U.S. patent application number 11/557131 was filed with the patent office on 2007-03-22 for system and method for convenience gaming.
This patent application is currently assigned to CFPH, LLC. Invention is credited to Lee M. Amaitis, Joseph M. Asher, Howard W. Lutnick, Darrin M. Mylet, Alan B. Wilkins.
Application Number | 20070066402 11/557131 |
Document ID | / |
Family ID | 34916475 |
Filed Date | 2007-03-22 |
United States Patent
Application |
20070066402 |
Kind Code |
A1 |
Amaitis; Lee M. ; et
al. |
March 22, 2007 |
System and Method for Convenience Gaming
Abstract
A convenience gaming system is provided. The convenience gaming
system allows users to access applications via gaming communication
devices coupled to a communication network. At least a portion of
the network may be wireless. The gaming applications include
gambling, financial, entertainment service, and other types of
transactions. The system may include a user location determination
feature to prevent users from conducting transactions from
unauthorized areas.
Inventors: |
Amaitis; Lee M.; (London,
GB) ; Asher; Joseph M.; (New York, NY) ;
Lutnick; Howard W.; (New York, NY) ; Mylet; Darrin
M.; (Tampa, FL) ; Wilkins; Alan B.; (Raleigh,
NC) |
Correspondence
Address: |
BAKER BOTTS L.L.P.
2001 ROSS AVENUE
SUITE 600
DALLAS
TX
75201-2980
US
|
Assignee: |
CFPH, LLC
New York
NY
|
Family ID: |
34916475 |
Appl. No.: |
11/557131 |
Filed: |
November 7, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11063311 |
Feb 21, 2005 |
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11557131 |
Nov 7, 2006 |
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10835995 |
Apr 29, 2004 |
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11063311 |
Feb 21, 2005 |
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60549187 |
Mar 1, 2004 |
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60547507 |
Feb 25, 2004 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3286 20130101;
G07F 17/3223 20130101; G07F 17/3239 20130101; G07F 17/3241
20130101; A63F 13/216 20140902; A63F 2300/205 20130101; G07F 17/32
20130101; G07F 17/3237 20130101; G07F 17/3272 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1-28. (canceled)
29. A trading system comprising: at least one financial transaction
server; and at least one mobile communication device connected to
the at least one financial transaction server by a
telecommunications network, wherein the at least one mobile
communication device is operable to send and receive financial
transaction information to and from the at least one financial
transaction server if a user of the mobile communication device
meets at least one identity verification criterion by interacting
with the mobile communication device.
30. The trading system of claim 29, wherein the mobile
communication device is only operable to send and receive financial
transaction information if the mobile communication device also
meets at least one location verification criterion.
31. The trading system of claim 29, further comprising at least one
credit information sever, wherein the mobile communication device
is operable to send and receive credit verification information to
and from the at least one credit information server.
32. The trading system of claim 29, further comprising at least one
credit information server, wherein an interaction between a user
and the mobile communication device is operable to cause a
communication path to be established between the at least one
credit information server and at least one of the at least one
financial transaction server and the mobile communication
device.
33. The trading system of claim 29, wherein communication between
the mobile communication device and the at least one financial
transaction server is achieved via a Push to Talk protocol.
34. (canceled)
Description
RELATED APPLICATION
[0001] This application is a divisional of pending U.S. application
Ser. No. 11/063,311, which is a continuation-in-part application
claiming the benefit of pending U.S. application Ser. No.
10/835,995 filed Apr. 29, 2004, which claims the priority under 35
U.S.C. .sctn.119 of provisional application Ser. No. 60/549,187
filed Mar. 1, 2004 and provisional application Ser. No. 60/547,507
filed Feb. 25, 2004.
TECHNICAL FIELD
[0002] The present invention relates generally to the field of
gaming and, more particularly to a gaming system and method
incorporating a wireless network.
BACKGROUND
[0003] On-line casinos are accessible via the Internet. These
on-line casinos present a graphical representation of games, such
as casino games, to a user on the screen of a computer in
communication with the Internet. The user may place wagers,
participate in the gaming, and win or lose money. Receipt of
winnings, or payment of losses is typically handled through a
credit account.
SUMMARY
[0004] Due to a variety of factors, Internet-based electronic
gaming systems may have a number of undesirable aspects. For
example, the Internet lacks the security necessary to ensure
confidence that operation of an electronic gaming system will
proceed without tampering. An operator of an Internet gaming system
is prone to hacking, viruses and other shortcomings of conducting
business over the Internet. Users of Internet-based systems often
lack confidence that their financial transactions are secure and
that their privacy will remain intact. Moreover, the use of the
Internet does not provide location verification suitable to ensure
that a user is within an approved gaming area.
[0005] Among other things, certain embodiments of the present
invention incorporate non-Internet based technology with respect to
a communications network in order to avoid the problems encountered
in operating a gaming system via the Internet.
[0006] In one embodiment the present invention provides a
convenience gaming system, which includes at least one server and
at least one gaming communication device connected to the at least
one server by a telecommunications network. The at least one gaming
communication device is operable to send and receive gaming
information to and from the at least one gaming server if the at
least one gaming communication device meets at least one
predetermined criteria.
[0007] In another embodiment, a method is provided for conducting
convenience gaming activities on a gaming communication device in
communication with a gaming server. The method includes presenting
a user of the gaming communication device with one or more gaming
activity options. The method further includes accepting a selection
of a gaming activity option by the user, transmitting information
associated with the selected gaming activity option between the
gaming communication device and the server, determining a result
associated with the user's selection, and transmitting the result
to the user.
[0008] Various embodiments of the present invention may benefit
from numerous advantages. It should be noted that one or more
embodiments may benefit from some, none, or all of the advantages
discussed below.
[0009] One advantage is that the system enables remote, wireless,
mobile gaming over a secure network. Another advantage is that the
system enables remote, wireless, mobile, gaming, while preventing
gaming by unauthorized users and from unauthorized locations.
Another advantage is the enablement of a gaming system accessible
by remote, wireless, mobile users, wherein the system includes
gaming communication devices used by the users and connected to a
communication network, and wherein a portion of the communication
network is movable.
[0010] Other advantages will be readily apparent to one having
ordinary skill in the art from the following figures, descriptions,
and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] For a more complete understanding of the present invention
and for further features and advantages, reference is now made to
the following description, taken in conjunction with the
accompanying drawings, in which:
[0012] FIG. 1 illustrates a convenience gaming system according to
an embodiment of the present invention;
[0013] FIG. 2 illustrates a convenience gaming system with a
wireless network according to an embodiment of the present
invention;
[0014] FIG. 3 is a block diagram of a convenience gaming system
illustrating various gaming activities in accordance with an
embodiment of the present invention;
[0015] FIG. 4 illustrates a convenience gaming system showing
coverage areas in accordance with an embodiment of the present
invention;
[0016] FIG. 5 illustrates a convenience gaming system with a
wireless network showing triangulation location determination in
accordance with an embodiment of the present invention;
[0017] FIG. 6 is a flow chart depicting steps in a convenience
gaming method according to an embodiment of the present
invention;
[0018] FIG. 7 depicts a convenience gaming system showing a
communication path in accordance with an embodiment of the present
invention; and
[0019] FIG. 8 illustrates a ship-based convenience gaming system in
accordance with an embodiment of the present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0020] A convenience gaming system enables participants to engage
in gaming activities from remote and/or mobile locations. The
possible gaming activities include gambling, such as that provided
by casinos. Gambling activities may include any casino-type
gambling activities including, but not limited to, slot machines,
video poker, table games (e.g., craps, roulette, blackjack, pai gow
poker, Caribbean stud poker, baccarat, etc), the wheel of fortune
game, keno, sports betting, horse racing, dog racing, jai alai, and
other gambling activities. The gaming activities can also include
wagering on any type of event. Events can include, for example,
sporting events, such as horse or auto racing, and athletic
competitions such as football, basketball, baseball, golf, etc.
Events can also include such things that do not normally involve
wagering. Such events may include, without limitation, political
elections, entertainment industry awards, and box office
performance of movies. Gaming can also include non-wagering games
and events. Gaming can also include lotteries or lottery-type
activities such as state and interstate lotteries. These can
include all forms of number-selection lotteries, "scratch-off"
lotteries, and other lottery contests. The convenience gaming
system may be implemented over a communications network such as a
cellular network or a private wireless and/or wireline network.
Examples of the latter include WiFi and WiMax networks. In one
embodiment, the convenience gaming system communications network is
entirely independent of the Internet. In another embodiment, the
convenience gaming system operation makes minimal use of the
Internet, such that only information for which there is no security
issues is transmitted via the Internet and/or information may be
encrypted. Preferably, the communications network enables players
to participate in gaming from remote locations (e.g., outside of
the gaming area of a casino). Also, the system may enable players
to be mobile during participation in the convenience gaming
activities. Preferably, the system has a location verification or
determination feature, which is operable to permit or disallow
gaming from the remote location depending upon whether or not the
location meets one or more criteria. The criterion may be, for
example, whether the location is within a pre-defined area in which
gaming is permitted by law.
[0021] As shown in FIG. 1, for example, convenience gaming system
10 includes at least one user 12. The system may include additional
users such that there is at least a first user 12 and a second user
14. Multiple users may access a first convenience gaming system 10,
while other multiple users access a second convenience gaming
system (not shown) in communication with first gaming system 10.
Users 12 and 14 preferably access system 10 by way of a gaming
communication device 13. Gaming communication device 13 may
comprise any suitable device for transmitting and receiving
electronic communications. Examples of such devices include,
without limitation, mobile phones, personal data assistants (PDAs),
computers, mini-computers, etc. Gaming communication devices 13
transmit and receive gaming information to and from communications
network 16. Gaming information is also transmitted between network
16 and a computer 18, such as a server, which may reside within the
domain of a gaming service provider 20. The location of computer 18
is not critical, however, and computer 18 may reside adjacent to or
remote from the domain of gaming service provider 20. Moreover, in
certain embodiments, a gaming service provider is not required. The
computer 18 and/or gaming service provider 20 may reside within,
adjacent to, or remote from a gaming provider (not shown in FIG.
1). The gaming provider may be an actual controller of games, such
as a casino. As an example, a gaming service provider may be
located on the grounds of a casino and the computer 18 may be
physically within the geographic boundaries of the gaming service
provider. As discussed, however, other possibilities exist for
remote location of the computer 18 and the gaming service provider
20. Computer 18 may function as a gaming server. Additional
computers (not expressly shown) may function as database management
computers and redundant servers, for example.
[0022] Preferably, software resides on both the gaming
communication device 13 and the computer 18. Software resident on
gaming communication device 13 is preferably operable to present
information corresponding to gaming activities (including gambling
and non-gambling activities discussed herein) to the user. The
information includes, without limitation, graphical representations
of objects associated with the activities, and presentation of
options related to the activities and selectable by the user. The
gaming communication device software is also preferably operable to
receive data from the computer and data input by the user. Software
resident on the computer is preferably able to exchange data with
the gaming communication device, access additional computers and
data storage devices, and perform all of the functions described
herein as well as functions common to known electronic gaming
systems.
[0023] Gaming information transmitted across network 16 may include
any information, in any format, which is necessary or desirable in
the operation of the gaming experience in which the user
participates. The information may be transmitted in whole, or in
combination, in any format including digital or analog, text or
voice, and according to any known or future transport technologies,
which may include, for example, wireline or wireless technologies.
Wireless technologies may include, for example, licensed or
license-exempt technologies. Some specific technologies which may
be used include, without limitation, Code Division Multiple Access
(CDMA), Global System for Mobile Communication (GSM), General
Packet Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x),
Public Switched Telephone Network (PSTN), Digital Subscriber Line
(DSL), Integrated Services Digital Network (ISDN), or cable modem
technologies. These are examples only and one of ordinary skill
will understand that other types of communication techniques are
within the scope of the present invention. Further, it will be
understood that additional components may be used in the
communication of information between the users and the gaming
server. Such additional components may include, without limitation,
lines, trunks, antennas, switches, cables, transmitters, receivers,
computers, routers, servers, fiber optical transmission equipment,
repeaters, amplifiers, etc.
[0024] In at least one embodiment, the communication of gaming
information takes place without involvement of the Internet. This
has an advantage of avoiding the security problems which typically
arise when conducting business over the Internet. However, in
certain embodiments, a portion of the gaming information may be
transmitted over the Internet. Also, some or all of the gaming
information may be transmitted partially over an Internet
communications path. In certain embodiments, some information is
transmitted entirely or partially over the Internet, but the
information is either not gaming information or is gaming
information that does not need to be maintained secretly. For
instance, data that causes a graphical representation of a table
game on the user's gaming communication device might be transmitted
at least partially over the Internet, while wagering information
transmitted by the user might be transmitted entirely over a
non-Internet communications network.
[0025] According to one embodiment, as shown in FIG. 2 for example,
the communications network comprises a cellular network 22.
Cellular network 22 comprises a plurality of base stations 23, each
of which has a corresponding coverage area 25. Base station
technology is generally known and the base stations may be of any
type found in a typical cellular network. The base stations may
have coverage areas that overlap. Further, the coverage areas may
be sectorized or non-sectorized. The network also includes mobile
stations 24, which function as the gaming communication devices
used by users to access the convenience gaming system and
participate in the activities available on the convenience gaming
system. Users are connected to the network of base stations via
transmission and reception of radio signals. The communications
network also includes at least one voice/data switch, which is
preferably connected to the wireless portion of the network via a
dedicated, secure landline. The communications network also
includes a gaming service provider, which is likewise connected to
the voice/data switch via a dedicated, secure landline. The
voice/data switch may be connected to the wireless network of base
stations via a mobile switching center (MSC), for example and the
landline may be provided between the voice/data switch and the
MSC.
[0026] Users access the convenience gaming system by way of mobile
stations which are in communication with, and thus part of, the
communications network. The mobile station may be any electronic
communication device that is operable in connection with the
network as described. For example, in this particular embodiment,
the mobile station may comprise a cellular telephone.
[0027] Preferably, in the case of a cellular network for example,
the convenience gaming system is enabled through the use of a
private label carrier network. Each base station is programmed by
the cellular carrier to send and receive private secure voice
and/or data transmissions to and from mobile station handsets. The
handsets are preferably pre-programmed with both gaming software
and the carrier's authentication software. The base stations
communicate via Private T-1 lines to a switch. A gaming service
provider leases a private T-1 or T-3 line, which routes the calls
back to gaming servers controlled by the gaming service provider.
Encryption can be installed on the telephones if required by a
gaming regulation authority, such as a gaming commission.
[0028] The cellular network is preferably a private, closed system.
Mobile stations communicate with base stations and base stations
are connected to a centralized switch located within a gaming
jurisdiction. At the switch, voice calls are transported either
locally or via long distance. Specific service provider gaming
traffic is transported from the central switch to a gaming server
at a host location, which can be a casino or other location.
[0029] As subscribers launch their specific gaming application, the
handset will only talk to certain base stations with cells or
sectors that have been engineered to be wholly within the gaming
jurisdiction. For example, if a base station is close enough to
pick up or send a signal across state lines, it will not be able to
communicate with the device. When a customer uses the device for
gaming, the system may prohibit, if desired, the making or
receiving voice calls. Moreover, voice can be eliminated entirely
if required. Further, the devices are preferably not allowed to
"connect" to the Internet. This ensures a high level of certainty
that bets/wagers originate and terminate within the boundaries of
the gaming jurisdiction and the "private" wireless system cannot be
circumvented or bypassed. Although in certain embodiments some data
and/or voice traffic may be communicated at least partially over
the Internet, it is preferred that the communication path does not
include the Internet. Alternatively, in some embodiments, certain
non-gaming information may be transported over a path which
includes the Internet, while other information relating to the
gaming activities of the system is transported on a path that does
not include the Internet.
[0030] As shown in FIG. 3, a gaming communication device 32 is in
communication with a gaming service provider over a network 34. The
gaming service provider preferably has one or more servers, on
which are resident various gaming and other applications. As shown
in FIG. 3, some example gaming applications include horse racing
and other sports, financial exchange, casino and/or virtual casino,
entertainment and other events exchange, and news and real time
entertainment. Each of these applications may be embodied in one or
more software modules. The applications may be combined in any
possible combination. Additionally, it should be understood that
these applications are not exhaustive and that other applications
may exist to provide an environment to the user that is associated
with any of the described or potential convenience activities.
[0031] In another embodiment, as shown in FIG. 4, for example, the
communications network comprises a private wireless network. The
private wireless network may include, for example, an 802.11x
(WiFi) network technology to cover "Game Spots" or "Entertainment
Spots." In FIG. 4, various WiFi networks are indicated as networks
41. Networks 41 may use other communications protocols to provide a
private wireless network including, but not limited to, 802.16x
(WiMax) technology. Further, networks 41 may be interconnected.
Also, a convenience gaming system may comprise a combination of
networks as depicted in FIG. 4. For example, there is shown a
combination of private wireless networks 16, a cellular network
comprising a multi-channel access unit or sectorized base station
42, and a satellite network comprising one or more satellites
46.
[0032] With respect to the private wireless network, because the
preferable technology covers smaller areas, (e.g., in the range of
100-300 feet) and provides very high-speed throughput, the private
wireless network is particularly well-suited for gaming commission
needs of location and identity verification for the gaming service
provider products. The gaming spots enabled by networks 41 may
include a current casino area 48, new areas such as swimming pools,
lakes or other recreational areas 49, guest rooms and restaurants
such as might be found in casino 48 or hotels 45 and 47,
residential areas 40, and other remote convenience gaming areas 43.
The configuration of the overall convenience gaming system depicted
in FIG. 4 is intended only as an example and may be modified within
the scope of the present invention.
[0033] In one embodiment, the system architecture for the
convenience gaming system includes:
[0034] (1) a wireless LAN (Local Access Network) component, which
consists of mostly 802.11x (WiFi) and/or 802.16x WiMax
technologies; robust security and authentication software; gaming
software; mobile carrier approved handsets with Windows.RTM. or
Symbian.RTM. operating systems integrated within; and [0035] (a)
CDMA-technology that is secure for over-the-air data protection;
[0036] (b) at least two layers of user authentication, (that
provided by the mobile carrier and that provided by the gaming
service provider); [0037] (c) compulsory tunneling (static routing)
to gaming servers; [0038] (d) end-to-end encryption at the
application layer; and [0039] (e) state-of-the-art firewall and DMZ
technologies; [0040] (2) an MWAN (Metropolitan Wireless Access
Network), which consists of licensed and license-exempt,
point-to-point links, as well as licensed and license-exempt,
point-to-multi-point technologies; [0041] (3) private MAN
(Metropolitan Access Network) T-1 and T-3 lines to provide
connectivity where wireless services cannot reach; and [0042] (4)
redundant private-line communications from the mobile switch back
to the gaming server.
[0043] Each of the "Game Spots" or "Entertainment Spots" is
preferably connected via the MWAN/MAN back to central and redundant
game servers. For accessing the private wireless networks 41, the
gaming communication devices are preferably WiFi- or WiMax-enabled
PDAs or mini-laptops, and do not have to be managed by a
third-party partner.
[0044] Preferably, the convenience gaming system includes a
location verification feature, which is operable to permit or
disable gaming from a remote location depending upon whether or not
the location meets one or more criteria. The criterion may be, for
example, whether the location is within a pre-defined area in which
gaming is permitted by law. As another example, the criterion may
be whether the location is in a no-gaming zone, such as a school.
The location verification technology used in the system may
include, without limitation, "network-based" and/or
"satellite-based" technology. Network-based technology may included
such technologies as multilateration, triangulation and
geo-fencing, for example. Satellite-based technologies may include
global positioning satellite (GPS) technology, for example.
[0045] As previously discussed, the cellular approach preferably
includes the use of at least one cellular, mobile, voice and data
network. For gaming in certain jurisdictions, such as Nevada for
example, the technology may involve triangulation, global
positioning satellite (GPS) technology, and/or geo-fencing to avoid
the potential for bets or wagers to be made outside Nevada state
lines. In one embodiment, the network would not cover all of a
particular jurisdiction, such as Nevada. For instance, the network
would not cover areas in which cellular coverage for a particular
base station straddled the state line or other boundary of the
jurisdiction. This is done in order to permit the use of location
verification to insure against the chance of bets originating or
terminating outside of the state. Triangulation may be used as a
method for preventing gaming from unapproved locations.
Triangulation may be accomplished, for example, by comparing the
signal strength from a single mobile station received at multiple
base stations, each having GPS coordinates. This technology may be
used to pinpoint the location of a mobile station. The location can
then be compared to a map or other resource to determine whether
the user of the mobile station is in an unapproved area, such as a
school. Alternatively, GPS technology may be used for these
purposes.
[0046] As shown in FIG. 5, the convenience gaming system includes a
plurality of gaming communication devices 54, 55, and 56. Device 54
is located outside the gaming jurisdiction 58. Devices 55 and 56
are both located inside gaming jurisdiction 58. However only device
56 is located within geo-fence 57, which is established by the
coverage areas of a plurality of base station 53. Thus, geo-fencing
may be used to enable gaming via device 56 but disable gaming via
devices 54 and 55. Even though some gaming communication devices
that are within the gaming jurisdiction 58, such as device 55, are
not permitted access to the convenience gaming system, the
geo-fence 57 ensures that no gaming communication devices outside
jurisdiction 58, such as device 54, are permitted access.
[0047] Geo-fencing does not specify location. Rather, it ensures
that a mobile station is within certain boundaries. For instance,
geo-fencing may be used to ensure that a mobile station beyond
state lines does not access the convenience gaming system.
Triangulation on the other hand specifies a pinpoint, or
near-pinpoint, location. For example, as shown in FIG. 5, device 56
is triangulated between three of the base stations 53 to determine
the location of device 56. Triangulation may be used to identify
whether a device, such as a mobile station, is located in a
specific spot where gambling is unauthorized (such as, for example,
a school). Preferably, the location determination technology
utilized in conjunction with the present invention meets the
Federal Communication Commission's (FCC's) Phase 2E911
requirements. Geological Institute Survey (GIS) mapping may also be
utilized to compare identified coordinates of a gaming
communication device with GIS map features or elements to determine
whether a device is in an area not authorized for gaming. It should
be noted that any type of location verification may be used such as
triangulation, geo-fencing, global positioning satellite (GPS)
technology, or any other type of location determining technology,
which can be used to ensure, or provide an acceptable level of
confidence, that the user is within an approved gaming area.
[0048] In another embodiment, location verification is accomplished
using channel address checking or location verification using some
other identifying number or piece of information indicative of
which network or portion of a network is being accessed by the
gaming communication device. Assuming the using of an identifying
number for this purpose, then according to one method of location
checking, as an example, a participant accesses the gaming system
via a mobile telephone. The identifying number of the mobile
telephone, or of the network component being accessed by the mobile
telephone, identifies the caller's connection to the mobile
network. The number is indicative of the fact that the caller is in
a defined area and is on a certain mobile network. A server
application may be resident on the mobile telephone to communicate
this information via the network to the gaming service provider. In
a related embodiment, the identifying number or information is
passed from a first network provider to a second network provider.
For example, a caller's home network may be that provided by the
second provider, but the caller is roaming on a network (and in a
jurisdiction) provided by the first provider. The first provider
passes the identifying information through to the second provider
to enable the second provider to determine whether the caller is in
a defined area that does or does not allow the relevant gaming
activity. Preferably the gaming service provider either maintains,
or has access to, a database that maps the various possible
worldwide mobile network identifying numbers to geographic areas.
The invention contemplates using any number or proxy that indicates
a network, portion of a network, or network component, which is
being connected with a mobile telephone. The identifying number may
indicate one or more of a base station or group of base stations, a
line, a channel, a trunk, a switch, a router, a repeater, etc.
[0049] In another embodiment, when the user connects his mobile
telephone to the gaming server, the gaming server draws the network
identifying information and communicates that information to the
gaming service provider. The software resident on the gaming
communication device may incorporate functionality that will, upon
login or access by the user, determine the user's location (based
at least in part on the identifying information) and send a message
to the gaming service provider. The identifying number or
information used to determine location may be country-specific,
state-specific, town-specific, or specific to some other definable
boundaries.
[0050] In connection with any of the location determination
methods, the gaming system may periodically update the location
determination information. This may be done, for example, during a
gaming session, at pre-defined time intervals to ensure that
movement of the gaming communication device to an unauthorized area
is detected during play, and not just upon login or initial
access.
[0051] Thus, depending on the location determination technology
being used, the decision whether to permit or prohibit a gaming
activity may be made at the gaming communication device, at the
gaming server, or at any of the components of the telecommunication
network being used to transmit information between the gaming
communication device and the gaming server (such as at a base
station, for example).
[0052] An aspect of the private wireless network related to
preventing gaming in unauthorized areas is the placement of
sensors, such as Radio Frequency Identification (RFID) sensors on
the gaming communication devices. The sensors trigger alarms if
users take the devices outside the approved gaming areas. Further,
the devices may be "tethered" to immovable objects. Users might
simply log in to such devices using their ID and password.
[0053] In connection with FIG. 6, an example embodiment of a method
according to the present invention can be described as follows. As
discussed, software is preferably loaded on a gaming communication
device and is operable to receive input data for gaming. The input
data may originate at associated gaming software resident on the
gaming server, or it may be input by the user of the gaming
communication device. The software on the device is operable to
present a representation of a gaming environment. This can include,
among other things, a representation of a table game such as a
blackjack table or a slot machine. Other examples of the
representation of a gaming environment include graphical
representations of any of the other applications described
herein.
[0054] In the example method shown in FIG. 6, in a first step 602,
the gaming communication device is activated. This may take place
as a function of turning on a phone, PDA, or other communication
device as described elsewhere herein. Preferably, activation
comprises connecting the gaming communication device to a private
data network. Part of the activation includes logging in at a
prompt. This may be considered as a first level of authentication
of a user of the gaming communication device. A second level of
user authentication comprises authentication of the gaming
communication device itself. This may occur, for example, by
authentication of a mobile station by a mobile carrier. A third
level of user identification may comprise biometrics. Various
examples of biometrics may include, but are not limited to,
fingerprint identification, photo identification, retina scanning,
voice print matching, etc.
[0055] In a next step 604, the user is presented with the gaming
environment. The gaming environment may be presented in various
stages. For instance, in a first stage, the gaming environment may
comprise a casino lobby where the user is presented with certain
gaming options including, for example, table games, slots, sports
book, video poker, and a casino cashier. In a subsequent stage, the
user may be presented with optional instances of the type of
activity selected from the casino lobby.
[0056] In a next step 606, the user selects an activity, such as a
particular casino table game. In step 608, the user is presented
with one or more options related to the selected activity. In step
610, the user selects an option. For instance, at this point, the
user might place a wager, draw a card, select a restaurant or
restaurant menu item, select a news source or a news story, place a
buy or sell order on a financial exchange, place a bet on a certain
box office performance over/under amount for a given movie, etc.
The options for user input are myriad. In step 612, the software
resident on the gaming communication device accepts the option
input by the user and transmits the input data to the software
resident at the gaming server. In step 614, the gaming server
software acts on the input data.
[0057] Actions at this point, may include, without limitation,
determining an outcome and/or amount, accessing another server
and/or software application, retrieving information, preparing a
response to the user, etc. The action of determining an outcome
and/or amount might take place, for example, if the user is using
the device to place wagers in connection with a gambling activity.
For certain gambling activities, such as a table game or slot
machine, a random number generator may be incorporated to determine
the outcome (i.e., whether the user won or lost) and the gaming
server software would also determine an amount won or lost based on
the amount wagered and any applicable odds. The action of accessing
another server and/or software application might occur, for
example, in the event the user is engaging in a services activity
such as accessing news services, making reservations and placing
food and beverage orders at a restaurant, or making a retail
purchase. The action of retrieving information might occur when the
gaming server software is prompted to access another server for the
purpose of retrieving a certain type of information requested by
the user.
[0058] Preferably, the gaming server software prepares a response
to the user's input data and in step 616. In step 618, the user
acknowledges the response. For example, in the case of gambling,
the user might acknowledge that he won a hand of blackjack because
the dealer busted and that his payout was $100 based on a $50 bet
at even odds. In step 620, the user logs out.
[0059] In the situation where the user is gambling, after the
series of steps described in connection with FIG. 6, (or a subset
or modified series of steps), the user physically enters a casino
and goes to a casino cashier for payout and/or settlement (which
can include, for example, extensions of credit or advance
deposits). In one embodiment, there is a waiting period (e.g.,
twenty-four hours) before the user can collect winnings. The
purpose of the waiting period is to allow time for fraud
monitoring. The waiting period may depend on the amount of the
balance. For example, if the user is owed less than $5,000 the
waiting period may be twelve hours. If the user is owed between
$5,000 and $10,000 the waiting period may be twenty-four hours. If
the user is owed more than $10,000 the waiting period may be
forty-eight hours.
[0060] The duration of activation of the gaming communication
device, the duration of a particular session, and/or the duration
of a particular activity may be controlled according to any number
of different parameters. For example, the duration may be based on
a predetermined amount of time or period of time. Activation of the
gaming communication device may terminate upon the expiration of a
predetermined time period. As another example, an activity may only
be permitted until the occurrence of a particular time of day.
According to an alternative, an administrator, or another party to
a transaction within any of the various activities, may determine
the time period or amount of time. According to yet another
alternative, the duration may end upon the occurrence of an event
such as the user entering or leaving a particular location. The
duration of activation may be dynamically determined based on a
period of non-use. In other words, after a predetermined time
without being used, the device may "time out" and be deactivated.
The period of time, or amount of time, may be cumulatively
determined. For example, an activity may only be permitted for a
period of five hours, collectively. Time counting toward the five
hours might stop and start depending upon the location of the user.
As another example, an activity might only be permitted so long as
the user does not enter or leave a particular location for longer
than a predetermined period of time.
[0061] Similarly, activation of the gaming communication device
and/or the ability for a user to engage in a particular activity
may only be permitted during a specified time of day, or for a
particular period of time prior to an event, or for a particular
period of time after notification to the user. Also, activation
and/or access may be controlled based upon the location of the
user. For example, if a user is in a particular casino in which a
particular show will take place that evening, the user might be
notified that tickets to the show are available for a specified
period of time prior to the show. The user might only be permitted
to engage in the activity of purchasing tickets for the show if the
user is in the casino and during the specified period of time prior
to the show. For example, the user might only be able to purchase
tickets while in the casino and up to five minutes before the start
time of the show. Similarly, the activation of the device may be
restricted based on the location of the user and a corresponding
period of time. For example, if a user is in a location where a
show is occurring, or is going to occur, the device may be
deactivated (either automatically, or by a party other than the
user) during a period beginning five minutes prior to the show and
ending five minutes after the end of the show.
[0062] According to another alternative, the duration or enablement
of one activity might be determined by the participation of the
user in another activity. For example, a user might be allowed to
make dinner reservations at a popular restaurant if the user has
been gambling enough at a given casino. In this way, bonuses or
comps may be determined or managed based on the activity of the
user via the gaming communication device.
[0063] Preferably, data is transmitted back and forth during the
convenience gaming activities between the gaming communication
device and a server controlled by the gaming service provider. An
example of the path of communication is shown in FIG. 7. Gaming
data, such as a wager placed by the user, is transmitted from
gaming communication device 701 to a base station 702 (or a
transmitter in the case of a private wireless network such as a
WiFi or WiMax network). Base station 702 routes the data through
network 703 to a hub or gateway 704, which in turn routes the data
to a gaming server 705 operated by a gaming service provider.
Preferably, the communication from gaming communication device 701
to the network 703 comprises wireless communication. This may be
any type of known wireless communication or any type of wireless
communication available in the future. Examples of acceptable
wireless communication protocols include CDMA, GSM, and GPRS.
[0064] Preferably, the communication from the network 703 to the
gateway 704 and to the server 705 is conducted over secure land
lines. FIG. 7 is an example communication network only and the
present invention should be understood to cover other networks in
which data may be transmitted from gaming communication device 701
to server 705. Preferably, data in response to data being
transmitted from gaming communication device 701 to server 705 is
transmitted back to gaming communication device 701 along a path
essentially opposite to the path of the first transmission. It
should be noted that in at least certain embodiments of the methods
and systems described herein, a user is not actually playing a game
on the gaming communication device. Rather, the user is actually
playing the game on the server controlled by the gaming service
provider, which may be located within a casino.
[0065] With respect to payment and/or receipt of winnings and
losses, one possible approach is as follows. Upon check-in at a
casino hotel, a hotel representative may query a guest as to
whether the guest wants access to a gaming communication device. If
the guest does want such access, the hotel representative may
provide the guest with a gaming communication device in exchange
for a credit-card type deposit or other deposit. The guest then
deposits money into an account for wireless gaming. The guest's
account balance information is loaded onto the guest's account
file, which is preferably maintained on the gaming server. The user
may load money into his gaming account by establishing a credit
account, for example, at a casino cashier and/or by paying cash to
the casino cashier. Many other alternatives exist and this process
is an example only. Guest accounts or gaming communication devices
may be preloaded with funds. Funds may be deposited during a
convenience gaming session. This may occur, for example, if a user
selected a casino cashier activity from the gaming environment and
instructed the cashier to add funds to the account. The finance
subsystem may also utilize account card technology (such as ATM
cards, credit cards, stored value cards, gift cards, etc) in order
to conduct financial transactions associated with a user's account.
Moreover, the user may receive or make payments remotely, by way of
inputting instructions via the gaming communication device or by
another remote device such as an automatic teller machine (ATM),
which is in electronic communication with the gaming server or
other server operated by the casino, hotel, gaming service provider
or other entity involved in the convenience gaming activities. For
example, a user might remotely (via the gaming communication
device) place an order at a restaurant. Then, the user might make
advance payment for the meal at an ATM-type machine which is
operable to receive instructions corresponding to the financial
transaction requirements of the convenience gaming activity of
ordering food.
[0066] A unique aspect of the present invention includes
establishing an electronic record of the gaming transactions
undertaken by a user. Preferably, this is accomplished by
utilization of a keystroke log, which is an electronic record of
all keystrokes made by the user. Utilization of a keystroke log in
this context allows for unprecedented monitoring of a user's gaming
activity. In the event of a dispute, one may refer to the keystroke
log and readily determine whether, in fact, a user placed a
particular wager, for example.
[0067] An additional possible aspect of the electronic record is to
allow a gaming control board or other regulatory authority, access
to the electronic record in a direct manner in order to conduct
periodic independent monitoring of the convenience gaming
activities conducted over the system. Another possible aspect is to
allow policing against rigged machines. For instance, it is
possible that the gaming control board (or other regulatory
authority) could obtain a gaming communication device and compare
their test results over time against records in the electronic
record database (e.g., by comparing the results shown in the
keystroke log). This essentially comprises electronic access for
testing.
[0068] In another embodiment of the invention, as shown in FIG. 8,
a ship-based convenience gaming system is provided. The system
preferably comprises passenger vessel 802, such as a cruise liner
for example. The system includes one or more gaming communication
devices 806 connected to a communication network. The network shown
in FIG. 8 comprises a mobile network with base stations 808
connected via a LAN to a base station controller (BSC) 810. BSC 810
is connected via a T1 interface to a first Very Small Aperture
Terminal (VSAT) modem 812, which is in communication with a first
satellite 814. First satellite 814 is operable to transmit and
receive signals from second satellite 814, which is in
communication with second VSAT modem 812. Second VSAT modem 812 is
in communication with a gaming server 818 located at gaming service
provider 816. Gaming server is coupled to gaming database 820.
Again, the network configuration depicted in FIG. 8 is for example
purposes only, and other configurations are within the scope of the
present invention. An on-board back office 822 is preferably
provided. Data is communicated by the on-board VSAT modem and
transmitter to the first satellite for relay to the second
(preferably land-based) VSAT receiver and modem. The data is then
communicated to a server and/or centralized database via a mobile
station controller (not shown).
[0069] A corresponding business model involves the gaming service
provider contracting with a cruise line, which agrees to allow the
gaming service provider to provide coverage throughout the cruise
line's ship(s), by using repeaters for example. The gaming service
provider may provide a private wireless network, in which case any
revenue generated from use of or access to the private wireless
network, and revenue from gaming activities, may be allocated among
all or any subset of the cruise line and the gaming service
provider. Alternatively, the gaming service provider may contract
with a mobile carrier and a satellite provider, in which case
revenue from the mobile calls, and revenue from gaming activities,
may be allocated among all or any subset of the cruise line, the
mobile carrier and the gaming service provider.
[0070] There are several scenarios for a user's activity relative
to transactions conducted over the convenience gaming system. In
one example scenario the user is in a fixed, but remote, location
from the gaming server, which may be located on the premises of a
casino. This may be include, for instance, a situation in which the
gaming communication device is a kiosk or some other communication
device which is in a fixed position or which is tethered to a fixed
position so that the gaming communication device cannot be moved
beyond a certain area. In another example scenario, the user starts
a convenience gaming transaction at a first location and ends the
transaction at a second location different from the first location.
In another example scenario, the user is mobile during a single
convenience gaming transaction. In another example scenario, the
user is mobile within a first approved area then (during the
convenience gaming transaction) the user moves outside the first
approved area, through an unapproved area, to a remote second
approved area.
[0071] In an alternative embodiment, the convenience gaming system
may be configured to operate as a "curb-to-curb" gaming system. In
such a system, a communication path may be established between the
device and a particular server, based upon whether the user is in a
location corresponding to that particular server. For example, the
user might enter a first casino, or an authorized area associated
with the first casino, and thereby activate the establishment of a
communication path between the device and a server located at
and/or controlled by the first casino. While the user is on the
premises of the first casino, the user might be able to participate
in activities, such as playing blackjack, at the first casino.
Then, if the user leaves the first casino, the convenience gaming
system might be configured to terminate the first communication
path (i.e., between the device and the first casino's server), or
otherwise deactivate the device and/or terminate the user's ability
to use the device to participate in activities associated with the
first casino. When the user enters a second casino, or an
authorized area associated with the second casino, a second
communication path (e.g., between the device and a second server
located at or controlled by the second casino) may be established.
Thus, the user would now be able to play blackjack (or engage in
other activities) at the second casino, rather than the first
casino.
[0072] As another example, a particular casino is often related to
other casinos within a jurisdiction or specified area. Under such a
scenario, if a user entered any of the related casinos, then the
appropriate communication path or paths could be established
between the gaming communication device and one or more of the
casinos in the group of related casinos, thereby enabling the user
to play casino games (or engage in other activities) at the one or
more casinos in the group of related casinos. Depending on
regulatory requirements, the preferred configuration might be to
establish a communication path with a server at a particular casino
within the group at which the user wants to play. Then, a different
communication path could be established at a subsequent casino if
the user wants to play at another casino. Under certain
circumstances, and again depending on regulatory requirements, some
information associated with user activity might be maintained at a
centralized server accessible by more than one casino within the
group.
[0073] In another example embodiment, the convenience gaming system
may be used to enable gaming activities involving multiple wireless
users who interact with one another. For instance, the system may
enable a table game (such as blackjack) in which a first user and a
second user are conducting gaming transactions on the same table
and in which options selected by the first user directly impact
outcomes and options relative to the second user. Preferably, the
gaming environment presented on the gaming communication devices of
both the first and second users will indicate the existence and
activity of the other respective user. Another example of multiple
users interacting on the convenience gaming system is the provision
of a poker game in which users place bets against one another
instead of, or in addition to, placing bets against the house.
Another example of interaction between users is when a first user
makes restaurant reservations or purchases event tickets, thereby
reducing the options available to the second user.
[0074] Preferably, the gaming service provider provides at least
the following functions. First the gaming service provider provides
and controls the one or more gaming servers. These servers may be
physically located within the confines of the gaming service
provider or may exist at a remote location. As mentioned, the
gaming servers may also be located at or near a games provider such
as a casino, casino hotel, racino, cruise ship, race track, etc.
The gaming service provider may also provide monitoring services
such as transaction monitoring and key stroke logging services. The
gaming service provider may also provide data management and
security services. These services are not intended to be exhaustive
and the gaming service provider may provide other services which
facilitate the convenience gaming process.
[0075] It should be noted that the invention can be implemented in
connection with any gaming environment or an environment for any
other activity, which may be conducted electronically. The
invention is not limited to Nevada or any other particular gaming
jurisdiction. For instance, the invention can be employed in
connection with casinos in Atlantic City, N.J., international
jurisdictions, Native American gaming facilities, and "racinos"
which are race tracks that also have slot machines, video lottery
terminals, or other gambling devices. For example, in connection
with "racinos," the invention might be used by participants who
wish to play slot machine games while they are viewing race horses
in the paddock area. This might be desirable in the event that the
slot machine area does not allow smoking and a participant wishes
to gamble from an outdoor smoking area. Alternatively, the slot
machine area might permit smoking and the gambler wishes to play
the slot machines from an area where he or she can avoid breathing
second-hand smoke. Numerous other scenarios can be envisioned in
which the gaming participant can use the invention to participate
in remote gaming, while enjoying some other primary activity in a
location remote from the gaming facility. Further, the invention is
not limited to gaming, but can include other applications, such as
trading financial instruments, and wagering on other types of
events, such as elections, award events, or any other activity.
[0076] Another example embodiment involves the application of one
or more of the methods and systems described herein to the activity
of conducting financial transactions. Thus, the gaming
communication device may be configured to enable a user to conduct
such financial transactions, which may include, without limitation,
any transaction involving a financial institution, such as banking,
trading securities, or managing 401K or other investment fund
assets. Preferably, a communication path would be established
between the user and any of the servers or other computers
necessary to conduct the financial transaction. As with certain
other embodiments the ability to engage in this activity may be
controlled by one or more parameters including location and/or
identity verification and time or duration limits.
[0077] Conducting financial transactions may be one of the
activities presented to the user of the gaming communication
device. Any of the possible financial transactions might be
presented as sub-activities. As an example, a user might want to
trade securities listed on a particular exchange. Regulations might
require the trader to be located within a certain jurisdiction to
execute trades on the exchange. The exchange might have its own
rules and could require that the trader be located on the premises.
With the location verification techniques described elsewhere
herein, the particular financial transaction activity might only be
enabled if the user is located in a particular geographic area, for
example.
[0078] As a related feature, the system may be configured to
provide a credit verification feature, according to which a user's
creditworthiness may be checked by a party to a transaction, or by
which the user might apply for credit. For example, if a user wants
to purchase $10,000 worth of a particular stock, then a
communication path might be established between the user and a
server located at and/or controlled by an exchange upon which the
stock is being traded. An additional communication path might be
established between the exchange server and a server of an account
manager that manages the user's account. These communication paths
would enable the basic transaction--that of the user purchasing the
stock. Yet another communication path, however, might be
established between a seller's server, the exchange server, and/or
the account manager server and a server located at and/or
controlled by a credit agency. This path would enable an interested
party to the transaction to check and/or approve the user's credit
to prior enabling the transaction.
[0079] According to one aspect of certain embodiments, a user of
the gaming communication device can connect from the device to a
financial service provider's server to provide a "Push to Trade"
feature. In order to enable this feature, the device is configured
to be capable of facilitating a "Push to Talk" protocol, whereby
the device behaves like a walkie-talkie. Thus, the device may
include any suitable program or application that enables the Push
to Talk feature. As used herein, the phrase "Push to Talk" includes
any protocol that allows for a direct connection feature for an end
user. Included are all such protocols (e.g. Instant Talk, Fastchat,
etc.) within the broad rubric of "Push to Talk" including those
that provide wide-area, instantaneous contact.
[0080] The Push to Talk protocol allows a given device to instantly
connect to any number of other devices, such as any other telephone
(mobile or landline-based), personal computer, laptop, etc. The
connection for the end user does not have to be spawned by any
conventional dialing or by triggering some form of automatic
dialing. A simple button can be depressed to provide the requisite
connection. In the context of timing, Nextel (who developed the
original Push to Talk technology) suggests that their Push to Talk
protocol should connect within 2 seconds.
[0081] A related technology is Push to Talk Over Cellular (PoC).
PoC service is a form of interactive voice messaging that combines
walkie-talkie and cellular phone connectivity, allowing users to
quickly connect with another person or an entire group of friends
and contacts at the push of a button on a PoC-enabled handset.
[0082] The Push to Talk protocol allows users to use the
walkie-talkie paradigm over an IP or a cellular network, which
diminishes the boundary limitations of a conventional two-way
radio. The Push to Talk service is based on a disruptive
technology. Latency is an issue during some traditional mobile
telephone conversations. One appeal of the Push to Talk platform,
as compared to executing a traditional telephone call, is being
able to talk to an individual or to a group of individuals
instantly, without waiting for someone to answer due to latency
issues. Another benefit of the Push to Talk feature is a shorter
than normal phone call, which cuts down on dialing costs for
corresponding end users. Nextel estimates that the average Push to
Talk call lasts forty seconds. Push to Talk technology is
compatible with virtually any network communications; for example,
the Push to Talk protocol may readily be used in conjunction with
cellular telephone networks, including GSM and CDMA. The network
equipment used for the Push to Talk feature is currently being
offered by companies such as Ericsson Motorola, Siemens, Sony
Ericsson, and Nextel.
[0083] Because Push to Talk effectively turns the handheld device
into a walkie-talkie, it not only successfully enables end users to
send voice messages, it also enables immediate data texts (commonly
referred to as "direct messaging"). Push to Talk messaging
represents a significant improvement over short messaging systems
in bypassing the slow and clumsy process of entering text via a
phone keypad. This makes text messaging quicker and more
effective.
[0084] According to the "Push to Trade" feature, once the end user
initiates the call, the financial service provider is instantly
connected to the end user. In one embodiment, the financial service
provider has one or more electronic trade desks that are dedicated
to this feature for their clients. Thus, all "Push to Trade"
requests may be received at this location. In other embodiments,
any suitable entity, broker, standard trading desk, or electronic
device may receive such Push to Trade communications.
[0085] Once the connection has been established, the financial
service provider may then simply conduct the trade as prescribed by
the end user. For example, upon connection, the end user may be
presented with the financial or market environment in which he
seeks to participate. The trade desk representative or device can
query the end user to execute an electronic or a broker-assisted
trade. In addition, the financial environment may be presented in
various stages. For instance, in a first stage, the financial
environment may comprise a financial summary of all markets where
the user is presented with certain financial options including, for
example, specific market summaries, specific prices for selected
assets (e.g. commodities, stocks, bonds, etc.), current positions,
buying power, etc. In a subsequent stage, the user may be presented
with optional instances of the type of activity selected from the
market platform.
[0086] From this platform, the end user can select an activity,
such as a particular type of trade. Thus, the user is presented
with one or more options related to the selected activity. For
instance, at this point, the user might place a buy or a sell order
on a financial exchange. The software, which may be resident on the
device, on the server, or on a combination of both, accepts the
option input by the user and transmits the input data to the
financial service provider. Subsequently, the financial service
provider acts on the input data. The Push to Talk technology
readily accommodates a voice log of the transaction for audit or
confirmation purposes. Hence, a digital voice storage may be
provided, whereby the transaction (e.g., inclusive of bid and ask
prices) is recorded. In addition, the automatic voice log can then
relay this information back to the end user (e.g., via his e-mail
or via a conventional postal mail service). This could occur as a
matter of course such that the end user is routinely provided with
a suitable confirmation receipt for all of his trading
activity.
[0087] Actions at this point may include, without limitation,
determining an outcome and/or amount for the trade, accessing
another server and/or software application, retrieving additional
information, preparing a suitable response to the user, etc. The
action of determining an outcome and/or amount might take place,
for example, if the user is using the device to place trades in
conjunction with his account and a given exchange. Hence, this
could include a formal tallying of the executed trade, inclusive of
the charged commission, the amount debited from the account to
cover the trade, etc. The action of accessing another server and/or
software application might occur, for example, in the event the
user is engaging in a services activity such as accessing news
services. The action of retrieving information might occur when the
financial software is prompted to access another server for the
purpose of retrieving a certain type of information requested by
the user. The financial service provider can then prepare a
response to the user's input data. Once this activity has
concluded, the user can acknowledge the response and then log out
and terminate his session.
[0088] It should be noted that the "Push to Trade" feature can be
used in other applications of the convenience gaming technology
described herein. For example, in an application where the user of
the gaming communication device is playing blackjack from an
authorized area outside the casino gaming area, the Push to Trade
feature would enable the user to participate audibly in the
blackjack game actually taking place within the casino gaming area.
The Push to Talk technology would allow the user to immediately and
virtually "sit down" at an actual blackjack table without the delay
caused by the conventional setup and tear down process of certain
traditional telecommunication protocols. Also, once the user is
participating in the game, the user can communicate orally with the
dealer, or other players that are physically at the table, without
the latency issues of certain mobile telecommunication systems.
[0089] In at least one embodiment, the invention provides
jurisdictional controls, which limit gaming to approved
geographical areas. The invention may also include an age/identity
verification feature. This can be accomplished through any
applicable technique including retina scanning, finger print
identification, voice print matching, or other biometrics. Identity
verification can also be accomplished by having a customer take a
picture of himself (e.g., by use of a digital picture phone) and
transmitting the picture to the gaming service provider for
comparison to a stored picture of the pre-approved user. Identity
verification can also be accomplished by way of comparison of
participant provided data to stored data, and execution of
electronic agreements or contracts by the participant. Identity
verification can also be accomplished by monitoring a keystroke
characteristic (e.g., rhythm, patterns, or cadence) of the user, or
any other method in which a parameter uniquely associated with the
user can be observed. The invention may also provide for the
logging of keystrokes. In at least one embodiment, all
communications are accomplished without accessing the Internet.
[0090] Mobile, remote gaming may be desirable for many reasons,
some of which have already been described. The invention may allow
supplementation of existing in-house gaming revenue by allowing
bettors to place bets while enjoying other leisure activities such
as golf, swimming, dining and shows. The invention may complement
the new coinless wagering environment as bettors can play their
favorite games outside the casino. The invention provides a
high-speed, reliable, accurate, and secure mobile gaming
environment that complies with regulatory requirements for
identification and location verification of the bettor with the
ability to generate key stroke logs. The invention may restrict
unauthorized usage from a geographic perspective and is capable of
implementation using location verification technology (e.g.,
geo-fencing) to conform the gaming activities to legal
parameters.
[0091] Consumers may benefit from an increased choice of gaming
environments. Consumers will be able to bet in whatever
surroundings they prefer, benefiting from the knowledge that the
product is regulated, fair and secure while enjoying the gaming
experience at the speed they choose without external influences,
such as that which might occur within the in-house casino
environment. The gaming businesses can use the invention to
increase their revenue base through a new, regulated, mobile,
remote channel. Customers wanting to be entertained during downtime
or outside a casino will be able to play games on their gaming
communication device and customers intimidated by a traditional
casino environment will be able to play in private. The gaming
jurisdictions may benefit from an increase in gaming an ancillary
revenue growth because customers will have a more enjoyable
experience.
[0092] The invention may also be used to deliver content at an
increased speed compared to traditional telecommunications systems.
The content may include, for example, live reports, entertainment,
news, promotions and advertising.
[0093] As mentioned, the invention provides a mobile gaming
environment that complies with regulatory requirements for
identification and location verification of the bettor. Moreover,
the system is designed to be one hundred percent "clean" from a
regulatory perspective. The software is clean in that it has not
been and will not be licensed to anyone who does business illegally
or otherwise operates in a "gray" area. For example, in a preferred
embodiment, the software is not licensed to an entity that will
illegally operate the software, or otherwise illegally do business
on, the Internet. This may be desirable in that certain gaming
jurisdictions will not grant gaming permits or licenses to
companies that do business with, or license technology to or from,
other entities known to be engaging in illegal operations.
[0094] Preferably, the system is designed such that the gaming
software (or other application software operating on the system) is
also one hundred percent clean from a regulatory perspective. For
instance, before granting a license, a gaming jurisdiction may
require that the software being used is not tainted in that it has
not been used by the license applicant in violation of any laws and
has not been licensed or otherwise distributed or disseminated to
others who have used the software for illegal purposes, or who have
been engaging in illegal activity. Therefore, it is preferred that
the gaming software be clean and untainted from this
perspective.
[0095] The systems and methods described herein may also be used to
deliver and/or access "Rich Media" content such as, for example,
sports video (live or nearly live) and audio commentary. Such may
often only be distributed within specific jurisdictions. Therefore,
the distribution may benefit from the inventive aspects discussed
herein, particularly the location verification aspect, such as
geofencing.
[0096] The gaming system and methods described herein may permit,
among other things, pari-mutuel wagering, sports betting, and
dissemination of news and other content. The invention also enables
a casino or other gaming provider to advertise ancillary services
such as shows, bars, and restaurants. The invention also enables
remote reservations and purchases in connection with such
services.
[0097] According to an embodiment of the invention, the convenience
gaming system provides for the dissemination of real-time odds to
users accessing the system.
[0098] In another embodiment, an outcome in one transaction can
trigger the presentation to the user of options for a second
transaction. For example, if a user wins a predetermined amount of
money playing blackjack, the user might be presented with an option
to purchase retail items at a casino store or to make reservations
for certain services at a club. As another example, if a user uses
the system to purchase show tickets, the user might be offered to
make reservations at one of several restaurants within a certain
proximity to the show.
[0099] Although this disclosure has been described in terms of
certain embodiments and generally associated methods, alterations
and permutations of these embodiments and methods will be apparent
to those skilled in the art. Accordingly, the above description of
example embodiments does not define or constrain this disclosure.
Other changes, substitutions, and alterations are also possible
without departing from the spirit and scope of this disclosure.
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