U.S. patent application number 11/557403 was filed with the patent office on 2007-04-05 for gaming system having sponsored awards.
This patent application is currently assigned to IGT. Invention is credited to Yuliya Hungate, Binh T. Nguyen.
Application Number | 20070077981 11/557403 |
Document ID | / |
Family ID | 35501238 |
Filed Date | 2007-04-05 |
United States Patent
Application |
20070077981 |
Kind Code |
A1 |
Hungate; Yuliya ; et
al. |
April 5, 2007 |
GAMING SYSTEM HAVING SPONSORED AWARDS
Abstract
A gaming system includes: (i) a base wagering game requiring a
wager to made by a player; (ii) at least one winning outcome for
the base wagering game; (iii) a paytable for the at least one
winning outcome; (iv) a sponsored award provided randomly to the
player, the sponsored award provided by a sponsored award provider
and kept separate and apart from the paytable; and (v) advertising
for sponsored award provider, the advertising provided in exchange
for the provision of the sponsored award.
Inventors: |
Hungate; Yuliya; (Reno,
NV) ; Nguyen; Binh T.; (Reno, NV) |
Correspondence
Address: |
BELL, BOYD & LLOYD LLP
P.O. Box 1135
CHICAGO
IL
60690
US
|
Assignee: |
IGT
Reno
NV
|
Family ID: |
35501238 |
Appl. No.: |
11/557403 |
Filed: |
November 7, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
10946719 |
Sep 21, 2004 |
|
|
|
11557403 |
Nov 7, 2006 |
|
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3239 20130101; G06Q 20/20 20130101; G07F 17/32 20130101;
G07F 17/3227 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming system operable under control of at least one
processor, said gaming system comprising: at least one display
device; a base game operable upon a wager by a player, said base
game having a base game paytable, said base game paytable having:
(i) a plurality of winning outcomes obtainable in plays of the base
game, (ii) a plurality of probabilities of obtaining said winning
outcomes in plays of the base game, and (iii) a plurality of base
game awards associated with said winning outcomes; a sponsored
award funded by a sponsor, said sponsored award not being part of
an average payback percentage based on said probabilities and said
base game awards; and said at least one processor programmed to:
(a) randomly generate base game outcomes for plays of the base
game, (b) cause the base game awards associated with generated
winning outcomes to be provided to the player, (c) randomly
determine whether to provide the sponsored award to the player, and
if the sponsored award is determined to be provided to the player,
provide the sponsored award to the player, and (d) cause the at
least one display device to display advertising for the sponsor in
connection with the base game as compensation to the sponsor for
the sponsored award funded by the sponsor.
2. The gaming system of claim 1, wherein said at least one
processor is programmed to first randomly determine whether to
provide the sponsored award to the player before causing the at
least one display device to display said advertising for the
sponsor.
3. The gaming system of claim 2, wherein said at least one
processor is programmed to first cause the at least one display
device to display said advertising for the sponsor before providing
the sponsored award to the player.
4. The gaming system of claim 1, wherein said at least one
processor is programmed to first cause the at least one display
device to display said advertising for the sponsor before providing
the sponsored award to the player.
5. The gaming system of claim 1, which includes a triggering event,
wherein the random determination of whether to provide the
sponsored award includes a determination of whether the triggering
event occurs in one of the plays of the base game.
6. The gaming system of claim 1, which includes a triggering event,
wherein the random determination of whether to provide the
sponsored award includes a determination of whether the triggering
event occurs separate from the plays of the base game.
7. The gaming system of claim 1, wherein the random determination
of whether to provide the sponsored award includes a determination
of whether the processor receives a signal from a network that a
triggering event has occurred.
8. The gaming system of claim 7, wherein the network is one of: a
casino network, local area network, wide area network, and an
internet.
9. The gaming system of claim 1, which includes a bonus game
configured to provide the sponsored award to the player.
10. The gaming system of claim 1, which includes one of: a
sweepstakes configured to provide the sponsored award to the
player, and a progressive pool configured to provide the sponsored
award to the player.
11. The gaming system of claim 1, which includes a plurality of
different sponsored awards funded by the sponsor.
12. The gaming system of claim 1 1, wherein the at least one
processor is programmed to determine which of the plurality of
different sponsored awards is provided to the player in one of the
following manners: (i) randomly; (ii) based on an event occurring
randomly in one play of the base game; (iii) based on an event
occurring over a network; (iv) based on an event occurring in a
bonus game; (v) based on a sweepstakes; (vi) based on a progressive
pool; and (v) based on any combination thereof.
13. The gaming system of claim 1, wherein the sponsor is one of:
(i) a casino; (ii) a manufacturer of the gaming system; (iii) a
third party other than a casino; and (iv) an operator of the gaming
system.
14. The gaming system of claim 1, wherein the at least one
processor is programmed to provide to the player an option to be or
not to be eligible to win the sponsored award.
15. The gaming system of claim 14, wherein the at least one
processor is programmed to provide to not display the advertising
if the player declines eligibility to win the sponsored award.
16. A gaming system operable under control of at least one
processor, said gaming system comprising: a base game operable upon
a wager by a player, said base game including a paytable having:
(i) a plurality of winning outcomes obtainable in plays of the base
game, (ii) a plurality of probabilities of obtaining said winning
outcomes in plays of the base game, and (iii) a plurality of base
game awards associated with said winning outcomes; a sponsored
award funded by a sponsor, said sponsored award not being part of
an average payback percentage based on said probabilities and said
base game awards; a bonus game; at least one display device; and
said processor programmed to operate with the at least one display
device to provide: (a) the sponsored award to the player via play
of the bonus game, and (b) display an advertisement for the sponsor
in connection with at least one of the base game and the secondary
game, said advertisement provided in exchange for the sponsored
award funded by the sponsor.
17. The gaming system of claim 16, which includes at least one
bonus award winnable in play of the bonus game.
18. The gaming system of claim 17, wherein the bonus award and
probability of winning the bonus award are used to determine the
average payback percentage.
19. The gaming system of claim 16, wherein said at least one
processor is programmed to first randomly determine whether to
provide the sponsored award to the player before causing the at
least one display device to display said advertisement for the
sponsor.
20. The gaming system of claim 19, wherein said at least one
processor is programmed to first cause the at least one display
device to display said advertisement for the sponsor before
providing the sponsored award to the player.
21. The gaming system of claim 16, wherein said at least one
processor is programmed to first cause the at least one display
device to display said advertisement for the sponsor before
providing the sponsored award to the player.
22. A method of operating a gaming system, said method comprising:
(a) accepting a wager from a player to play a base game, said base
game including a paytable, said base game paytable having: (i) a
plurality of winning outcomes obtainable in plays of the base game,
(ii) a plurality of probabilities of obtaining said winning
outcomes in the plays of the base game, and (iii) a plurality of
base game awards associated with said winning outcomes; (b) if the
player obtains one of the winning outcomes via play of the base
game, providing the player the base game award associated with said
winning outcomes; (c) displaying advertising for a sponsor; and (d)
randomly determining whether to provide a sponsored award to the
player, and if the sponsored award is determined to be provided to
the player, providing the sponsored award to the player, said
sponsored award funded by a sponsor, said sponsored award not part
of an average payback percentage which is based on the
probabilities and base game awards of the base game paytable.
23. The method of claim 22, which includes randomly determining
whether to provide the sponsored award to the player before causing
display of the said advertising for the sponsor.
24. The method of claim 23, which includes causing the display of
said advertising for the sponsor before providing the sponsored
award to the player.
25. The method of claim 22, which includes causing the display of
said advertising for the sponsor before providing the sponsored
award to the player.
Description
PRIORITY CLAIM
[0001] This application is a continuation-in-part of and claims the
benefit of U.S. patent application Ser. No. 10/946,719, filed Sep.
21, 2004, entitled "Method and System For Gaming And Brand
Association," the entire contents of which are incorporated herein
by reference.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
or may contain material which is subject to copyright protection.
The copyright owner has no objection to the photocopy reproduction
by anyone of the patent document or the patent disclosure in
exactly the form it appears in the Patent and Trademark Office
patent file or records, but otherwise reserves all copyright rights
whatsoever.
BACKGROUND
[0003] This disclosure is directed to methods and systems for
gaming, and in particular to methods and systems for gaming with
brand association and sponsored awards.
SUMMARY
[0004] As disclosed herein, in one embodiment a gaming method
includes receiving a first wager from a player, displaying a first
image representing a game, determining a first outcome associated
with the game, and determining a first payout according to the
first outcome and a first paytable. The gaming method also includes
determining if a brand-association event has occurred, and if such
event has occurred: (a) selecting a brand associated with the
brand-association event, (b) using a second different paytable
including at least one payout associated with the selected brand,
(c) receiving a second wager from the player, (d) displaying a
second image representing a game, (e) determining a second outcome
associated with the game, and (f) determining a second payout
according to the second outcome and the second paytable, the second
payout comprising the at least one payout associated with the
selected brand.
[0005] In another aspect, a gaming method of the present disclosure
includes selecting a brand, displaying an image representative of
an advertisement for at least one of a good and a service provided
by a brand-promoter associated with the selected brand, displaying
an image representative of a game, the image comprising at least
one game element incorporating brand information according to the
selected brand, determining an outcome of the game, and determining
a payout according to the outcome, the payout comprising at least
one good or service associated with the selected brand.
[0006] In a further aspect, a gaming system of the present
disclosure includes one or more gaming devices each having separate
preferably different base game and sponsored paytables. This
sponsored, third party prize system can be used with any suitable
wagering game, such as slot, poker, blackjack, baccarat, craps,
bingo, keno machine, table game, mobile gaming device, internet
game, games of skill or chance, sports books or other types of
sports betting, and central determination games such as Class II
Bingo.
[0007] In one such embodiment, potential sponsors wishing to
advertise their brands, goods and/or services communicate with an
advertising consultant (e.g., affiliated with the gaming device
manufacturer or a casino) about amounts and types of game prizes
they wish to sponsor in exchange for the display of their
advertising or branding by the gaming devices. Alternatively, the
potential service providers communicate directly with the casino or
manufacturer. In either case, this information leads to the
development of a separate sponsored paytable which is not part of
the game paytable and, which coincides with the display of symbols
and game indicia showing branding, logos or other advertising
representing the one or more sponsors of the paytable. Thus, it
should be appreciated that in one embodiment, in addition to the
base paytable having a plurality of different winning symbol
combinations and a plurality of different awards associated with
those winning symbol combinations, the separate sponsored paytable
can include one or more additional winning symbol combinations and
one or more additional awards associated with such additional
winning symbol combinations. Such additional winning symbol
combination and associated additional awards are different than the
winning symbol combinations and associated awards of the base
paytable. One method of implementing the sponsored paytable is
through the use of software agents or "bots" that distribute the
advertisements and control the licensing issues associated with
such advertisements as discussed below.
[0008] In one embodiment, the sponsored awards or paytable are
maintained separate and apart from the regular wagering game
paytable (which may or may not include bonus game awards). This
enables the standard base game to maintain its standard payout
percentage. The sponsored paytable can therefore be retrofitted on
conventional gaming machines without reworking the existing
paytable and without the need to obtain additional regulatory
approval because the awards provided are in addition and
independent of the already approved base paytable. The system also
enables the sponsored paytables to be swapped out for different
paytables including different sponsors, different advertising
and/or different prizes for the existing sponsors. The system
further enables the sponsored paytable to be selectively used or
not used as described further below.
[0009] The advertising is displayed in one embodiment in connection
with or in combination with game symbols such as slot machine
symbols, playing card symbols, keno numbers, etc. The advertising
symbols can be incorporated into the base game or provided via a
separate bonus or secondary game. When provided in a bonus game,
the average winning probability of any winning combination in the
corresponding base game symbols is unaffected. When provided in a
base game, the number of the symbols forming the standard winning
combinations for the base game can be increased depending on the
percentage of additional advertising symbols used to enhance the
winning percentage for each of the winning base game combinations.
Alternatively, the advertising does not need to be displayed based
on game play or in conjunction with game play, and the
determination to provide one or more players with sponsored awards
can be completely independent or game play.
[0010] The sponsored paytables can be implemented in stand alone
gaming devices or gaming devices connected to a network, which can
be casino wide, include multiple casinos and/or use an internet. In
one embodiment, third party payouts may alternatively be made
through the casino's player tracking system. The payouts and
associated paytables can appear on any one or more of the main
screen or display of the gaming machine, a secondary display, on a
player tracking display, a personal computer, or via any other
suitable display.
[0011] The sponsored payouts can be implemented as a part of any
base wagering game, or as a full scale bonus game with its own
animation and probability of winning. The sponsored bonus can be in
lieu of or in addition to one or more non-sponsored bonus game or
feature. As shown below, the sponsored payouts can be progressive,
e.g., grow over a period of time until finally paid to a winner. In
other alternative embodiments, the trigger of whether to determine
to provide a sponsored award can come from the underlying base game
or the bonus game.
[0012] The third party sponsored bonus feature may also be
conducted in a sweepstake fashion. For example, participants can be
asked to provide information about their age, occupation, household
income, buying preferences, etc., such as by filling out a survey,
to be able to enter sweepstakes. Demographic information can also
be entered into a gaming device system using the sponsored
paytable, e.g., via information obtained from the player's tracking
card. In any case, the demographic information can then be used to
determine which type and subject matter of advertising or branding
is most effective, which in turn incentives the third parties to
sponsor the sweepstakes or paytable prizes.
[0013] In various embodiments, the system is configurable to
include one or more of a multitude of options. A player can be
given an option to participate or decline participation in the
sponsored payouts (i.e., in the base or bonus game). That is, the
player can decide not to see the additional symbols and/or gaming
indicia bearing the logos, advertising, branding, etc., of the
sponsor. The player is then not eligible for the additional
sponsored payout. The player can for example, choose to decline
sponsored gaming at the beginning of game play, e.g., when the
player puts credits on the machine, or at any other suitable time.
Alternatively, the option of always disabling or always enabling
sponsored gaming can be stored in relation to a player's player
tracking account. The player tracking system upon reading the
player's card recognizes the player's preference to allow or
disable sponsored gaming and communicate the preference to the
gaming device automatically.
[0014] Another system option provides the player the ability to
give or donate the sponsored prize to someone else or an
organization such as a charity. The recipient can be a non-player
who is contacted via a suitable device such as an email device or
cellphone, that the recipient has won a sponsored prize and
information concerning the prize, amount, type, etc. The recipient
is alternatively another player who is sent the prize via a network
linking the winning machine and the recipient's machine.
[0015] The system can also provide the player an option to receive
a sponsored payout in the form of a prize (e.g., merchandise or
service) or game credit equivalent (can receive equal, more or less
game credits). This option too is configurable to be selected at
the gaming machine upon start up or preset on the player's tracking
card.
[0016] It is therefore an advantage of the embodiments described
herein to provide a wagering system that incorporates third party
advertising and branding.
[0017] Another advantage of the embodiments described herein is to
provide a third party advertising and branding system that does not
affect the standard base game paytable of the gaming device.
[0018] A further advantage of the embodiments described herein is
to provide a third party advertising and branding system that does
not affect the casino's average hold percentage.
[0019] Another advantage of the embodiments described herein is to
provide a third party advertising and branding system that can
readily swap out different brands and advertisements.
[0020] A further advantage of the embodiments described herein is
to provide a third party advertising and branding system that
readily allows the player to play with or without advertising and
the additional paytable.
[0021] Additional features and advantages are described herein, and
will be apparent from, the following Detailed Description and the
figures.
BRIEF DESCRIPTION OF THE FIGURES
[0022] FIG. 1 is a block diagram of an embodiment of a gaming and
brand association system in accordance with the present
disclosure.
[0023] FIG. 1A is a block diagram of a brand association aspect of
the gaming system shown in FIG. 1.
[0024] FIG. 2 is a perspective view of an embodiment of one of the
gaming units shown schematically in FIG. 1.
[0025] FIG. 2A illustrates an embodiment of a control panel for a
gaming unit.
[0026] FIG. 3 is a block diagram of the electronic components of
the gaming unit of FIG. 2.
[0027] FIG. 3A is a block diagram of the electronic components of
an alternative gaming unit.
[0028] FIG. 4A is a flowchart of a brand association routine that
may be performed during operation of the system 50.
[0029] FIG. 4B is a flowchart of an alternative brand association
routine employing a separate sponsored paytable that may be
performed during operation of the system 50.
[0030] FIG. 5 is a flowchart of a routine for establishing a player
profile that may be used in conjunction with the brand association
routine of FIGS. 4A and 4B.
[0031] FIG. 6A is an illustration of an embodiment of a visual
display that may be displayed during performance of a slots
routine.
[0032] FIG. 6B is an illustration of an embodiment of a visual
display that may be displayed during performance of a slots routine
as modified according to the brand association aspect of the system
50.
[0033] FIG. 6C is an illustration of an embodiment of a visual
display showing separate paytables for the base game and sponsored
player incentive.
[0034] FIG. 7 is an illustration of an embodiment of a visual
display that may be displayed during performance of the brand
association routine.
[0035] FIG. 8 is an illustration of an embodiment of another visual
display that may be displayed during performance of the brand
association routine.
[0036] FIG. 9 is a flowchart of an embodiment of a main gaming
routine that may be performed during operation of one or more of
the gaming units.
[0037] FIG. 10 is a flowchart of an embodiment of a verification
routine that may be performed during the operation of the main
gaming routine of FIG. 9.
[0038] FIG. 11 is a flowchart of an alternative embodiment of a
main gaming routine that may be performed during operation of one
or more of the gaming units.
[0039] FIG. 12 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video poker
routine of FIG. 14.
[0040] FIG. 13 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video
blackjack routine of FIG. 15.
[0041] FIG. 14 is a flowchart of an embodiment of a video poker
routine that may be performed by one or more of the gaming
units.
[0042] FIG. 15 is a flowchart of an embodiment of a video blackjack
routine that may be performed by one or more of the gaming
units.
[0043] FIG. 16 is an illustration of an embodiment of a visual
display that may be displayed during performance of the slots
routine of FIG. 18.
[0044] FIG. 17 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video keno
routine of FIG. 19.
[0045] FIG. 18 is a flowchart of an embodiment of a slots routine
that may be performed by one or more of the gaming units.
[0046] FIG. 19 is a flowchart of an embodiment of a video keno
routine that may be performed by one or more of the gaming
units.
[0047] FIG. 20 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video bingo
routine of FIG. 21.
[0048] FIG. 21 is a flowchart of an embodiment of a video bingo
routine that may be performed by one or more of the gaming
units.
DETAILED DESCRIPTION
[0049] Although the following text sets forth numerous different
embodiments, it should be understood that the legal scope of the
invention is defined by the words of the claims set forth at the
end of this patent. The detailed description is to be construed as
exemplary only and does not describe every possible embodiment of
the invention since describing every possible embodiment would be
impractical, if not impossible. Numerous alternative embodiments
could be implemented, using either current technology or technology
developed after the filing date of this patent, which would still
fall within the scope of the claims defining the invention.
[0050] It should also be understood that, unless a term is
expressly defined in this patent using the sentence "As used
herein, the term `______` is hereby defined to mean . . . " or a
similar sentence, there is no intent to limit the meaning of that
term, either expressly or by implication, beyond its plain or
ordinary meaning, and such term should not be interpreted to be
limited in scope based on any statement made in any section of this
patent (other than the language of the claims). To the extent that
any term recited in the claims at the end of this patent is
referred to in this patent in a manner consistent with a single
meaning, that is done for sake of clarity only so as to not confuse
the reader, and it is not intended that such claim term be limited,
by implication or otherwise, to that single meaning. Finally,
unless a claim element is defined by reciting the word "means" and
a function without the recital of any structure, it is not intended
that the scope of any claim element be interpreted based on the
application of 35 U.S.C. .sctn.112, sixth paragraph.
[0051] FIG. 1 illustrates one possible embodiment of a casino
gaming and brand association system 50 (hereinafter "system 50") in
accordance with the disclosure. Referring to FIG. 1, the system 50
may include a first group or network 52 of casino gaming units 54
operatively coupled to a network computer 56 via a network data
link or a bus 58. The first network 52 may also include a
communications computer 60, which may be coupled to the network
computer 56 via the data link or bus 58. The communications
computer 60 may also be coupled to a transceiver 62, which
transceiver may be a wireless transceiver, such as a radio
frequency transceiver or infrared transceiver, for example. The
transceiver 62 may be in communication with one or more personal
communication units 64 (such as a Personal Digital Assistant or the
like, having a controller including a processor and memory
operatively coupled to the processor), a data link 66 being formed
according to the method of communication used (e.g., radio
frequency, infrared, etc.). The personal communication units 64 may
be owned by the player, or may be provided to the player by the
operator of the network 52.
[0052] The system 50 may include a second group or network 72 of
casino gaming units 74, 75 operatively coupled to a network
computer 76 via a network data link or a bus 78. The second network
72 may also include a communications computer 80, which may be
coupled to the network computer 76 via the data link or bus 78. The
communications computer 80 may also be coupled via the data link or
bus 78 to transceivers 82 that are attached to or integrated with
the gaming units 75, which transceivers may be wireless
transceivers, such as a radio frequency transceivers or infrared
transceivers, for example. The transceivers 82 may be in
communication with one or more personal communication units 84, a
data link 86 being formed according to the method of communication
used (e.g., radio frequency, infrared, etc.). The personal
communication units 84 may be owned by the player, or may be
provided to the player by the operator of the network 72. The
network 72 may also include a kiosk 88, which differs from the
gaming units 74, 75 in that the kiosk is not programmed to operate
according to the gaming aspect of the system 50, the gaming aspect
being explained in greater detail with reference to FIGS. 9-21.
[0053] The system 50 may further include a third group or network
92 of casino gaming units 94. The gaming units 94 may be coupled
via a data link or a bus 96. The third network 92 differs from the
first and second networks in that there is no network computer
coupled to the data link 96.
[0054] The first, second, and third gaming networks 52, 72, 92 may
be operatively coupled to each other via a fourth network 102,
which may comprise, for example, the Internet, an intranet, a wide
area network ("WAN"), or a local area network ("LAN"). The network
102 may include a plurality of network computers or server
computers (not shown), each of which may be operatively
interconnected, and may include Internet Service Providers ("ISPs")
or online service providers. The first, second and third networks
52, 72, 92 may be coupled to the fourth network 102 via a first,
second, and third data links 104, 106, 108. Where the network 102
comprises an Intranet or the Internet, data communication may take
place over the communication links 104, 106,108 via an Internet
communication protocol.
[0055] The fourth network 102 may also be coupled to other
computers or networks other than the first, second and third
networks 52, 72, 92 discussed above. For example, the fourth
network 12 may be coupled to one or more other network computers
110, 112, via data links 114, 116. These network computers may, in
turn, be coupled via data links 118. Additionally, the fourth
network 102 may be coupled to a communications computer 120 via a
data link 122, the communications computer 120 being coupled to a
transceiver 124. The transceiver 124 is shown in communication with
personal communication units 126, which may be in the same
geographic location as the gaming units 94 of the network 92, via a
data link 128 formed according to the method of communication used
(e.g. radio frequency, infrared, etc.). The personal communication
units 126 may be owned by the player, or may be provided to the
player by the operator of the network 92. Also shown coupled to the
network 102 is a gaming unit 130; the network 102 may be coupled to
the gaming unit 130 by a data link 132.
[0056] The network computer 56 may be a server. According to one
embodiment, the network computer 56 may be used as an accounting
system server to accumulate and analyze data relating to the
operation of the gaming units 54. For example, the network computer
56 may continuously receive data from each of the gaming units 54
indicative of the dollar amount and number of wagers being made on
each of the gaming units 54, data indicative of how much each of
the gaming units 54 is paying out in winnings, etc. According to
another embodiment, the network computer 56 may be used as a player
tracking server or a bonusing server to accumulate and analyze data
relating to the operation of particular gaming units 54. According
to this embodiment, the network computer 56 may receive data from a
particular gaming unit 54 indicative of the identity of the player
operating the gaming unit 54, the number of wagers being made on
the gaming unit 54, etc. If the network computer 56 is being used
as a player tracking server, the network computer 56 may use the
data accumulated to award player tracking points to the player,
which points may be used to assess comps or to be redeemed for
goods or services. If the network computer is being used as a
bonusing computer, the network computer 56 may use the data
accumulated to award the player prizes, which may be goods or
services, based on individual or collective performance, to award
bonusing points which points may be redeemed for goods or services,
etc. According to a still further embodiment, the network computer
56 may be used as a download server to monitor the software
implemented by and the data utilized by the gaming units 54, to
determine if software or data upgrades are available, and to
download the upgrades to the gaming units 54. According to yet
another embodiment, the network computer 56 may be used as a brand
association server, as will be explained in greater detail with
reference to FIG. 1A, below.
[0057] The network computer 76 may be a server and may be used to
perform the same or different functions in relation to the gaming
units 74 as the network computer 56 described above. Similarly, the
network computers 110, 112 may be servers, and may be used to
perform the same or different functions in relation to the gaming
units 54, 74 and 94 as the network computers 56, 76. Moreover, the
network computers 110, 112 may be different servers, and may
perform the same or different functions in relation to the gaming
units 54, 74 and 94.
[0058] As an alternative, the operation of the gaming units may be
monitored and/or coordinated without the use of a central computer
or controller, as in the third network 92. During operation, the
processing required by the operations otherwise performed by a
network computer may be shared by the gaming units 94. Such shared
processing may be referred to as peer-to-peer networking, and is
also within the scope of the present disclosure.
[0059] The communications computers 60, 80 may also be servers.
That is, the computers 60, 80 may monitor and coordinate the
communications between other computers, such as the network
computers 56, 76, and the personal communication devices 64, 84 via
the transceivers 62, 82. Alternatively, as in the case of the
communications computer 120, the communications computer may be
part of a mobile communications network that is operated and
administered by an entity other than the entity that operates and
administers the network of gaming units, such as gaming units 94.
Such a mobile communications network may be a cellular telephone
network, and the communications computer 120 may represent the base
station system of such a network, which base station system may be
in communication with the Internet via a gateway, for example.
According to this embodiment, the personal communication units 126
may be mobile stations, such as cellular telephones, portable
e-mail devices (e.g., BLACKBERRY.TM. devices manufactured by
Research In Motion Ltd., of Waterloo, Ontario, Canada), personal
digital assistants ("PDAs"), laptops, tablet personal computers,
etc.
[0060] The first network 52 of gaming units 54 may be provided in a
first casino, the second network 72 of gaming units 74 may be
provided in a second casino located in a separate geographic
location than the first casino, and the third network 92 of gaming
units 94 may be provided in a third casino in a separate geographic
location that the first and the second networks. For example, the
three casinos maybe located in different areas of the same city, or
they may be located in different states. However, the three
networks 52, 72, 92 may be disposed in different sections of the
same casino, or the gaming units 54, 74 and 94 may even be disposed
in the same section of the same casino.
[0061] Although the networks 52, 72 are shown as including one
network computer 56, 76, one communications computer 60, 80, and
four gaming units 54, 74 and the network 92 as including four
gaming units 94, it should be understood that different numbers of
computers and gaming units may be utilized. For example, the
network 52 may include a plurality of network computers 56 and tens
or hundreds of gaming units 54, all of which may be interconnected
via the data link 58. The data link 58 may be provided as a
dedicated hardwired link, a wireless link, a fiber optic link, or a
network (LAN, WAN, Internet, intranet) connection. Although the
data link 58 is shown as a single data link 58, the data link 58
may comprise multiple data links. Numerous gaming units 130, kiosks
88 and personal communication units 64, 84,126 may also be
included.
[0062] FIG. 1A is one embodiment of the system 50, as seen from the
point of view of the brand association aspect of the system 50. As
such, many of the elements of the system 50 referenced in FIG. 1A
correspond to one or more of the elements described with reference
to FIG. 1. However, as more than one of the elements described in
FIG. 1 may correspond to the elements shown in FIG. 1A, the
elements of FIG. 1A have been numbered separately, and the
correspondences addressed in turn in detail below.
[0063] As seen in FIG. 1A, the system 50 may include several
servers 140, 142, 144, 146, although other servers may be included.
These servers 140, 142, 144, 146 may correspond to one or more of
the network computers 56, 76,110,112 or the communications
computers 60, 80, or, alternatively, the processing of these
servers may be shared by gaming units, as in the network 92. The
servers shown are as follows: a brand association server 140, a
player tracking server 142, a gaming unit download server 144, and
a communication server 146. Other servers that may be used with the
system 50 could include advertisement scheduling servers,
advertisement selection servers, advertising billing servers (which
may include both local advertisement billing servers and national
advertisement billing servers) etc.; many of the operations carried
out by such servers are discussed below in regard to the brand
association server 140, but it should be understood that these
operations could be tasked to one or more of the servers just
mentioned.
[0064] The servers 140, 142, 144, 146 may be connected by one or
more data links and one or more networks. According to the
embodiment shown, the brand association server 140 is coupled via a
data link 148 and a network 150 to the player tracking server 142,
the gaming unit download server 144, and the communication server
146 via the data links 152, 154, 156. The brand association server
140 is also coupled via a data link 158 another network 160, which
is in turn coupled via a data links 162, 164, 166 to remote servers
168, 170, 172. The servers 168, 170, 172 may be associated with
three different brands, for example, as will be explained in
greater detail below.
[0065] Additionally, certain of the servers may be coupled to other
elements, such as player tracking modules, gaming units, and
personal communication units. For example, the player tracking
server 142 (which may be one of the network computers 56, 76, 110,
112) is coupled, via data link 174, to player tracking modules 176.
These player tracking modules 176 may be associated with the gaming
units 54, 74 and 94, and are discussed in greater detail below.
Similarly, the gaming unit download server 144 (which may be one of
the network computers 56, 76, 110, 112) is coupled, via data link
178, to gaming units 180, which may be the gaming units 54, 74 and
94. Further, the communications server 146 (which may be one of the
communications computers 60, 80) may be in communication with, via
data links 182, 184, personal communication units 186, which may be
the personal communication units 64, 84. A gaming unit 188 may also
be coupled to the network 150 separate and apart from the servers
142, 144, 146 via a data link 190.
[0066] FIG. 2 is a perspective view of one possible embodiment of
one or more of the gaming units 54. Although the following
description addresses the design of the gaming units 54, it should
be understood that the gaming units 74 and 94 may have the same
design as the gaming units 54 described below. It should be
understood that the design of one or more of the gaming units 54
may be different than the design of other gaming units 54, and that
the design of one or more of the gaming units 74 and 94 may be
different than the design of other gaming units 74 and 94. Each
gaming unit 54 may be any type of casino gaming unit and may have
various different structures and methods of operation. For
exemplary purposes, various designs of the gaming units 54 (and 74)
are described below, but it should be understood that numerous
other designs may be utilized.
[0067] Referring to FIG. 2, the casino gaming unit 54 may include a
housing or cabinet 250 and one or more value input devices, which
may include a coin slot or acceptor 252, a paper currency acceptor
254, and a ticket reader/printer 256. The value input device may
also be a card reader (not shown). A value input device may include
any device that can accept value from or transfer value for a
player, and may be disposed on the front of the gaming unit 54 or
in any other suitable location. As used herein, the term "value"
may encompass money denominations or credits, and may be in the
form of coins, paper currency, gaming tokens, ticket vouchers,
credit or debit cards, smart cards, electronic funds transfers
("EFT") and any other object representative of value.
[0068] Some of the value input devices may also operate as value
output devices. For example, if provided on the gaming unit 54, the
ticket reader/printer 256 may be used to print or otherwise encode
ticket vouchers 258. The ticket vouchers 258 may be composed of
paper or another printable or encodable material and may have one
or more of the following informational items printed or encoded
thereon: the casino name, the type of ticket voucher, a validation
number, a bar code with control and/or security data, the date and
time of issuance of the ticket voucher, redemption instructions and
restrictions, a description of an award, and any other information
that may be necessary or desirable. Different types of ticket
vouchers 258 could be used, such as bonus ticket vouchers,
cash-redemption ticket vouchers, casino chip ticket vouchers, extra
game play ticket vouchers, merchandise ticket vouchers, restaurant
ticket vouchers, show ticket vouchers, etc. The ticket vouchers 258
could be printed with an optically readable material such as ink,
or data on the ticket vouchers 258 could be magnetically encoded.
The ticket reader/printer 256 may be provided with the ability to
both read and print ticket vouchers 258, or it may be provided with
the ability to only read or only print or encode ticket vouchers
258. In the latter case, for example, some of the gaming units 54
may have ticket printers 256 that may be used to print ticket
vouchers 258, which could then be used by a player in other gaming
units 54 that have ticket readers 256.
[0069] As another alternative, an electronic funds transfer ("EFT")
device (not shown) may operate as both a value input device and a
value output device. Such an EFT device may include a circuit
capable of performing or a controller programmed to perform an
electronic funds transfer ("EFT") to the player's bank account or
to a virtual account established, for example, on a PDA or a smart
card (e.g., a card with an on-board processor and memory) or at a
casino. Such a transfer may be performed over a hardwired,
wireless, fiber optic or network connection. As such a device is
capable of transferring money to and from the gaming unit 54, it
may operate either as a value input device or a value output
device.
[0070] Also attached to the gaming unit 54 is a player tracking
module 260, which may be the player tracking module 176 referred to
in FIG. 1A. The player tracking module 260 includes a card reader
262 and a display 264. The card reader 262 may include any type of
card reading device, such as a magnetic card reader or an optical
card reader, and may be used to read data from a card offered by a
player, such as a player tracking card. The card reader 262 may be
used to read data from, and/or write data to, player tracking cards
that are capable of storing data representing the identity of a
player, the identity of a casino, the player's gaming habits, etc.
The display 264 may be a liquid crystal display ("LCD"), a vacuum
fluorescent display ("VFD"), an array of light emitting diode
("LED") elements, etc. The display 264 may be used to display
messages particular to the player tracking system, or may be
controlled by the gaming unit 54 or other servers to display
messages particular to the operation of the gaming unit 54 or other
systems (such as, for example, bonusing messages from a bonusing
system).
[0071] The gaming unit 54 may include one or more audio speakers
270, a coin payout tray 272, a display unit 274, and an input
control panel 276. The audio speakers 270 may generate audio
representing sounds or sound effects such as the noise of spinning
slot machine reels, a dealer's voice, music, announcements or any
other audio related to a casino game. Where the gaming unit 54 is
designed to facilitate play of a video casino game, such as video
poker or video slots, the display unit 274 may be a color video
display unit that displays images relating to the particular game
or games. Where the gaming unit 54 is designed to facilitate play
of a reel-type slot machine, the display unit 274 may comprise a
plurality of mechanical reels that are rotatable, with each of the
reels having a plurality of reel images disposed thereon. The input
control panel 276 may be provided with a plurality of pushbuttons
or touch-sensitive-areas that may be pressed by a player to select
games, make wagers, make gaming decisions, etc.
[0072] FIG. 2A illustrates one possible embodiment of the control
panel 276, which may be used where the gaming unit 54 is a slot
machine having a plurality of mechanical reels or representations
of reels displayed on an electrical display unit 274. Referring to
FIG. 2A, if the display unit 274 is provided in the form of a video
display unit, the control panel 276 may include a "See Pays" button
280 that, when activated, causes the display unit 274 to generate
one or more display screens showing the odds or payout information
for the game or games provided by the gaming unit 54. As used
herein, the term "button" is intended to encompass any device that
allows a player to make an input, such as an input device that must
be depressed to make an input selection or a display area that a
player may simply touch. The control panel 276 may include a "Cash
Out" button 282 that may be activated when a player decides to
terminate play on the gaming unit 54, in which case the gaming unit
54 may return value to the player, such as by returning a number of
coins to the player via the payout tray 272.
[0073] If the gaming unit 54 provides a slots game having a
plurality of reels and a plurality of paylines which define winning
combinations of reel symbols, the control panel 276 may be provided
with a plurality of selection buttons 284, each of which allows the
player to select a different number of paylines prior to spinning
the reels. For example, five buttons 284 may be provided, each of
which may allow a player to select one, three, five, seven or nine
paylines.
[0074] If the gaming unit 54 provides a slots game having a
plurality of reels, the control panel 276 may be provided with a
plurality of selection buttons 286 each of which allows a player to
specify a wager amount for each payline selected. For example, if
the smallest wager accepted by the gaming unit 54 is a quarter
($0.25), the gaming unit 54 may be provided with five selection
buttons 286, each of which may allow a player to select one, two,
three, four or five quarters to wager for each payline selected. In
that case, if a player were to activate the "5" button 284 (meaning
that five paylines were to be played on the next spin of the reels)
and then activate the "3" button 286 (meaning that three coins per
payline were to be wagered), the total wager would be $3.75
(assuming the minimum bet was $0.25).
[0075] The control panel 276 may include a "Max Bet" button 288 to
allow a player to make the maximum wager allowable for a game. In
the above example, where up to nine paylines were provided and up
to five quarters could be wagered for each payline selected, the
maximum wager would be 45 quarters, or $11.25. The control panel
276 may include a spin button 290 to allow the player to initiate
spinning of the reels of a slots game after a wager has been
made.
[0076] In FIG. 2A, a rectangle is shown around the buttons 280,
282, 284, 286, 288, 290. It should be understood that that
rectangle simply designates, for ease of reference, an area in
which the buttons 280, 282, 284, 286, 288, 290 may be located.
Consequently, the term "control panel" should not be construed to
imply that a panel or plate separate from the housing 250 of the
gaming unit 54 is required, and the term "control panel" may
encompass a plurality or grouping of player activatable
buttons.
[0077] Although one possible control panel 276 is described above,
it should be understood that different buttons could be utilized in
the control panel 276, and that the particular buttons used may
depend on the game or games that could be played on the gaming unit
54. If the display unit 274 is provided as a video display unit,
the control panel 276 could be generated by the display unit 274.
In that case, each of the buttons of the control panel 276 could be
a colored area generated by the display unit 274, and some type of
mechanism may be associated with the display unit 274 to detect
when each of the buttons was touched, such as a touch-sensitive
screen.
[0078] The gaming unit 54 may also include a mechanism 294 by which
the gaming unit 54 may determine the identity of the player. This
mechanism may be separate from the other elements of the gaming
unit 54, may be incorporated into one of the other elements of the
gaming unit 54, or its function may be provided by one of the other
elements of the gaming unit 54. As an example of the latter
category, the card reader 262 may be used to read a card that
carries an identification code that may be uniquely associated with
the player so that the gaming unit 54 can differentiate that player
from all other players, or so that the gaming unit 54 can
differentiate that player as a member of a group of players from
all players not a member of the group of players. In FIG. 2, a
separate identification device 294 is illustrated.
[0079] The identification device 294 may include equipment, such as
a keypad, an input pad (with optional stylus), a port (or antenna)
adapted to communicate via a wired or wireless link (infrared or
radio frequency link, for example) to a Personal Digital Assistant
("PDA"), a camera, a scanner, a retinal (or iris) scanner,
fingerprint scanner, and/or a microphone. The identification device
294 may include any one of these devices, or the identification
device 294 may include a combination of some or all of these
devices. Thus, utilizing the identification device 294, a player
may identify him or herself by entering a unique numeric or
alpha-numeric code using the key pad, for example. Alternatively,
the player may use his or her finger or the stylus to sign his or
her signature on the input pad. The pad and/or stylus may include
instrumentation to record such characteristics as position, form,
speed, and/or pressure as the player signs his or her signature. As
a further alternative, the player may sign his or her signature on
the Personal Digital Assistant, which signature is then converted
to electronic data, and the data is then transferred via the
port/antenna to the identification device 294. As yet another
alternative, the player may sign his or her signature on a piece of
paper that is then photographed using the camera or scanned using
the scanner (or the bill acceptor 254) to convert the signature
into electronic data. As an additional alternative, the player may
place one of his or her fingers or his or her hand on the scanner,
and the scanner may generate an electronic data representation of
the fingerprint on one or more of the player's fingers or an
electronic data representation of the pattern of the entire hand.
Alternatively, the camera may be used to take a picture (live or
still) of the player, the picture then being converted into
electronic data. As a still further alternative, the player may
place his or her eye up to the retinal (or iris) scanner, and the
retinal (or iris) scanner may generate an electronic data
representation corresponding to the pattern of the retina (or iris)
of the player. As yet another alternative, the player may speak
into the microphone, and characteristics of the spoken words (or
voiceprint) may be converted into an electronic data
representation.
[0080] Other equipment may also be used in conjunction with the
identification device 294. For example, rather than using a stylus,
a mouse or glove may be used. Additionally, thermal imaging
equipment may be included or substituted. Moreover, a touch screen
may be integrated with the display unit 274 and used, in place of
the input pad, in combination with a stylus or a finger, for
example.
Gaming Unit Electronics
[0081] FIG. 3 is a block diagram of a number of components that may
be incorporated in the gaming unit 54. Referring to FIG. 3, the
gaming unit 54 may include a controller 310 that may comprise a
program memory 312, a microcontroller or microprocessor ("MP") 314,
a random-access memory ("RAM") 316 and an input/output ("I/O")
circuit 318, all of which may be interconnected via an address/data
bus 320. It should be appreciated that although only one
microprocessor 314 is shown, the controller 310 may include
multiple microprocessors 314. Similarly, the memory of the
controller 310 may include multiple RAMs 316 and multiple program
memories 312. Although the I/O circuit 318 is shown as a single
block, it should be appreciated that the I/O circuit 318 may
include a number of different types of I/O circuits. The RAM(s) 316
and program memories 312 may be implemented as semiconductor
memories, magnetically readable memories, and/or optically readable
memories, for example.
[0082] Although the program memory 312 is shown in FIG. 3 as a
read-only memory ("ROM") 312, the program memory of the controller
310 may be a read/write or alterable memory, such as a hard disk.
In the event a hard disk is used as a program memory, the
address/data bus 320 shown schematically in FIG. 3 may comprise
multiple address/data buses, which may be of different types, and
there may be an I/O circuit disposed between the address/data
buses.
[0083] Furthermore, while the controller 310 is shown as a dashed
box surrounding the memories 312, 316, processor 314, and I/O
circuit 318, this should not be interpreted as a physical
limitation on the controller 310. The memories 312, 316 and
processor 314 may be disposed on a single board, or they may be
disposed on separate boards. Similarly, the I/O circuit 318 may be
disposed on the same board as the memories 312, 316 and processor
314, or may be disposed on a separate board.
[0084] FIG. 3 illustrates that the coin acceptor 252, the bill
acceptor 254, the ticket reader/printer 256, the player tracking
module 260, the display unit 274, the control panel 276, and the
identification device 294 may be operatively coupled to the I/O
circuit 318, each of those components being so coupled by either a
unidirectional or bidirectional, single-line or multiple-line data
link, which may depend on the design of the component that is used.
The speaker(s) 270 may be operatively coupled to a sound circuit
322, that may comprise a voice- and sound-synthesis circuit or that
may comprise a driver circuit. The sound generating circuit 322 may
be coupled to the I/O circuit 318. Additionally, for a gaming unit
such as the gaming unit 74, the transceiver 82 may also be coupled
to the I/O circuit 318.
[0085] As shown in FIG. 3, the components 252, 254, 256, 260, 274,
276, 294, 322 (and, optionally, 82) may be connected to the I/O
circuit 318 via a respective direct line or conductor. Different
connection schemes could be used. For example, one or more of the
components shown in FIG. 3 may be connected to the I/O circuit 318
via a common bus or other data link that is shared by a number of
components. Furthermore, some of the components may be directly
connected to the microprocessor 314 without passing through the I/O
circuit 318.
[0086] FIG. 3A is a block diagram of a number of components that
may be incorporated in an alternative gaming unit, such as the
gaming unit 130 shown in FIG. 1 or the gaming unit 188 shown in
FIG. 1A (which may represent the same gaming unit). Elements
similar to those in FIG. 3 are numbered similarly, with the
distinction that the similar elements shown in FIG. 3A are denoted
with a prime.
[0087] Similar to the gaming unit 54 shown in FIG. 3, the gaming
unit 130 shown in FIG. 3A may include a controller 310a having
program memory 312a, microprocessor 314a, and RAM 316a. Moreover,
the program memory 312a, microprocessor 314a and RAM 316a may be
operatively coupled to an input/output circuit 318a via a data link
or a bus 320a. Further, the I/O circuit 318a may be coupled to a
display 274a and a control panel 276a, and to speakers 270a via a
sound circuit 322a. While the I/O circuit 318a is shown coupled to
wager input devices, such as a coin acceptor 252a, a currency
acceptor 254a and a ticket reader/printer 256a, these elements may
be optional according to an embodiment of the gaming unit 130 that
envisions implementation of cashless gaming. An identification
device 294a may also be coupled to the I/O circuit 318a.
[0088] The gaming unit 130 shown in FIG. 3A may differ from the
gaming units 54, 74 and 94, which may be represented by the block
diagram shown in FIG. 3, in that the gaming unit 130 may include a
modem 330. As illustrated in FIG. 3A, the modem 330 is coupled to
the I/O circuit 318 by a bidirectional link. As also illustrated in
FIG. 3A, the modem 330 is coupled to the network 102 by the data
link 132.
[0089] The modem 330 may be any well known device that modulates
digital signals into analog signals, and that demodulates analog
signals into digital signals. For example, the modem 330 may be one
of a pair of a digital subscriber line ("DSL") modems disposed at
opposite ends of a telephone line. Such a DSL modem may be an
Asymmetric Digital Subscriber Line ("ADSL") modem or a very high
bit-rate DSL ("VDSL") modem. As a further alternative, the modem
330 may be a cable modem. As yet another alternative, the modem 330
may be an Integrated Services Digital Network ("ISDN") modem or
adapter.
[0090] In turn, the data link 132 may be selected to conform to the
modem selected. Where the modem is a conventional modem, the data
link may include a telephone line. Where the modem is a DSL modem
(whether ADSL; VDSL, etc.), the data link 132 may include a
telephone line and a second modem at the opposite end of the
telephone line. With a cable modem, the data link 132 may be
coaxial cable; in fact, a pre-existing coaxial TV cable
installation may be used. An ISDN modem or adapter may also use a
telephone line, but it further requires ISDN digital-switching
equipment and an external power source.
Overall Operation of System
[0091] One manner in which the system 50 and one or more of the
gaming units 54 (and one or more of the gaming units 74 and 94) may
operate is described below in connection with a number of
flowcharts which may be implemented as a number of portions or
routines of one or more computer programs. These programs or
portions of programs may be represented as a set of instructions
that may be carried out by one or more of the servers 140, 142,
144, 146 and/or the controller 310 of gaming units 54, 74 and 94,
for example.
[0092] The programs or portions of programs may be written in any
high level language such as C, C++, C#, Java, Visual Basic or the
like, or any low-level assembly or machine language. The programs
or portions of programs may include data files, binary files,
scripts, data tables, graphic file formats, 3D models, etc.
Furthermore, the programs or portions of programs may be
implemented using an event-based triggering system. That is, the
controller 310, for example, may generate an event (for example, in
connection with a game outcome) that is in turn communicated to the
display unit 274, the sound circuit 322, and a payout device, for
example, the ticket reader/printer 256. Each unit or device may
then determine if the communicated event has significance for that
unit or device, and what that significance may be. As a result,
units or device may be added or removed from the gaming unit 54
without requiring significant reprogramming of the controller 310,
thereby permitting a modular approach to be implemented.
[0093] It will also be recognized that the programs or portions of
programs may be stored on a machine accessible medium. A machine
accessible medium includes any mechanism that provides (i.e.,
stores and/or transmits) information in a form accessible by a
machine (e.g., a computer, network device, personal digital
assistant, any device with a set of one or more processors, etc.).
For example, a machine accessible medium includes
recordable/non-recordable magnetic, optical and solid-state media
(e.g., read only memory ("ROM"), programmable read only memory
("PROM"), erasable programmable read only memory ("EPROM"),
electrically erasable programmable read only memory ("EEPROM"),
random access memory ("RAM"), magnetic disk storage media, optical
storage media, flash memory devices, etc.), as well as electrical,
optical, acoustical or other form of propagated signals (e.g.,
carrier waves, infrared signals, digital signals, etc.), etc.
According to the present embodiment, the machine-accessible medium
may include the memories associated with the servers 140, 142, 144,
146 and the memories 312, 316 of the controller 310.
[0094] In regard to the gaming units 54 (and gaming units 74 and
94), the programs or portions of programs may be stored remotely,
outside of the gaming unit 54, and may control the operation of the
gaming unit 54 from a remote location. Such remote control may be
facilitated with the use of a wireless connection, or by an
Internet interface that connects the gaming unit 54 with a remote
computer (such as the network computer 56) having a memory in which
the computer program portions are stored. By storing the programs
or portions of programs therein, various portions of the memories
are physically and/or structurally configured in accordance with
the instructions of the programs or portions of programs.
Brand Association Routine
[0095] FIG. 4A is a flowchart of a brand association routine 350
that may be stored in the memory of a network computer, such as the
brand association server 140, or even in the memory of a gaming
unit, such as the gaming units 54, 74, 94 and 130. In general
terms, the brand association routine 350 may be used to promote
associations as to one or more brands. In particular, the brand
association routine 350 may promote associations as to one or more
brands through various forms of advertising and/or promotional
activities.
[0096] Initially, it will be recognized that while "brand
association" is used in connection with the operation of the
routine 350, the operation of the routine 350 may do more than form
mental connections between a brand and, for example, the type
and/or quality of the goods and/or services associated with the
brand. The operation of the routine 350 may cause the player to be
aware of a brand, the goods and/or services associated with the
brand, or both the brand and the goods and/or services associated
therewith. Further, the operation of the routine 350 may cause the
player's recognition of the brand to increase. Consequently, "brand
association" includes a variety of activities relative to the
player and relating to one or more brands.
[0097] Additionally, it will also be recognized that the term
"brand" as that term is used herein is not limited to only
trademarks, service marks, trade dress and the like. To be sure,
the term "brand", as used herein, may include trademarks, service
marks, and trade dress, such marks and/or dress being registered,
unregistered, or in whatever form that may be recognized by the
laws of a particular jurisdiction. However, the term "brand" may
also cover other devices that are not used solely or primarily to
establish a connection between a particular individual or company
and a particular good and/or service. In fact, the term "brand", as
used herein, may include devices that may not qualify as a
trademark or service mark in a particular jurisdiction, whether
because the jurisdiction does not permit such devices to serve as a
trademark or service mark or because the device lacks sufficient
distinctiveness or association in the minds of consumers. As used
herein, a "brand" may include alphanumeric combinations, words,
phrases, drawings, designs, and logos. "Brand" also refers to any
type of advertising and any materials used with advertising.
[0098] With this by way of background, the routine 350 may begin at
block 352, where a determination may be made as to whether a player
profile is available in those embodiments of the routine 350 that
utilize a player profile. For those embodiments that use a player
profile, if it is determined that a player profile is available,
the routine 350 may proceed to block 354, where the player profile
may be received by the server 140 or the gaming unit 54, 74, 94 and
130 operating according to the routine 350.
[0099] A player profile may refer to any collection of information
or data that is identified, related or associated with a player.
This profile may be stored in a file in a database accessible by
the brand association server 140, or it may be stored in the memory
of the gaming unit 54, 74 94 and 130 or the personal communication
unit 64, 84, 126 used by the player. As a still further
alternative, the information may be stored on a player tracking
card that may be disposed into the card reader 262 of the player
tracking module 260. Further, the profile may include data or
information stored remotely to the server 140 or gaming unit 54, 74
94 and 130, which data or information may still be considered
associated with the profile.
[0100] According to one embodiment, the profile may include an
identifier. The identifier may be unique to each player, like a
cell phone number of the personal communication unit 64, 84, 126
used by the player to interface to the system 50, or may be unique
to a group of players relative to the remainder of players on the
system 50. For example, where the operator intends to distribute
the personal communication units to members of a tour group, for
example, the desired goal may not be for the brand association
aspect of the system 50 to respond differently to each member of
the tour group, but rather for the brand association aspect to
respond to members of the tour group differently than to the
general public. As another example, the gaming system operator may
wish to target certain groups or categories of player, e.g.,
"high-rollers," to receive certain opportunities relative to the
brand association aspect of the system 50 not available to the
general public, but available to all the members of the target
group. Consequently, the members of the target group may receive
personal communication units with an identifier which
differentiates the members of the group from the public-at-large
and all other players carrying personal communication units. In
this regard, some of the personal communication units may develop
recognition as a status symbol item as well as performing a
practical function.
[0101] Moreover, more than one identifier may be assigned to a
profile, or stated slightly differently, one profile may be
associated with more than one identifier. For example, a particular
profile may be associated with a first identifier which indicates
that the associated player belongs to a first group, e.g., the
"high-roller" group, and with a second identifier which indicates
that the associated player belongs to a second group, e.g., the
"ultra high-roller" group, which may or may not be exclusive of the
first group. Moreover, the second identifier may be unique relative
to all other identifiers, such that the associated player may be
differentiated from all other players.
[0102] The profile may also include one or more records that may
contain data about the characteristics, habits and/or preferences
of a player associated with the identifier. For example, the
profile may include basic personal data that will be stored in a
personal data record, including such data as the name, address,
Social Security number, date of birth, nationality, language
skills, and cultural preferences of the player. The personal data
record may also contain important dates, such as birthdays,
anniversaries, and other occasions. The profile may also include
data regarding the player's favorite foods, shows, prizes,
complementaries ("comps"), and the like, this data being stored in
an entertainment record and/or a personal prize preferences record.
The profile may also include the player's preferences regarding the
look of the game displayed, or the types or levels of sensory
outputs utilized during the game. Further, the profile may include
the player's preferences regarding the brand association materials
that the player is willing to or wishes to receive, or, conversely,
the brand association materials that the player is not willing to
or does not wish to receive. For example, a player that enjoys
water sports may wish to receive brand association materials
regarding a water park, while a non-drinker may not want to or wish
to receive advertisements regarding alcohol.
[0103] The information can include demographic information, such as
age, occupation, date of birth, household income, buying
preferences, etc. The information can be used to determine which
brand or advertising materials are shown to the player. Young males
may be shown advertising related to sports, while women are shown
clothing ads, for example.
[0104] Such records and information may be created and/or updated
manually. That is, the player may enter the data personally,
through the use of one or more of the gaming units 54, 74, 94 and
130 configured to permit such data entry or via the Internet from a
remote location, through the use of a computer that may or may not
be configured as a gaming unit. As an alternative, the player may
answer questions on a questionnaire or survey, and an employee of
the network or system operator may enter the data into the system
50. The information may be used to make a person eligible to enter
a sweepstakes to win cash or prizes sponsored by third party
advertisers.
[0105] Such records may also be created and/or updated by the
system 50. For example, the system 50 may generate and maintain a
bonus record including a running total of the value wagered by the
player and bonuses awarded therefore, and this may be associated
with the profile. This information may be obtained, for example,
through the use of the player tracking server 142 and associated
player tracking modules 176. Extending beyond the monitoring of
gaming information, the system 50 may also keep track of
information of a player's use of other aspects of an operator's
property or properties. Further, the system 50 may generate some of
this data by analyzing the movements of the player to restaurants,
theaters, etc. This data may then be stored in the entertainment
record. Where the player accesses the Internet through the use of
the system 50 or where the player permits the operator to track his
or her use of the Internet through other methods, the system 50 may
establish other records reflecting Internet usage. For example, the
system 50 may track the products or services (e.g., travel)
purchased by the player over the Internet, or the sites visited or
searches run by the player while on the Internet, and store such
information in an Internet usage record. As one such example, the
system 50 may have relationships with third-parties Internet
companies who, with the permission of the player, make the
information available to the operator to permit prizes to be
selected according to the player's Internet habits. Alternatively,
this information may be provided to the operator, with the player's
permission, in exchange for providing Internet access via one of
the gaming units 54, 74, 94 and 130 or personal communication units
64, 84, 126.
[0106] Not all information has to come from either the player or
the system 50. For example, both the player and the system 50 may
generate data about the player's gaming preferences (e.g., favorite
casino games) to be stored in a gaming record. Similarly, both the
player and the system may generate (through data analysis) data
about the player's wagering preferences to be stored in a wagering
record. This data may include whether the player prefers to always
bet the maximum, to always bet the maximum on certain games, to
always bet a certain amount on certain value games, etc.
[0107] The player profile may be received by the server 140 or the
gaming units 54, 74, 94 and 130 at block 354 in a variety of
manners. For example, the player profile may be uploaded to the
brand association server 140 or gaming unit 54, 74 and 94.
Specifically, the player profile may be uploaded from a personal
communication device 64, 84, 126 or from a player tracking card
disposed into the card reader 262 of the player tracking module
260. As a further alternative, the player profile may be uploaded
from a plurality of storage locations, for example from the player
tracking server 142 in addition to from a personal communication
device 64, 84, 126 or a card disposed into the card reader 262. As
a still further alternative, the player profile may be created and
stored in the memory associated with the server 140 or gaming unit
54, 74, 94 and 130, rather than being retrieved from a memory
storage location.
[0108] As an example of this later alternative, a registration
routine 360 is shown in FIG. 5. The registration routine 360 may be
carried out using devices and personnel of the network operator, or
the routine may be carried out using devices of the system 50 but
without the assistance of personnel of a network operator. As one
example, an employee of the network operator may register players
at a specific location set up for this purpose (e.g. at the
concierge desk), or may "roam" a casino floor to perform this
service wherever the player is located. Alternatively, the player
may register him or herself over the Internet, at a kiosk (such as
kiosk 88) established for registration at the casino, or at gaming
units adapted to permit registration to occur.
[0109] Initially, the player is queried at block 362 to determine
if the player meets certain preconditions before registration can
continue. These preconditions may include information regarding the
location of the player at the time the player is accessing the
brand association aspect of the system 50, or the location of the
player's place of residence. Some jurisdictions may prohibit or
limit the use of the brand association aspect of the system 50
described herein, or place certain limitations on the types of
people that may use the brand association aspect, particularly in
conjunction with the gaming units 54, 74, 94 and 130. Thus, the
preconditions may also include information regarding
characteristics of the player. For example, some jurisdictions may
prohibit players of a certain age from using the brand association
aspect described herein or from using the brand association aspect
described herein in conjunction with the gaming units 54, 74, 94
and 130. Other jurisdictions may prohibit players that reside in
certain locations from using the brand association aspect, while
still others may maintain lists of certain persons that are not
allowed to use the brand association aspects of the system 50
discussed herein. The player may provide the information concerning
him or herself in a variety of manners, depending on the method by
which registration is occurring. For example, if the registration
is occurring within a casino property and a casino employee is
assisting the player in completing registration, some information
(such as the location of the player) may be self-evident and other
information may be gathered by the casino employee (for example,
through the use of a questionnaire). Alternatively, if the
registration is occurring at a location remote to the casino
property, the player may provide this information by way of an
on-line questionnaire that is submitted over a network connection
(such as the Internet) to the server 140. As a still further
possible precondition, certain types of security measures may need
to be implemented before the player can take advantage of the brand
association aspect of the system 50; for example, certain level of
type of encryption may be required to be use the brand association
aspect of the system 50. If the player cannot provided the required
information, or if the information shows that the player does not
meet the preconditions, the routine exits at block 364 and the
player is prevented from using the brand association aspect of the
system 50.
[0110] Assuming that the information provided at block 362
indicates that the player meets the preconditions, the routine 360
proceeds to a block 366, and the player may be required to verify
one or more aspects of the information provided in regard to the
information provided at block 362, or to provide additional
information that may be used to identify the player in the future,
thereby providing an increased likelihood that a person using the
player's profile is indeed the player or one of a group of players,
where a common profile is used for a group of players. Here as
well, if the information is unavailable, if the player refuses to
provide the information, or if the verification cannot be
completed, the routine exits at block 368.
[0111] It should be noted that the block 366 may be optional. That
is, according to the regulations of the particular jurisdiction and
the policies of the network operator, the information provided at
block 362 need not be verified using a source of information
separate from the player, but it may. Additionally, the operator
may determine that it is not necessary to ensure that a
registration is being used by a particular person or one of a
particular group of people. In such a circumstance, additional
information regarding the identity of the player or players need
not be gathered. According to an embodiment, the determination of
block 366 may be omitted where the operator can limit access by,
for example, underage players to the gaming units 54, 74, and 94
(for example, in a casino-type gaming environment as opposed to an
Internet-type gaming environment, as may be represented by the
gaming unit 130).
[0112] However, if required, information verifying the data
provided concerning the preconditions at the block 362 may be
verified at the block 366. For example, according to an embodiment
wherein the player is registering at a casino property and is being
assisted by a casino employee, the casino employee may ask the
player for a picture identification card to verify that the person
providing the information is who he or she is who they say they
are, and to verify, for example, age information provided to
complete the precondition qualification at block 362.
Alternatively, where the player is performing the registration at a
site remote to the casino floor, for example in a casino hotel room
or at home, the player may need to use, for example, one or more
devices coupled to the gaming unit or personal communication unit
which they are using to interface with the system 50. As one such
embodiment, to verify the location of a gaming unit located off the
casino floor or outside the gaming system operator's property, the
gaming unit may be associated with a device that provides location
data for the gaming unit that may be transmitted to the gaming
system operator. For example, the Global Positioning Satellite
("GPS") system may be utilized by associating a special transceiver
with the gaming unit. As a further example, the gaming system
operator may require the player to connect to the system 50 using a
cellular mobile station (or at a minimum to make a call using the
mobile station or to turn the cellular mobile station on during
play). The gaming system operator may then access the location
information available to the cellular system operator after the
cellular system operator has processed the cellular transmission
data from the mobile station (such as may be done in providing
enhanced 911 (or "E-911" service, for example). Alternatively, the
player may be required to connect to the system 50 from a land line
(or to call the gaming system operator using a land line telephone
during the verification process), whereupon the gaming system
operator may check the telephone company's records to verify the
number and pull the street address associated with the number. As a
further alternative, where the player has connected to the system
50 over the Internet, the gaming system operator may check the IP
address of the gaming unit and of the Internet service provider,
and obtain a street address from the Internet service provider.
[0113] Similarly, the operator may require the player to provide
information that will be used at the present time and/or in the
future to verify the identity of the player or players associated
with a particular registration and/or profile. For example, the
player may provide a form of identification (such as a fingerprint
or other form of biometric data, driver's license, or national
identity card) that the gaming system operator may use to access
age data established by a third party (for example, the state
department of motor vehicles). As a further alternative, the camera
associated with the gaming unit may be used to monitor the player
using the gaming unit 54, 74, 94 and 130.
[0114] Assuming that the preconditions are met at the block 362 and
verification is provided, if required, at the block 366, the
routine 360 proceeds to block 370, where the determination is made
as to whether the profile for the registration is complete. If the
registration is not complete, the routine may proceed through
blocks 372, 374 as necessary to gather the information necessary to
complete the player's profile. When the profile is complete (as
determined at block 370), the routine returns to routine 350 in
FIG. 4A or 350a of FIG. 4B.
[0115] After receiving the player profile at block 354 or having
determined that there is no player profile to receive at block 352,
the brand association routine 350 proceeds to block 380. At block
380, the routine 350 determines if there are event criteria to be
received by the brand association aspect of the system 50. If there
are event criteria to be received, the routine 350 proceeds to
block 382.
[0116] For example, according to certain embodiments of the present
disclosure, it may be desirable to receive certain event criteria
that may be utilized to select a brand from a plurality of brands
in regard to which advertising and/or promotional materials may be
provided to one or more players. Such event criteria may include
game play events (e.g., a particular combination of game elements,
a particular series of combinations of game elements, a bonus round
trigger event, a progressive level trigger event), player tracking
events (e.g., card-in, elapsed gaming time, number of coins in or
out, rate of coins in or out), timed events (e.g., at a particular
time of the day, on a particular day of the year, at a
predetermined time, at a randomly selected time) and promotional
events (e.g., to encourage use of underutilized machines, to
encourage participation in a tournament). Other events may also be
included.
[0117] As was the case with the player profile, these event
criteria may be uploaded from a memory storage location elsewhere
in the system 50, or may be preloaded onto the server 140 or gaming
unit 54, 74, 94 and 130. As a further alternative, the event
criteria may be inputted and stored at the time block 382 is
executed.
[0118] After the event criteria is received at block 382 or if it
is determined at block 380 that no event criteria is to be
received, the routine 350 proceeds to block 384. At block 384, a
determination is made as to whether there are criteria to be
uploaded or entered in regard to the brand to be selected. If there
are criteria to be uploaded or entered, the routine 350 proceeds to
block 386. If there are no criteria to be uploaded or entered, the
routine 350 proceeds to block 388.
[0119] The brand criteria may include a variety of concerns
relating to the brands themselves and the brand-promoters
associated with the brands (which may be the manufacturer or
retailer of the goods and services associated with the brand, or
may be an intermediary acting on behalf of such manufacturer or
retailer, for example). For example, a criteria may be established
for a specific brand that advertising and promotional materials
concerning the brand will only be distributed to players that have
a preference not only for a particular good or service associated
with the brand, but also for the particular brand itself. As
another example, where a particular brand-promoter sponsors a
particular event (such as a tournament) or a particular prize
offered for play of a particular group of gaming units 54, 74, 94,
the advertising and/or promotional materials of that
sponsor/brand-promoter may be given a priority or preference over
the advertising and/or promotional materials of other
brand-promoters relative to those gaming units 54, 74, and 94. As a
further example, the advertising and/or promotional materials
relating to another, competitive brand may not be displayed on the
gaming units 54, 74, 94 during the time the particular event or
prize is offered. Alternatively, the brand criteria may relate to
agreements made between the operator of one or more of the networks
52, 72, 92 and the brand-promoter. For example, the network
operator may guarantee a certain number of placements to a
particular brand-promoter for a specific brand. As a further
example, where the brand-promoter has been guaranteed a certain
number of placements of advertising and/or promotional materials
within a certain time period, and the time period is drawing to a
close with a significant number of placements still to be made, the
brand may have a weighted or preferred status relative to other
brands and to placement.
[0120] As was the case with the player profile and the event
criteria data, the brand criteria data may be uploaded from a
memory storage location elsewhere in the system 50, or may be
preloaded onto the server 140 or gaming unit 54, 74, 94, 130. As a
further alternative, the brand criteria data may be inputted and
stored at the time block 386 is executed.
[0121] Once the brand criteria has been stored or uploaded at block
386 or the determination has been made at block 384 that there is
no criteria to store or upload, the routine 350 proceeds to block
388. At block 388, a determination is made of a brand from among a
plurality of brands. The determination may involve a consideration
of the player profile, the event criteria, the brand criteria, or
any combination thereof. Alternatively, the determination may not
require a consideration of any of a player profile, an event
criterion or a brand criterion. Once the determination is made, the
routine 350 proceeds to block 390.
[0122] The determination of which brand to feature relative to a
specific player or group of players may include matching
information contained in one or more of the data records to one or
more of the criteria related to a particular brand. For example, a
particular brand criteria related to a particular brand may require
that the player have a preference for the good and/or service
related to the target brand. The brand criteria may also require
that the player have a preference for a related good and/or service
that marketing studies have shown is a common preference for
persons who are repeat purchasers of the good and/or service
offered in connection with the target brand. Players who match the
brand criteria may be included in the distribution list for the
materials related to the brand associated with the brand criteria,
and players who do not match are not included in the distribution
list.
[0123] The event criteria may be used in combination with the
matching of the player profile data and the brand criteria, or in
substitution therefore. For example, the operator of one or more of
the networks 52, 72, 92 may determine that they do or do not want
to distribute brand association materials during certain times of
the day. One network operator may wish to prevent the distribution
of brand association materials during a certain time of the day,
week, month or year when players typically are the most active,
under the assumption that the display of the brand association
materials will distract the players from their gaming.
Alternatively, a network operator may decide to target the same
time period for increased distribution of brand association
materials because he or she knows that an increased number of
possible recipients will be available during that time period. As
another example, a network operator may set an event criterion
which is tied into the brand criteria, such as an event criteria
which signals the beginning of a tournament and a brand criteria
that places preference on the advertising and/or promotional
materials of the sponsor/brand promoter.
[0124] As an alternative, the determination of the brand may rely
in part or not at all on the matching of player profile data with
event and brand criteria, the ultimate determination of the
selected brand being made according to an exchange of
communications between the network operator and the brand promoter.
For example, the matching of player profile data with event and
brand criteria may be used to narrow the group of potential brands
from a larger number of possible brands, but not to select a
specific brand. As another example, the matching of player profile
data and event and brand criteria may be used to weigh the
possibilities that one brand will be selected over another, without
actually making the final determination as to which brand will be
selected. However, at the end of the determination, the brand is
selected according to an exchange of communications between the
network operator and the brand promoter, for example in the form of
an auction or reverse auction.
[0125] That is, it may be determined, based on the player profile,
event criteria and brand criteria, that a group of three hundred
players could be a target audience for the advertising and/or
promotional materials of any one of three brands. Moreover, based
on other event and brand criteria established by the network
operator, the advertising and/or promotional materials of only one
of the three brands may be distributed at the present time. The
network operator may send a request message via the network 160
(which may represent the Internet) to the servers 168, 170, 172
associated with each of the three brands, the message stating that
a target audience of three hundred players has been identified for
the brand in question and requesting a bid if the brand promoter
for the identified brand wishes to secure the right to distribute
the advertising and/or promotional information to the target
audience. The bid might be requested in currency or in kind (such
as a certain number of prizes each having a net worth equal to a
certain amount of value). In response, one, two or all of the brand
promoters may transmit offers to the server 140. The network
operator associated with the brand association server 140 must then
decide which offer to accept in regard to the target audience. In
this fashion, not only the player profile, event criteria and brand
criteria determine the brand selected, but the exchange of
communications (in the form of an auction) also determines the
brand selected.
[0126] Of course, an auction is not the only kind of exchange of
communications that might be used to make the determination as to
the brand selected. For example, the player profile data, in
combination with the event criteria and brand criteria, may be used
to form a ranked list of potential brands. The network operator may
then send an offer for a bid (in currency or in kind) to the brand
promoter associated with the highest-ranked brand, and if the brand
promoter accepts, the determination process is over; otherwise, the
network operator sends a communication to the brand-promoter
associated with the next name on the list, and so on. As another
example, the network operator may need a certain number of prizes
for a promotion to be used in conjunction with a group of players
having certain common likes or dislikes, and the operator may
provide a communication to a number of brand-promoters requesting
bids for the opportunity to provide the prizes needed to the
audience described.
[0127] As a still further method for the determination of the
selected brand, the determination may be made without consulting
player profile data, event criteria or brand criteria, and without
resort to communicating with the brand-promoter at the time the
determination is made. Instead, the determination may be made
according to an input received by the server 140 or gaming unit 54,
74, 94, 130 operating according to the routine 350, the input
resulting in the determination of the selected brand. This input
may be in the form of a ticket or coupon that may be disposed into
the ticket reader 256 or a card that may be disposed into the card
reader 262, the ticket, coupon or card including an instruction
which is used by the server 140 or gaming unit 54, 74, 94, 130 to
determine which brand is to be used. In a variant form, for use
with a gaming unit without a ticket reader 256 or card reader 262,
such as the gaming unit 130, the input may be in the form of a
password instead. According to any such embodiment, the
determination is made after the input is received.
[0128] As one example of such an embodiment, a ticket, coupon or
card may be provided to a player during the play of a game at one
of the gaming units 54, 74, 94, 130, using, for example, the ticket
reader/printer 256, 256a. Alternatively, the ticket, coupon or card
may be provided to a player during as part of a special event (such
as a tournament) relating to the casino related to one of the
networks 52, 72, 92. As a further alternative, the ticket or coupon
may be provided to the player by the brand-promoter, perhaps in
connection with the sale of the good and/or service associated with
the brand (for example, at a vending machine or a retail
establishment) or as part of a mailing campaign.
[0129] And another embodiment, the selection may be performed in
whole or in part by the player. That is, the server 140 may display
a number of brands available, for example by generating an image on
the display unit 274, and the player may a select a brand from the
brands displayed, using a touch screen associated with the display
unit 274 or some other player input device, such as a button.
According to one variation, the brand distribution aspect may be
programmed to display one or more brands, and the player is
permitted to select any one of the brands displayed. According to
another variation the brand distribution aspect may start with a
first plurality of brands, the server 140 may be programmed to use
one or more of the player profile, the event criteria and the brand
criteria to reduce the number of brands to a second plurality, and
then the player is permitted to select one of the second plurality
of brands, which selected brand will be used hereafter. For
example, the player profile may be used to eliminate certain brands
based on the players' willingness to accept certain advertisements
or the players' desire not to receive other advertisements. Other
variations are possible.
[0130] Once the brand is determined at block 388, the brand
materials are retrieved at block 390.
[0131] The brand materials may include a variety of possibilities.
For example, the brand materials may include advertising
information. The brand materials may include video or audio
information associated with the brand, such as a particular logo,
slogan, or jingle. The video information may in the form of stills
or video clips, and may be incorporated into the images that make
up the game aspect of the system 50, or may be separate from the
images involved in game play. The audio information may be in the
form of audio or sound clips, and may also be incorporated into the
sound effects that normally make up the game aspect of the system
50 (e.g., the sound effect jingle for the selected brand may be
generated when a payout is awarded that includes a good or service
of the selected brand), may be coordinated with the display of the
video information associated with the selected brand, or may
generated separately from the images involved in game play and the
images associated with the selected brand. The brand materials may
also represent bonusing opportunities not available to the general
public, but only to players that have received the brand materials.
The brand materials may further include prizes that are selected
according to the brand (such as goods and/or services associated
with the brand). Perhaps in conjunction with the prizes selected
according to the brand, the brand materials may include
modifications to be made to a paytable or a downloadable paytable.
As a further alternative, the brand materials may include links
which may provide a conduit for further information and/or prizes
associated with the brand.
[0132] These materials may be already stored in memory somewhere on
the system 50 for retrieval. However, where the brand is determined
through a bargaining session, such as an auction, for example, the
materials may need to be retrieved from a remote server associated
with the brand-promoter that is associated with the brand selected
at block 388. Moreover, where the materials involved are prizes,
the actual materials may not be transferred to the network
operator, but instead other items representative of the prizes
(such as a photograph or illustration of the prize) may be
transferred to the network operator for use and/or display to the
players.
[0133] Once the materials have been retrieved at block 390, the
routine 350 proceeds to block 392, where the materials are
distributed. The downloading of the materials at block 392 may be a
direct download of materials from the server 140 to a storage
device associated with a player, such as gaming unit 54, 74, 94 or
personal communication unit 64, 84, 126. Alternatively, the
materials may be distributed using the servers 144, 146 illustrated
in FIG. 1A, for example. That is, the brand association materials
may be downloaded to an intermediary server, such as the gaming
machine download server 144 and the communications server 146.
Then, at a later time, the server 140 may provide a command, or
event, that is then communicated to all of the servers in the
system 50. In response to the event, the individual servers
determine if the event has significance for them, and, if so, what
the significance might be. For example, the server may send a
particular event that causes a download of brand materials from the
gaming unit download server 144, but which the communications
server 146 may ignore. In the alternative, the server may send a
particular event that causes a download to occur from the gaming
unit download server 144 and the communications server 146 at
approximately the same time (for example, a holiday). However, even
if the servers 144, 146 are generally synchronized as to the time
of the distribution of the brand association materials according to
the event sent, the servers 144, 146 may download different brand
association materials.
[0134] Once the materials have been distributed to the devices
where the brand materials will be used, such as gaming units 54,
74, 94 or personal communication units 64, 84, 126, the materials
may be used to present information regarding the selected brand at
block 394. This information, as discussed previously, may include
advertising information and/or promotional information. Examples of
the information and its use in the brand association aspect of the
system 50 are illustrated in FIGS. 6A, 6B, 7 and 8.
[0135] Turning first to FIGS. 6A and 6B, it will be recognized that
FIG. 6A illustrates an image 400 that might be displayed on the
display unit 274 of a gaming unit (such as one of the gaming units
54) during the operation of the gaming unit 54 according to a slots
game. The slots game image 400 may include a number of reels 402,
each reel having a plurality of symbols 404 (black "7"), 406 (white
"7"), 408 (triple bar), 410 (double bar), 412 (single bar)
displayed thereon. The slots game image may also include buttons
414, such as a "Cash Out" button, a "See Pays" button, a "Spin"
button, a "Max Bet" button, a plurality of payline buttons, and a
plurality of bet buttons, the operation of each of which has been
explained above relative to FIG. 2A. The image 400 may also include
a paytable 416. The paytable 416 includes a listing of certain
combinations 418 and the associated payouts 420. The image 400 may
also include one or more areas 422 in which nothing is shown in the
image 400 of FIG. 6A (while the area 422 is surrounded by a
rectangle, the rectangle is for illustrative purposes only, and
does not necessarily mean that a rectangularly-shaped border need
be shown in the image 400 of FIG. 6A).
[0136] FIG. 6B illustrates the image 400, now designated 400a, as
modified according to the brand association aspect of the system
50. While a number of modifications have been made to the image
400a in keeping with the brand association aspect of the system 50,
this is not to suggest that all of the modifications must be made
in combination. Rather, the modifications may be taken individually
or in combination, whether that is the combination illustrated in
FIG. 6B or some other combination.
[0137] To begin, one or more of the symbols 404a, 406a, 408a, 410a,
412a may be replaced with material associated with the selected
brand on the reels 402a. In the example illustrated, the symbols
412 have been replaced with an image 424 (which includes pictorial
and textual elements) that is associated with the selected brand
("LOGO"). According to other embodiments, all of the symbols 404a,
406a, 408a, 410a, 412 may be replaced with different images
associated with the selected brand. These symbols 424 may be
static--that is, the symbols 424 may be used in the display of
outcomes in regard to the slots game only. Alternatively, and in
combination with a touch screen associated with the display unit
274 (including touch screen buttons 414a), the symbols 424 may be
dynamic--that is, the symbols 424 may serve as buttons which
activate links to other materials related to the selected brand as
well as being used in the display of outcomes in regard to the
slots game. For example, by touching the area of the touch screen
associated with one of the symbols 424, a signal may be generated
that is received by the server 140. In response, the server 140 may
retrieve a webpage from a website associated with the selected
brand, for example, as shown in FIG. 7. The player may then
navigate the website associated with the selected brand using input
devices on the web pages, such as the buttons 426, 428 shown in
FIG. 7.
[0138] It will be further recognized that, while an example has
been discussed wherein symbols related to the selected brand are
displayed in place of symbols typically displayed in the slots
game, this modification is not limited to the type of game
discussed or the game elements used to play such game. That is, if
the example discussed previously had been a card game, such as
video poker or video blackjack, the symbols 424 could have been
displayed in place of one or more of the denominations, such as all
jacks, queens, kings or aces. Moreover the symbols may be displayed
on such cards separate apart from the markings representing the
suits and denominations. For example, each card may have the symbol
disposed in the center of the face of the card irrespective of the
suit and denomination of the card. Moreover, as indicated above,
the symbol may be static or dynamic. Similar modifications may be
made to keno cards, bingo cards, die, and the like.
[0139] As also is shown in FIG. 6B, advertising information about
the selected brand may be displayed in the area 422a. This
advertising may be static, or may be animated. Similar to the
symbols 424, the area 422a may be dynamic, such that when a player
touches the touch screen in the area 422a, a signal is sent to the
server 140 to pull up an advertisement or a webpage, such as shown
in FIG. 7. Alternatively, only sections of the area 422a may be
dynamic--for example, only the region overlying the "LOGO" symbol
430. For that matter, a symbol 430 may be displayed as part of the
image without any accompanying advertising material, such as the
text displayed in the area 422a.
[0140] As is further shown in FIG. 6B, the paytable 416a may be
modified as well, whether that paytable is of the primary game
provided by the gaming unit, or a bonus or secondary bonus game or
event. While the modification of the paytable 416a, as shown,
includes substituted game elements 424, substitute combinations
418a, payouts 420a and a substituted payout in the form of a prize
432, which may be, for example, a good or a service associated with
the selected brand, the modification of the paytable 416a need not
include both modifications at the same time. That is, it is within
the scope of the present disclosure for such a modification to be
made, but it is also within the scope of the present disclosure for
only the game elements 424 to be substituted for the game elements
existing in normal operation of the gaming unit or for only the
payout to be modified, the payout being associated with the
selected brand but the game outcome (as represented by the
combination of game elements) being identical to that which occurs
in the normal operation of the gaming unit.
[0141] This modification may be made by reprogramming a section of
the existing paytable at the gaming machine to include a game
element or a prize that is associated with the selected brand. The
reprogramming of the paytable may include alteration of the
original code or original associated data structures that represent
the paytable to include one or more gaming elements associated with
the selected brand (such as game elements 424) or a payout
associated with the selected brand. Alternatively, the code or
associated data structures may be originally written so as to
permit the insertion or substitution of one or more game elements
424 or one or more prizes into the paytable after the code or
associated data structure is stored in the memory of the gaming
unit. For example, the stored paytable may include one or more game
outcomes (which may be represented by one or more combinations of
game elements, such as symbols on a slot machine) that are not
associated with a payout or are associated with a lesser value
payout according to the normal operation of the gaming unit, but
that may be later associated with a payout without altering the
underlying paytable code.
[0142] Alternatively, the modification of the paytable may be
performed by downloading a new paytable to the gaming unit, which
paytable is then implemented by the gaming unit. While the paytable
is referred to as "new", the paytable may be new only in relation
to the game elements that may result in game outcomes associated
with payouts or the payouts that may be provided, the frequency and
the size of the payouts remaining substantially unchanged relative
to the paytable used by the gaming unit in the normal operation of
the gaming unit. For example, the paytable may remain unchanged as
to the size and the frequency of all payouts, except that a prize
associated with the selected brand is now provided as a payout for
a game outcome (which may be represented by one or more
combinations of game elements, such as symbols on a slot machine)
that previously had no prize associated therewith or only a lesser
value payout associated therewith. Moreover, this game outcome may
now include game elements 424 associated with the selected brand.
As another alternative, however, not only is one of a good and a
service associated with the selected brand incorporated into the
payouts offered, but the frequency and/or size of the payouts
provided also may be changed.
[0143] The new paytable may be one specifically written for the
selected brand, or may be written for the inclusion of brand prizes
without a particular brand in mind. As one example of the former
case, the new paytable may include one or more prizes, which prizes
are one of a good or a service associated with a selected brand. As
one example of the later case, the new paytable may include one or
more prizes, which prizes are one of a good or a service that have
a certain value or a certain range of values, whether the value is
the amount that it costs the sponsor or system or network operator
to provide the prize or the player to select and receive the prize.
The paytable is particularized for a selected brand at a later
time, whether that is at the time of download to a software
distribution server, at the time of download to the gaming unit, at
the time of use, in accordance with a particular event, etc., by
including in the paytable the good or service of the selected brand
that matches or most substantially matches the value or range of
values established in the new paytable. It will be recognized that
an identification other than value may be used for cross-reference
of the prizes of different brands for inclusion in a paytable
established for the goods and services of more than one brand; for
example, the identifier may be one that is peculiar to the brand
association aspect of the system 50, unlike value which may have
denominations and ready comparability even outside of the brand
association aspect of the system 50.
[0144] As a further alternative, the modification of the paytable
may be implemented without changing the paytable of the gaming unit
so as to insert or substitute game elements or a good or a service
associated with the selected brand, or the size and/or frequency of
the payouts awarded. For example, the paytable modification may
come in the form of a payout enhancement that is associated with
the selected brand, but that is applied to some or all of the
payouts determined as a consequence of the normal operation of the
gaming unit in the primary gaming mode or a bonus or secondary
gaming mode. Such a paytable modification may be a multiplier that
is applied to all payouts according to the selection of a
particular brand, or a prize that is awarded in combination with a
payout above a threshold value and according to the selection of a
particular brand. Such a paytable modification may be combined with
the display of advertising material associated with the selected
brand to remind the player as to the brand associated with the
paytable modification being applied.
[0145] As seen in the particular illustration of FIG. 6A, according
to the paytable 416 used during the normal operation of the gaming
unit, the combination of three bars (symbol 412) is associated with
a zero payout according to the normal operation of the gaming unit.
However, according to an embodiment of the brand association
routine 350 where the single bars 412a are replaced with the brand
symbols 424, the paytable 416a may be modified such that three
brand symbols 424 are now associated with the prize 432. According
to one embodiment of such a modification, the prize may be a good
or a service related to, and perhaps provided by, the
brand-promoter associated with the selected brand.
[0146] For example, when three symbols 424 are displayed,
indicating an outcome for which a "prize" is associated, the image
436 shown in FIG. 8 may be displayed on `all or` part of the
display unit 274, and may represent a form. In accordance with this
particular example shown in FIG. 8, the player is permitted to
select his or her prize from among three prizes, each of which may
be associated with the selected brand. As shown, the player may
select the LOGO Snack-Yums product, the LOGO Snicky-Snacks product,
or the LOGO Snack-O's product by activating the radio button 438
disposed below the text describing the prize option, which text may
be replaced with or be used in combination with an illustration or
photograph of the prize instead. Once the player has made his or
her selection, the player may depress an enter button 440.
[0147] The form may be transmitted, for example, to the server 140
if the network operator is in charge of distributing the prizes, or
to one of the servers 168, 170, 172 if the brand-promoter is in
charge of distributing the prizes. Once the form has been received
either by the server 140 or one of the servers 168, 170, 172, a
further transmission may occur from the server 140, 168, 170, 172
to other servers, or to a fulfillment center, where personnel of
the network operator or brand-promoter handle fulfillment of the
prize request. Alternative, the server 140, for example, may
control the ticket printer 256 associated with the gaming unit 54
to print a coupon or ticket which may be taken to a location within
a casino associated with the network 52 for redemption. The coupon
or ticket may, likewise, be redeemable at a retail establishment,
perhaps even a retail establishment associated with the
brand-promoter associated with the selected brand.
[0148] It is believed that the modifications to the paytable
discussed above may be readily approved by the relevant regulatory
authorities. That is, where the paytables discussed above involve
the inclusion of a prize payout for a game outcome that had no
payout or only a lesser value payout associated therewith, such a
paytable may be beneficial to the player in that the paytable gives
the player an additional possible winning combination where none
previously existed. It is believed that governmental regulatory
authorities are generally more inclined to approve of the use of
such paytables where the player is receiving more than they would
have received under a preexisting paytable. It will be recognized
that this argument may be strongest where the modified paytable
does not modify the frequency and size of the paytable used by the
gaming unit in normal operation, but only includes a payout for a
gaming outcome that previously had no payout associated therewith
or includes a payout in addition to an existing payout. It is
further believed that this argument may favor obtaining approval of
such a paytable even when the specific prize or prizes to be
distributed for game outcomes previously unassociated with a payout
or associated with a payout of lesser value are not specifically
identified, but the value or range of values of the prize to be
distributed are identified (e.g., in the situation where the good
or the service to be provided is not specifically known until the
brand is selected and the paytable is downloaded, implemented in
the gaming unit, etc.).
[0149] As a further alternative to the embodiments discussed above,
wherein the paytable was modified to include a good or a service
associated with the selected brand, it may be that the paytable is
modified such that one or more of the game outcomes (such as, for
example, the combinations of three symbols 424 shown in FIG. 6B)
may result in a payout of "brand points" rather than in currency or
in kind. For example, the combination of three symbols 424 may
result in a number of points being awarded to the player, which
points may be redeemed for prizes such as goods and/or services
from the brand-promoter associated with the selected brand. The
player may be able to redeem the points by connecting to a web site
associated with the brand, or by visiting a retail establishment
operated by the brand-promoter. To permit the points to be
portable, the server 140 or gaming unit 54, 74, 94, 130 may control
an associated ticket printer 256 to print a ticket for the amount
of points awarded according to the brand association aspect of the
system 50.
[0150] Referring now to FIG. 6C, an additional paytable structure
is shown on image 400b displayed on display unit 274 for separately
sponsored gaming. Here, the gaming system includes one or more
gaming devices 54 and 74 each having separate base game and
sponsored paytables. This sponsored, third party prize system can
be used with any wagering game, such as slot, poker, blackjack,
baccarat, craps, bingo, keno machine, table game, mobile gaming
device, internet game, games of skill or chance, sports books or
other types of sports betting, and central determination games such
as Class II Bingo.
[0151] In one embodiment, potential sponsors wishing to advertise
their brands, goods and/or services communicate with an advertising
consultant (e.g., affiliated with the gaming device manufacturer or
a casino) about amounts and types of game prizes the companies wish
to sponsor in exchange for the display of their advertising or
branding. Alternatively, the potential service providers
communicate directly with the casino or manufacturer. In either
case, this information leads to the development of a separate
sponsored paytable 416b including one or more sponsored awards,
which operates with standard paytable 416 (FIG. 6A), and which
coincides with the display of symbols and game indicia showing
branding, logos or other advertising representing the one or more
sponsor of sponsored paytable 416b. Another method of implementing
the sponsored paytable is through the use of "bots" that distribute
the advertisements and control the licensing issues associated with
such advertisements. U.S. patent application 11/497,740 describes
software agents or bots which can be used in accordance with the
present disclosure. A licensing bot can be employed to enforce the
advertising contract. For example, $2,000.00 can be paid for 2,000
displays or impressions for three months of ads on a gaming
machine. The bot notifies the advertisers when the contract needs
renewal. Distribution bots can also be employed to detect when a
target player is on line to display an adto. The bot goes to a
database, finds the player information to match player preferences
with advertising and sends output to the advertiser.
[0152] Display unit 274 operates for example with a touch screen
overlay to provide separate payout recall buttons 414, namely, a
game pays button 414 and logo pays button 414. Game pays button 414
recalls the base game paytable 416 described above in connection in
FIG. 6A. Logo pays button 414 recalls a separate paytable 416b,
which is dedicated to prizes or payouts, via base or bonus game,
which are achieved by obtaining the displayed combination of logo
symbols 442, 442a or 442b for different advertisers.
[0153] Image 400b shows additional advertising 446 for company one
having logo one symbol 442, advertising 446a for company two having
logo two symbol 442a and advertising 446b for company three having
logo three symbol 442b. Advertising 446 (referring collectively to
advertising 446, 446a and 446b) can additionally or alternatively
be provided elsewhere on gaming unit 54 and 74, such as on its
upper or lower glass or in association with a topper, which is
placed on top of gaming unit 54 and 74. Further, the theme of
gaming unit 54 and 74 in an embodiment is consistent with or
incorporates either the products of the one or more different
sponsor or advertiser or their associated logo 442, 442a or
442b.
[0154] The separate paytable configuration shown on image 400b of
display unit 274 is advantageous in one major respect because the
base game paytable 416 is unaltered. That is, the game plays the
same, with the same average payback percentage, as if the
additional sponsored paytable 416b did not exist. No changing of
software for base game paytable 416 needs to occur. In one sense,
the sponsored paytable 416b acts as a bonus to the base game
paytable 416. Accordingly, it is believed that this paytable
structure will readily meet governmental regulatory approval.
[0155] If, on the other hand, the prizes or credits provided via
sponsored paytable 416b are instead integrated into the standard or
base game paytable 416, the sponsored prizes or credits then become
part of the payback percentage of the overall gaming device. If the
casino wishes to maintain a particular payback percentage, e.g., of
95%, the standard or base game winning combinations need to be
adjusted to account for the additional payback amount provided via
sponsored payouts 420b. Here, either the percentage likelihood of
generation of one or more of the standard combinations 418 has to
change or its corresponding payout 420 has to change 418 to
accommodate the payback percentage provided via sponsored payouts
420b. Both procedures could be cumbersome, especially if the
display unit 274 is constantly changing advertisers or changing the
logos 422 (referring collectively to logos 442 to 442b), payouts
420b and/or additional advertising 446 for existing
advertisers.
[0156] The payout structure of FIG. 6C enables existing games to be
retrofitted readily with a sponsored paytable 416b. Moreover, the
payout configuration of FIG. 6C enables different sponsored
paytables 416b to be swapped out readily. It is contemplated for
gaming unit 54 and 74 to store a plurality of different sponsored
payout tables 416b in the memory of controller 310 and selectively
recall one or more of the sponsored paytables 416b for a given
player having certain purchasing demographics.
[0157] In the illustrated embodiment, sponsored payout table 416b
shows that different combinations of the same logo symbol 442
provide different sponsored payouts. Payout table 416b also shows
that different logos 442, 442a and 442b for different advertisers
can be provided. In an embodiment, different logos for the same
advertiser are provided. For example, if a machine has a fast food
sponsor, different logos 442 can be different food items provided
by the sponsor, which are displayed in combination with the
sponsors logo.
[0158] Sponsored payouts 420b for sponsored wins 418b can vary. For
example, certain winning combinations 418b yields game credits.
Other combinations 418b yields prizes 432 such as a trip or car.
Other types of sponsored payouts 420b for combinations 418b include
such as free spins or free games as illustrated.
[0159] In an embodiment, sponsored paytable 416b is always used.
That is, the player does not have an option to play or not play
with the additional payouts 420b of sponsored paytable 416b. In one
embodiment, the sponsored paytable 416b does not change. For
example, if the entire gaming machine is dedicated to a particular
sponsor, e.g., a famous motorcycle manufacturer, the branding and
advertising 446 may be fixed in software and correspond to
permanent branding and/or advertising provided on the exterior or
console of the gaming device. In such case, a single reel stripe
supplies both standard game symbols of combinations 418 and logo
symbols 442 of combinations 418b. That is, separate reel strips do
not need to be provided.
[0160] In an alternative embodiment, gaming unit 54 and 74 provides
a logo option button 448, e.g., as part of a touch screen overlay
operating with display unit 274. Button 448 can be a toggle type
button, which switches the sponsored paytable option on or off as
the player sequentially presses button 448. In the event that the
player for whatever reason opts not to use the logo or sponsored
paytable option, gaming device 54 and 74 can store a separate reel
strip, which does not include the logo symbols 442. In an
alternative implementation, logo symbols 442 are shown even when
the player chooses not to play with the sponsored paytable option,
however, the player does not win any prize for obtaining any of the
combinations shown in paytable 416b.
[0161] Although not critical, it is desirable that the payout
percentage for gaming unit 54 and 74 be independent of whether the
payouts 420b of sponsored paytable 416b are used or not. If the
reel strip is set and logo symbols 442 are always provided
regardless of whether or not the sponsored payout option is
activated then the payout percentage for main game payouts 418 also
does not change. If logo symbols are added or removed depending on
whether sponsored payout option is used, however, then each of the
symbols of base game combinations 418 needs to be increased when
logo symbols 402 are added to the reel strip, so that the
percentage likelihood of generating each of the winning
combinations 418 remains the same. It is contemplated however that,
depending on the size of the reel strips, the incremental change in
the likelihood of occurrence of a particular winning combination
418 due to the added logo symbols 442 would be small enough that
the amount of base games symbols of combinations 418 would not to
be changed. It should also be appreciated that one or more symbols
could be replaced and that payout for existing symbol combinations
could also be adjusted to provide the existing payout of the base
paytable and the additional payout of the sponsored paytable for a
same winning symbol combination. It should also be appreciated that
various other changes could be made to the reels, symbols and
probabilities for generating the symbols.
[0162] As discussed above in connection with FIG. 2, gaming device
54 and 74 includes a card reader 262 and player tracking module
260, which receives a player tracking card. In an embodiment, the
option to play or not play the wagering game with sponsored
paytable 418b can be preset on the player tracking card, so that
the player does not have to press button 448 each time the player
loads credits onto gaming device 54, 74. Here, the player tracking
module 260 recognizes the player's preset preference and allows or
disables the advertising features accordingly.
[0163] Another option for the sponsored payouts is illustrated in
connection with button 202 shown on image 400b of display unit 274.
Here, the player is given the option of giving the sponsored
merchandise or credits to another player. Button 202 can operate in
a toggle fashion similar to that of logo option button 448. Here,
if the player selects to give the merchandise to another player or
person, a separate screen appears and asks the payer to identify
the intended recipient of the sponsored credits, prize or
merchandise. For example, the player can enter the recipient's
email address, which system 50 uses to send a confirmation of
merchandise or fund transfer to the selected recipient.
Alternatively, the popup screen could prompt the player to have the
recipient insert his/her identification or player tracking card
into the player tracking slot 262 of gaming device 54 and 74. In
this implementation, the recipient of the prize or credits needs to
be present.
[0164] In a further alternative embodiment, gaming units 54 and 74
connected along buss 58 for example are identified by a number or
other suitable demarcation, allowing the player to enter the number
or other identification of a linked machine to which the player
wishes to transfer the prize or credits. Once the identifier is
entered, system 50 uses buss 58 to update the recipient machine's
credit meter or to indicate a prize on the recipient's machine when
a winning combination of logo symbols 442 appears on the prize
providing machine 54 and 74.
[0165] A further option available to the player is illustrated by
button 204, which can operate with a touch screen overly and
display unit 274 of gaming device 54 and 74. Here, the player can
choose whether to receive any sponsored payout 420b in the form of
a prize or gaming device credits. This option may be implemented in
a number of ways. For example, each of the sponsored pays 420b
could show both a prize and an associated number of credits. The
number of credits could be worth more, less or approximate as
closely as possible the value of the prize, which can be a retail
value, wholesale value, etc., or some combination thereof. The
player can view the different prizes and associated credit amounts
and then select the player's preference via button 204, which again
can be a toggle type of input.
[0166] In an embodiment, selecting prize option button 204 sets
each of the payouts 420b of paytable 416b to either a prize or
associated credits. In another embodiment, the payouts of each
winning combination 418b can be set individually. For example, the
sponsored paytable 416b could be provided with a scroll option,
which the player uses to scroll through each of the payouts to set
whether it is paid as a prize or number of credits.
[0167] Returning now to FIG. 4A, it will be noted that at block
444, the routine 350 may determine that the brand should be
changed. For example, the brand materials associated with a
specific brand may only be displayed for a limited time period, in
accordance with an event criterion or a brand criterion.
Alternatively, the event, which caused the brand materials of a
particular brand to be distributed and used, may be complete. As
such, during a gaming session of any significant duration, brand
materials associated with a plurality of brands may be displayed.
In fact, this may not only be possible, but may be desirable to the
operator of the networks 52, 72, 92. If the determination is made
at block 444 that the brand should be changed, the routine returns
to block 352, otherwise the routine 350 may return to block
394.
[0168] It will be recognized that while the routine 350 may return
to block 252 if the determination is made to change the brand, it
may not be necessary to repeat each one of the determinations made
at blocks 352, 380, 384. That is, once a player's profile is stored
so as to be accessible to the server 140 operating according to the
brand association routine 350, it need not be stored for a second
time if the determination is made to change the brand relative to
the player. Similarly, the determinations at blocks 380, 384 not
need to be repeated. Eliminating the repetition of such
determinations may reduce the processing load on the system 50 by
reducing the number of redundancies in the operation of the routine
350.
Example Main Gaming Routine
[0169] FIG. 9 is a flowchart of a gaming main operating routine 450
that may be stored in the memory of the controller 310, which may
operate with any of the paytable schemes discussed above in
connection with FIGS. 6A to 6C. Referring to FIG. 9, the main
routine 450 may begin operation at block 452 during which an
attraction sequence may be performed in an attempt to induce a
potential player in a casino to play the gaming unit 54. The
attraction sequence may be performed by displaying one or more
video images on the display unit 274 (if provided as a video
display unit) and/or causing one or more sound segments or sound
effects, such as voice or music, to be generated via the speakers
270. The attraction sequence may include a scrolling list of games
that may be played on the gaming unit 54 and/or video images of
various games being played, such as video poker, video blackjack,
video slots, video keno, video bingo, etc.
[0170] During performance of the attraction sequence, if a
potential player makes any input to the gaming unit 54 as
determined at block 454, the attraction sequence may be terminated.
The gaming unit 54 may detect an input at block 454 in various
ways. For example, the gaming unit 54 could detect if the player
presses any button on the gaming unit 54; the gaming unit 54 could
determine if the player deposited one or more coins into the gaming
unit 54; the gaming unit 54 could determine if player deposited
paper currency into the gaming unit; etc.
[0171] After terminating the attraction sequence, the routine 450
may proceed to a block 456, and a game selection display may be
generated on the display unit 274 (if provided as a video display
unit) to allow the player to select a game available on the gaming
unit 54. However, according to certain embodiments of the system
50, the gaming units may be provided at locations remote from the
place of business of the operator of the system 50 (for example, as
illustrated by the gaming unit 188 in FIG. 1A, which gaming unit is
coupled to the remainder of the system 50 via the network 150). In
such a situation, it may be necessary to ensure that certain
preconditions are met before the player is permitted to place a
wager and play a game. A block 458 is shown in FIG. 9, and
represents a determination as to whether a player has met the
preconditions for placing a wager and playing a game. The
determination represented by the block 458 in FIG. 9 may be
discussed in greater detail with reference to verification routine
460 in FIG. 10.
[0172] According to FIG. 10, the verification routine 460 begins at
a block 462, wherein a determination may be made at to whether the
gaming unit (e.g., gaming unit 188) is located in a jurisdiction
that permits gaming. This determination may be made by referring to
the same types of information as was discussed above with reference
to the block 362 of the routine 360 shown in FIG. 5. If the
determination is made that the gaming unit is not located in a
jurisdiction that permits gaming, the routine exits at a block 464,
and the routine 450 returns to the block 452; otherwise, routine
passes to a block 466.
[0173] At the block 466, a determination may be made as to whether
the player meets minimum age requirements (set by state gaming
agencies, for example) necessary to operate the gaming unit. For
example, a registration event at the gaming system operator's place
of business, the player may provide proof of age and identity. The
data may then be stored in a memory, such as a server operating as
a database at the gaming system operator's place of business or a
more portable memory device, such as a memory card or a PDA. The
age data may be accessed later to prove age qualification by
matching (within established standards) the identity data stored
with the age data. If the determination is made and the player
fails to age qualify, then the routine 460 may exit at block 468,
and the routine 450 returns to the block 452; if the player age
qualifies or the determination is omitted, then the routine
proceeds to block 470.
[0174] At the block 470, a determination may be made as to whether
the identify of the player can be verified. The determination of
block 470 may be omitted where the gaming system operator can limit
access by underage players to the gaming units (for example, in a
casino-type gaming environment as opposed to an Internet-type
gaming environment). However, the system operator may require that
the player provide a form of identification (such as a fingerprint
or other form of biometric data, driver's license, or national
identity card) that the gaming system operator may use to access
age data established by a third party (for example, the state
department of motor vehicles). As an alternative, a camera
associated with the gaming unit may be used to monitor the player
using the gaming unit to verify identity. If the player fails to
provide or is unwilling to provide proper verification of identify,
the routine 470 exists at a block 472 and the routine 450 returns
to the block 452; alternatively, the routine 460 passes to a block
474, and the routine 450 passes to the block 456.
[0175] The game selection display generated at block 456 may
include, for example, a list of video games that may be played on
the gaming unit 54 and/or a visual message to prompt the player to
deposit value into the gaming unit 54. While the game-selection
display is generated, the gaming unit 54 may wait for the player to
make a game selection. Upon selection of one of the games by the
player as determined at block 478, the controller 310 may cause one
of a number of game routines to be performed to allow the selected
game to be played. For example, the game routines could include a
video poker routine 480, a video blackjack routine 482, a slots
routine 484, a video keno routine 486, and a video bingo routine
488. At block 478, if no game selection is made within a given
period of time, the operation may branch back to block 352.
[0176] After one of the routines 480, 482, 484, 486, 488 has been
performed to allow the player to play one of the games, block 490
may be utilized to determine whether the player wishes to terminate
play on the gaming unit 54 or to select another game. If the player
wishes to stop playing the gaming unit 54, which wish may be
expressed, for example, by selecting a "Cash Out" button, the
controller 310 may dispense value to the player at block 492 based
on the outcome of the game(s) played by the player. The operation
may then return to block 452. If the player did not wish to quit as
determined at block 490, the routine may return to block 456 where
the game-selection display may again be generated to allow the
player to select another game.
[0177] It should be noted that although five gaming routines are
shown in FIG. 9, a different number of routines could be included
to allow play of a different number of games. The gaming unit 54
may also be programmed to allow play of different games.
[0178] FIG. 11 is a flowchart of an alternative main operating
routine 500 that may be stored in the memory of the controller 310,
and which may operate with any of the paytable schemes discussed
above in connection with FIGS. 6A to 6C. The main routine 500 may
be utilized for gaming units 54 that are designed to allow play of
only a single game or single type of game, and does not include the
preconditions block shown in the routine of FIG. 9, although the
routine of FIG. 11 may be altered to include such block. Referring
to FIG. 11, the main routine 500 may begin operation at block 502
during which an attraction sequence may be performed in an attempt
to induce a potential player in a casino to play the gaming unit
54. The attraction sequence may be performed by displaying one or
more video images on the display unit 274 (if provided as a video
display unit) and/or causing one or more sound segments, such as
voice or music, to be generated via the speakers 270.
[0179] During performance of the attraction sequence, if a
potential player makes any input to the gaming unit 54 as
determined at block 504, the attraction sequence may be terminated
and a game display may be generated on the display unit 274 (if
provided as a video display unit) at block 506. The game display
generated at block 506 may include, for example, an image of the
casino game that may be played on the gaming unit 54 and/or a
visual message to prompt the player to deposit value into the
gaming unit 54. At block 508, the gaming unit 54 may determine if
the player requested information concerning the game, in which case
the requested information may be displayed at block 510. Block 512
may be used to determine if the player requested initiation of a
game, in which case a game routine 514 may be performed. The game
routine 514 could be any one of the game routines disclosed herein,
such as one of the five game routines 480, 482, 484, 486, 488, or
another game routine.
[0180] After the routine 514 has been performed to allow the player
to play the game, block 516 may be utilized to determine whether
the player wishes to terminate play on the gaming unit 54. If the
player wishes to stop playing the gaming unit 54, which wish may be
expressed, for example, by selecting a "Cash Out" button, the
controller 310 may dispense value to the player at block 518 based
on the outcome of the game(s) played by the player. The operation
may then return to block 502. If the player did not wish to quit as
determined at block 516, the operation may return to block 508.
Video Poker
[0181] Where the gaming unit 54 is designed to facilitate play of a
video poker game, the display unit 274 may comprise a video display
unit. FIG. 12 is an exemplary display 600 that may be shown on the
display unit 274 during performance of the video poker routine 480
shown schematically in FIG. 9. Referring to FIG. 12, the display
600 may include video images 602 of a plurality of playing cards
representing the player's hand, such as five cards. Display 600 is
configured to operate with any of the paytable schemes discussed
above in connection with FIGS. 6A to 6C. To allow the player to
control the play of the video poker game, a plurality of
player-selectable buttons may be displayed. The buttons may include
a "Hold" button 604 disposed directly below each of the playing
card images 602, a "Cash Out" button 606, a "See Pays" button 608,
a "Bet One Credit" button 610, a "Bet Max Credits" button 612, and
a "Deal/Draw" button 614. The display 600 may also include an area
616 in which the number of remaining credits or value is displayed.
If the display unit 274 is provided with a touch-sensitive screen,
the buttons 604, 606, 608, 610, 612, 614 may form part of the video
display 600. Alternatively, one or more of those buttons may be
provided as part of a control panel that is provided separately
from the display unit 274.
[0182] FIG. 14 is a flowchart of the video poker routine 360 shown
schematically in FIG. 9. Referring to FIG. 14, at block 620, the
routine may determine whether the player has requested payout
information, such as by activating the "See Pays" button 608, in
which case at block 622 the routine may cause one or more pay
tables to be displayed on the display unit 274. At block 624, the
routine may determine whether the player has made a bet, such as by
pressing the "Bet One Credit" button 610, in which case at block
626 bet data corresponding to the bet made by the player may be
stored in the memory of the controller 310. At block 628, the
routine may determine whether the player has pressed the "Bet Max
Credits" button 612, in which case at block 630 bet data
corresponding to the maximum allowable bet may be stored in the
memory of the controller 310.
[0183] At block 632, the routine may determine if the player
desires a new hand to be dealt, which may be determined by
detecting if the "Deal/Draw" button 614 was activated after a wager
was made. In that case, at block 634 a video poker hand may be
"dealt" by causing the display unit 274 to generate the playing
card images 602. After the hand is dealt, at block 636 the routine
may determine if any of the "Hold" buttons 604 have been activated
by the player, in which case data regarding which of the playing
card images 602 are to be "held" may be stored in the controller
310 at block 638. If the "Deal/Draw" button 614 is activated again
as determined at block 640, each of the playing card images 602
that was not "held" may be caused to disappear from the video
display 600 and to be replaced by a new, randomly selected, playing
card image 602 at block 642.
[0184] At block 644, the routine may determine whether the poker
hand represented by the playing card images 602 currently displayed
is a winner. That determination may be made by comparing data
representing the currently displayed poker hand with data
representing all possible winning hands, which may be stored in the
memory of the controller 310. If there is a winning hand, a payout
value corresponding to the winning hand may be determined at block
646. At block 648, the player's cumulative value or number of
credits may be updated by subtracting the bet made by the player
and adding, if the hand was a winner, the payout value determined
at block 646. The cumulative value or number of credits may also be
displayed in the display area 616 (FIG. 12).
[0185] Although the video poker routine 480 is described above in
connection with a single poker hand of five cards, the routine 480
may be modified to allow other versions of poker to be played. For
example, seven card poker may be played, or stud poker may be
played. Alternatively, multiple poker hands may be simultaneously
played. In that case, the game may begin by dealing a single poker
hand, and the player may be allowed to hold certain cards. After
deciding which cards to hold, the held cards may be duplicated in a
plurality of different poker hands, with the remaining cards for
each of those poker hands being randomly determined.
Video Blackjack
[0186] Where the gaming unit 54 is designed to facilitate play of a
video blackjack game, the display unit 274 may comprise a video
display unit. FIG. 13 is an exemplary display 700 that may be shown
on the display unit 274 during performance of the video blackjack
routine 482 shown schematically in FIG. 9. Referring to FIG. 13,
the display 700 may include video images 702 of a pair of playing
cards representing a dealer's hand, with one of the cards shown
face up and the other card being shown face down, and video images
704 of a pair of playing cards representing a player's hand, with
both the cards shown face up. The "dealer" may be the gaming unit
54. Display 700 is configured to operate with any of the paytable
configurations discussed above in connection with FIGS. 6A to
6C.
[0187] To allow the player to control the play of the video
blackjack game, a plurality of player-selectable buttons may be
displayed. The buttons may include a "Cash Out" button 706, a "See
Pays" button 708, a "Stay" button 710, a "Hit" button 712, a "Bet
One Credit" button 714, and a "Bet Max Credits" button 716. The
display 700 may also include an area 718 in which the number of
remaining credits or value is displayed. If the display unit 274 is
provided with a touch-sensitive screen, the buttons 706, 708, 710,
712, 714, 716 may form part of the video display 700.
Alternatively, one or more of those buttons may be provided as part
of a control panel that is provided separately from the display
unit 274.
[0188] FIG. 15 is a flowchart of the video blackjack routine 482
shown schematically in FIG. 9. Referring to FIG. 15, the video
blackjack routine 482 may begin at block 720 where it may determine
whether a bet has been made by the player. That may be determined,
for example, by detecting the activation of either the "Bet One
Credit" button 714 or the "Bet Max Credits" button 716. At block
722, bet data corresponding to the bet made at block 720 may be
stored in the memory of the controller 310. At block 724, a
dealer's hand and a player's hand may be "dealt" by making the
playing card images 702, 704 appear on the display unit 274.
[0189] At block 726, the player may be allowed to be "hit," in
which case at block 728 another card will be dealt to the player's
hand by making another playing card image 704 appear in the display
700. If the player is hit, block 730 may determine if the player
has "bust," or exceeded 21. If the player has not bust, blocks 726
and 728 may be performed again to allow the player to be hit
again.
[0190] If the player decides not to hit, at block 732 the routine
may determine whether the dealer should be hit. Whether the dealer
hits may be determined in accordance with predetermined rules, such
as the dealer always hit if the dealer's hand totals 15 or less. If
the dealer hits, at block 734 the dealer's hand may be dealt
another card by making another playing card image 702 appear in the
display 700. At block 736 the routine may determine whether the
dealer has bust. If the dealer has not bust, blocks 732, 734 may be
performed again to allow the dealer to be hit again.
[0191] If the dealer does not hit, the outcome of the blackjack
game and a corresponding payout may be determined based on, for
example, whether the player or the dealer has the higher hand that
does not exceed 21, as determined at block 738. If the player has a
winning hand, a payout value corresponding to the winning hand may
be determined at block 740. At block 742, the player's cumulative
value or number of credits may be updated by subtracting the bet
made by the player and adding, if the player won, the payout value
determined at block 740. The cumulative value or number of credits
may also be displayed in the display area 718 (FIG. 13).
Slots
[0192] Where the gaming unit 54 is designed to facilitate play of a
video slots game, the display unit 274 may comprise a video display
unit. FIG. 16 is an exemplary display 800 that may be shown on the
display unit 274 during performance of the slots routine 484 shown
schematically in FIG. 9. Referring to FIG. 16, the display 800 may
include video images 802 of a plurality of slot machine reels, each
of the reels having a plurality of reel symbols 804 associated
therewith. Although the display 800 shows five reel images 802,
each of which may have three reel symbols 804 that are visible at a
time, other reel configurations could be utilized. Display 800 is
configured to operate with any of the paytable configurations
discussed above in connection with FIGS. 6A to 6C.
[0193] To allow the player to control the play of the slots game, a
plurality of player-selectable buttons may be displayed. The
buttons may include a "Cash Out" button 806, a "See Pays" button
808, a plurality of payline-selection buttons 810 each of which
allows the player to select a different number of paylines prior to
"spinning" the reels, a plurality of bet-selection buttons 812 each
of which allows a player to specify a wager amount for each payline
selected, a "Spin" button 814, and a "Max Bet" button 816 to allow
a player to make the maximum wager allowable.
[0194] FIG. 18 is a flowchart of the slots routine 484 shown
schematically in FIG. 9. Referring to FIG. 18, at block 820, the
routine may determine whether the player has requested payout
information, such as by activating the "See Pays" button 808, in
which case at block 822 the routine may cause one or more pay
tables to be displayed on the display unit 274. At block 824, the
routine may determine whether the player has pressed one of the
payline-selection buttons 810, in which case at block 826 data
corresponding to the number of paylines selected by the player may
be stored in the memory of the controller 310. At block 828, the
routine may determine whether the player has pressed one of the
bet-selection buttons 812, in which case at block 830 data
corresponding to the amount bet per payline may be stored in the
memory of the controller 310. At block 832, the routine may
determine whether the player has pressed the "Max Bet" button 816,
in which case at block 834 bet data (which may include both payline
data and bet-per-payline data) corresponding to the maximum
allowable bet may be stored in the memory of the controller
310.
[0195] If the "Spin" button 814 has been activated by the player as
determined at block 836, at block 838 the routine may cause the
slot machine reel images 802 to begin "spinning" so as to simulate
the appearance of a plurality of spinning mechanical slot machine
reels. At block 840, the routine may determine the positions at
which the slot machine reel images will stop, or the particular
symbol images 804 that will be displayed when the reel images 802
stop spinning. At block 842, the routine may stop the reel images
802 from spinning by displaying stationary reel images 802 and
images of three symbols 804 for each stopped reel image 802. The
reels may be stopped from left to right, from the perspective of
the player, or in any other manner or sequence.
[0196] The routine may provide for the possibility of a bonus game
or round if certain conditions are met, such as the display in the
stopped reel images 802 of a particular symbol 804. If there is
such a bonus condition as determined at block 844, the routine may
proceed to block 846 where a bonus round may be played. The bonus
round may be a different game than slots, and many other types of
bonus games could be provided. If the player wins the bonus round,
or receives additional credits or points in the bonus round, a
bonus value may be determined at block 848. A payout value
corresponding to outcome of the slots game and/or the bonus round
may be determined at block 850. At block 852, the player's
cumulative value or number of credits may be updated by subtracting
the bet made by the player and adding, if the slot game and/or
bonus round was a winner, the payout value determined at block
850.
[0197] Although the above routine has been described as a video
slot machine routine in which slot machine reels are represented as
images on the display unit 274, actual slot machine reels that are
capable of being spun may be utilized instead, in which case the
display unit 274 could be provided in the form of a plurality of
mechanical reels that are rotatable, each of the reels having a
plurality of reel images disposed thereon.
[0198] Moreover, it will be recognized that the determination of
whether the player should receive a payout corresponding to the
outcome of the slots game, an opportunity to play the bonus game,
and/or receive a payout corresponding to the outcome of the bonus
game may be made before the reels start "spinning." That is, the
outcome of the slots game may be determined shortly after the wager
is made and the "Spin" button 814 is depressed, with the animation
of the reels (whether mechanical, electro-mechanical, or
electrical) being selected according to the outcome to signal the
player that a particular outcome has been determined. Likewise, the
determination of whether the outcome will provide the opportunity
of a bonus game may be made before the animation of the reels, and
the outcome of the bonus game before the bonus game is displayed.
As a consequence, the order of the determination of the outcome of
the slots game or bonus game and the animation of the reels need
not be in the order shown in FIG. 18, and, in fact, may be in a
different order without departing from the spirit and teaching of
this disclosure. Similar remarks may be made in regard to the
determinations of the outcomes and animations of the poker and
blackjack routines discussed above, and the outcomes and animations
of the keno and bingo routines discussed below.
Video Keno
[0199] Where the gaming unit 54 is designed to facilitate play of a
video keno game, the display unit 274 may comprise a video display
unit. FIG. 17 is an exemplary display 900 that may be shown on the
display unit 274 during performance of the video keno routine 486
shown schematically in FIG. 9. Referring to FIG. 17, the display
900 may include a video image 902 of a plurality of numbers that
were selected by the player prior to the start of a keno game and a
video image 904 of a plurality of numbers randomly selected during
the keno game. The randomly selected numbers may be displayed in a
grid pattern. Display 900 is configured to operate with any of the
paytable configurations discussed above in connection with FIGS. 6A
to 6C.
[0200] To allow the player to control the play of the keno game, a
plurality of player-selectable buttons may be displayed. The
buttons may include a "Cash Out" button 906, a "See Pays" button
908, a "Bet One Credit" button 910, a "Bet Max Credits" button 912,
a "Select Ticket" button 914, a "Select Number" button 916, and a
"Play" button 918. The display 900 may also include an area 920 in
which the number of remaining credits or value is displayed. If the
display unit 274 is provided with a touch-sensitive screen, the
buttons may form part of the video display 900. Alternatively, one
or more of those buttons may be provided as part of a control panel
that is provided separately from the display unit 274.
[0201] FIG. 19 is a flowchart of the video keno routine 486 shown
schematically in FIG. 9. The keno routine 486 may be utilized in
connection with a single gaming unit 54 where a single player is
playing a keno game, or the keno routine 486 may be utilized in
connection with multiple gaming units 54 where multiple players are
playing a single keno game. In the latter case, one or more of the
acts described below may be performed either by the controller 310
in each gaming unit or by one of the network computers 56, 76,
110,112 to which multiple gaming units 54 are operatively
connected.
[0202] Referring to FIG. 19, at block 922, the routine may
determine whether the player has requested payout information, such
as by activating the "See Pays" button 908, in which case at block
924 the routine may cause one or more pay tables to be displayed on
the display unit 274. At block 926, the routine may determine
whether the player has made a bet, such as by having pressed the
"Bet One Credit" button 910 or the "Bet Max Credits" button 912, in
which case at block 928 bet data corresponding to the bet made by
the player may be stored in the memory of the controller 310. After
the player has made a wager, at block 930 the player may select a
keno ticket, and at block 932 the ticket may be displayed on the
display 900. At block 934, the player may select one or more game
numbers, which may be within a range set by the casino. After being
selected, the player's game numbers may be stored in the memory of
the controller 310 at block 936 and may be included in the image
902 on the display 900 at block 938. After a certain amount of
time, the keno game may be closed to additional players (where a
number of players are playing a single keno game using multiple
gambling units 54).
[0203] If play of the keno game is to begin as determined at block
940, at block 942 a game number within a range set by the casino
may be randomly selected either by the controller 310 or a central
computer operatively connected to the controller, such as one of
the network computers 56, 76, 110, 112. At block 944, the randomly
selected game number may be displayed on the display unit 274 and
the display units 274 of other gaming units 54 (if any) which are
involved in the same keno game. At block 946, the controller 310
(or the central computer noted above) may increment a count which
keeps track of how many game numbers have been selected at block
942.
[0204] At block 948, the controller 310 (or one of the network
computers 56, 76, 110, 112) may determine whether a maximum number
of game numbers within the range have been randomly selected. If
not, another game number may be randomly selected at block 942. If
the maximum number of game numbers has been selected, at block 950
the controller 310 (or a central computer 56, 76, 110, 112) may
determine whether there are a sufficient number of matches between
the game numbers selected by the player and the game numbers
selected at block 942 to cause the player to win. The number of
matches may depend on how many numbers the player selected and the
particular keno rules being used.
[0205] If there are a sufficient number of matches, a payout may be
determined at block 952 to compensate the player for winning the
game. The payout may depend on the number of matches between the
game numbers selected by the player and the game numbers randomly
selected at block 942. At block 954, the player's cumulative value
or number of credits may be updated by subtracting the bet made by
the player and adding, if the keno game was won, the payout value
determined at block 952. The cumulative value or number of credits
may also be displayed in the display area 920 (FIG. 17).
Video Bingo
[0206] Where the gaming unit 54 is designed to facilitate play of a
video bingo game, the display unit 274 may comprise a video display
unit. FIG. 20 is an exemplary display 1000 that may be shown on the
display unit 274 during performance of the video bingo routine 488
shown schematically in FIG. 9. Referring to FIG. 20, the display
1000 may include one or more video images 1002 of a bingo card and
images of the bingo numbers selected during the game. The bingo
card images 1002 may have a grid pattern. Display 1000 is
configured to operate with any of the paytable configurations
discussed above in connection with FIGS. 6A to 6C.
[0207] To allow the player to control the play of the bingo game, a
plurality of player-selectable buttons may be displayed. The
buttons may include a "Cash Out" button 1004, a "See Pays" button
1006, a "Bet One Credit" button 1008, a "Bet Max Credits" button
11010, a "Select Card" button 1012, and a "Play" button 1014. The
display 1000 may also include an area 1016 in which the number of
remaining credits or value is displayed. If the display unit 274 is
provided with a touch-sensitive screen, the buttons may form part
of the video display 1000. Alternatively, one or more of those
buttons may be provided as part of a control panel that is provided
separately from the display unit 274.
[0208] FIG. 21 is a flowchart of the video bingo routine 488 shown
schematically in FIG. 9. The bingo routine 488 may be utilized in
connection with a single gaming unit 54 where a single player is
playing a bingo game, or the bingo routine 488 may be utilized in
connection with multiple gaming units 54 where multiple players are
playing a single bingo game. In the latter case, one or more of the
acts described below may be performed either by the controller 310
in each gaming unit 54 or by one of the network computers 56, 76,
110, 112 to which multiple gaming units 54 are operatively
connected.
[0209] Referring to FIG. 21, at block 1020, the routine may
determine whether the player has requested payout information, such
as by activating the "See Pays" button 1006, in which case at block
1022 the routine may cause one or more pay tables to be displayed
on the display unit 274. At block 1024, the routine may determine
whether the player has made a bet, such as by having pressed the
"Bet One Credit" button 1008 or the "Bet Max Credits" button 1010,
in which case at block 1026 bet data corresponding to the bet made
by the player may be stored in the memory of the controller
310.
[0210] After the player has made a wager, at block 1028 the player
may select a bingo card, which may be generated randomly. The
player may select more than one bingo card, and there may be a
maximum number of bingo cards that a player may select. The card or
cards may be added to the display 1000 at block 1030. After play is
to commence as determined at block 1032, at block 1034 a bingo
number may be randomly generated by the controller 310 or a central
computer such as one of the network computers 56, 76, 110, 112. At
block 1036, the bingo number may be displayed on the display unit
274 and the display units 274 of any other gaming units 54 involved
in the bingo game.
[0211] At block 1038, the controller 310 (or a central computer)
may determine whether any player has won the bingo game. If no
player has won, another bingo number may be randomly selected at
block 1034. If any player has bingo as determined at block 1038,
the routine may determine at block 1040 whether the player playing
that gaming unit 54 was the winner. If so, at block 1042 a payout
for the player may be determined. The payout may depend on the
number of random numbers that were drawn before there was a winner,
the total number of winners (if there was more than one player),
and the amount of money that was wagered on the game. At block
1044, the player's cumulative value or number of credits may be
updated by subtracting the bet made by the player and adding, if
the bingo game was won, the payout value determined at block 1042.
The cumulative value or number of credits may also be displayed in
the display area 1016 (FIG. 20).
Example of Operation of System
[0212] The following are examples of the operation of the brand
association aspect of the system 50 according to an embodiment of
the system 50. The examples are for illustration purposes only, and
are not meant to limit the scope of the claims thereby, or to
emphasize one embodiment discussed over another. The example is
described in connection with FIG. 4A discussed above.
[0213] According to a first example, the brand association routine
350 is operating in the server 140. In this example, the brand
association routine 350 utilizes information or data from the
player profile and brand criteria, but no event criteria.
Consequently, the routine 350 starts at block 352.
[0214] At block 352, the determination is made that player profiles
will be utilized in determining the selected brand to be used.
According to this example, the player profiles are stored in the
player tracking server 142, and the brand association server 140
determines which profiles are to be retrieved from the player
tracking server 142 according to those players that are signed in
to the player tracking system including the player tracking server
142 and at least the gaming units associated with the player
tracking modules 176. A player may sign in to the player tracking
system by disposing a player tracking card into the card reader 262
associated with the respective player tracking module 260. The
player profiles of the players that are signed into the player
tracking system are downloaded to the brand association server 140,
completing block 354.
[0215] For purposes of illustration, the player profiles downloaded
may contain a travel record. In particular, the travel record may
include information regarding the player's preferences concerning
airline travel, hotels accommodations, and rental car companies.
According to this example this information will be used in the
determination made at block 388.
[0216] The routine 350 then passes to block 380, wherein the
determination is made that no event criteria will be used in the
determination made at block 388. As a consequence, the routine 350
proceeds to block 384.
[0217] At block 384, the server 140 determines that brand criteria
is to be used, in part, to select the brand or brands according to
the present example. The routine then proceeds to block 386,
wherein the brand criteria are received by the brand server.
According to the present example, the network operator may be
looking to provide a prize program for its player tracking club
members that includes airline travel, hotel accommodations, and
ground transport. As such, the network operator may established a
brand criteria which will select those players whose player
profiles, and in particular, their travel records, indicate that
they have taken a trip recently by airplane, typically take at
least one four-day vacation each year, and typically rent a car if
they travel by airplane.
[0218] At block 388, the determination is made as to which brands
to select. In one example, the server 140 first compares the brand
criteria with the player profiles to determine the number of
players that have travel records that match the brand criteria.
Based on the comparison, the server 140 may determine that there
are three hundred individuals that meet the brand criteria. The
server 140 then sends a request for bids to several airlines, to
several hotels, and to several car rental companies, alerting them
to the fact that the network operator associated with the server
140 wishes to establish a prize package including first class air
travel to Orlando, Fla., four-night accommodation, and a rental
car. In exchange, the winning bidder will have their advertisements
displayed and their corporate logo included as a symbol on one or
more of the game elements displayed. In response to the request for
bids, the server 140 may receive several bids from airlines, hotel
companies and car rental companies. According to this example, the
determination of which brands to feature may be made by selecting
the lowest bid for each service (airline travel, hotel
accommodation, and car rental).
[0219] At block 390, the server 140 retrieves brand materials from
each of the winning bidders. According to this example, the server
140 may receive downloads of logos from each of the winning bidders
to be used to replace the symbols on one of the gaming units
associated with one of the players is part of the selected group of
players. The server 140 may also receive advertising materials from
the winning bidder/brand-promoters.
[0220] In turn, the server 140 may download the logos to the gaming
unit download server 144 as part of block 392. The server 140 may
also define a modification to the paytable used by the gaming units
180 to include an outcome that will be associated with the prize
package, which paytable will be downloaded to the gaming unit
download server 144. Server 140 alternatively downloads the
sponsored paytable 416b to gaming units 54 and 74.
[0221] This prize package can be assigned to a combination of
symbols that is infrequently displayed and not presently associated
with a payout, and that could be composed of one each of the logo
of the selected airline brand, the selected hotel brand, and the
selected car rental brand. Alternatively, reel strips are swapped
out as discussed above. The server 140 may further download the
advertising materials to the gaming unit download server 144. The
gaming unit download server 144 may then download the logos, the
paytable, and the advertising materials to the gaming units
180.
[0222] With the logos, paytable and advertising materials
downloaded to the gaming units 180, the routine 350 may proceed to
block 394. The server 140 or the gaming units 180 may perform a
check before using the downloaded brand materials, to determine if
the gaming unit 180 is presently executing an iteration of the game
routine, which may be a video slots routine. If the determination
is made that the gaming unit 180 is presently executing an
iteration of the game routine, the substitution of the logos and
the paytable may be delayed until the execution of the present
iteration is complete, whether that means that the server 140
delays the transmission of a signal that would otherwise cause the
gaming unit 180 to use the downloaded logos and paytable or that
means that the controller 310 associated with the gaming unit
delays implementation. On the other hand, because the advertising
material would not affect the operation of the game routine, the
gaming unit may begin to display the advertising material as soon
as the routine proceeds to block 394. According to this example,
the advertising material of each of the winning
bidders/brand-promoters may be displayed to the player in sequence,
along with an explanation of the prize program that the player is
participating in, or the advertising material of all of the winning
bidder/brand-promoters may be displayed at the same time, if space
permits.
[0223] The operation of the gaming units 180 continues in this
fashion until one of the player/participants achieves the outcome
that is associated with the prize. At that time, the server 140 may
determine at block 444 that a new brand may now be displayed on the
gaming units 180 other than the gaming unit 180 associated with the
winning player. For these other gaming units 180, the routine 350
may return to block 352.
[0224] As for the winning player, the outcome may cause the server
140 to retrieve one or more images that are displayed on the
display unit 274 of the gaming unit 180. The images may represent
one or more forms that are transmitted from the gaming unit 180 to
the server 140, and from there to the servers 168, 170, 172, for
example. Alternatively, the forms may be downloaded from the
servers 168, 170, 172 and returned to the servers 168, 170, 172
when completed. As a further alternative, the images may be
associated with an on-line travel agent or travel organizer, which
acts as an intermediary between the casino/network operator that
administers the handling of the establishment of the competition
and the awarding of the prize and the brand-promoters that
administer the delivery of the component goods and//or services
that make up the prize. As further alternative, the server 140 may
control the printer 256 associated with the gaming unit 180, via
the controller 310 associated with the gaming unit 180, for
example, to provide a plurality of vouchers that may be
independently redeemable with each of the brand-promoters for the
component parts of the prize package.
[0225] According to a second example, the brand association routine
350 is operating in one of the gaming units 75, which also is
operating as a video slots game, such as is shown in FIG. 6A. In
this example, the brand association routine 350 does not rely on
the player profile data, event criteria or brand criteria to
determine the selected brand. Consequently, the brand association
routine 350 begins with the determination of the brand at block
388.
[0226] The determination of the brand at block 388 may be made
according to an input received from the player. In particular, a
ticket or coupon may be fed into the ticket reader 256. According
to the data printed on the ticket or coupon, which may have been
given to the player as part of a promotional event for the casino
or a promotional event for a brand-promoter, such as in combination
with the purchase of a good and/or service from the brand-promoter,
the controller 310 of the gaming unit 75 may determine which brand
is to be selected.
[0227] At block 390, the controller 310 may retrieve brand
materials that have been stored in advance in the program memory
312. According to this example, the brand materials may include a
symbol to be used in place of at least one the symbols typically
displayed on the reels during normal operation of the gaming unit
75. More particularly, the symbols may be dynamic; that is, the
symbols may represent links to web pages stored in a remote
location, for example, on the brand server 168.
[0228] Because the brand materials are stored locally, the
distribution of the materials at block 392 may not be necessary,
and the controller 310 may pass to block 394 to use the brand
materials.
[0229] As for the brand symbols, the controller 310 may perform an
initial check to determine that an iteration of the slots routine
is not presently being performed. If the slots routine is being
performed, the controller 310 may delay the substitution of the
brand symbols until the routine has completed the execution of the
present iteration of the slots routine. Once the iteration is
complete, the controller 310 may substitute the brand symbols for
the symbols normally displayed. The controller 310 may also update
the paytable to include the brand symbols in those combinations
where the replaced symbol was present, and to include the newly
instituted prize featuring the brand symbols.
[0230] On the other hand, the controller 310 may download the
advertising materials to the personal communication unit 84 as soon
as the controller is ready to perform block 394. That is, the
controller 310 need not delay the downloading of the advertising
materials to the personal communication unit 84, which
advertisements may take advantage of one or more wireless
applications operating on the personal communication unit 84. These
advertisements may be displayed on the screen of the personal
communication unit 84 at the same time as the brand symbols are
used in the presentation of the slots game on the display unit 274
of the gaming unit 75.
[0231] Because the brand symbols are dynamic, the player may
retrieve further materials from a brand web site by touching one of
the brand symbols, or more particularly an area of a touch screen
immediately adjacent the section of the display screen 274 where
the brand symbol is displayed. In response to this input, the
controller 310 may retrieve a link associated with the brand
symbol, and using the link, a web page associated with the link.
This web page may be a home page for a web site administered by the
brand-promoter for the selected brand, such as is shown in FIG. 7.
The player may then navigate the brand or brand-promoter website to
learn more about the brand and/or the goods and/or services
associated with the brand.
[0232] Moreover, if the combination of symbols is displayed that
results in a prize sponsored by the brand-promoter, the controller
310 may display an image similar to that shown in FIG. 8. The
player is thus given three options for his or her prize, from which
the player must choose one. When the form is submitted (when the
player touches the "enter" button), the controller determines which
option has been selected, and sends a signal or message to, for
example, the network computer 76. The network computer 76 may, in
turn, forward the signal or message through the network 102 to a
remote server 110, which server may operate as a prize redemption
server. The prize redemption server may have a printer associated
therewith, and in response to the signal or message, may print a
ticket. An employee of the operator administering the network 72
may receive the ticket, may obtain one of the selected payout from
inventory, and may deliver the prize to the player at the gaming
unit 75.
[0233] The operation of the gaming unit 75 according to the
preceding example may continue until the player determines that he
or she wishes to discontinue use of the brand association aspect of
the system 50, that he or she wishes to discontinue use of the
system 50, or the controller 310 determines, at block 444, that the
brand will be changed.
Operation of System Employing Separate Sponsored Paytable
[0234] Referring now to FIG. 4B, one method for implementing and
executing the sponsored paytable (using separate sponsored paytable
416b of FIG. 6C) is illustrated by routine 350a. As discussed above
in connection with FIG. 6C, gaming device 54 and 74 in one
embodiment provide the player an option to play with or without
sponsored gaming, paytable, symbols, advertising, etc. If this
option exists, system 350a is provided in the event that the player
wishes to play using sponsored gaming. Upon starting routine 350a,
the gaming device manufacturer and/or casino determines an
advertising or response strategy as indicated by block 352a. Here,
the manufacturer and casino work together for example to develop an
advertising strategy. It can be determined for example, that it is
beneficial for games near a food court to display advertising
related to the food providers of the food court. The advertising
may make players hungry for food from the food court restaurants.
The sponsored payouts can also be food items that are readily
redeemed at the food court restaurants. The strategy can also
include the type of sponsored payout, etc., food items in response
to game play of machine rear a food court.
[0235] The strategy also includes the level at which the
advertising or branding is integrated into the game and gaming
device. It may be desired to provide a gaming device having a theme
generic enough to display advertising for different sponsors having
relatively unrelated products. For example, the gaming device could
have a shopping mall theme in which virtually any product or
service provider found typically in a shopping mall is eligible to
submit a bid for gaming device advertising.
[0236] Alternatively, the theme could call for advertising for
different but related products. For example, a gaming device having
an automobile theme could use advertising for a car manufacturer,
tire manufacturer, car radio maker, gasoline distributor, motor
oil, car polish, etc. Further alternatively, the advertising scheme
could call for different products of the same sponsor or brand,
e.g., different food items provided by the same, provider.
[0237] The strategy could be implemented in a theme that includes
not only game symbols, but other on-screen indicia, off-screen
indicia, top and/or bottom glass indicia or topper or top box
advertising. For example, a machine dedicated completely to a
motorcycle theme can employ a mock-up of one of the manufacturer's
motorcycles as a topper, the manufacturer's logo on the bottom
glass and depictions of riders wearing manufacturer's apparel on
the top glass. The fully integrated machine also includes game
symbols and other on screen indicia bearing the manufacturer's
products and logos.
[0238] The strategy also determines the mode of winning a sponsored
payout. For example, the sponsored payouts in one embodiment are
implemented in a paytable, e.g., paytable 416b of FIG. 6C.
Sponsored paytable 416b can be implemented as part of the base game
of any of the games discussed herein, such as slot, poker, keno,
craps, blackjack, bingo, or any other suitable wagering machine,
table game, mobile gaming device, internet game, game of skill,
chance, sports book or other type of sports betting, and in
accordance with any of the processes and embodiments discussed
herein.
[0239] Alternatively, separate sponsored paytable 416b is
implemented in a bonus game separate from the base game, which can
have its own animation and probability of winning. The bonus game
can be triggered from the base game and be provided instead of or
in addition to other bonus games made part of the standard
paytable.
[0240] Further, the sponsored payouts can be implemented with Class
II bingo or any other wagering game using central determination.
Central determination is a type of random outcome generation
described in the following copending patent applications, owned by
the Assignee of the present disclosure, the entire contents of each
of which are incorporated herein by reference and replied upon:
"GAMING DEVICE INCLUDING OUTCOME POOLS FOR PROVIDING GAME
OUTCOMES," Ser. No. 10/261,744; "CENTRAL DETERMINATION GAMING
SYSTEM WHERE THE SAME SEED IS USED TO GENERATE THE OUTCOMES FOR A
PRIMARY GAME AND A SECONDARY GAME," Ser. No. 10/371,958; "CENTRAL
DETERMINATION GAMING SYSTEM WHICH PROVIDES A PLAYER A CHOICE IN
OUTCOMES," Ser. No. 10/442,318; "CENTRAL DETERMINATION GAMING
SYSTEM WITH A GAME OUTCOME GENERATED BY A GAMING TERMINAL AND
APPROVED BY A CENTRAL CONTROLLER," Ser. No. 10/383,423; "CENTRAL
DETERMINATION GAMING SYSTEM WITH A GAMING TERMINAL ASSISTING THE
CENTRAL CONTROLLER IN THE GENERATION OF A GAME OUTCOME," Ser. No.
10/431,755; "CENTRAL DETERMINATION GAMING SYSTEM WITH A KENO GAME,"
Ser. No. 10/601,482; "GAMING DEVICE HAVING AN INTERACTIVE POKER
GAME WITH PREDETERMINED OUTCOMES," Ser. No. 10/934,258; "CENTRAL
DETERMINATION POKER GAME," Ser. No. 10/945,642; "GAMING DEVICE
HAVING A PREDETERMINED RESULT POKER GAME," Ser. No. 11/031,663;
"CENTRAL DETERMINATION OFFER AND ACCEPTANCE GAME WITH MULTIPLIER,"
Ser. No. 11/048,220; "APPARATUS AND METHOD FOR GENERATING A POOL OF
SEEDS FOR A CENTRAL DETERMINATION GAMING SYSTEM," Ser. No.
11/046,354; "APPARATUS AND METHOD FOR GENERATING A POOL OF SEEDS
FOR A CENTRAL DETERMINATION GAMING SYSTEM," Ser. No. 11/071,372;
"METHOD FOR DISPLAYING AN INTERACTIVE GAME HAVING A PREDETERMINED
OUTCOME," Ser. No. 10/829,578; "METHOD FOR DISPLAYING AN
INTERACTIVE GAME HAVING A PREDETERMINED OUTCOME," Ser. No.
10/846,448; and "METHOD FOR DISPLAYING AN INTERACTIVE GAME HAVING A
PREDETERMINED OUTCOME," Ser. No. 10/864,784.
[0241] In general, central determination involves maintaining in a
central server computer (e.g., network computer 56/76) one or more
predetermined pools or sets of predetermined game outcomes, such as
winning symbol combinations 418/418a described above. Here, central
server 56/76 receives outcome requests from linked gaming devices
54 and 74 and randomly selects predetermined game outcomes 418/418a
(or non-winning outcomes) from the set or pool of game outcomes.
Central server 56/76 then flags or marks the selected game outcomes
as used. Once flagged as used, central server 56/76 cannot
thereafter select the flagged outcomes after subsequent countdowns.
Eventually, when all outcomes of the set or pool are selected and
flagged, the sequence is reset and all outcomes become eligible
again.
[0242] It should be appreciated that a paytable, such as paytable
416b, is not a requirement for the sponsored payouts. For example,
a sponsor can donate a large dollar prize, such as a vehicle, home,
trip, etc., in exchange for advertising on the gaming machines,
near the gaming machines, near a place at which a sponsored winner
is drawn or elsewhere in a casino or casino literature. In one
embodiment, a sweepstakes or raffle is held to determine one or
more winner of the large value prize. No paytable is needed
here.
[0243] Another determination made in the sponsored pay strategy is
the percentage of the payout required from the sponsor. In one
embodiment, the sponsor pays for or sponsors one hundred percent of
the payout. It is possible however for the casino or manufacturer
to pay for a portion of the sponsored payout. In either case, the
partial pay does not affect the casino's hold percentage. For
example, if the gaming device manufacturer pays the portion not
paid by the sponsor, the casino is not effected. If the casino pays
the unpaid portion, the casino's portion is figured into the
overall payback percentage of the gaming device, so that the
casino's hold percentage can be known and certain.
[0244] The sponsored pay strategy also determines whether or not to
provide one or more option to the sponsored game, such as whether
to allow the Player to accept or decline sponsored gaming, whether
to allow the player to choose a payout preference between sponsored
prizes or equivalent credits. The strategies also chooses whether
to allow the player to transfer the sponsored prize to another
player or person.
[0245] Knowing the advertising strategy, system 350a seeks suitable
sponsors as indicated by block 354a. In one embodiment, the casino
or gaming device manufacturer sends out offers to prospective
sponsors to bid cash or prizes in exchange for the display of
advertising or branding for their goods and/or services on a gaming
device or related surfaces. Alternatively, the casino or gaming
device manufacturer uses an advertising contractor to find and
enlist prospective sponsors. The advertising service provider can
be associated with a particular casino, gaming manufacturer or be
an independent contractor. Another possible method of locating and
enlisting potential sponsors is through the use of software agents
or "BOTS," which distribute the advertisements and control
licensing issues associated with the advertisements. It should also
be appreciated that such strategy can be based on player profiling
where players play, when players play, regulations, or any other
suitable criteria.
[0246] In any case, the offers sent to the prospective sponsors can
include samples showing how the sponsor's advertising might be
displayed, e.g., on gaming device symbols, other on-screen indicia
(e.g., theme indicia) or as off-screen indicia. The sponsoring
companies establish which prizes or how much money the companies
are willing to pay for the right to have their brands, goods or
logos displayed on the gaming devices and their associated games.
The sponsoring companies also establish their advertising goals.
For example, certain sponsors may only be willing to pay for
non-exclusive advertisements, e.g., ones displayed on machines that
display other companies' advertising. Other sponsors may be willing
to pay for a period of or permanent exclusivity. Still other
sponsors may be willing to pay for an entire game theme (e.g., game
symbols, other on-screen indicia, cabinet glass, topper, top boxes
etc.).
[0247] System 350a receives bids from interested sponsors as seen
in connection with block 356a. In one embodiment the bidding is
open. For example, the casino, gaming device manufacturer or
contractor working for the casino or manufacturer provides a
website posting available gaming advertising opportunities.
Potential sponsors bid on opportunities they find desirable. The
bids can be posted or maintained confidentially. Alternatively, the
potential sponsors submit their bids in writing. The bids in any
format detail which advertising is to be displayed and what prize
or cash amount is paid for such advertising.
[0248] In an alternative embodiment, the manufacturer/casino sets a
price or prize amount that it wishes to receive in exchange a
particular piece of advertising. The potential sponsors then
determine whether or not they are willing to pay the amount.
[0249] System 350a then chooses winning sponsors from the bids
received as seen in connection with block 358a. In an embodiment,
the highest bidder wins, although other factors such as working
relationship, brand recognition, product quality, etc., can factor
into the determination of which sponsor(s) is chosen.
[0250] If a set price is requested and two or more sponsors of the
same goods/services are willing to pay the price then it is
contemplated to provide advertising for each sponsor, e.g., at
different times, at different machines and/or at different commonly
owned casinos.
[0251] Choosing the sponsors also includes choosing the logos
and/or artwork to be incorporated into the gaming. The sponsor and
manufacturer/casino work together to pick the optimum logo/artwork
for each piece of advertising. The logos artwork can include
existing logos/artwork, modified logos/artwork or new logos/artwork
that represent a sponsors goods and/or services.
[0252] Afterwards, the gaming device manufacturer and/or casino
prepares or forms the sponsored paytable 416b in FIG. 6C,
advertising game symbols and other advertising, such as off-machine
advertising (floor/wall displays, mailings), overhead display
advertising, machine glass advertising, toppers etc., as seen in
connection with block 360a. The credit of the advertising also
includes any materials generated in connection with a sweepstakes
or raffle drawing.
[0253] Paytable 416b in FIG. 6C divides the sponsored amount into
one or more winning symbol combinations. A single prize, such as a
trip or car, can have a single, low probability combination.
Multiple prizes, such as various food items of a particular
supplier, can be divided amongst many winning combinations, e.g.,
three hamburger symbols generates a free hamburger ticket or credit
to the player's tracking card.
[0254] Cash amounts are likewise awarded in a lump sum via a single
low probability combination, or are distributed amongst multiple
symbol combinations of varying likelihoods, yielding varying credit
amounts. Paytable 416b alternatively divides a combination of cash
and prizes amongst varying winning combinations of symbols. A
single paytable 416b in an alternative embodiment divides amounts
sponsored from different and multiple sponsors amongst varying
winning combinations of symbols. Paytable 416b in one alternative
embodiment provides a prize and an equivalent credit alternative
for one or more of the winning sponsored payout combinations. This
is used when the player has the option of receiving a prize or
credits upon winning a sponsored payout.
[0255] As seen in connection with diamond 362a, system 350a
includes both scenarios in which the paytables 416b, advertising
symbols, etc., are automatically (negative response to diamond
362a) retrieved and downloaded (blocks 378a and 380a) or determined
at the time of game play (positive response to diamond 362a) via
one or more factor (blocks 366a, 370a and 374a).
[0256] If determined at the time of game play (positive response to
diamond 362a), system 350a cycles through a number of options that
are used to pick a paytable/symbol scheme from a plurality of same.
In connection with diamond 364a, system 350a has the option of
receiving player profile information (block 366a). Player profile
information includes any of the information and alternatives
discussed above in connection with block 354 of FIG. 4A and routine
360 of FIG. 5. In particular, the information can include
demographic information, such as age, occupation, date of birth,
household income, buying preferences, etc., or any other
information useful for determining which brand or advertising
materials are likely to be desirable to a current player of a
particular gaming device 54 and 74.
[0257] If players profiles are used (positive response to diamond
364a), the profiles can be created and/or updated manually, e.g.,
through the use of one or more of the gaming units 54 and 74
configured to permit such data entry or via an internet from a
remote location, through the use of a computer that may or may not
be configured as a gaming unit. As an alternative, the player may
answer questions on a questionnaire or survey, e.g., as part of a
sweepstakes to win cash or prizes sponsored by the third party
advertisers. In any case, the profile information can be used to
determine which brand of products are likely to be interesting to
the current player, e.g., sports advertising for males or clothing
advertising for females.
[0258] Next, system 350a has the option (diamond 368a) of receiving
event criteria (block 370a). Event criteria includes any of the
information and alternatives discussed above in connection with
block 380 of FIG. 4A. Event criteria may include game play events
(e.g., a particular combination of game elements, a particular
series of combinations of game elements, a bonus round trigger
event, a progressive level trigger event), player tracking events
(e.g., card-in, elapsed gaming time, number of coins in or out,
rate of coins in or out), timed events (e.g., at a particular time
of the day, on a particular day of the year, at a predetermined
time, at a randomly selected time) and promotional events (e.g., to
encourage use of underutilized machines, to encourage participation
in a tournament). Other events may also be included.
[0259] Next, system 350a has the option (diamond 372a) of receiving
sponsor/brand criteria (block 370a). Sponsor/brand criteria
includes any of the information and alternatives discussed above in
connection with block 386 of FIG. 4A. For example, sponsor/brand
criteria concerns the brands themselves and the sponsors associated
with the brands (which may be the manufacturer or retailer of the
goods and services associated with the brand, or may be an
intermediary acting on behalf of such manufacturer or retailer, for
example). For example, a criteria may be established for a specific
brand that advertising and promotional materials concerning the
brand will only be distributed to players that have a preference
not only for a particular good or service associated with the
brand, but also for the particular brand itself. As another
example, where a particular brand-promoter sponsors a particular
event (such as a tournament) or a particular prize offered for play
of a particular group of gaming units 54 and 74 the advertising
and/or promotional materials of that sponsor/brand-promoter may be
given a priority or preference over the advertising and/or
promotional materials of other brand-promoters relative to those
gaming units 54 and 74. As a further example, the advertising
and/or promotional materials relating to another, competitive brand
may not be displayed on the gaming units 54 and 74 during the time
the particular event or prize is offered. Alternatively, the brand
criteria may relate to agreements made between the operator of one
or more of the networks 52/72 and the sponsor. For example, the
network operator may guarantee a certain number of placements to a
particular brand-promoter for a specific brand. As a further
example, where the sponsor has been guaranteed a certain number of
placements of advertising and/or promotional materials within a
certain time period, and the time period is drawing to a close with
a significant number of placements still to be made, the brand may
have a weighted or preferred status relative to other brands.
[0260] At block 376a, system 350a determines which paytable 416b
symbols to use at a particular gaming device 54 and 74 for a
particular player and at a particular time using a suitable
algorithm, distribution bot or software agent that takes into
account available paytables/symbols (created at block 360a) and one
or more any of the player, event and sponsor/brand criteria
discussed above. It should also be appreciated that the advertiser
or sponsor can be notified in any suitable manner that the
advertisement has been displayed to the player in this embodiment
and in all of the embodiments set forth herein.
[0261] As discussed above in connection with FIG. 1, the sponsored
paytable 416b can be implemented in a gaming unit 54 and 74, which
is part of a gaming system. Server or network computers 56/76
communicate with gaming units 54 and 74 for example over a portion
of or an entire casino, for example via a LAN, over multiple
casinos, for example via a WAN, or across multiple States, for
example via an internet. As further discussed above, gaming device
54 and 74 includes a player tracking card receiver 262 operating
with a player tracking card module 260. This enables the sponsored
payouts to be implemented and tracked via the casino's player
tracking system. For example, player profiles discussed above in
connection with block 366a are uploaded via the player's tracking
card in one embodiment. The player tracking system allows sponsored
payouts to award players for a certain level of game play. The
sponsored payouts of system 350a in one embodiment are available
only to premiere players detected through the player tracking
system.
[0262] Any of the information, decisions and calculations analyzed
and performed in connection with diamonds 364a, 368a, 372a, 384a
and 386a and blocks 366a, 370a, 374a, 376a, 378a, 380a and 382a can
be stored and processed locally at gaming units 54 and 74 remotely,
at servers 56/76 or both locally and remotely at gaming units 54
and 74 and servers 56/76 respectively. For example system 350 can
store or receive the paytables 416b, profile, event and brand
information and the determination algorithm remotely at servers
56/76, determine paytable 416b remotely and make it available to
the appropriate gaming unit 54 and 74. This is done for example in
response to a request for a sponsored paytable, symbols, etc., from
gaming unit 54 and 74 over network 52/72. The request in one
embodiment is sent automatically upon gaming unit 54 and 74
receiving a new credit balance and/or playing tracking card.
Profile criteria is alternatively entered manually at the gaming
device, for example, to make the player eligible for sponsored
payouts. Alternatively, any one or more of the paytables 416b,
algorithm, event and brand criteria is stored in gaming unit 54 and
74.
[0263] At block 378a, system 350a retrieves sponsored the paytable
416b and any associated artwork, symbols, playing cards, etc.,
determined in connection with block 376a. Alternatively, as
discussed above, gaming device 54 and 74 can be dedicated to a
particular type of brand, product or service (negative response to
diamond 362a). For example, gaming device 54 and 74 can have a
motorcycle theme and show branding and advertising related to a
particular motorcycle manufacturer. Here, the paytable 416b (and
associated artwork, symbols, playing cards, etc.) is preset at
block 360a and not determined at the time of game. Player profile,
event criteria and brand criteria are not needed in this case. The
information can be retrieved from gaming device 54 and 74 or server
56/76.
[0264] At block 380a, system 350 downloads paytable 416b and
associated artwork, symbols, playing cards, etc. The download is
from a server 56/76 to a gaming device 54 and 74 in one embodiment.
Server 56/76 can download a particular paytable 416b to on ore more
gaming device 54 and 74 at once, for a temporary period of time,
for multiple game plays, semi-permanently or permanently.
Alternatively, the download is from a first area of memory in
gaming device 54 and 74 to a second area at which it is used
actively during gaming. It should be appreciated that the
advertisements or advertising can be displayed in any suitable
manner such as on the primary or secondary display devices of the
gaming machine (such as a video display, on the reels, by the
digital glass of the gaming machine or any other viewable portion
of the gaming machine) or display associated with the gaming
machine.
[0265] At block 382a, system 350a uses the brand materials. As
discussed above in connection with block 352a, the sponsored
payouts may be paid using different modes of gaming, such as via a
wagering base or bonus game, sweepstakes, etc. A wagering base of
bonus game employing sponsored paytable 416b can be played on the
gaming device display unit 274 as shown above in connection with
FIG. 6C, on a personal computer at home, or on a large overhead
display seen at the casino by players of networked gaming devices
54 and 74.
[0266] The linking of the gaming devices allows third party
sponsored prizes to be awarded alternatively in a sweepstakes
fashion. The sweepstakes can take place at a gaming device having a
standard wagering game, for example by downloading information
based on the player's tracking card. The sweepstakes occurs
alternatively at a kiosk for example located near a related set of
gaming devices. The kiosk in one embodiment requires a participant
to provide information about their age, occupation, household
income, buying preferences, etc., or otherwise complete a survey to
be eligible for the sweepstakes.
[0267] The sweepstakes draws one or more players randomly to
receive a sponsored prize. The random draw can be performed at the
gaming devices. For example, a certain time can be set for the
drawing, which requires that a player be playing (e.g., having a
credit balance) on the gaming device at that time to be eligible
for the sweepstakes. The drawing is shown on the video screens of
the gaming devices or on an overhead screen. Alternatively, the
drawing results sent to the a location remote but viewable from
gamin devices or otherwise inside the casino. Still further
alternatively, the sweepstakes results are such to the winner's
home or personal; computer.
[0268] System 350a also allows sponsored paytables 416b to be
implemented in a mega jackpot fashion, in which a progressive game
increases the value of the sponsored payout upon each non-winning
game play until a player eventually wins the sponsored prize. The
mega jackpot can be linked so that multiple players are eligible to
win the growing sponsored jackpot. The jackpot can be capped at a
dollar or prize amount.
[0269] As discussed above in connection with payable 416b, system
can provide the player with one or more payout option. For example,
system 350a can allow the player to choose between a sponsored
prize or equivalent game credits. Another possible option enables
the player to transfer the sponsored prize to another player or
person.
[0270] System 350a then determines (diamond 384a) whether to keep
the sponsored pay strategy determined in connection with block
352a. This determination can be made after each game play, upon an
insertion of credits, upon a cashout, etc. For example, if system
350a at block 376a determines which of ten paytables 416b to use,
the determination made in connection with diamond 386a allows
another set of ten paytables 416b to be chosen from instead. If the
strategy is not used again (negative response to diamond 384a),
system 350a ends and another strategy is chosen upon starting
system 350a anew. If the strategy is used again (positive response
to diamond 384a), system 350a then determines whether there has
been a player change. If there has been a player change and the
system is set for an instant determination of the sponsored
paytable used (positive response to diamond 362a), then the player
profile, event criteria, brand criteria paytable determination is
made again (diamond 364a through block 376a). If there has been a
player change and the system is not set for an instant
determination of the sponsored paytable used (negative response to
diamond 362a), then the player profile, event criteria, brand
criteria paytable determination is not made again and the same
paytable 416b is used for the new player. If the player does not
change (negative response to diamond 386a), the same paytable is
used again.
[0271] It should be understood that various changes and
modifications to the presently preferred embodiments described
herein will be apparent to those skilled in the art. Such changes
and modifications can be made without departing from the spirit and
scope of the present subject matter and without diminishing its
intended advantages. It is therefore intended that such changes and
modifications be covered by the appended claims.
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