U.S. patent application number 10/117645 was filed with the patent office on 2003-10-09 for safe gaming, personal selection of self-limiting option.
This patent application is currently assigned to Acres Gaming Incorporated. Invention is credited to Manfredi, Vincent S., Schneider, Richard J..
Application Number | 20030190944 10/117645 |
Document ID | / |
Family ID | 28674247 |
Filed Date | 2003-10-09 |
United States Patent
Application |
20030190944 |
Kind Code |
A1 |
Manfredi, Vincent S. ; et
al. |
October 9, 2003 |
Safe gaming, personal selection of self-limiting option
Abstract
To self-limit play, a player selects a trigger event and an
associated action. During play, the game is monitored for the
trigger event. If the trigger event occurs, the associated action
is performed.
Inventors: |
Manfredi, Vincent S.;
(Henderson, NV) ; Schneider, Richard J.; (Las
Vegas, NV) |
Correspondence
Address: |
MARGER JOHNSON & McCOLLOM, P.C.
1030 S.W. Morrison Street
Portland
OR
97205
US
|
Assignee: |
Acres Gaming Incorporated
Las Vegas
NV
|
Family ID: |
28674247 |
Appl. No.: |
10/117645 |
Filed: |
April 3, 2002 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3234 20130101;
G07F 17/3227 20130101; G07F 17/3239 20130101; G07F 17/32 20130101;
G07F 17/3237 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 009/24 |
Claims
We claim:
1. A method for self-limiting play of a game, the method
comprising: selecting a trigger event by a player; selecting an
action by the player; playing the game; and performing the
action.
2. A method according to claim 1, further comprising monitoring the
game for the trigger event.
3. A method according to claim 2, wherein performing the action
includes performing the action if the trigger event occurs.
4. A method according to claim 1, further comprising associating
the action with the trigger event.
5. A method according to claim 4, further comprising removing the
association between the action and the trigger event.
6. A method according to claim 1, further comprising transmitting a
statistic about the game to a central station.
7. A method according to claim 1, further comprising receiving a
statistic from a central station.
8. An apparatus for self-limiting play of a game, the apparatus
comprising: selecting means for selecting a trigger event and an
associated action by a player; the game; monitoring means for
monitoring the game for the trigger event; and performance means
for performing the associated action.
9. An apparatus according to claim 8, wherein the games offers the
selecting means to the player.
10. An apparatus according to claim 8, further comprising a kiosk
offering the selecting means to the player.
11. An apparatus according to claim 8, further comprising a station
offering the selecting means to the player.
12. An apparatus according to claim 8, wherein the selecting means
includes a microprocessor programmed to offer the player at least
one trigger event and at least one action.
13. An apparatus according to claim 12, wherein the selecting means
further includes a transmission circuit designed to transmit the
trigger event and action to a central station.
14. An apparatus according to claim 8, wherein the trigger event is
drawn from a set including a play time, a total buy-in per unit
time, a total coin-in per unit time, an accrued credit limit, a one
time win limit, a total loss limit, a total win limit, and a
maximum bet.
15. An apparatus according to claim 8, wherein the associated
action is drawn from a set including a notification, a ban, a
global ban, and a forced rest period.
16. An apparatus according to claim 8, wherein the game includes
the monitoring means.
17. An apparatus according to claim 8, wherein the monitoring means
includes a comparator designed to compare a statistic of the game
with the trigger event.
18. An apparatus according to claim 17, further comprising a memory
designed to store the statistics of the game and the trigger
event.
19. An apparatus according to claim 8, wherein the game includes
the performance means.
20. An apparatus according to claim 8, wherein the performance
means includes a message displayed to the player.
21. An apparatus according to claim 20, wherein the performance
means further includes a blocking circuit designed to prevent the
player from playing the game after the trigger event has
occurred.
22. An apparatus according to claim 20, wherein: the action
includes a global ban; and the performance means further includes a
transmission circuit designed to transmit a signal to a central
station that the trigger event has occurred.
Description
FIELD OF THE INVENTION
[0001] This invention pertains to gaming, and more particularly to
preventing players from abusing gaming.
BACKGROUND OF THE INVENTION
[0002] Casino gaming has long been a very successful business.
Despite having full knowledge that they have little chance of
winning, the allure of the winning a lot of money draws millions of
players a year. Whether they play blackjack, any of several
varieties of poker, roulette, or slot machines, players dream of
beating the house against the odds, and walking away with a big
payoff.
[0003] In an effort to keep people coming back despite losing
money, casinos have implemented a number of changes in recent
years. Gone are the days when casinos were dimly lit rooms filled
with dense smoke. Today, casinos are air conditioned, well
ventilated, and brightly lit. New methods of increasing payouts,
such as progressive jackpots, entice players to groups of machines,
rather than individual, specific machines. And recognizing that
players travel with their families, casinos provide entertainment
to non-players, such as children, as well.
[0004] One technique casinos have been using of late to keep old
players and lure new players is with identification cards. By
signing up for an identification card with the casino, players can
earn points toward bonuses, designed to encourage loyalty to a
particular casino. The identification cards also provide a bonus to
the casino: the casino gets information about the player's playing
habits.
[0005] FIG. 1 shows a schematic of several slot machines in a
casino. Slot machines 105, 110, and 115 are all connected to
central station 120. The slot machines, like slot machine 105, all
provide slot 125 for players to insert an identification card. As
players play on slot machines 105, 110, and 115, assuming they
insert their identification cards into slot 125, the player's
history can be stored for later analysis within central station 120
(for example, on a server).
[0006] But there is a risk associated with encouraging players to
continue gaming. Gambling addiction is a recognized addiction: the
player is unable to control his play. Using identification cards to
entice players to continue gaming only exacerbates the problem for
addicts, since they are encouraged to do the very activity that is
dangerous to them.
[0007] In addition, it is very easy for a player to lose track of
how much time he is spending gaming, or how much money has been
risked. Even if the player is not addicted to gambling, players can
find themselves having invested too much money or time in gaming
without realizing it. For example, since casinos are brightly lit
during all hours of the day, players do not have the light-based
cues alerting them to the passage of time.
[0008] One of the jobs undertaken by casino employees is to remind
players to play safely. Thus, if a casino employee notices that a
particular individual has been playing a game for several hours,
the employee can ask the player if he thinks he has played too
much. But it is difficult for casino employees to monitor all
players: the number of players is frequently changing, and in any
event is too large to effectively monitor with employees.
[0009] Accordingly, a need remains for a way to allow players to
monitor their own gaming habits and to limit their playing
accordingly, to address these and other problems associated with
the prior art.
SUMMARY OF THE INVENTION
[0010] The player is given choices for self-limiting play. First,
the player selects a trigger event and an associated action to
result when the trigger event occurs. Then, while the player plays,
the game is monitored to see if the trigger event occurs. If the
trigger event occurs, then the associated action is performed.
[0011] The foregoing and other features, objects, and advantages of
the invention will become more readily apparent from the following
detailed description, which proceeds with reference to the
accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 shows a schematic of several slot machines in a
casino.
[0013] FIG. 2 shows an embodiment of a slot machine with an
attached self-limiting selection device.
[0014] FIG. 3 shows a kiosk for self-limiting of gaming using, for
example, the slot machine of FIG. 2.
[0015] FIG. 4 shows the kiosk of FIG. 3, further allowing
self-limiting of gaming.
[0016] FIG. 5 shows the kiosk of FIG. 3, further allowing
cancellation of self-limiting of gaming.
[0017] FIG. 6 shows the slot machine of FIG. 2 equipped to track
and transmit statistics about play.
[0018] FIG. 7 shows the slot machine of FIG. 2 limiting play
according to the selected self-limit.
[0019] FIG. 8 shows a second slot machine in the casino with the
slot machine of FIG. 2, the second slot machine also limiting play
according to the selected self-limit.
[0020] FIG. 9 shows the second slot machine of FIG. 8 in a second
casino.
[0021] FIGS. 10A-10C show a flowchart of the method of
self-limiting gaming for use in the slot machine of FIG. 2.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0022] FIG. 2 shows an embodiment of a slot machine with an
attached self-limiting selection device. In FIG. 2, slot machine
202 includes an attached self-limit selector 205. Self-limit
selector 205 is shown as including buttons 210, 220, 230, 240, 250,
260, 270, 276, 278 and 280 for selecting adjacent triggers 215,
225, 235, 245, 255, 265, 275, 277, 279, and 285. (Trigger 279 is
shown as blank, but could be used for another trigger not listed
here.) For example, if the player wants to self-limit based on play
time (trigger 215), the player can press button 210, if the player
wants to self-limit based on total buy-in (trigger 225), the player
can press button 220, and so on.
[0023] Also included in self-limit selector 205 is a cancel
self-limit trigger (trigger 285). This trigger can be used when the
player has a previously established self-limit which he wishes to
remove. By canceling the self-limit, the player can play without
worrying about how much or how long he plays. However, in an
alternative embodiment, the cancel self-limit trigger (trigger 285)
is not presented, to avoid players who need a self-limit being able
to stop self-limiting early. In the alternative embodiment, players
can only cancel a self-limit via an attendant.
[0024] There are several different ways players can self-limit.
Each of these techniques is now explained briefly. First, a player
can select to self-limit based on time (trigger 215): for example,
the player can indicate that he wants to be stopped after playing
for two hours. A player can select to self-limit based on his total
buy-in in a fixed amount of time (trigger 225): for example, the
player can indicate that he wants the game to stop if he inserts
$200 into the game. (Buy-in is defined as the amount of money the
player inserts into the game out of his pocket, without regard to
any winnings or actual play.) The player can select to self-limit
based on coin-in in a fixed amount of time (trigger 235): for
example, the player can indicate that he wants the game to stop if
he "drops" $100 into the game. (Coin-in is defined as the amount of
money actually spent playing the game.) Note that the terms
"coinin" and "drops" suggest that actual coins are used. But a
person skilled in the art will recognize that bills can be
"dropped" into the machine, and count as "coin" for purposes of
calculating the "coin-in" for the machine.
[0025] To help make clear the distinction between buy-in and
coin-in, consider the following situation. A player sits down at a
$1 slot machine (i.e., a slot machine that takes bets in increments
of $1). The player inserts a $100 bill into the machine,
establishing a credit of $100 in the machine. The player then plays
30 games at $1 apiece, and loses every game. The player then cashes
out his remaining credit, receiving $70 back. The player's buy-in
is $100, since he inserted a $100 bill into the machine. In
contrast, the player's coin-in is $30, since he played 30 $1
games.
[0026] Although in the above example the player's buy-in was higher
than the player's coin-in, a person skilled in the art will
recognize that the opposite can also be true. For example, a player
can insert $1 into a $1 slot machine and immediately win a $100
jackpot. The player can then play $29 more games without winning
anything, and then cash out the remaining $71. In this case, the
player's buy-in would be $1 since the player only inserted one $1
bill, but the player's coin-in would be $30 since he played 30 $1
games.
[0027] Returning to FIG. 2, the player can select to self-limit his
play based on his accrued credit. Accrued credit is defined as
buy-in+jackpot-coin-in-coin-out. There are two preferred ways
accrued credit can be used to self-limit play, although a person
skilled in the art will recognize other ways accrued credit can be
used as a self-limit. The first way to self-limit play based on
accrued credit is by comparing the accrued credit with a fixed
limit. When the accrued credit exceeds the fixed limit, play is
stopped. The disadvantage of this technique is that with a
sufficient buy-in, play can be stopped before the player has played
even one game.
[0028] The second way to use accrued credit to self-limit play is
to stop play when the accrued credit drops to some fraction of its
maximum value. For example, if the accrued credit reaches a maximum
value of 1000 coins, play can be stopped when the accrued credit
drops to 500 coins. (Of course, if the player continues to win and
the accrued credit reaches, say, 1500 coins, then play would be
stopped when the accrued credit drops to 750 coins.) There are two
disadvantages to this use of accrued credit. First, play can
continue for an arbitrary length of time, provided the accrued
credit does not drop too low. Second, by cashing out, the player
could reset the accrued credit counter and continue playing
indefinitely.
[0029] A player can select to self-limit based on a one-time win
(trigger 255): for example, the player can indicate that he wants
to be stopped if he wins a 100-coinjackpot. This self-limit, like
accrued credit, has the problem that play can continue
indefinitely, since there is no way to tell when a player will hit
the trigger jackpot amount. A player can select to self-limit based
on a total win (trigger 265) or a total loss (trigger 275). Under
these triggers, when the total win level (i.e., jackpots-coin-in)
or total loss level (i.e., coin-in-jackpots) is reached, play is
stopped. Again, these triggers can allow for unlimited play, if the
total win level or total loss level is not reached.
[0030] A player can select to self-limit based on a maximum bet
(trigger 277). For example, the player can indicate that he wants
to be stopped if he tries to bet, say, more than $25 at one time.
Such a self-limit can allow for unlimited play, if the player never
tries to exceed the maximum bet.
[0031] All of the self-limits (triggers 215, 225, 235, 245, 255,
265, 275, and 277) can operate on timers. That is, after a certain
amount of time, the statistics being tracked by the casino to help
the player self-limit will be erased. For example, consider a
self-limit using play time (trigger 215). Assume the player set the
time limit to three hours. The player then plays two hours and
leaves the casino, not returning until the next day. If the casino
does not erase the statistics, then the player will only be able to
play 1 hour the next day. This is counterproductive for two
reasons. First, the casino will lose business from the player,
since it is capping his play time at a total of three hours within
the casino over the player's life, until the self-limit is changed
or canceled. Second, the player is not concerned with how much he
plays over his life, but rather with how much he plays within a
certain period of time.
[0032] There are several techniques that can be used to decide when
to erase statistics. For example, the casino can erase the
statistics at midnight, when a new day starts. Or the casino can
erase the statistics after a window of, say, eight hours without
any play by the player. Or the casino can track every game
statistic generated by the player within a window of, say, eight
hours, and can erase statistics that were generated outside the
window. (The eight-hour duration of the windows presented above is
arbitrary: larger or smaller windows can be used. Further, the
window width can be determined by the casino or the player.) A
person skilled in the art will recognize other techniques the
casino can use to determine when to erase statistics. For ease of
reference, the remainder of this document assumes that statistics
are erased at midnight each day.
[0033] Although in FIG. 2 self-limit selector 205 is shown with
buttons for selecting a trigger and as attached to slot machine
202, other formats are available. For example, self-limit selector
205 can be at an attended station. By positioning self-limit
selector 205 at an attended station, a casino employee can assist
the player in selecting an appropriate self-limit. Or touch screen
can be stationed at a kiosk, allowing players to self-limit without
assistance. By using a station or kiosk, the impression that the
selected self-limit applies to only a single game (which is an
incorrect impression) can be avoided. Finally, self-limit selector
can use a touch screen, instead of buttons.
[0034] FIG. 3 shows self-limit selector 310 of FIG. 2 as part of
kiosk 305. In FIG. 3, self-limit selector 310 uses a touch screen,
so buttons are not needed. FIG. 3 shows self-limit selector 310
after the player has selected to limit play based on total buy-in
per unit time (trigger 225 from FIG. 2). Self-selector 310 of FIG.
3 prompts the player to specify the total buy-in and the unit time
interval to be used. Field 315 is used to store the total buy-in
allowed, and field 320 is used to store the unit time interval. The
player can touch field 315 and use keypad 325 (again implemented
using touch screen technology) to enter the maximum total buy-in.
The player can then touch field 320 and use keypad 325 to enter the
unit time. When the player is finished, the player can press done
button 330 to store the self-limit.
[0035] FIG. 4 shows the kiosk of FIG. 3, further allowing
self-limiting of gaming. Once the player has selected the desired
trigger event, the player can select the appropriate action. Four
actions are presented to the player: notification (action 405),
forced rest (action 410), ban (action 415), and global ban (action
420). Notification (action 405) is the least intrusive alternative:
the player is notified, preferably via a message displayed on a
screen on the game, that the trigger event has occurred. The player
can continue to play, if desired, without any repercussions. Forced
rest (action 410) stops play of the game until the player has
rested for some period of time. As with the trigger event, the
player can specify the duration of the forced rest period, or the
casino can establish a predefined rest period. Ban (action 415)
blocks the player from playing in the casino until the ban is
removed. As discussed above with reference to FIG. 2, the player
can removed the ban in a manner similar to canceling the
self-limit, but preferably removing the ban requires the
involvement of a casino employee. Finally, global ban (action 420)
not only bans the player from playing within the casino, but also
from playing in other casinos that share statistics with the
casino.
[0036] Although the actions described above (notification, forced
rest, banning, and global banning) are explained in the context of
slot machines, they can be applied to other gaming alternatives,
such as table games, bingo, sports betting, etc. For example, when
a player sits down at a blackjack table, the dealer can ask the
player for his identification card. A swipe of the identification
card lets the dealer access information about the player, such as
that the player might be in a forced rest period (in which case the
dealer should refuse to let the player participate in the game).
The dealer can also use the identification card to add statistics
to the player information, such as buy-in at the table.
[0037] Banning and global banning can also be applied beyond the
scope of playing a machine or a game. For example, some casinos use
turnstiles to control admission to the casino (such as casinos in
Missouri, where the tax on casinos is based on the number of people
in the casino during a cruise). To enter the casino, the player
must use his identification card at the turnstile. If a player is
banned from the casino, he can be prevented from even entering the
casino, since once his identification card is scanned, the system
can identify the player as a banned player.
[0038] FIG. 5 shows the kiosk of FIG. 3, further allowing
cancellation of self-limiting of gaming. In FIG. 5, the player has
selected to cancel the self-limit. Self-limit selector 310, again
using the touch screen, presents the player with field 505,
querying the player to make sure he wants to cancel the self-limit.
If the player touches field 510, the self-limit is canceled.
Otherwise, if the player touches field 515, the self-limit is
retained.
[0039] FIG. 6 shows the slot machine of FIG. 2 equipped to track
and transmit statistics about play. For simplicity, FIG. 6 does not
show self-limit selector 205 of FIG. 2 attached to slot machine
202. In FIG. 6, the player has chosen to self-limit play based on
total buy-in per unit time. Memory 605 stores the current
statistics of the game. As can be seen, in memory 605 the player
has been gaming for one hour, 12 minutes, and has so far bought in
$395.
[0040] As shown in FIG. 6, slot machine 202 can include display
610. Display 610 allows the player to track on his own the
statistics that the microprocessor (not shown in FIG. 6) within
slot machine 202 is tracking.
[0041] As statistics are generated by slot machine 202 and stored
in memory 605, they can be forward to transmission circuit 615.
Transmission circuit 615 is in turn responsible for forwarding the
statistics, along with player identification information, to
central station 620. By having each game forward statistics to
central station 620, the player can play several games over time,
and statistics generated by each game can be cumulated to compare
with the self-limit.
[0042] Central station 620 is similar to central station 120 of
FIG. 1, except that central station 620 includes comparator 625.
Comparator 625 compares the statistics generated by slot machine
202 (cumulative with any other games played by the player) and
compares the statistics with the self-limits established by the
player.
[0043] Although FIG. 6 shows central station 620 determining
whether the trigger event has occurred, a person skilled in the art
will recognize that other configurations are possible. For example,
when the player inserts his card in the slot in slot machine 202,
slot machine 202 can send a request to central station 620 for the
player's statistics, the trigger event, and the associated action.
Then, slot machine 202 can add to the statistics as the player
plays. If the trigger event occurs, slot machine 202 can execute
the associated action. Finally, when the player withdraws his card
from the slot in slot machine 202, slot machine 202 can transmit
updated statistics back to central station 620.
[0044] Where slot machine 202 monitor's the player's activities,
there are several variations of the embodiment. In one variation,
slot machine 202 monitors the player's activities using its
standard microprocessor. In another variation, a specialized
circuit, (for example, built into a daughterboard for slot machine
202) monitors the player's activities, freeing up the
microprocessor for other activities. A person skilled in the art
will recognize other ways in which slot machine 202 can monitor the
player's activities.
[0045] Provided the trigger event does not occur (for example, in
FIG. 6, the trigger event is $500 buy-in in two hours), the player
can continue to play. But when the trigger event occurs, central
station 620 executes the associated action. FIG. 7 shows the slot
machine of FIG. 2 limiting play according to the selected
self-limit. In FIG. 7, the player has selected to self-limit play
to a total buy-in of $500 within two hours. But, in the 86 minutes
since the player began playing, his buy-in has reached $525, as
shown by the statistics in memory 705. Since comparator 625 has
determined that the trigger event has occurred, central station 620
sends a message to slot machine 202. The message is received by
receiver circuit 715 and displayed in display 717.
[0046] Depending on the message received from central station 620,
receiver circuit 715 can also instruct blocking circuit 720 to
block the player from further playing slot machine 202. Blocking
circuit 720 is not activated if the associated action is only a
notification. But if the associated action is a forced rest, ban,
or global ban, blocking circuit 720 simply refuses to let the
player do anything but cash out any remaining credits and remove
his identification card.
[0047] FIG. 8 shows a second slot machine in the casino with the
slot machine of FIG. 2, the second slot machine also limiting play
according to the selected self-limit. In FIG. 8, the player has
spent some time and money playing on slot machine 202. As can be
seen in memory 805, the player has been playing for 1 hour and 26
minutes, and has a total buy-in of $525 in that time. Because the
player has chosen to limit his total buy-in to $500 within two
hours, the player's self-limit has prevented further play on slot
machine 202. As discussed above, the statistics generated by slot
machine 202 are transmitted to central station 620. The player
tries to then play slot machine 810, on the premise that one
machine does not know what has transpired at another machine. When
slot machine 810 communicates with central station 620, central
station 620 sends a message to slot machine 810, indicating that
player has reached the self-limit. Slot machine 810 then displays
the message in display 815, that the player has exceeded the limit.
Finally, blocking circuit 720 blocks the player from further
playing slot machine 810.
[0048] Although FIG. 8 shows the player attempting to play a second
slot machine within the same casino, there is no reason to limit
the invention to slot machines within the same casino. FIG. 9 shows
the second slot machine of FIG. 8 in a second casino. In FIG. 9,
slot machine 202 is in casino 905. Slot machine 910 is in casino
915. If the player attempts to play slot machine 910 in casino 915,
slot machine 910 communicates with central station 620 in casino
905. The self-limits, as well as statistics generated within casino
905 can then be applied to the player in casino 915.
[0049] Although FIG. 9 shows slot machine 910 in casino 915
communicating with station 620 in casino 905, a person skilled in
the art will recognize that slot machine 910 can instead
communicate with a central station (not shown in FIG. 9) in casino
915. When the player attempts to play slot machine 910 in casino
915, the second central station can query central station 620 for
any player statistics. By using different central stations in
different casinos, self-limits can be imposed both intra-casino and
inter-casino, as desired.
[0050] Although typically casinos share player information only
with other casinos within the corporate family, a person skilled in
the art will recognize that this is an arbitrary limitation. By
sharing player information with casinos in another corporate
family, self-limits can be made more effective, as players will not
be able to avoid the limits simply by heading to a casino in a
different corporate family.
[0051] FIGS. 10A-10C show a flowchart of the method of
self-limiting gaming for use in the slot machine of FIG. 2. In FIG.
10A, at step 1005, the player selects a trigger event. At step
1010, the player selects an associated action to occur when the
trigger event is reached. At step 1015, the player prepares to play
the machine (e.g., by inserting his identification card). The
player identification is then transmitted to the central station.
This allows the central station to load any statistics already
generated by the player. At step 1020 (FIG. 10B), the player begins
to play the game. At step 1025, the game transmits play statistics
to the central station. At step 1030, the central station checks to
see if the trigger event has occurred. If the trigger event has not
occurred, then at step 1035 the game checks to see if the player is
still playing the game. If the player is still playing the game,
then processing returns to step 1020.
[0052] If at step 1030 the trigger event occurred, then at step
1040 (FIG. 10C) the associated action (notification, forced rest,
ban, or global ban) is performed. Then, if the trigger event
occurred (at step 1030 in FIG. 10B) or if player has stopped
playing (at step 1035 in FIG. 10B), then at step 1050 the system
checks to see if the player has chosen to cancel the self-limit. If
the player has chosen to cancel the self-limit, then at step 1055
the self-limit is canceled.
[0053] FIG. 10C is slightly incomplete in representing what happens
if the associated action is notification. As described above,
notification simply alerts the player that the self-limit has been
reached. Notification does not force the player to stop playing.
Accordingly, even if the associated action of notification is
performed at step 1040 in FIG. 10C, the player can continue playing
at step 1035 in FIG. 10B.
[0054] Although FIGS. 10A-10C describe the central station
monitoring the player's play, a person skilled in the art will
recognize how FIGS. 10A-10C can be modified to allow the game to
monitor the player for self-limits. Specifically, when the player
begins playing at step 1015 of FIG. 10A, the central station can
transmit, at the machine's request, the player's statistics,
trigger event, and associated action. Step 1025 can be eliminated,
and the machine can check for the trigger event itself at step
1030. Finally, a new step is necessary before step 1050, so that
the machine can transmit updated statistics to the central
station.
[0055] A person skilled in the art will also recognize that the
flowchart of FIGS. 10A-10C consists of three groups of events,
which do not have to occur at or near the same time. Specifically,
the player can select the self-limit in steps 1005-1010 of FIG. 10A
at one time, play the machine in steps 1015-1040 of FIGS. 10A-10C
at another time, and cancel the self-limits in steps 1050-1055 of
FIG. 10C at a third time.
[0056] While the above discussion is centered on a player
self-limiting play, a person skilled in the art will recognize that
these limits can be invoked on behalf of a player without their
involvement. For example, if a player knows he has a problem with
gambling but nonetheless plays, the player's doctor (e.g.,
psychologist) can instruct the casino to limit play on the player's
behalf. The casino is then responsible for setting the appropriate
limits for the player. Of course, in this variation, the casino can
request an authorization from the player to accept limit
instructions from the player's doctor.
[0057] A person skilled in the art will also recognize that,
although the above discussion utilizes a slot machine, the
description is equally applicable to other games. The invention is
also applicable to non-electronic games, such as blackjack, poker,
craps, and the like, although the determination of the player's
wins and losses in these games typically requires dealer
involvement.
[0058] Having illustrated and described the principles of our
invention in a preferred embodiment thereof, it should be readily
apparent to those skilled in the art that the invention can be
modified in arrangement and detail without departing from such
principles. We claim all modifications coming within the spirit and
scope of the accompanying claims.
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