U.S. patent application number 13/346133 was filed with the patent office on 2012-05-10 for system and method for convenience gaming.
Invention is credited to Lee M. Amaitis, Joseph M. Asher, Howard W. Lutnick, Darrin M. Mylet, Alan B. Wilkins.
Application Number | 20120115588 13/346133 |
Document ID | / |
Family ID | 34865179 |
Filed Date | 2012-05-10 |
United States Patent
Application |
20120115588 |
Kind Code |
A1 |
Amaitis; Lee M. ; et
al. |
May 10, 2012 |
SYSTEM AND METHOD FOR CONVENIENCE GAMING
Abstract
A convenience gaming system is provided. The convenience gaming
system allows users to access applications via gaming communication
devices coupled to a communication network. At least a portion of
the network may be wireless. The gaming applications include
gambling, financial, entertainment service, and other types of
transactions. The system may include features to ensure that users
are not permitted to participate in gambling activities if users
communicate with the system through parts of system infrastructure
located close enough to pick up or send signals across state lines
or beyond authorized areas.
Inventors: |
Amaitis; Lee M.; (London,
GB) ; Asher; Joseph M.; (New York, NY) ;
Lutnick; Howard W.; (New York, NY) ; Mylet; Darrin
M.; (Tampa, FL) ; Wilkins; Alan B.; (Raleigh,
NC) |
Family ID: |
34865179 |
Appl. No.: |
13/346133 |
Filed: |
January 9, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10835995 |
Apr 29, 2004 |
8092303 |
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13346133 |
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60549187 |
Mar 1, 2004 |
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60547507 |
Feb 25, 2004 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3241 20130101;
G07F 17/3223 20130101; G07F 17/32 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An apparatus, comprising: at least one processor; and at least
one memory device electronically coupled to the at least one
processor, in which the memory device stores instructions which,
when executed by the at least one processor, direct the at least
one processor to at least: communicate gaming information with a
mobile device over at least one communications network, wherein the
gaming information is associated with at least one wager-based
gaming activity engaged in by a user of the mobile device, and
wherein the at least one communications network comprises: at least
one transmitter-receiver at least operable to communicate the
gaming information within boundaries of the permitted gaming area,
and at least one transmitter-receiver at least operable to
communicate the gaming information within the boundaries of the
permitted gaming area and outside the boundaries of the permitted
gaming area; determine that the mobile device is within boundaries
of the permitted gaming area and in communication with the at least
one transmitter-receiver operable to communicate the gaming
information within the boundaries of the permitted gaming area and
outside the boundaries of the approved gaming area; and based at
least in part on determining that the mobile device is within
boundaries of the permitted gaming area and is in communication
with the at least one transmitter-receiver operable to communicate
the gaming information within the boundaries of the permitted
gaming area and outside the boundaries of the approved gaming area,
not communicate the gaming information to and/or from the mobile
device.
2. The apparatus of claim 1, wherein the approved gaming area
comprises an area in which the user may engage in the at least one
wager-based gaming activity; and wherein outside the boundaries of
the approved gaming area there is at least one unapproved gaming
area in which the user may not engage in the at least one
wager-based gaming activity.
3. The apparatus of claim 2, wherein the approved gaming area is
the gambling area of a casino.
4. The apparatus of claim 2, wherein the approved gaming area is a
guest room within a casino hotel.
5. The apparatus of claim 2, wherein the approved gaming area is an
outdoor recreation area located adjacent to a casino.
6. The apparatus of claim 2, wherein the approved gaming area is a
service area located on a casino property.
7. The apparatus of claim 6, wherein the service area is a
restaurant.
8. The apparatus of claim 6, wherein the service area is a
lounge.
9. The apparatus of claim 6, wherein the service area is a
restroom.
10. The apparatus of claim 6, wherein the service area is a retail
store.
11. The apparatus of claim 6, wherein the service area is a
swimming pool.
12. The apparatus of claim 1, wherein to communicate gaming
information with the mobile device comprises to communicate the
gaming information on a non-Internet path within the at least one
communications network.
13. The apparatus of claim 1, wherein the at least one
transmitter-receiver comprises at least one of: a base station for
a cellular network, a transmitter-receiver for a WiFi network, a
transmitter-receiver for a WiMax network, and a router.
14. An apparatus, comprising: at least one processor; and at least
one memory device electronically coupled to the at least one
processor, in which the memory device stores instructions which,
when executed by the at least one processor, direct the at least
one processor to at least: communicate gaming information with a
mobile device over at least one communications network, wherein the
gaming information is associated with at least one wager-based
gaming activity engaged in by a user of the mobile device, and
wherein the at least one communications network comprises: at least
one transmitter-receiver at least operable to communicate the
gaming information within boundaries of the permitted gaming area,
and at least one transmitter-receiver at least operable to
communicate the gaming information within the boundaries of the
permitted gaming area and outside the boundaries of the permitted
gaming area; determine that the mobile device is in communication
with the at least one transmitter-receiver operable to communicate
the gaming information within the boundaries of the permitted
gaming area and that a user of a mobile device launched, via the
mobile device, a wager-based gaming activity; and based at least in
part on the determining, generate a record of key strokes entered
on the mobile device, the record at least comprising key strokes
made by the user in connection with the at least one wager-based
gaming activity.
15. The apparatus of claim 1, wherein the instructions, when
executed by the at least one processor, further direct the at least
one processor to at least receive from the mobile device
information indicative of the at least one transmitter-receiver;
and wherein to determine that the mobile device is in communication
with the at least one transmitter-receiver comprises to use the
received information to determine that the mobile device is in
communication with the at least one transmitter-receiver.
16. The apparatus of claim 1, in which the at least one
wagered-based gaming activity comprises at least one of: a gambling
activity, an activity that comprises wagering on an event, and a
lottery-based activity.
17. The apparatus of claim 1, wherein the mobile device comprises
at least one of a mobile phone and a personal data assistant.
18. The apparatus of claim 1, wherein the at least one
communications network is a non-Internet communications
network.
19. The apparatus of claim 1, wherein the at least one
communications network comprises at least one of: an 802.11x WiFi
network, an 802.16x WiMax network, a private wireless network, a
private wireline network, a cellular network, and a satellite
network.
Description
RELATED APPLICATION
[0001] The present application is a continuation of U.S. patent
application Ser. No. 10/835,995, filed on Apr. 29, 2004, which
claims the priority under 35 U.S.C. .sctn.119 of provisional
application Ser. No. 60/549,187 filed Mar. 1, 2004 and provisional
application Ser. No. 60/547,507 filed Feb. 25, 2004, and which is
hereby incorporated herein in its entirety.
TECHNICAL FIELD
[0002] The present invention relates generally to the field of
gaming and, more particularly to a gaming system and method
incorporating a wireless network.
BACKGROUND
[0003] On-line casinos are accessible via the Internet. These
on-line casinos present a graphical representation of games, such
as casino games, to a user on the screen of a computer in
communication with the Internet. The user may place wagers,
participate in the gaming, and win or lose money. Receipt of
winnings, or payment of losses is typically handled through a
credit account.
SUMMARY
[0004] Due to a variety of factors, Internet-based electronic
gaming systems may have a number of undesirable aspects. For
example, the Internet lacks the security necessary to ensure
confidence that operation of an electronic gaming system will
proceed without tampering. An operator of an Internet gaming system
is prone to hacking, viruses and other shortcomings of conducting
business over the Internet. Users of Internet-based systems often
lack confidence that their financial transactions are secure and
that their privacy will remain intact. Moreover, the use of the
Internet does not provide location verification suitable to ensure
that a user is within an approved gaming area.
[0005] Among other things, certain embodiments of the present
invention incorporate non-Internet based technology with respect to
a communications network in order to avoid the problems encountered
in operating a gaming system via the Internet.
[0006] In one embodiment the present invention provides a
convenience gaming system, which includes at least one server and
at least one gaming communication device connected to the at least
one server by a telecommunications network. The at least one gaming
communication device is operable to send and receive gaming
information to and from the at least one gaming server if the at
least one gaming communication device meets at least one
predetermined criteria.
[0007] In another embodiment, a method is provided for conducting
convenience gaming activities on a gaming communication device in
communication with a gaming server. The method includes presenting
a user of the gaming communication device with one or more gaming
activity options. The method further includes accepting a selection
of a gaming activity option by the user, transmitting information
associated with the selected gaming activity option between the
gaming communication device and the server, determining a result
associated with the user's selection, and transmitting the result
to the user.
[0008] Various embodiments of the present invention may benefit
from numerous advantages. It should be noted that one or more
embodiments may benefit from some, none, or all of the advantages
discussed below.
[0009] One advantage is that the system enables remote, wireless,
mobile gaming over a secure network. Another advantage is that the
system enables remote, wireless, mobile, gaming, while preventing
gaming by unauthorized users and from unauthorized locations.
Another advantage is the enablement of a gaming system accessible
by remote, wireless, mobile users, wherein the system includes
gaming communication devices used by the users and connected to a
communication network, and wherein a portion of the communication
network is movable.
[0010] Other advantages will be readily apparent to one having
ordinary skill in the art from the following figures, descriptions,
and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] For a more complete understanding of the present invention
and for further features and advantages, reference is now made to
the following description, taken in conjunction with the
accompanying drawings, in which:
[0012] FIG. 1 illustrates a convenience gaming system according to
an embodiment of the present invention;
[0013] FIG. 2 illustrates a convenience gaming system with a
wireless network according to an embodiment of the present
invention;
[0014] FIG. 3 is a block diagram of a convenience gaming system
illustrating various gaming activities in accordance with an
embodiment of the present invention;
[0015] FIG. 4 illustrates a convenience gaming system showing
coverage areas in accordance with an embodiment of the present
invention;
[0016] FIG. 5 illustrates a convenience gaming system with a
wireless network showing triangulation location determination in
accordance with an embodiment of the present invention;
[0017] FIG. 6 is a flow chart depicting steps in a convenience
gaming method according to an embodiment of the present
invention;
[0018] FIG. 7 depicts a convenience gaming system showing a
communication path in accordance with an embodiment of the present
invention; and
[0019] FIG. 8 illustrates a ship-based convenience gaming system in
accordance with an embodiment of the present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0020] A convenience gaming system enables participants to engage
in gaming activities from remote and/or mobile locations. The
possible gaming activities include gambling, such as that provided
by casinos. Gambling activities may include any casino-type
gambling activities including, but not limited to, slot machines,
video poker, table games (e.g., craps, roulette, blackjack, pai gow
poker, caribbean stud poker, baccarat, etc), the wheel of fortune
game, keno, sports betting, horse racing, dog racing, jai alai, and
other gambling activities. The gaming activities can also include
wagering on any type of event. Events can include, for example,
sporting events, such as horse or auto racing, and athletic
competitions such as football, basketball, baseball, golf, etc.
Events can also include such things that do not normally involve
wagering. Such events may include, without limitation, political
elections, entertainment industry awards, and box office
performance of movies. Gaming can also include non-wagering games
and events. Gaming can also include lotteries or lottery-type
activities such as state and interstate lotteries. These can
include all forms of number-selection lotteries, "scratch-off"
lotteries, and other lottery contests. The convenience gaming
system may be implemented over a communications network such as a
cellular network or a private wireless and/or wireline network.
Examples of the latter include WiFi and WiMax networks. In one
embodiment, the convenience gaming system communications network is
entirely independent of the Internet. In another embodiment, the
convenience gaming system operation makes minimal use of the
Internet, such that only information for which there is no security
issues is transmitted via the Internet and/or information may be
encrypted. Preferably, the communications network enables players
to participate in gaming from remote locations (e.g., outside of
the gaming area of a casino). Also, the system may enable players
to be mobile during participation in the convenience gaming
activities. Preferably, the system has a location verification or
determination feature, which is operable to permit or disallow
gaming from the remote location depending upon whether or not the
location meets one or more criteria. The criterion may be, for
example, whether the location is within a pre-defined area in which
gaming is permitted by law.
[0021] As shown in FIG. 1, for example, convenience gaming system
10 includes at least one user 12. The system may include additional
users such that there is at least a first user 12 and a second user
14. Multiple users may access a first convenience gaming system 10,
while other multiple users access a second convenience gaming
system (not shown) in communication with first gaming system 10.
Users 12 and 14 preferably access system 10 by way of a gaming
communication device 13. Gaming communication device 13 may
comprise any suitable device for transmitting and receiving
electronic communications. Examples of such devices include,
without limitation, mobile phones, personal data assistants (PDAs),
computers, mini-computers, etc. Gaming communication devices 13
transmit and receive gaming information to and from communications
network 16. Gaming information is also transmitted between network
16 and a computer 18, such as a server, which may reside within the
domain of a gaming service provider 20. The location of computer 18
is not critical, however, and computer 18 may reside adjacent to or
remote from the domain of gaming service provider 20. Moreover, in
certain embodiments, a gaming service provider is not required. The
computer 18 and/or gaming service provider 20 may reside within,
adjacent to, or remote from a gaming provider (not shown in FIG.
1). The gaming provider may be an actual controller of games, such
as a casino. As an example, a gaming service provider may be
located on the grounds of a casino and the computer 18 may be
physically within the geographic boundaries of the gaming service
provider. As discussed, however, other possibilities exist for
remote location of the computer 18 and the gaming service provider
20. Computer 18 may function as a gaming server. Additional
computers (not expressly shown) may function as database management
computers and redundant servers, for example.
[0022] Preferably, software resides on both the gaming
communication device 13 and the computer 18. Software resident on
gaming communication device 13 is preferably operable to present
information corresponding to gaming activities (including gambling
and non-gambling activities discussed herein) to the user. The
information includes, without limitation, graphical representations
of objects associated with the activities, and presentation of
options related to the activities and selectable by the user. The
gaming communication device software is also preferably operable to
receive data from the computer and data input by the user. Software
resident on the computer is preferably able to exchange data with
the gaming communication device, access additional computers and
data storage devices, and perform all of the functions described
herein as well as functions common to known electronic gaming
systems.
[0023] Gaming information transmitted across network 16 may include
any information, in any format, which is necessary or desirable in
the operation of the gaming experience in which the user
participates. The information may be transmitted in whole, or in
combination, in any format including digital or analog, text or
voice, and according to any known or future transport technologies,
which may include, for example, wireline or wireless technologies.
Wireless technologies may include, for example, licensed or
license-exempt technologies. Some specific technologies which may
be used include, without limitation, Code Division Multiple Access
(CDMA), Global System for Mobile Communication (GSM), General
Packet Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x),
Public Switched Telephone Network (PSTN), Digital Subscriber Line
(DSL), Integrated Services Digital Network (ISDN), or cable modem
technologies. These are examples only and one of ordinary skill
will understand that other types of communication techniques are
within the scope of the present invention. Further, it will be
understood that additional components may be used in the
communication of information between the users and the gaming
server. Such additional components may include, without limitation,
lines, trunks, antennas, switches, cables, transmitters, receivers,
computers, routers, servers, fiber optical transmission equipment,
repeaters, amplifiers, etc.
[0024] In at least one embodiment, the communication of gaming
information takes place without involvement of the Internet. This
has an advantage of avoiding the security problems which typically
arise when conducting business over the Internet. However, in
certain embodiments, a portion of the gaming information may be
transmitted over the Internet. Also, some or all of the gaming
information may be transmitted partially over an Internet
communications path. In certain embodiments, some information is
transmitted entirely or partially over the Internet, but the
information is either not gaming information or is gaming
information that does not need to be maintained secretly. For
instance, data that causes a graphical representation of a table
game on the user's gaming communication device might be transmitted
at least partially over the Internet, while wagering information
transmitted by the user might be transmitted entirely over a
non-Internet communications network.
[0025] According to one embodiment, as shown in FIG. 2 for example,
the communications network comprises a cellular network 22.
Cellular network 22 comprises a plurality of base stations 23, each
of which has a corresponding coverage area 25. Base station
technology is generally known and the base stations may be of any
type found in a typical cellular network. The base stations may
have coverage areas that overlap. Further, the coverage areas may
be sectorized or non-sectorized. The network also includes mobile
stations 24, which function as the gaming communication devices
used by users to access the convenience gaming system and
participate in the activities available on the convenience gaming
system. Users are connected to the network of base stations via
transmission and reception of radio signals. The communications
network also includes at least one voice/data switch, which is
preferably connected to the wireless portion of the network via a
dedicated, secure landline. The communications network also
includes a gaming service provider, which is likewise connected to
the voice/data switch via a dedicated, secure landline. The
voice/data switch may be connected to the wireless network of base
stations via a mobile switching center (MSC), for example and the
landline may be provided between the voice/data switch and the
MSC.
[0026] Users access the convenience gaming system by way of mobile
stations which are in communication with, and thus part of, the
communications network. The mobile station may be any electronic
communication device that is operable in connection with the
network as described. For example, in this particular embodiment,
the mobile station may comprise a cellular telephone.
[0027] Preferably, in the case of a cellular network for example,
the convenience gaming system is enabled through the use of a
private label carrier network. Each base station is programmed by
the cellular carrier to send and receive private secure voice
and/or data transmissions to and from mobile station handsets. The
handsets are preferably pre-programmed with both gaming software
and the carrier's authentication software. The base stations
communicate via Private T-1 lines to a switch. A gaming service
provider leases a private T-1 or T-3 line, which routes the calls
back to gaming servers controlled by the gaming service provider.
Encryption can be installed on the telephones if required by a
gaming regulation authority, such as a gaming commission.
[0028] The cellular network is preferably a private, closed system.
Mobile stations communicate with base stations and base stations
are connected to a centralized switch located within a gaming
jurisdiction. At the switch, voice calls are transported either
locally or via long distance. Specific service provider gaming
traffic is transported from the central switch to a gaming server
at a host location, which can be a casino or other location.
[0029] As subscribers launch their specific gaming application, the
handset will only talk to certain base stations with cells or
sectors that have been engineered to be wholly within the gaming
jurisdiction. For example, if a base station is close enough to
pick up or send a signal across state lines, it will not be able to
communicate with the device. When a customer uses the device for
gaming, the system may prohibit, if desired, the making or
receiving voice calls. Moreover, voice can be eliminated entirely
if required. Further, the devices are preferably not allowed to
"connect" to the Internet. This ensures a high level of certainty
that bets/wagers originate and terminate within the boundaries of
the gaming jurisdiction and the "private" wireless system cannot be
circumvented or bypassed. Although in certain embodiments some data
and/or voice traffic may be communicated at least partially over
the Internet, it is preferred that the communication path does not
include the Internet. Alternatively, in some embodiments, certain
non-gaming information may be transported over a path which
includes the Internet, while other information relating to the
gaming activities of the system is transported on a path that does
not include the Internet.
[0030] As shown in FIG. 3, a gaming communication device 32 is in
communication with a gaming service provider over a network 34. The
gaming service provider preferably has one or more servers, on
which are resident various gaming and other applications. As shown
in FIG. 3, some example gaming applications include horse racing
and other sports, financial exchange, casino and/or virtual casino,
entertainment and other events exchange, and news and real time
entertainment. Each of these applications may be embodied in one or
more software modules. The applications may be combined in any
possible combination. Additionally, it should be understood that
these applications are not exhaustive and that other applications
may exist to provide an environment to the user that is associated
with any of the described or potential convenience activities.
[0031] In another embodiment, as shown in FIG. 4, for example, the
communications network comprises a private wireless network. The
private wireless network may include, for example, an 802.11x
(WiFi) network technology to cover "Game Spots" or "Entertainment
Spots." In FIG. 4, various WiFi networks are indicated as networks
41. Networks 41 may use other communications protocols to provide a
private wireless network including, but not limited to, 802.16x
(WiMax) technology. Further, networks 41 may be interconnected.
Also, a convenience gaming system may comprise a combination of
networks as depicted in FIG. 4. For example, there is shown a
combination of private wireless networks 16, a cellular network
comprising a multi-channel access unit or sectorized base station
42, and a satellite network comprising one or more satellites
46.
[0032] With respect to the private wireless network, because the
preferable technology covers smaller areas, (e.g., in the range of
100-300 feet) and provides very high-speed throughput, the private
wireless network is particularly well-suited for gaming commission
needs of location and identity verification for the gaming service
provider products. The gaming spots enabled by networks 41 may
include a current casino area 48, new areas such as swimming pools,
lakes or other recreational areas 49, guest rooms and restaurants
such as might be found in casino 48 or hotels 45 and 47,
residential areas 40, and other remote convenience gaming areas 43.
The configuration of the overall convenience gaming system depicted
in FIG. 4 is intended only as an example and may be modified within
the scope of the present invention.
[0033] In one embodiment, the system architecture for the
convenience gaming system includes: [0034] (1) a wireless LAN
(Local Access Network) component, which consists of mostly 802.11x
(WiFi) and/or 802.16x WiMax technologies; robust security and
authentication software; gaming software; mobile carrier approved
handsets with Windows.RTM. or Symbian.RTM. operating systems
integrated within; and [0035] (a) CDMA-technology that is secure
for over-the-air data protection; [0036] (b) at least two layers of
user authentication, (that provided by the mobile carrier and that
provided by the gaming service provider); [0037] (c) compulsory
tunneling (static routing) to gaming servers; [0038] (d) end-to-end
encryption at the application layer; and [0039] (e)
state-of-the-art firewall and DMZ technologies; [0040] (2) an MWAN
(Metropolitan Wireless Access Network), which consists of licensed
and license-exempt, point-to-point links, as well as licensed and
license-exempt, point-to-multi-point technologies; [0041] (3)
private MAN (Metropolitan Access Network) T-1 and T-3 lines to
provide connectivity where wireless services cannot reach; and
[0042] (4) redundant private-line communications from the mobile
switch back to the gaming server.
[0043] Each of the "Game Spots" or "Entertainment Spots" are
preferably connected via the MWAN/MAN back to central and redundant
game servers. For accessing the private wireless networks 41, the
gaming communication devices are preferably WiFi- or WiMax-enabled
PDAs or mini-laptops, and do not have to be managed by a
third-party partner.
[0044] Preferably, the convenience gaming system includes a
location verification feature, which is operable to permit or
disable gaming from a remote location depending upon whether or not
the location meets one or more criteria. The criterion may be, for
example, whether the location is within a pre-defined area in which
gaming is permitted by law. As another example, the criterion may
be whether the location is in a no-gaming zone, such as a school.
The location verification technology used in the system may
include, without limitation, "network-based" and/or
"satellite-based" technology. Network-based technology may included
such technologies as multilateration, triangulation and
geo-fencing, for example. Satellite-based technologies may include
global positioning satellite (GPS) technology, for example.
[0045] As previously discussed, the cellular approach preferably
includes the use of at least one cellular, mobile, voice and data
network. For gaming in certain jurisdictions, such as Nevada for
example, the technology may involve triangulation, global
positioning satellite (GPS) technology, and/or geo-fencing to avoid
the potential for bets or wagers to be made outside Nevada state
lines. In one embodiment, the network would not cover all of a
particular jurisdiction, such as Nevada. For instance, the network
would not cover areas in which cellular coverage for a particular
base station straddled the state line or other boundary of the
jurisdiction. This is done in order to permit the use of location
verification to insure against the chance of bets originating or
terminating outside of the state. Triangulation may be used as a
method for preventing gaming from unapproved locations.
Triangulation may be accomplished, for example, by comparing the
signal strength from a single mobile station received at multiple
base stations, each having GPS coordinates. This technology may be
used to pinpoint the location of a mobile station. The location can
then be compared to a map or other resource to determine whether
the user of the mobile station is in an unapproved area, such as a
school. Alternatively, GPS technology may be used for these
purposes.
[0046] As shown in FIG. 5, the convenience gaming system includes a
plurality of gaming communication devices 54, 55, and 56. Device 54
is located outside the gaming jurisdiction 58. Devices 55 and 56
are both located inside gaming jurisdiction 58. However only device
56 is located within geo-fence 57, which is established by the
coverage areas of a plurality of base station 53. Thus, geo-fencing
may be used to enable gaming via device 56 but disable gaming via
devices 54 and 55. Even though some gaming communication devices
that are within the gaming jurisdiction 58, such as device 55, are
not permitted access to the convenience gaming system, the
geo-fence 57 ensures that no gaming communication devices outside
jurisdiction 58, such as device 54, are permitted access.
[0047] Geo-fencing does not specify location. Rather, it ensures
that a mobile station is within certain boundaries. For instance,
geo-fencing may be used to ensure that a mobile station beyond
state lines does not access the convenience gaming system.
Triangulation on the other hand specifies a pinpoint, or
near-pinpoint, location. For example, as shown in FIG. 5, device 56
is triangulated between three of the base stations 53 to determine
the location of device 56. Triangulation may be used to identify
whether a device, such as a mobile station, is located in a
specific spot where gambling is unauthorized (such as, for example,
a school). Preferably, the location determination technology
utilized in conjunction with the present invention meets the
Federal Communication Commission's (FCC's) Phase 2 E911
requirements.
[0048] Geological Institute Survey (GIS) mapping may also be
utilized to compare identified coordinates of a gaming
communication device with GIS map features or elements to determine
whether a device is in an area not authorized for gaming It should
be noted that any type of location verification may be used such as
triangulation, geo-fencing, global positioning satellite (GPS)
technology, or any other type of location determining technology,
which can be used to ensure, or provide an acceptable level of
confidence, that the user is within an approved gaming area.
[0049] In another embodiment, location verification is accomplished
using channel address checking or location verification using some
other identifying number or piece of information indicative of
which network or portion of a network is being accessed by the
gaming communication device. Assuming the using of an identifying
number for this purpose, then according to one method of location
checking, as an example, a participant accesses the gaming system
via a mobile telephone. The identifying number of the mobile
telephone, or of the network component being accessed by the mobile
telephone, identifies the caller's connection to the mobile
network. The number is indicative of the fact that the caller is in
a defined area and is on a certain mobile network. A server
application may be resident on the mobile telephone to communicate
this information via the network to the gaming service provider. In
a related embodiment, the identifying number or information is
passed from a first network provider to a second network provider.
For example, a caller's home network may be that provided by the
second provider, but the caller is roaming on a network (and in a
jurisdiction) provided by the first provider. The first provider
passes the identifying information through to the second provider
to enable the second provider to determine whether the caller is in
a defined area that does or does not allow the relevant gaming
activity. Preferably the gaming service provider either maintains,
or has access to, a database that maps the various possible
worldwide mobile network identifying numbers to geographic areas.
The invention contemplates using any number or proxy that indicates
a network, portion of a network, or network component, which is
being connected with a mobile telephone. The identifying number may
indicate one or more of a base station or group of base stations, a
line, a channel, a trunk, a switch, a router, a repeater, etc.
[0050] In another embodiment, when the user connects his mobile
telephone to the gaming server, the gaming server draws the network
identifying information and communicates that information to the
gaming service provider. The software resident on the gaming
communication device may incorporate functionality that will, upon
login or access by the user, determine the user's location (based
at least in part on the identifying information) and send a message
to the gaming service provider. The identifying number or
information used to determine location may be country-specific,
state-specific, town-specific, or specific to some other definable
boundaries.
[0051] In connection with any of the location determination
methods, the gaming system may periodically update the location
determination information. This may be done, for example, during a
gaming session, at pre-defined time intervals to ensure that
movement of the gaming communication device to an unauthorized area
is detected during play, and not just upon login or initial
access.
[0052] Thus, depending on the location determination technology
being used, the decision whether to permit or prohibit a gaming
activity may be made at the gaming communication device, at the
gaming server, or at any of the components of the telecommunication
network being used to transmit information between the gaming
communication device and the gaming server (such as at a base
station, for example).
[0053] An aspect of the private wireless network related to
preventing gaming in unauthorized areas is the placement of
sensors, such as Radio Frequency Identification (RFID) sensors on
the gaming communication devices. The sensors trigger alarms if
users take the devices outside the approved gaming areas. Further,
the devices may be "tethered" to immovable objects. Users might
simply log in to such devices using their ID and password.
[0054] In connection with FIG. 6, an example embodiment of a method
according to the present invention can be described as follows. As
discussed, software is preferably loaded on a gaming communication
device and is operable to receive input data for gaming. The input
data may originate at associated gaming software resident on the
gaming server, or it may be input by the user of the gaming
communication device. The software on the device is operable to
present a representation of a gaming environment. This can include,
among other things, a representation of a table game such as a
blackjack table or a slot machine. Other examples of the
representation of a gaming environment include graphical
representations of any of the other applications described
herein.
[0055] In the example method shown in FIG. 6, in a first step 602,
the gaming communication device is activated. This may take place
as a function of turning on a phone, PDA, or other communication
device as described elsewhere herein. Preferably, activation
comprises connecting the gaming communication device to a private
data network. Part of the activation includes logging in at a
prompt. This may be considered as a first level of authentication
of a user of the gaming communication device. A second level of
user authentication comprises authentication of the gaming
communication device itself. This may occur, for example, by
authentication of a mobile station by a mobile carrier. A third
level of user identification may comprise biometrics. Various
examples of biometrics may include, but are not limited to,
fingerprint identification, photo identification, retina scanning,
voice print matching, etc.
[0056] In a next step 604, the user is presented with the gaming
environment. The gaming environment may be presented in various
stages. For instance, in a first stage, the gaming environment may
comprise a casino lobby where the user is presented with certain
gaming options including, for example, table games, slots, sports
book, video poker, and a casino cashier. In a subsequent stage, the
user may be presented with optional instances of the type of
activity selected from the casino lobby.
[0057] In a next step 606, the user selects an activity, such as a
particular casino table game. In step 608, the user is presented
with one or more options related to the selected activity. In step
610, the user selects an option. For instance, at this point, the
user might place a wager, draw a card, select a restaurant or
restaurant menu item, select a news source or a news story, place a
buy or sell order on a financial exchange, place a bet on a certain
box office performance over/under amount for a given movie, etc.
The options for user input are myriad. In step 612, the software
resident on the gaming communication device accepts the option
input by the user and transmits the input data to the software
resident at the gaming server. In step 614, the gaming server
software acts on the input data.
[0058] Actions in this point, may include, without limitation,
determining an outcome and/or amount, accessing another server
and/or software application, retrieving information, preparing a
response to the user, etc. The action of determining an outcome
and/or amount might take place, for example, if the user is using
the device to place wagers in connection with a gambling activity.
For certain gambling activities, such as a table game or slot
machine, a random number generator may be incorporated to determine
the outcome (i.e., whether the user won or lost) and the gaming
server software would also determine an amount won or lost based on
the amount wagered and any applicable odds. The action of accessing
another server and/or software application might occur, for
example, in the event the user is engaging in a services activity
such as accessing news services, making reservations and placing
food and beverage orders at a restaurant, or making a retail
purchase. The action of retrieving information might occur when the
gaming server software is prompted to access another server for the
purpose of retrieving a certain type of information requested by
the user.
[0059] Preferably, the gaming server software prepares a response
to the user's input data and in step 616. In step 618, the user
acknowledges the response. For example, in the case of gambling,
the user might acknowledge that he won a hand of blackjack because
the dealer busted and that his payout was $100 based on a $50 bet
at even odds. In step 620, the user logs out.
[0060] In the situation where the user is gambling, after the
series of steps described in connection with FIG. 6, (or a subset
or modified series of steps), the user physically enters a casino
and goes to a casino cashier for payout and/or settlement (which
can include, for example, extensions of credit or advance
deposits). In one embodiment, there is a waiting period (e.g.,
twenty-four hours) before the user can collect winnings The purpose
of the waiting period is to allow time for fraud monitoring. The
waiting period may depend on the amount of the balance. For
example, if the user is owed less than $5,000 the waiting period
may be twelve hours. If the user is owed between $5,000 and $10,000
the waiting period may be twenty-four hours. If the user is owed
more than $10,000 the waiting period may be forty-eight hours.
[0061] Preferably, data is transmitted back and forth during the
convenience gaming activities between the gaming communication
device and a server controlled by the gaming service provider. An
example of the path of communication is shown in FIG. 7. Gaming
data, such as a wager placed by the user, is transmitted from
gaming communication device 701 to a base station 702 (or a
transmitter in the case of a private wireless network such as a
WiFi or WiMax network). Base station 702 routes the data through
network 703 to a hub or gateway 704, which in turn routes the data
to a gaming server 705 operated by a gaming service provider.
Preferably, the communication from gaming communication device 701
to the network 703 comprises wireless communication. This may be
any type of known wireless communication or any type of wireless
communication available in the future. Examples of acceptable
wireless communication protocols include CDMA, GSM, and GPRS.
[0062] Preferably, the communication from the network 703 to the
gateway 704 and to the server 705 are conducted over secure land
lines. FIG. 7 is an example communication network only and the
present invention should be understood to cover other networks in
which data may be transmitted from gaming communication device 701
to server 705. Preferably, data in response to data being
transmitted from gaming communication device 701 to server 705 is
transmitted back to gaming communication device 701 along a path
essentially opposite to the path of the first transmission. It
should be noted that in at least certain embodiments of the methods
and systems described herein, a user is not actually playing a game
on the gaming communication device. Rather, the user is actually
playing the game on the server controlled by the gaming service
provider, which may be located within a casino.
[0063] With respect to payment and/or receipt of winnings and
losses, one possible approach is as follows. Upon check-in at a
casino hotel, a hotel representative may query a guest as to
whether the guest wants access to a convenience gaming device. If
the guest does want such access, the hotel representative may
provide the guest with a gaming communication device in exchange
for a credit-card type deposit or other deposit. The guest then
deposits money into an account for wireless gaming
[0064] The guest's account balance information is loaded onto the
guest's account file, which is preferably maintained on the gaming
server. The user may load money into his gaming account by
establishing a credit account, for example, at a casino cashier
and/or by paying cash to the casino cashier. Many other
alternatives exist and this process is an example only. Guest
accounts or gaming communication devices may be preloaded with
funds. Funds may be deposited during a convenience gaming session.
This may occur, for example, if a user selected a casino cashier
activity from the gaming environment and instructed the cashier to
add funds to the account. The finance subsystem may also utilize
account card technology (such as ATM cards, credit cards, stored
value cards, gift cards, etc) in order to conduct financial
transactions associated with a user's account. Moreover, the user
may receive or make payments remotely, by way of inputting
instructions via the gaming communication device or by another
remote device such as an automatic teller machine (ATM), which is
in electronic communication with the gaming server or other server
operated by the casino, hotel, gaming service provider or other
entity involved in the convenience gaming activities. For example,
a user might remotely (via the gaming communication device) place
an order at a restaurant. Then, the user might make advance payment
for the meal at an ATM-type machine which is operable to receive
instructions corresponding to the financial transaction
requirements of the convenience gaming activity of ordering
food.
[0065] A unique aspect of the present invention includes
establishing an electronic record of the gaming transactions
undertaken by a user. Preferably, this is accomplished by
utilization of a keystroke log, which is an electronic record of
all keystrokes made by the user. Utilization of a keystroke log in
this context allows for unprecedented monitoring of a user's gaming
activity. In the event of a dispute, one may refer to the keystroke
log and readily determine whether, in fact, a user placed a
particular wager, for example.
[0066] An additional possible aspect of the electronic record is to
allow a gaming control board or other regulatory authority, access
to the electronic record in a direct manner in order to conduct
periodic independent monitoring of the convenience gaming
activities conducted over the system. Another possible aspect is to
allow policing against rigged machines. For instance, it is
possible that the gaming control board (or other regulatory
authority) could obtain a gaming communication device and compare
their test results over time against records in the electronic
record database (e.g., by comparing the results shown in the
keystroke log). This essentially comprises electronic access for
testing.
[0067] In another embodiment of the invention, as shown in FIG. 8,
a ship-based convenience gaming system is provided. The system
preferably comprises passenger vessel 802, such as a cruise liner
for example. The system includes one or more gaming communication
devices 806 connected to a communication network. The network shown
in FIG. 8 comprises a mobile network with base stations 808
connected via a LAN to a base station controller (BSC) 810. BSC 810
is connected via a T1 interface to a first Very Small Aperture
Terminal (VSAT) modem 812, which is in communication with a first
satellite 814. First satellite 814 is operable to transmit and
receive signals from second satellite 814, which is in
communication with second VSAT modem 812. Second VSAT modem 812 is
in communication with a gaming server 818 located at gaming service
provider 816. Gaming server is coupled to gaming database 820.
Again, the network configuration depicted in FIG. 8 is for example
purposes only, and other configurations are within the scope of the
present invention. An on-board back office 822 is preferably
provided. Data is communicated by the on-board VSAT modem and
transmitter to the first satellite for relay to the second
(preferably land-based) VSAT receiver and modem. The data is then
communicated to a server and/or centralized database via a mobile
station controller (not shown).
[0068] A corresponding business model involves the gaming service
provider contracting with a cruise line, which agrees to allow the
gaming service provider to provide coverage throughout the cruise
line's ship(s), by using repeaters for example. The gaming service
provider may provide a private wireless network, in which case any
revenue generated from use of or access to the private wireless
network, and revenue from gaming activities, may be allocated among
all or any subset of the cruise line and the gaming service
provider. Alternatively, the gaming service provider may contract
with a mobile carrier and a satellite provider, in which case
revenue from the mobile calls, and revenue from gaming activities,
may be allocated among all or any subset of the cruise line, the
mobile carrier and the gaming service provider.
[0069] There are several scenarios for a user's activity relative
to transactions conducted over the convenience gaming system. In
one example scenario the user is in a fixed, but remote, location
from the gaming server, which may be located on the premises of a
casino. This may be include, for instance, a situation in which the
gaming communication device is a kiosk or some other communication
device which is in a fixed position or which is tethered to a fixed
position so that the gaming communication device cannot be moved
beyond a certain area. In another example scenario, the user starts
a convenience gaming transaction at a first location and ends the
transaction at a second location different from the first location.
In another example scenario, the user is mobile during a single
convenience gaming transaction. In another example scenario, the
user is mobile within a first approved area then (during the
convenience gaming transaction) the user moves outside the first
approved area, through an unapproved area, to a remote second
approved area.
[0070] In another example embodiment, the convenience gaming system
may be used to enable gaming activities involving multiple wireless
users who interact with one another. For instance, the system may
enable a table game (such as blackjack) in which a first user and a
second user are conducting gaming transactions on the same table
and in which options selected by the first user directly impact
outcomes and options relative to the second user. Preferably, the
gaming environment presented on the gaming communication devices of
both the first and second users will indicate the existence and
activity of the other respective user. Another example of multiple
users interacting on the convenience gaming system is the provision
of a poker game in which users place bets against one another
instead of, or in addition to, placing bets against the house.
Another example of interaction between users is when a first user
makes restaurant reservations or purchases event tickets, thereby
reducing the options available to the second user.
[0071] Preferably, the gaming service provider provides at least
the following functions. First the gaming service provider provides
and controls the one or more gaming servers. These servers may be
physically located within the confines of the gaming service
provider or may exist at a remote location. As mentioned, the
gaming servers may also be located at or near a games provider such
as a casino, casino hotel, racino, cruise ship, race track, etc.
The gaming service provider may also provide monitoring services
such as transaction monitoring and key stroke logging services.
[0072] The gaming service provider may also provide data management
and security services. These services are not intended to be
exhaustive and the gaming service provider may provide other
services which facilitate the convenience gaming process.
[0073] It should be noted that the invention can be implemented in
connection with any gaming environment or an environment for any
other activity, which may be conducted electronically. The
invention is not limited to Nevada or any other particular gaming
jurisdiction. For instance, the invention can be employed in
connection with casinos in Atlantic City, N.J., international
jurisdictions, Native American gaming facilities, and "racinos"
which are race tracks that also have slot machines, video lottery
terminals, or other gambling devices. For example, in connection
with "racinos," the invention might be used by participants who
wish to play slot machine games while they are viewing race horses
in the paddock area. This might be desirable in the event that the
slot machine area does not allow smoking and a participant wishes
to gamble from an outdoor smoking area. Alternatively, the slot
machine area might permit smoking and the gambler wishes to play
the slot machines from an area where he or she can avoid breathing
second-hand smoke. Numerous other scenarios can be envisioned in
which the gaming participant can use the invention to participate
in remote gaming, while enjoying some other primary activity in a
location remote from the gaming facility. Further, the invention is
not limited to gaming, but can include other applications, such as
trading financial instruments, and wagering on other types of
events, such as elections, award events, or any other activity.
[0074] In at least one embodiment, the invention provides
jurisdictional controls, which limit gaming to approved
geographical areas. The invention may also include an age/identity
verification feature. This can be accomplished through any
applicable technique including retina scanning, finger print
identification, voice print matching, or other biometrics. Identity
verification can also be accomplished by having a customer take a
picture of himself (e.g., by use of a digital picture phone) and
transmitting the picture to the gaming service provider for
comparison to a stored picture of the pre-approved user. Identity
verification can also be accomplished by way of comparison of
participant provided data to stored data, and execution of
electronic agreements or contracts by the participant. The
invention may also provide for the logging of keystrokes. In at
least one embodiment, all communications are accomplished without
accessing the Internet.
[0075] Mobile, remote gaming may be desirable for many reasons,
some of which have already been described. The invention may allow
supplementation of existing in-house gaming revenue by allowing
bettors to place bets while enjoying other leisure activities such
as golf, swimming, dining and shows. The invention may complement
the new coinless wagering environment as bettors can play their
favorite games outside the casino. The invention provides a
high-speed, reliable, accurate, and secure mobile gaming
environment that complies with regulatory requirements for
identification and location verification of the bettor with the
ability to generate key stroke logs. The invention may restrict
unauthorized usage from a geographic perspective and is capable of
implementation using location verification technology (e.g.,
geo-fencing) to conform the gaming activities to legal
parameters.
[0076] Consumers may benefit from an increased choice of gaming
environments. Consumers will be able to bet in whatever
surroundings they prefer, benefiting from the knowledge that the
product is regulated, fair and secure while enjoying the gaming
experience at the speed they choose without external influences,
such as that which might occur within the in-house casino
environment. The gaming businesses can use the invention to
increase their revenue base through a new, regulated, mobile,
remote channel Customers wanting to be entertained during downtime
or outside a casino will be able to play games on their gaming
communication device and customers intimidated by a traditional
casino environment will be able to play in private. The gaming
jurisdictions may benefit from an increase in gaming an ancillary
revenue growth because customers will have a more enjoyable
experience.
[0077] The invention may also be used to deliver content at an
increased speed compared to traditional telecommunications systems.
The content may include, for example, live reports, entertainment,
news, promotions and advertising.
[0078] As mentioned, the invention provides a mobile gaming
environment that complies with regulatory requirements for
identification and location verification of the bettor. Moreover,
the system is designed to be one hundred percent "clean" from a
regulatory perspective. The software is clean in that it has not
been and will not be licensed to anyone who does business illegally
or otherwise operates in a "gray" area. For example, in a preferred
embodiment, the software is not licensed to an entity that will
illegally operate the software, or otherwise illegally do business
on, the Internet. This may be desirable in that certain gaming
jurisdictions will not grant gaming permits or licenses to
companies that do business with, or license technology to or from,
other entities known to be engaging in illegal operations.
[0079] Preferably, the system is designed such that the gaming
software (or other application software operating on the system) is
also one hundred percent clean from a regulatory perspective. For
instance, before granting a license, a gaming jurisdiction may
require that the software being used is not tainted in that it has
not been used by the license applicant in violation of any laws and
has not been licensed or otherwise distributed or disseminated to
others who have used the software for illegal purposes, or who have
been engaging in illegal activity. Therefore, it is preferred that
the gaming software be clean and untainted from this
perspective.
[0080] The systems and methods described herein may also be used to
deliver and/or access "Rich Media" content such as, for example,
sports video (live or nearly live) and audio commentary. Such may
often only be distributed within specific jurisdictions. Therefore,
the distribution may benefit from the inventive aspects discussed
herein, particularly the location verification aspect, such as
geofencing.
[0081] The gaming system and methods described herein may permit,
among other things, pari-mutuel wagering, sports betting, and
dissemination of news and other content. The invention also enables
a casino or other gaming provider to advertise ancillary services
such as shows, bars, and restaurants. The invention also enables
remote reservations and purchases in connection with such
services.
[0082] According to an embodiment of the invention, the convenience
gaming system provides for the dissemination of real-time odds to
users accessing the system.
[0083] In another embodiment, an outcome in one transaction can
trigger the presentation to the user of options for a second
transaction. For example, if a user wins a predetermined amount of
money playing blackjack, the user might be presented with an option
to purchase retail items at a casino store or to make reservations
for certain services at a club. As another example, if a user uses
the system to purchase show tickets, the user might be offered to
make reservations at one of several restaurants within a certain
proximity to the show.
[0084] Although this disclosure has been described in terms of
certain embodiments and generally associated methods, alterations
and permutations of these embodiments and methods will be apparent
to those skilled in the art. Accordingly, the above description of
example embodiments does not define or constrain this disclosure.
Other changes, substitutions, and alterations are also possible
without departing from the spirit and scope of this disclosure.
* * * * *