on IC card 4, and facilitates payment management and usage history management.

[0307] <Other configurations> The cashless-compatible gaming device 12B (new unit) may also be configured to guide and notify the player to settle the remaining balance of the prepaid value in cash at the settlement machine 21 if the charge date recorded in each storage area of ​​the accepted IC card 4 does not match the cashless settlement date.

[0308] In this embodiment as well, the gaming device 13 may include a cash receiving unit and be configured to support cash charging. [Explanation of Symbols]

[0309] 1: Value Management System 2: Player terminal 4: IC card 11: Gaming machines 12: Gaming device (unit) 12A: Gaming device (new unit) 12B: Gaming device (new unit) 13: Gaming equipment (ticket vending machine) 14: Management device 15: Relay device (payment management device) 16: Cashless Center 16A: Wallet Management Database 17: Gaming App Center 18: General-purpose payment center 21:Payment machine 25: Prepaid Payment Center 100: Management function department NET: Communication Network

Claims

1. A value management system comprising a gaming device installed in a gaming arcade, including a cashless-compatible first gaming device, a cashless-compatible second gaming device, and a cashless-incompatible gaming device, and a management function unit capable of communicating with the gaming device, A charging means capable of cash charging, which links a charge balance (a balance of monetary value) and a charge date (the date the charge balance was updated) to a recording medium upon deposit of cash, and cashless charging, which links the charge balance, the charge date, the cashless payment date (the date the cashless payment was executed), and the identification information of a specific player who executed the cashless payment to a recording medium via cashless payment via the management function unit. A receiving means for receiving a settlement request that requests settlement of the aforementioned charge balance, A first determination means for determining whether the charge date linked to the recording medium matches the cashless payment date, A means for managing the aforementioned value, A settlement and addition means for settling the charge balance by adding the value equivalent to the charge balance to the value management means, It has, When a settlement request is received from a player who wishes to settle the charge balance of a recording medium in which the charge balance is not zero, and the charge date associated with the recording medium matches the cashless payment date, the system permits the settlement of the charge balance by adding the value equivalent to the charge balance to the value management means. A value management system characterized by the following:

2. In the value management system according to claim 1, The system includes a cash settlement mechanism for paying out the aforementioned charge balance in cash and settling the payment. When a settlement request is received from a player who wishes to settle the charge balance of a recording medium that does not have a charge balance of zero, and the charge date associated with the recording medium does not match the cashless payment date, the system permits the settlement of the charge balance by disbursing the charge balance in cash. A value management system characterized by the following:

3. In the value management system according to claim 1, The system includes a second determination means for determining whether the identification information of a player attempting to settle the charge balance of a recording medium whose charge balance is not zero, and the identification information of the recording medium, and the identification information of the specific player who last performed a cashless payment on the recording medium, and the identification information of the recording medium associated with the specific player, each match. When a settlement request is received from a player who wishes to settle the charge balance of a recording medium that has a charge balance of zero, and the charge date associated with the recording medium matches the cashless payment date, and the player's identification information and the recording medium's identification information match the identification information of the specific player who last made a cashless payment to the recording medium and the identification information of the recording medium associated with that specific player, then the system permits the settlement of the charge balance by adding the value equivalent to the charge balance to the value management means. A value management system characterized by the following:

4. In the value management system described in claim 3, It has a notification means that provides predetermined notifications to the player, When a settlement request is received from a player who intends to settle the charge balance of a recording medium that has a charge balance of zero, if the player's identification information and the recording medium's identification information do not match the identification information of the specific player who last performed a cashless payment on the recording medium and the recording medium associated with that specific player, the player is notified that they are restricted from settling the charge balance by adding the value equivalent to the charge balance to the value management means. A value management system characterized by the following:

5. In the value management system according to claim 1, The game arcade is further equipped with a payment management device that manages information related to the aforementioned cash charge and the aforementioned cashless charge, If the cashless-compatible second gaming device and the payment management device are able to communicate, the device is permitted to add the value equivalent to the charge balance to the value management means and settle the charge balance. A value management system characterized by the following:

6. In the value management system described in claim 5, A cash settlement method for paying out the aforementioned charge balance in cash and settling the payment, A mode switching means that can switch between a normal settlement mode, which can be set when the cashless-compatible second gaming device and the payment management device can communicate, and a special settlement mode, which can be set when the cashless-compatible second gaming device and the payment management device cannot communicate, in accordance with a predetermined operation. It has, If communication is impossible between the cashless-compatible second gaming device and the payment management device, and the device is set to the special settlement mode, the device is permitted to pay out the charge balance in cash and settle the charge balance. A value management system characterized by the following:

Citation Information

Patent Citations

  • System for specified transaction

    JP2006198263A

  • Game medium dispensing system, and dispensing limiting method for game medium

    JP2007037801A

  • Electronic money storage medium, electronic money payment terminal device, electronic money payment system, and electronic money responding table-to-table machine

    JP2008090751A

  • Game system

    JP2010075621A

  • Game system

    JP2016123535A