U.S. patent application number 11/567648 was filed with the patent office on 2007-04-19 for system and method for facilitating casino team play.
Invention is credited to James A. Jorasch, Jason Krantz, Magdalena Mik, Jay S. WALKER.
Application Number | 20070087823 11/567648 |
Document ID | / |
Family ID | 22542769 |
Filed Date | 2007-04-19 |
United States Patent
Application |
20070087823 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
April 19, 2007 |
SYSTEM AND METHOD FOR FACILITATING CASINO TEAM PLAY
Abstract
A method is disclosed for facilitating group play by a team of
members associated with a casino slot club. The method includes the
steps of identifying the team members, identifying a set of rules
designated by the team for rewarding the team members when a payout
is due to one of the team members, detecting a payout due to one of
the team members, and rewarding the team members in accordance with
the set of rules.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ; Mik;
Magdalena; (Greenwich, CT) ; Krantz; Jason;
(Wilton, CT) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
22542769 |
Appl. No.: |
11/567648 |
Filed: |
December 6, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10869975 |
Jun 17, 2004 |
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11567648 |
Dec 6, 2006 |
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10190722 |
Jul 5, 2002 |
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10869975 |
Jun 17, 2004 |
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09793020 |
Feb 26, 2001 |
6503146 |
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10190722 |
Jul 5, 2002 |
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09152402 |
Sep 14, 1998 |
6206782 |
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09793020 |
Feb 26, 2001 |
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10811583 |
Mar 29, 2004 |
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10869975 |
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10067576 |
Feb 6, 2002 |
6712699 |
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10811583 |
Mar 29, 2004 |
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09590021 |
Jun 8, 2000 |
6361441 |
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10067576 |
Feb 6, 2002 |
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09052835 |
Mar 31, 1998 |
6142872 |
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09590021 |
Jun 8, 2000 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3239 20130101;
G07F 17/32 20130101; G07F 17/3244 20130101; G07F 17/3274 20130101;
G07F 17/3276 20130101 |
Class at
Publication: |
463/025 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer-readable medium that stores data accessible by a
program, the program being executable on a data processing system,
the data being organized according to a data structure that
includes a first data object defining a set of players that are
associated with each other independent of any gaming devices played
by the players; and a second data object defining at least one
predetermined rule for determining how to provide a reward to the
set of players when a payout is obtained by one of the set of
players.
2. A computer-readable medium that stores data accessible by a
program, the program being executable on a data processing system,
the data being organized according to a data structure that
includes a first data object defining a first player; a second data
object defining a second player associated with the first player
independent of gaming devices played by the first player and the
second player; and a third data object defining at least one
predetermined rule for determining when to provide a reward to one
of the first player and the second player when a payout is obtained
by the other of the first player and the second player.
Description
FIELD OF THE INVENTION
[0001] The present application is a divisional of U.S. patent
application Ser. No. 10/869,975, filed Jun. 17, 2004 in the name of
Walker et al., entitled "SYSTEM AND METHOD FOR FACILITATING CASINO
TEAM PLAY;
[0002] which is (i) a continuation application of U.S. patent
application Ser. No. 10/190,722, filed Jul. 5, 2002 in the name of
Walker et al., now abandoned;
[0003] which is a continuation of U.S. patent application Ser. No.
09/793,020, filed Feb. 26, 2001 in the name of Walker et al., and
which issued Jan. 7, 2003 as U.S. Pat. No. 6,503,146 B2;
[0004] which is a continuation application of U.S. patent
application Ser. No. 09/152,402, filed Sep. 14, 1998 in the name of
Walker et al., and which issued Mar. 27, 2001 as U.S. Pat. No.
6,206,782 B1; and
[0005] (ii) a continuation-in-part application of co-pending,
commonly-owned U.S. patent application Ser. No. 10/811,583, filed
Mar. 29, 2004 in the name of Walker et al. and entitled APPARATUS
AND METHOD FOR FACILITATING TEAM PLAY OF SLOT MACHINES,
[0006] which is a continuation-in-part application of U.S. patent
application Ser. No. 10/067,576, filed Feb. 6, 2002 in the name of
Walker et al. and entitled APPARATUS AND METHOD FOR FACILITATING
TEAM PLAY OF SLOT MACHINES, which issued as U.S. Pat. No. 6,712,699
on Mar. 30, 2004,
[0007] which is a continuation-in-part application of U.S. patent
application Ser. No. 09/590,021, filed Jun. 8, 2000 in the name of
Walker et al. and entitled METHOD AND APPARATUS FOR TEAM PLAY OF
SLOT MACHINES, which issued as U.S. Pat. No. 6,361,441 on Mar. 26,
2002,
[0008] which is a continuation application of U.S. patent
application Ser. No. 09/052,835, filed Mar. 31, 1998 in the name of
Walker et al. and entitled METHOD AND APPARATUS FOR TEAM PLAY OF
SLOT MACHINES, which issued as U.S. Pat. No. 6,142,872 on Nov. 7,
2000.
BACKGROUND OF THE INVENTION
[0009] Each of the above-referenced applications is incorporated by
reference herein in its entirety.
Description of the Related Art
[0010] The recent proliferation of casino gambling institutions in
non-traditional locations such as Native-American reservations,
riverboats, and cruise ships has placed significant competitive
pressure on casinos in more traditional locations such as Las Vegas
and Atlantic City to attract and retain customers. Moreover, in
most traditional gambling locales, there exist a substantial number
of casinos which compete head-to-head for the same group of
gamblers. For example, the Las Vegas strip alone has over thirty
casinos in direct competition with one another. Thus, the
competition to draw players into a particular casino and have them
return again has become an extremely difficult task for casino
owners.
[0011] Increasingly, casinos are offering incentives in an effort
to attract customers and retain them over time. For example,
progressive slot machines featuring relatively large progressive
jackpots have been employed to entice players into casinos.
However, these machines pay out infrequently and are becoming
commonplace. Consequently, they are becoming less attractive to
many players. Moreover, since progressive jackpots are found in
most casinos, they do not encourage players to choose one casino
over another.
[0012] Casinos have also formed player slot clubs as a method of
attracting and retaining customers. Such slot clubs operate to
enroll players and allow them to earn reward points for gambling
activity. Reward points may be exchanged for lodging, food or other
services offered at a casino. Often, however, a player may join
several slot clubs and become associated with a number of casinos.
Consequently, for some players, the incentive to visit a particular
casino no longer exists, rendering the present casino slot club
format ineffective for its intended purpose.
[0013] In looking for new ways to attract and retain customers,
casinos have sought to improve the experience of slot machine play
by implementing systems for creating a group play format, so as to
attract greater numbers of customers into a casino. For example,
U.S. Pat. No. 5,564,700 to Celona describes a system for splitting
a progressive jackpot amongst multiple players of linked gaming
machines when a player at one machine hits the progressive winning
combination. By splitting the jackpot amongst the players, the
system creates the semblance of group play, thereby enhancing the
gambling experience for some players. However, aside from the fact
that the players are linked by a group of machines, the group
aspect of the game is quite passive, and does not increase a
player's loyalty to a particular casino.
[0014] U.S. Pat. No. 5,766,076 to Pease et al. describes a
progressive gaming system in which multiple casinos or other
groupings are coupled to a central system, and the central system
provides each casino or group with a predetermined number of
chances at a prize for each buy-in, i.e., each multiple of a
predetermined amount of contribution to the prize or jackpot. If a
prize is awarded as a result of such a buy-in, the casino or group
randomly splits the prize amongst the players who are actively
playing in that casino or group. Thus, it is possible for a player
to win a progressive jackpot even though that player is not present
in the casino in which the winning gaming device is located.
However, since the Pease et al. system is configured to select a
winner at random, the players are unable to influence the outcome
of a game or the distribution of the award amongst the members of
the group.
[0015] Pease et al. also discloses a system for tracking the
activity of a group of players to facilitate the random
distribution of a prize. Player-tracking, as the name indicates,
involves tracking individual player usage of gaming devices. In
prior art player-tracking systems, the player is issued a player
identification card which has encoded thereon a player
identification number that uniquely identifies the player. The
individual gaming devices are fitted with a card reader, into which
the player inserts a player-tracking card prior to playing the
associated game.
[0016] By tracking individual players, usage can be monitored,
allowing gaming establishments to target individual players with
direct marketing techniques such as bonuses or rewards. U.S. Pat.
No. 5,752,882 to Acres et al. describes a prior art player-tracking
system which facilitates communication between a network of gaming
devices to provide a variety of promotional bonuses such as
multiple jackpot bonuses, mystery jackpot bonuses, progressive
jackpot bonuses, or player specific bonuses.
[0017] Consequently, despite recent attempts in the prior art to
attract groups of players to casinos by creating a group playing
environment, the systems presently in place do not enable the
members of a group to influence or direct the distribution of a
winning jackpot amongst the group members. Thus, the allure of such
systems is relatively small.
SUMMARY OF THE INVENTION
[0018] The present invention is directed to a new and useful system
and method for enhancing the experience of slot machine play by
facilitating group play by members of a team associated with a
casino slot club and by enabling the team to directly influence the
distribution of a winning jackpot amongst its members. It would be
desirable to both players and casinos to provide a system for
facilitating group play which enables the group members to
influence or direct the distribution of a winning jackpot amongst
the group. Such a system would serve to bring greater numbers of
players into a casino and retain their loyalty to the casino over
time, thereby increasing the casino's profits.
[0019] In accordance with an exemplary embodiment of the present
invention, the system for facilitating group play by a team of
members associated with a casino slot club comprises a memory
storage device and a processor. The memory storage device contains
a player database including information relating to each team
member, a teams database including information relating to each
team, and a team plan database including information relating to a
set of rules for allocating rewards to the members of the team when
a payout is obtained by, or is due to, a particular team
member.
[0020] The processor is adapted and configured to receive a player
identifier corresponding to a team member and receive a signal
indicating a payout to the team member. The processor is further
adapted to retrieve information relating to the player from the
player database, retrieve information from the teams database
relating to the player's team and retrieve information from the
team plan database relating to the rules for rewarding the members
of the player's team. In addition, the processor is configured to
evaluate the set of rules, and distribute a reward to each team
member in accordance with the set of rules.
[0021] Generally, in accordance with an exemplary embodiment of the
present invention, a method is provided for facilitating group play
by a team of members which comprises the steps of identifying the
members of the team, identifying a set rules for rewarding the
members of the team when a payout is due to a game-playing team
member, detecting a payout due to a game-playing team member, and
rewarding the members of the team in accordance with the set of
rules.
[0022] The step of identifying a set of rules for rewarding members
of the team includes identifying a set of rules in a team plan
database designated by the team. The rules or team plan can
include, among other things, a minimum payout threshold, one or
more player eligibility requirements, a bonus activity multiplier,
and a condition for effecting reward multiplication, such as player
activity.
[0023] These and other features of the system and method disclosed
herein will become more readily apparent from the following
description of the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] So that those having ordinary skill in the art to which the
disclosed system and method pertains will more readily understand
how to employ and use the same, reference may be made to the
drawings wherein:
[0025] FIG. 1 is a schematic representation of a system configured
in accordance with the present invention;
[0026] FIG. 2 is a schematic representation of a server configured
in accordance with an embodiment of the present invention;
[0027] FIG. 3 is a schematic representation of a slot machine
configured in accordance with an embodiment of the present
invention;
[0028] FIG. 4 is a sample illustration of a player database
arranged in accordance with an embodiment the present
invention;
[0029] FIG. 5 is a sample illustration of a team record of a teams
database arranged in accordance with an embodiment of the present
invention;
[0030] FIG. 6 is a sample table of a team plan database arranged in
accordance with an embodiment of the present invention;
[0031] FIG. 7 is a flowchart depicting a process for facilitating
the registration of a team of players in accordance with an
embodiment of the present invention;
[0032] FIG. 8 is a flowchart depicting a process for facilitating
the determination of player reward eligibility in accordance with
an embodiment of the present invention;
[0033] FIG. 9 is a flowchart depicting a process for determining
whether a bonus is owed to a player in accordance with an
embodiment of the present invention; and
[0034] FIG. 10 is a flowchart depicting a process for facilitating
the determination of player reward eligibility on a cyclical basis
by a server in accordance with an embodiment of the present
invention.
[0035] These and other features of the system and method disclosed
herein will become more readily apparent to those having ordinary
skill in the art from the following detailed description of the
preferred embodiments taken in conjunction with the drawings.
DETAILED DESCRIPTION OF THE INVENTION
[0036] The present invention provides a system and method for
facilitating group play by members of a team associated with a
casino slot club or similar association. In so doing, the system
and method can help to attract and retain players, thereby
increasing the profitability of the casino.
[0037] Throughout the specification that follows, the terms
"player" and "member" shall be used interchangeably to describe a
person associated with a particular "team" or "group". In addition,
the terms "gaming machine" or "gaming device" shall be used
interchangeably and shall refer to any electronic game of the type
wherein a wager results in an outcome to determine a payout. Such
electronic games include slot machines, video poker machines, video
blackjack machines, lottery machines, bingo machines and keno
machines. By way of example, an embodiment of the present invention
shall be described herein with respect to a slot machine. Also
throughout the specification, the phrase "game-playing team member"
shall refer to and include a team member who is actively playing an
electronic gaming machine or device at a casino. It should also be
recognized that the terms "reward", "award" and "bonus" shall be
used interchangeably throughout the specification and shall refer
to a monetary or non-monetary prize distributed amongst members of
a team or group.
[0038] Referring now to the drawings wherein like reference
numerals identify similar elements of the present invention, there
is illustrated in FIG. 1 a system 10 constructed in accordance with
an embodiment of the present invention which includes a slot server
100, a data entry device 102 and a plurality of gaming devices 201,
202 and 203. Server 100 comprises a commercially available computer
server, such as, an IBM RS 6000 or the like. Data entry device may
comprise a kiosk via which players register for a team. A data
communications system 105, which may take the form of a local or
wide area network, links the gaming devices to the server. Those
skilled in the art will readily appreciate that the precise type of
network is not of import and that the network may be wired or
wireless.
[0039] Referring to FIG. 2, server 100 includes a processor 110 and
a memory storage device 120 connected by an appropriate data
communications channel 125. Memory storage device 120 comprises at
least one of a selected semiconductor, magnetic and/or optical
memory component, as is well known in the art. Memory storage
device 120 contains a program 130 having instructions for allowing
processor 110 to control the operation of server 100 in accordance
with the present invention. In addition, memory storage device 120
contains a plurality of databases, including a player database 140
for receiving and retaining data relating to each player in the
casino slot club, a teams database 150 for receiving and retaining
data relating to each team and to the members associated therewith,
and a team plan database 160 for receiving and retaining data
relating to the rules or conditions for allocating or distributing
rewards or bonuses to team members. Each database will be described
in detail below.
[0040] Referring to FIG. 3, there is illustrated an exemplary
electronic gaming device in the form of a slot machine 201. As
stated previously, in an embodiment of the present invention,
gaming devices 201, 202, and 203 comprise slot machines. Slot
machine 201 includes central processing unit (CPU) 212, which may
comprise a commercially available microprocessor such as an Intel
Pentium.TM. microprocessor or the like. A video display 214 in the
form of a cathode ray tube (CRT), liquid crystal display (LCD) or
light emitting diode (LED) is connected to CPU 212, along with a
reel controller 215, a random number generator 216 and data storage
device 218. In addition, a hopper controller 220 and associated
hopper 222 are connected to CPU 212.
[0041] The reel controller 215 operates a first reel 241, second
reel 242 and third reel 243 of gaming device 201. As in
conventional slot machines, each reel contains a set of objects
and/or symbols for depicting a particular outcome. Alternatively,
the gaming device may include a video display area which provides a
graphical representation of the objects and/or symbols included on
a conventional reel. The symbols may include, for example, lemons,
cherries, bells, etc.
[0042] The random number generator 216 is adapted and configured to
generate a random or pseudo-random number to determine an outcome
and payout. Alternatively, the random number generator 216 can be
implemented in software and thus random numbers would be generated
by CPU 212. Hopper controller 220 is adapted and configured to
control the dispensing of moneys from hopper 222, typically in the
form of coins or tokens. A currency acceptor, typically in the form
of a coin acceptor 224 is operatively connected to CPU 212 for
signaling the CPU upon receipt of currency from the player. The
structure and operation of random number generator 216, hopper
controller 220, hopper 222 and coin acceptor 224 are well known in
the art.
[0043] Data storage device 218 comprises at least one of a selected
semiconductor, magnetic and/or optical memory components well known
in the art. The data storage device 218 contains a program 232
providing instructions for the operation of CPU 212, a conventional
probability table 234 for providing the probability of a particular
outcome based upon the number provided by the random number
generator, and a conventional payout table 236 for providing the
appropriate payout amount corresponding to each particular
outcome.
[0044] A starting controller 225 is also provided for sending a
signal to CPU 212 indicating 212 indicating a player request to
initiate play, as is well known in the art. The starting controller
225 224 may comprise a handle which could be manipulated by a
player or a button that can be actuated by a player. In addition, a
player-tracking device 250 is operatively associated with gaming
device 201. Tracking device 250 includes a card reader 252 for
reading a data storage card (not shown) having player
identification information encoded thereon. Data storage cards of
this type may include electronic, magnetic and/or optical storage
media. The player-tracking device 250 further includes a display
254 for providing information to the player and an associated data
entry device 256 for enabling the player to interface with the
system. Display 254 may be in the form of an LCD or LED device and
can be used to display bonus information or other targeted messages
to a player. Data entry device 256 may be in the form of a numeric
keypad or similar device. A slot network interface 260 is also
associated with gaming device 201 and is operatively connected to
CPU 212 in a known manner. Slot network interface 260 preferably
comprises an appropriate communication port or card for enabling
communication between gaming device 201 and server 100. The types
of information that may be communicated via slot network interface
260 may include player identifiers, game outcomes, and coin in, for
example.
[0045] Referring now to FIG. 4, the player database 140 contained
in storage device 120 of server 100 includes a plurality of fields
for storing information associated with each player registered in a
particular casino slot club. In accordance with an embodiment of
the present invention, the player database 140 includes: (1) a
field 141 for storing a numeric player identifier associated with
each player registered in the casino slot club; (2) a field 142 for
storing an alpha-numeric team identifier associated with each
player or member of a particular team associated with the casino
slot club; (3) a field 143 for storing information relating to the
last date of player activity for each player in the casino slot
club; (4) a field 144 for storing the total dollar volume of play
to date for each player in the casino slot club; (5) a field 145
for storing the total dollar amount earned from team membership to
date for each player in the casino slot club; (6) a field 146 for
storing the team bonus owed to each player in the casino club; (7)
a field 147 for storing the number of slot club award points held
by each player in the casino club; and (8) a field 148 for storing
the name of each registered player. Since each player registered
with the slot club is not necessarily a member of a team, certain
fields of a player's record may remain empty. For example, team
identifier field 142 may contain an entry of "N/A" or "Not
Applicable" if a player is not registered with a particular team.
Other fields may have similar information contained therein.
[0046] Referring to FIG. 5, the teams database 150 contained in
storage device 120 of server 100 includes a plurality of team
records such as record 50, each having a plurality fields for
receiving information associated with each player registered with a
particular team in a casino slot club as well as identifying
information relating specifically to the team. In accordance with
an embodiment of the present invention, the fields in each team
record include: (1) a field 151 containing the team identifier
associated with the team; (2) a field 152 containing the team plan
identifier associated with the team; (3) a field 153 for retaining
the numeric player identifier for each team member associated with
the team; (4) a field 154 for storing the eligibility status for
each team member (i.e., "ELIGIBLE" or "NOT ELIGIBLE"); and (5) a
field 155 storing the activity status of each team member (i.e.,
"ACTIVE" or "NOT ACTIVE"). The team identifier and team plan
identifier are entered and stored during the registration process
described hereinbelow and illustrated in the process flowchart of
FIG. 7. Eligibility and status requirements are elements of the
team plan designated by the members of the team upon registration
to facilitate the distribution of rewards and bonuses amongst the
team members. Activity status generally indicates whether a player
is currently playing a gaming device in the casino sponsoring the
slot club.
[0047] Player eligibility requirements may depend on frequency of
play. For example, to be eligible to receive a reward or bonus, a
team member must have played the particular casino he is registered
with within a given time period (e.g., within the previous thirty
days). Alternatively, the eligibility of a team member may depend
upon the amount of a wager. For example, to be eligible to receive
a reward or bonus a team member must have wagered a minimum amount
of money during a given time period (e.g., ten thousand dollars
wagered within the previous thirty day period). Those skilled in
the art will readily appreciate that any number of different
requirements can be designated by a team upon registration. If a
player fails to meet an eligibility requirement set forth in a team
plan, then that player would not share in a team reward or bonus.
Player eligibility may be reinstated when the given requirements
are met. It is envisioned that eligibility requirements can be
selected from a set of predetermined rules or they can be custom
designed by the team members. In either instance, it would be
possible to revise the team plan should the casino or team members
decide to change the eligibility requirements for the team.
[0048] A player's activity status in the team database relates to
the amount of the bonus that may be distributed to the player when
a payout is obtained by or is due to another game-playing team
member. More particularly, player activity can be linked to the
activity multiplier contained in field 164 (discussed below with
reference to FIG. 6) to determine or effect the player's reward or
bonus. For example, if a team plan included an activity multiplier
of two, a team member's bonus could be increased two-fold if they
are an active player when a payout is received by a team member. It
is envisioned that player activity at the casino would be tracked
by a player-tracking device operatively associated with gaming
devices in the casino, such as, for example, player-tracking device
250 associated with gaming machine 201. Thus, every time a player
inserts their tracking card into a card reader, their activity
status in field 155 of the team database is set to "ACTIVE".
However, it is also envisioned that activity status need not be
dependent upon activity at the casino. For example, a team member's
activity status in field 155 can be altered by accessing a web-site
containing a set of product advertisements or by placing a
telephone call to hear a pre-recorded message providing promotional
information. Those skilled in the art will readily appreciate that
any number of different mechanisms may be designated by a casino or
by the members of a particular team to effect alteration of a
player's activity status.
[0049] Referring now to FIG. 6, the team plan database 160
contained in storage device 120 is adapted and configured to
receive and store data related to the set of predetermined rules,
parameters or conditions designated by each team to govern the
distribution and/or allocation of bonuses amongst its members. In
accordance with an embodiment of the present invention, team plan
database 160 has a plurality of fields which include: (1) a field
161 for storing the team plan identifier associated with each team
in the casino slot club; (2) a field 162 for storing the payout
threshold designated by each team in the casino slot club; (3) a
field 163 for storing the bonus amount designated by each team in
the casino slot club; (4) a field 164 for storing the activity
multiplier designated by each team in the casino slot club; and (5)
a field 165 for storing the eligibility requirements designated by
each team in the casino slot club.
[0050] The team plan identifier in field 161 designates specific
plans which may be selected by the members of a team. As discussed
herein, a team plan can be selected from a group of plans designed
by the casino, or it can be customized by the team members
themselves. The payout threshold in field 162 defines the payout
amount that will trigger the distribution or allocation of a reward
or bonus amongst the members of a team. For example, a team may
chose to set the payout threshold at one thousand dollars. Thus,
rewards or bonuses would be distributed in accordance with the team
plan when one of the team members obtains a payout that exceeds
one-thousand dollars. Alternatively, the team may decide that
bonuses should be distributed when the payout is greater than or
equal to the payout threshold.
[0051] The bonus amount stored in field 163 of team plan database
160 defines the amount of the bonus the team members will receive
when a team member receives or is due a payout. The bonus amount
can be a percentage of the jackpot of the winning team member
(e.g., ten percent), or a fixed dollar amount (e.g., one hundred
dollars). It is envisioned that team bonuses may be subtracted from
a winning team members jackpot whereby the winning team member
receives only the remainder of the payout, or team bonuses may be
paid out by the casino such that the winning team member receives
the entire jackpot. It is also envisioned that team bonuses can be
non-monetary rewards such as lodging, food or other services
offered at a casino.
[0052] The activity multiplier stored in field 164 of team plan
database 160 defines the factor by which a bonus amount may be
increased for a team member whose status is active at the time a
payout is received by, or is due to, a winning team member. The
activity multiplier, or multiplication factor may be a whole number
or a fractional number. For example, as illustrated in FIG. 6, team
plan "FGH" designates the activity multiplier as three. Thus, upon
distribution of a bonus, an active team member would receive a
bonus equal to three times the amount of the bonus amount set forth
in field 163 of the team plan database 160.
[0053] There may arise an instance wherein a team will decide that
the distribution of bonuses amongst its members should not be
determined, at least in part, by the play activity of its members,
i.e., the fact that a team member is active at the time a reward is
distributed should not serve to increase the amount of their bonus.
In such a case, the activity multiplier in field 163 would be set
to one. Thus, the reward distribution would be based solely upon
eligibility requirements set forth in field 165 of team plan
database 160.
[0054] The eligibility requirements set forth in field 165 of team
plan database 160 define the rules for distributing or allocating
bonuses to team members when a team member receives or is due a
payout. As stated previously, eligibility requirements are variable
and may be designated to depend upon the frequency of play or the
amount wagered by a particular player during a given time period.
For example, as illustrated in FIG. 6, team plan "DEF" designates
in field 165 that to be eligible for a bonus a player must have
wagered five hundred dollars during the previous calendar quarter.
Alternatively, team plan "ABC" provides that eligibility to receive
a bonus is based upon whether a team member has an outstanding
hotel reservation at the casino in which the team has
registered.
[0055] Other requirements may include that a team member place a
telephone call to the casino during a given time period to hear an
advertisement concerning certain goods or services offered by the
casino, or that the team member submit to the casino proof of
purchase of certain goods or services offered by the casino or by
others having a partnership arrangement with the casino, such as an
airline or hotel chain.
[0056] Those skilled in the art will readily appreciate that a team
may base bonus eligibility on one or more of a number of criteria
or conditions associated with game play or with the casino. In
accordance with the present invention, if a player fails to meet an
eligibility requirement, they would not receive a reward or bonus
when a team member receives or is due a payout which is equal to or
in excess of the payout threshold designated in the team plan
database. However, a player who is ineligible may alter their
eligibility status and become eligible to receive a bonus once they
have met the eligibility requirements set forth in the team
plan.
[0057] By way of example, players 1 through 5 register a slot club
team identified as "Z100" with a team plan "XYZ" that provides a
payout threshold of one thousand dollars ($1000), a team bonus
amount of ten percent (10%) for all eligible team members (i.e.,
those whose club membership has not lapsed), and an activity
multiplier of two (2) which would yield a twenty percent (20%) net
bonus to all active team members. The team plan further provides
that team bonuses are to be paid out by the casino rather than
subtracted from the jackpot of a winning team member.
[0058] Of the five team members, players 1, 2 and 3 join one
another on a trip to the casino in which team "Z100" is registered.
At such a time, player 4 is eligible to receive a team bonus, but
player 5 whose club membership has lapsed, is not eligible for a
bonus. During the course of their visit to the casino, player 1
hits a jackpot worth ten thousand dollars ($10,000). At the same
time, player 2 is actively playing a gaming device, but player 3 is
dining at a nearby restaurant and is thus not active. In accordance
with team plan "XYZ", player 1 collects the dollar amount of the
jackpot ($10,000), player 2 who is eligible and active receives a
team bonus equal to twenty percent of the jackpot ($2,000), player
3 who is eligible and not active receives a team bonus equal to ten
percent of the jackpot ($1,000), player 4 who is also eligible and
not active receives a team bonus equal to ten percent of the
jackpot ($1,000) and player 5 who is ineligible does not receive a
team bonus.
[0059] Referring to FIG. 7, the process for registering a team or
group with the casino slot club includes the step 411 of receiving
a request to register a team. Such a request may be entered through
data entry device 102 and transmitted to server 100 for storage
(see FIG. 1). It is envisioned that registration can occur at an
on-site terminal located in a particular casino, or from a remote
terminal which would communicate with the server through a data
communication network such as a modem or the Internet. The process
further includes the step 412 of receiving and storing all player
identifiers to be included on a particular team in field 153 of
teams database 150. Player identifiers preferably comprise numeric
expressions, although alternative identifiers may be employed. Step
413 in the team registration process includes receiving and storing
a team plan identifier in field 152 of teams database 150, which is
the data expression that identifies the particular rules or
parameters associated with the distribution of bonuses amongst the
members of the team when a team member obtains or is due a payout.
A team plan may be selected from a number of pre-arranged plans,
such as those illustrated in team plan database 160, or it may be
customized in accordance with the preferences of the members of a
particular team. In a preferred embodiment of the present
invention, wherein the team plan is selected from a number of
pre-arranged plans, step 413 would include the additional steps of
presenting the various team plans contained in team plan database
160 to the team members for selection and subsequently receiving
the team's selection.
[0060] With continuing reference to FIG. 7, the process for
registering a team further includes the step 414 of determining the
team identifier. More particularly, this step involves designating
and storing an alpha-numeric expression in field 142 of player
database 140 which corresponds to the newly registered team. It is
envisioned that the team identifier may be determined by the system
and assigned to the team, or it may be selected and input by the
team. Step 415 in the registration process includes updating and
storing each player's team identifier in field 142 of the player
database 140 with the team identifier previously determined in step
414. The registration process further includes the step 416 of
opening or generating a new team record 50 in the teams database
150 located in the storage device 120 of server 100. At step 417
the value in the eligibility status field 154 of the team record 50
is set to "ELIGIBLE" indicating that each player on the team is
initially eligible to receive a reward or bonus in accordance with
the team plan. The player identifier corresponding to each player
registered with a newly formed team is stored in field 153 of the
team record 50 and the team plan identifier chosen by the team is
stored in field 152 of the team record 50.
[0061] Referring to FIG. 8, the process for determining the
eligibility of each player or team member to receive a bonus in
accordance with a team plan is controlled by the program code 130
and includes the step 511 of receiving a player identifier. This
would occur when a team member inserts a player-tracking card into
a card reader associated with an electronic gaming machine. Step
512 of the process includes retrieving the player record for the
player database 140 contained in storage device 120 based upon the
player identifier received in the previous step. Step 513 includes
determining whether the player is a member of a team by checking
the team identifier field 142 of the player database 140. If the
player is a team member, the process advances to step 514. However,
if the player is not a team member, i.e., if the team identifier
field 142 of the player database 140 is null or contains an entry
of "N/A" or "Not Applicable", then processor 110 commands the
gaming machine to execute conventional game steps associated
therewith at step 515.
[0062] Advancement to step 514 includes retrieving the particular
team record 50 associated with the identified team member from the
teams database 150 contained in storage device 120 (see FIG. 5).
After the team record has been retrieved from the teams database
150, the process includes the step 516 of setting the value of the
player's activity status in the activity status field 155 of team
record 50 to "ACTIVE". Step 517 of the process involves determining
whether the identified player is an eligible team member. As stated
previously, eligibility is determined by at least one predetermined
rule, parameter or condition designated in the team plan database
160. Accordingly, if the identified player is presently ineligible
to receive a bonus (i.e., if the value in eligibility status field
154 is set to "NOT ELIGIBLE"), processor 110 advances to step 520
and retrieves the team plan database 160.
[0063] At step 521 processor 110 retrieves the eligibility
requirement stored in field 165 of the team plan database, based
upon the team plan identifier in field 152 of the team record
previously retrieved. Thereupon, at step 522 processor 110
determines whether the current activity of the subject player
alters the player's eligibility status. For example, if the player
is a member of a team utilizing team plan "FGH", the present
activity would render the player eligible for a bonus, since the
eligibility requirement in field 165 for team plan "FGH" is at
least one play session per year. However, if the player is a member
of a team utilizing team plan "ABC", the present activity would
have no effect on the player's eligibility for a bonus, since the
eligibility requirement is not based on activity. Rather, it is
based upon whether the player has an outstanding hotel reservation.
In the case of the processor determining that the current activity
renders the player eligible for a reward, the processor advances to
step 518 where the value in the player's eligibility status field
154 in the team record 50 is set to "ELIGIBLE". In the case of the
processor determining that the current activity does not render the
player eligible for a reward, processor advances to step 519 where
the value in field 143 of the player's record in player database
140 is updated to indicate the instant date as the "Date of Last
Activity".
[0064] Alternatively, if it is determined in step 517 that the
player is already eligible to receive a reward because the player
has previously met the eligibility requirement designated by the
team, then the process advances directly to step 519 and the value
in field 143 of the player's record in player database 140 is
simply updated to indicate the instant date as the "Date of Last
Activity".
[0065] In the above example, if the subject player was a member of
a team utilizing team plan "DEF", and at step 517 it was determined
that the player was ineligible for a bonus, step 522 would include
the additional action of retrieving information from an appropriate
field in player database 140 to determine whether the present
amount wagered by the player has satisfied the eligibility
requirement set forth in field 165. Moreover, the processor would
determine whether the amount of the present wager caused the total
amount wagered by the player during the current calendar year to
exceed five hundred dollars. If the present wager did indeed
satisfy the eligibility requirement, the player's eligibility
status in field 154 would be altered appropriately.
[0066] Referring to FIGS. 9A-9B, the process for determining
whether a bonus or reward is to be allocated or distributed amongst
the members of a particular team registered with the casino slot
club is controlled by processor 110 under instruction from program
code 130 and includes the step 611 of receiving a signal indicating
that a member of a particular team has initiated game play. The
signal may be triggered by the player actuating a starting
controller on a gaming device, such as a starting controller 225 of
FIG. 3, and would preferably indicate the amount of the wager
placed by the player. At step 612 the processor 110 updates and
stores the value in the "Total Dollar Volume of Play To Date" field
144 of player database 140 by adding the amount of the wager to the
present total dollar volume of play to date.
[0067] At step 613 the process includes receiving a signal from
gaming machine 201 indicating that a player has obtained or is due
a payout. Once the signal has been received, processor 110 will
determine at step 614 whether the payout that has been obtained by
or is due to the winning team member is greater than or equal to
the payout threshold designated in field 162 of team plan database
160. If the payout received by or due to the winning team member is
not greater than or equal to the payout threshold stored in field
162, then processor 110 will dispense the payout to the winning
team member at step 604 in a conventional manner and loop back to
step 611. However, if the payout obtained by or due to the winning
team member is greater than or equal to the payout threshold stored
in field 162, then processor 110 proceeds to step 615 wherein a
determination is made as to whether any other team member is
currently active or eligible.
[0068] In essence, step 615 commences a bonus distribution
subroutine which includes the step 616 wherein processor 110
retrieves the team plan information from team plan database 160
based upon the team plan identifier associated with the member's
team. Thereupon, in steps 617 and 618 the processor retrieves the
"Bonus Amount" and the "Activity Multiplier", respectively, from
fields 163 and 164 in team plan database 160.
[0069] Once the bonus amount and activity multiplier have been
retrieved from team plan database 160, processor 110 proceeds to
step 619 wherein team member bonuses are determined based upon the
information provided for each team member in the respective
"Activity Status" and "Eligibility Status" fields 154 and 155 of
team record 50 and the appropriate rules set forth in the team
plan. In a preferred embodiment of the present invention, the rules
comprise the payout threshold, the bonus amount and the activity
multiplier. Upon determining the amount of the bonus to be
distributed to each team member in accordance with the rules
defined by the team and stored in the team plan database 160, step
620 enables processor 110 to update each player's total dollar
volume earned to date from team membership in field 145 of player
database 140 by adding the determined bonus award to the present
value stored therein.
[0070] The reward determination process further includes the step
621 of updating the data stored in the "Team Bonus Owed To Player"
field 146 of player database 140 for each team member receiving a
bonus award. Once the player database has been updated, processor
110 advances to step 622 wherein the appropriate form of payout is
determined. For example, if it is determined that the payout is to
be dispensed to an active player, the processor will signal the
gaming machine of the active player to dispense the bonus award in
step 623. However, if the team member is not actively playing and
the team plan provides for a particular method for paying out
awards, i.e., by printing and mailing a reward voucher, the
processor will effectuate an appropriate payout in step 623. In
such an embodiment, a record in teams database 150 or team plan
database 160 would include an appropriate field for storing data
indicating the form of the payout. As with other elements of the
team plan, the form of the payout may be designated by the members
of the team or provided by the casino. Those skilled in the art
will readily appreciate that once a player has received a team
bonus in accordance with the team plan, either by having it
dispensed from a gaming machine, delivered through the mail,
transferred to an account, or similarly transmitted by some other
well known method, the value of the team bonus owed to the player
in field 146 of player database 140 would be set to zero.
[0071] Referring now to FIG. 10, there is illustrated a process for
updating player eligibility on a periodic basis, such as every
evening at midnight. This process includes the step 711 of
retrieving a team record 50 from the teams database 150 contained
in storage device 120 (see FIG. 5). The process further includes
the step 712 which involves determining the team plan based upon
the team plan identifier provided in field 152 of team record 50.
At step 713 of the process, the eligibility requirements of the
team are retrieved from field 165 of the team plan database 160
based upon the common team plan identifier in fields 151 and 161.
Step 714 includes retrieving a player identifier from field 153 of
team record 50 previously retrieved in step 711, and the step 715
of retrieving the player's record from the player database 140
based upon the player identifier.
[0072] Once the player's record has been retrieved, the process
advances to step 716 wherein the date of the player's last activity
is determined from field 143. At step 717 a determination is made
as to whether the player is eligible to receive a reward based upon
the player's data and the team's eligibility requirements set forth
in field 165 of the team plan database 161. Player data constitutes
any type of tracked information relating to a player that is
necessary to determine player eligibility. For example, if
eligibility depends upon whether a player has an outstanding hotel
reservation, as in team plan "ABC", then server 100 would access
the hotel reservation system (not shown) in a conventional manner
and determine, based upon a player identifier, whether a player
does indeed have an outstanding hotel reservation. Player data may
also constitute information such as the "Date of Last Activity"
stored in field 143 of player database 140. As illustrated in FIG.
6, such player data would be sufficient to determine eligibility in
accordance with team plan "BCD". Continuing with the process, at
step 718, the player's eligibility status is updated in the
appropriate team record 50 contained in the teams database 150, if
such action is necessary.
[0073] It is envisioned that the process for updating player
eligibility may include a subsequent step in which processor 110
determines whether there is another player in the current team
record who's eligibility status has not yet been updated. If the
determination is affirmative, then processor 110 will return to
step 714 and continue from that point. However, if the
determination is negative, processor 110 will continue to step 719
which involves the retrieval of another team record from teams
database 150 and then returning to step 714.
[0074] It will be readily appreciated by those skilled in the art
that the process of updating player eligibility will be repeated
for each team record 50 in the teams database 150. It is envisioned
that the order of team record selection during the process would be
conducted in a sequential manner based upon the alpha-numeric team
identifier provided in each team record contained in teams database
150.
[0075] In one embodiment of the present invention, team members
receive a password or identification code for accessing a website
over the internet. The website would enable team members to monitor
team activity remotely and see outcomes achieved by members of
their team in real time. Thus, a team member can determine whether
a bonus has been distributed without being present at the casino
when another team member receives a payout from a gaming machine.
In addition, the website can serve as a chat room to enable team
members to communicate with one another. It is also envisioned that
the act of logging on to the website could serve as a mechanism for
altering eligibility status or activity status in fields 154 and
155 of a team database 50. Thus, in such a case it would
unnecessary for a team member to physically gamble at a casino to
remain active and eligible to receive bonuses.
[0076] In another embodiment of the present invention, a team must
meet a targeted activity goal in order for the team members to
become or remain eligible for rewards or bonuses. For example, at
least one team member must have wagered at least one hundred
dollars during a one-month period for the team as a whole to be
eligible for bonuses. Alternatively, the team as a whole must have
earned a predetermined number of points (which may correlate to
gambling activity) during a given time period to become or remain
eligible for team bonuses. In such instances, the server would
periodically review and update a team record in the teams database
150 to reflect whether they have met their targeted activity
goal.
[0077] In yet another embodiment of the present invention,
eligibility for team rewards is based on actual past activity
rather than meeting a targeted activity goal. For example, for
every thousand dollars wagered by the team during a given time
period, e.g., one year, the team would advance one level in a team
reward system instituted by the casino. As the team attains higher
levels within the system, the team members would be eligible to
receive greater rewards. For example, as the team advances through
levels of the system, team bonuses rewards would increase
incrementally, e.g., in increments of five percent. Thus, at the
first level in the system, team members may receive a five percent
bonus when a team member receives a winning payout, while at the
second level they would receive a ten percent bonus when a team
member receives a winning payout. Preferably, the level attained by
the team would be stored in the team's record contained in the
teams database 150.
[0078] It is envisioned that the system and method of the present
invention can be utilized by a casino to increase its share of new
players as well as its profits. For example, a casino could target
groups or clubs planning conventions. The casino would offer
members of the group the opportunity to participate in the team
gaming program as a way of enhancing the gambling experience and
promoting team spirit. Promotional materials may be offered to the
group explaining that the subject casino team play format enables
players to effectively "hedge their bets," since the success of one
player brings success for the entire group. This would mitigate
common fears about losing large sums of money.
[0079] The present invention also provides casinos with a means of
generating revenues by offering customized team gear, such as
matching tee-shirts or hats bearing a casino's logo and the team
name or logo. Team gear can be purchased in a conventional manner
or by redeeming bonus points accumulated by the team members. It is
also envisioned that team gear could be offered at no expense upon
registration.
[0080] As noted hereinabove, in accordance with the present
invention, a team plan may be selected from a number of
predetermined team plans designed by the casino. It is envisioned
that a casino could design team plans aimed at different types of
players. For example, one plan aimed at seasonal players would
require the team members to play once every six months to remain
eligible. The seasonal plan would provide a moderate bonus scheme.
Another plan aimed at frequent players would require the team
members to play at least twice a month, encouraging those who live
within driving distance of a casino to play more often than those
who do not. The frequent player plan would have a more attractive
bonus scheme than the seasonal plan. In a third plan aimed at
regular patrons of the casino, team members would be required to
play at least two times a week. Such a plan would provide the most
attractive bonus scheme available to the casino club members.
[0081] In an effort to encourage frequent team play, a casino may
offer a plan in which team bonuses increase in proportion to an
increase in the frequency of play or the volume of wagers. A casino
may also employ the system of the present invention to increase
play at certain times during the day by offering increased team
bonus during certain hours of the day in which all of the team
members are active when a payout is received by one of the team
members.
[0082] In sum, a new and useful system and method are provided for
facilitating group play by members of a team associated with a
casino slot club. This novel and unique system and method serve to
enhance the experience of slot machine play by enabling a team to
directly influence or orchestrate the distribution of a winning
jackpot amongst its members. In so doing, the present invention
functions to attract greater numbers of players into a casino,
thereby increasing the casino's profits. It also functions to
retain players by instilling a sense of player loyalty to a
particular casino and creating peer pressure amongst a group of
players to actively participate in the slot club on a frequent
basis.
[0083] It should be recognized that the way in which information is
utilized and stored in the various databases described herein does
not limit the scope of the subject matter of the present invention
in any manner. Rather, the databases and the information stored
therein are merely examples of the way in which information may be
stored and utilized to enable one skilled in the art to practice
the subject invention.
[0084] Although the system and method disclosed herein has been
described with respect to preferred embodiments, it is apparent
that modifications, changes and enhancements can be made thereto
without departing from the spirit and scope of the invention as
defined by the appended claims.
* * * * *