U.S. patent application number 13/539260 was filed with the patent office on 2013-01-10 for group play invitation method for online slots game.
Invention is credited to Geoffrey M. GELMAN, James A. JORASCH, Steven M. SANTISI, Daniel E. TEDESCO, Stephen C. TULLEY, Jay S. WALKER, David F. ZUCKER.
Application Number | 20130012293 13/539260 |
Document ID | / |
Family ID | 29251174 |
Filed Date | 2013-01-10 |
United States Patent
Application |
20130012293 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
January 10, 2013 |
Group Play Invitation Method for Online Slots Game
Abstract
Methods for initiating group play of an online slots game is
provided. One method includes receiving, from a first gaming device
associated with a first user, a request to initiate group play of
the online slots game with a second user. The method also includes
generating a message, the message identifying the first user and
defining a response mechanism for joining the group play of the
online slots game. The method then transmits the message to a
second gaming device associated with the second user. The method
provides for social interaction and social play between players,
while playing the online game.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; JORASCH; James A.; (Stamford, CT) ;
TEDESCO; Daniel E.; (Huntington, CT) ; TULLEY;
Stephen C.; (Fairfield, CT) ; GELMAN; Geoffrey
M.; (Stamford,, CT) ; ZUCKER; David F.;
(Winnetka, IL) ; SANTISI; Steven M.; (Ridgefield,
CT) |
Family ID: |
29251174 |
Appl. No.: |
13/539260 |
Filed: |
June 29, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13283691 |
Oct 28, 2011 |
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13539260 |
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11675144 |
Feb 15, 2007 |
8047909 |
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13283691 |
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10414934 |
Apr 15, 2003 |
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11675144 |
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10254831 |
Sep 25, 2002 |
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10414934 |
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10869975 |
Jun 17, 2004 |
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13283691 |
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10190722 |
Jul 5, 2002 |
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10869975 |
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09793020 |
Feb 26, 2001 |
6503146 |
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10190722 |
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09152402 |
Sep 14, 1998 |
6206782 |
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09793020 |
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10811583 |
Mar 29, 2004 |
7364510 |
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13283691 |
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10067576 |
Feb 6, 2002 |
6712699 |
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10811583 |
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09590021 |
Jun 8, 2000 |
6361441 |
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10067576 |
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09052835 |
Mar 31, 1998 |
6142872 |
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09590021 |
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60374342 |
Apr 19, 2002 |
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60324572 |
Sep 25, 2001 |
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Current U.S.
Class: |
463/20 ; 463/29;
463/42 |
Current CPC
Class: |
G07F 17/3269 20130101;
G07F 17/3281 20130101; G07F 17/3274 20130101; G07F 17/3258
20130101; G07F 17/3276 20130101; G07F 17/3262 20130101; G07F 17/32
20130101; G07F 17/323 20130101; G07F 17/3227 20130101; G07F 17/3244
20130101; H04L 51/04 20130101; G07F 17/34 20130101; G07F 17/3272
20130101 |
Class at
Publication: |
463/20 ; 463/29;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24; A63F 13/00 20060101 A63F013/00 |
Claims
1. A method for initiating group play of an online slots game,
comprising: receiving, from a first gaming device associated with a
first user, a request to initiate group play of the online slots
game with a second user; generating a message, the message
identifying the first user and defining a response mechanism for
joining the group play of the online slots game; and transmitting
the message to a second gaming device associated with the second
user, wherein the method is executed by a processor.
2. The method of claim 1, wherein the request to initiate group
play includes a user identifier associated with the second user;
and wherein the message includes a user identifier associated with
the first user.
3. The method of claim 1, further comprising, identifying a current
session of the online slots game associated with the second user;
and displaying the message in-game during the session of the online
slots game associated with the second user.
4. The method of claim 1, wherein transmitting the message to the
second gaming device includes opening a chat line between the first
user and the second user, and sending the message over the chat
line.
5. The method of claim 1, wherein transmitting the message to the
second gaming device includes sending the message via e-mail to an
e-mail account associated with the second user.
6. The method of claim 1, wherein the response mechanism is defined
by one or more of a button, a selectable area, or a text
prompt.
7. The method of claim 1, wherein one or more of the first gaming
device or the second gaming device is selected from a cellular
phone, a hand-held computer, a touchscreen device, or a personal
digital assistant.
8. A method for initiating group play of an online slots game to
enable socialization among friends during group play, comprising:
receiving, from a first device associated with a first user, a
request to initiate group play of the online slots game with a
second user, the second user being a friend of the first user;
generating a message, the message identifying the first user and
defining a response mechanism for joining the group play of the
online slots game with the first user; transmitting the message to
a second device associated with the second user; and initiating the
online slots game, wherein input from the first user and the second
user is received during execution of the online slots game, the
input including gaming actions to win shared prizes during group
play, the method is executed by a processor.
9. The method of claim 8, wherein the request to initiate group
play includes a user identifier associated with the second user;
and wherein the message includes a user identifier associated with
the first user.
10. The method of claim 8, further comprising, identifying a
current session of the online slots game associated with the second
user; and displaying the message in-game during the session of the
online slots game associated with the second user.
11. The method of claim 8, wherein transmitting the message to the
second gaming device includes enabling chat communication between
the first user and the second user.
12. The method of claim 8, wherein transmitting the message to the
second device includes sending the message via e-mail to an e-mail
account associated with the second user.
13. The method of claim 8, wherein the response mechanism is
defined by one or more of a button, or a selectable area, or a text
prompt, or a screen.
14. The method of claim 8, wherein one or more of the first gaming
device or the second device is selected from a cellular phone, a
hand-held computer, a touchscreen device, or a personal digital
assistant.
15. A method for initiating group play of an online slots game to
enable socialization among friends during group play, comprising:
receiving, from a first hand-held computer associated with a first
user, a request to initiate group play of the online slots game
with a second user, the second user being a friend of the first
user; generating a message, the message identifying the first user
and defining a response mechanism for joining the group play of the
online slots game with the first user; transmitting the message to
a second hand-held computer associated with the second user; and
initiating the online slots game after the second user joins the
online slots game, wherein input from the first user and the second
user is received during execution of the online slots game, the
input including gaming actions to shared prizes during group play,
the method is executed by a processor.
16. The method of claim 15, wherein the request to initiate group
play includes a user identifier associated with the second user;
and wherein the message includes a user identifier associated with
the first user.
17. The method of claim 15, further comprising, identifying a
current session of the online slots game associated with the second
user; and displaying the message in-game during the session of the
online slots game associated with the second user.
18. The method of claim 15, wherein transmitting the message to the
second hand-held computer includes sending the message via e-mail
to an e-mail account associated with the second user.
Description
CLAIM OF PRIORITY
[0001] This application is a continuation of U.S. patent
application Ser. No. 13/283,691 filed Oct. 28, 2011, entitled
"Method and Apparatus for Linked Play Gaming With Combined Outcomes
and Shared Indicia, which is a continuation of U.S. patent
application Ser. No. 11/675,144 filed Feb. 15, 2007, entitled
"Method and Apparatus For Linked Play Gaming With Combined Outcomes
And Shared Indicia", which is a continuation of U.S. patent
application Ser. No. 10/414,934, filed Apr. 15, 2003, published as
U.S. Patent Publication No. 2003/0224852 and now abandoned, which
claims priority to U.S. Provisional Patent Application No.
60/374,342, filed Apr. 19, 2002, entitled "Gaming Device Methods
And Apparatus Employing Combination Play".
[0002] This application is also a continuation-in-part of U.S.
patent application Ser. No. 10/254,831, filed Sep. 25, 2002 and now
abandoned, entitled "Method and Apparatus for Linked Play Gaming",
which claims priority to U.S. Provisional Patent Application No.
60/324,572, filed Sep. 25, 2001, entitled "Linked Play".
[0003] Each of the above-referenced applications is incorporated by
reference herein in its entirety.
[0004] The present application is also is a continuation-in-part of
U.S. patent application Ser. No. 10/869,975, filed Jun. 17, 2004
and now abandoned in the name of Walker et al., entitled "System
and Method for Facilitating Casino Team Play", which is:
[0005] (i) a continuation of U.S. patent application Ser. No.
10/190,722, filed Jul. 5, 2002 and now abandoned in the name of
Walker et al., entitled "System and Method for Facilitating Casino
Team Play", which is
[0006] a continuation of U.S. patent application Ser. No.
09/793,020, filed Feb. 26, 2001 in the name of Walker et al.,
entitled "System and Method for Facilitating Casino Team Play" and
issued Jan. 7, 2003 as U.S. Pat. No. 6,503,146 B2, which is
[0007] a continuation of U.S. patent application Ser. No.
09/152,402, filed Sep. 14, 1998 in the name of Walker et al.,
entitled "System and Method for Facilitating Casino Team Play" and
issued Mar. 27, 2001 as U.S. Pat. No. 6,206,782 B1; and
[0008] (ii) a continuation-in-part of U.S. patent application Ser.
No. 10/811,583, filed Mar. 29, 2004 in the name of Walker et al.
and issued as U.S. Pat. No. 7,364,510 on Apr. 29, 2008 and entitled
"Apparatus and Method for Facilitating Team Play of Slot Machines",
which is
[0009] a continuation-in-part 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", and issued as U.S. Pat. No. 6,712,699 on Mar. 30, 2004,
which is
[0010] a continuation-in-part 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", and
issued as U.S. Pat. No. 6,361,441 on Mar. 26, 2002, which is
[0011] a continuation 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", and
issued as U.S. Pat. No. 6,142,872 on Nov. 7, 2000.
[0012] Each of the above-referenced applications is incorporated by
reference herein in its entirety.
CROSS-REFERENCE TO RELATED APPLICATIONS
[0013] The present application is related to U.S. patent
application Ser. No. 11/680,969 filed Mar. 1, 2007 and now
abandoned, entitled "Method and Apparatus for Linked Play Gaming
With Combined Outcomes And Shared Indicia".
[0014] The present application is related to U.S. patent
application Ser. No. 11/426,700 filed Jun. 27, 2006 and now
abandoned, entitled "Method and Apparatus for Linked Play Gaming
With Combined Outcomes And Shared Indicia".
[0015] The present application is related to U.S. patent
application Ser. No. 11/426,718, filed Jun. 27, 2006 and now
abandoned, entitled "Method and Apparatus for Linked Play Gaming
With Combined Outcomes and Shared Indicia".
[0016] The present application is related to U.S. patent
application Ser. No. 11/426,724, filed Jun. 27, 2006 and now
abandoned, entitled "Method and Apparatus for Linked Play Gaming
With Combined Outcomes and Shared Indicia".
[0017] The present application is related to U.S. patent
application Ser. No. 08/775,388, filed Dec. 30, 1996, entitled
"Method and System for Adapting Gaming Devices To Playing
Preferences," and issued as U.S. Pat. No. 6,110,041 on Aug. 29,
2000.
[0018] The present application is related to U.S. patent
application Ser. No. 09/481,204, filed Jan. 11, 2000, entitled
"Method and System for Adapting Gaming Devices To Playing
Preferences," and issued as U.S. Pat. No. 6,293,866 B1 on Sep. 25,
2001.
[0019] The present application is related to U.S. patent
application Ser. No. 09/962,065, filed Sep. 25, 2001, entitled
"Method and System for Adapting Casino Games to Playing
Preferences," and issued as U.S. Pat. No. 7,033,276 on Apr. 25,
2006.
[0020] The present application is related to U.S. patent
application Ser. No. 09/108,827, filed Jul. 1, 1998, entitled
"Method and Apparatus for Team Play of Slot Machines," and issued
as U.S. Pat. No. 6,312,332 B1 on Nov. 6, 2001.
[0021] The present application is related to U.S. patent
application Ser. No. 09/108,646, filed Jul. 1, 1998, entitled
"Electronic Amusement Device Offering Secondary Game Of Chance and
Method for Operating Same", and issued as U.S. Pat. No. 6,364,765
B1 on Apr. 2, 2002.
[0022] The present application is related to U.S. patent
application Ser. No. 10/029,143, filed Dec. 27, 2001, entitled
"Electronic Amusement Device Offering Secondary Game Of Chance and
Method for Operating Same", and issued as U.S. Pat. No. 6,692,353
B2 on Feb. 17, 2002.
[0023] Each of the above-referenced applications is incorporated by
reference herein in its entirety.
FIELD OF THE INVENTION
[0024] The present invention relates to methods and apparatus for
groups of people to play games together. More specifically, the
present invention relates to facilitating linked gaming between two
or more players.
BACKGROUND
[0025] There are currently over 500,000 slot machines in operation
that generate more than $15 billion in annual revenue for United
States casinos. Most casinos generate more than half of their
gaming revenues from slot machines and some individual casinos
offer three or four thousand slot machines at a single location. In
fact, two different casinos in Connecticut each provide over six
thousand gaming devices for players.
[0026] Popular casino games such as craps and blackjack offer a
social experience. In fact, one reason these games are popular is
that people at the same table tend to win and lose together as a
group. Such games create a team spirit, pitting the gamblers at the
table against the casino. People enjoy such shared experiences and
thus tend to travel to casinos in groups, such as a husband and
wife, groups of co-workers, and groups of friends. In contrast to
craps and blackjack however, for some players, slot machine gaming
may be an isolating experience. What is needed are systems and
methods that facilitate a more social experience while playing
gaming devices, particularly for groups of players.
BRIEF DESCRIPTION OF THE DRAWINGS
[0027] FIG. 1A is a block diagram illustrating an example system
according to some embodiments of the present invention.
[0028] FIG. 1B is a block diagram illustrating an alternative
example system according to some embodiments of the present
invention.
[0029] FIG. 2 is a block diagram illustrating an example of the
details of a casino server 102 as depicted in FIGS. 1A and 1B
according to some embodiments of the present invention.
[0030] FIG. 3 is a block diagram illustrating an example of the
details of a gaming device 104 as depicted in FIGS. 1A and 1B
according to some embodiments of the present invention.
[0031] FIG. 4 is a diagram illustrating an example of the external
appearance of a gaming device 104 as depicted in FIGS. 1A and 1B
according to some embodiments of the present invention.
[0032] FIG. 5 is a diagram illustrating an example of the external
appearance of a gaming device 106 as depicted in FIGS. 1A and 1B
according to some embodiments of the present invention.
[0033] FIG. 6 is a diagram illustrating an example of the external
appearance of a gaming device 108 as depicted in FIGS. 1A and 1B
according to some embodiments of the present invention.
[0034] FIG. 7 is a drawing illustrating an example of a first
gaming device display screen as it may be used on a gaming device
104 according to some embodiments of the present invention.
[0035] FIG. 8 is a drawing illustrating an example of a second
gaming device display screen as it may be used on a gaming device
104 according to some embodiments of the present invention.
[0036] FIG. 9 is a drawing illustrating an example of a third
gaming device display screen as it may be used on a gaming device
104 according to some embodiments of the present invention.
[0037] FIG. 10 is a drawing illustrating an example of a fourth
gaming device display screen as it may be used on a gaming device
104 according to some embodiments of the present invention.
[0038] FIG. 11 is a table illustrating an example data structure of
an example user database 208 as depicted in FIG. 2 for use in some
embodiments of the present invention.
[0039] FIG. 12 is a table illustrating an example data structure of
an example group database 210 as depicted in FIG. 2 for use in some
embodiments of the present invention.
[0040] FIG. 13 is a table illustrating an example data structure of
an example group session database 212 as depicted in FIG. 2 for use
in some embodiments of the present invention.
[0041] FIG. 14 is a table illustrating an example data structure of
an example current session database 214 as depicted in FIG. 2 for
use in some embodiments of the present invention.
[0042] FIG. 15 is a flow diagram illustrating an exemplary process
for facilitating linked play gaming according to and for use in
some embodiments of the present invention.
DETAILED DESCRIPTION
[0043] The invention overcomes the above and other drawbacks of the
prior art by allowing people to gamble as a group against a casino
or each other. In some embodiments of the present invention, group
members' individual gambling outcomes are combined into a group
outcome. The group outcome is then matched against a set of
criteria for beating the casino. If the group outcome meets the set
of criteria, then the group receives a reward. In some embodiments,
the reward is provided to the whole group, whereas in other
embodiments, the reward is shared only among particular group
members. As the group members generate their individual outcomes,
they may communicate with one another, sharing in the excitement or
disappointment of each other's outcomes, and sharing advice for
games with skill or player-choice components. If the group wins,
all members feel group satisfaction. Even if the group does not
win, the shared experience of near misses is fun for the group. In
any event, group competition provides casino patrons with a much
more social experience than is typically had at a casino. Group
play encourages people to remain at the casino until the group's
competition has been completed. With group play, people will
encourage more friends to accompany them to a casino so as to fill
a group roster. The casino therefore benefits from increased
gambling activity.
[0044] There are many possible group formats. Instead of competing
together against the casino, group members may compete against one
another. Two or more group members may make a bet as to who will
have the best gambling results for a session. The casino holds the
bets from each group member, and gives the bets to the group member
who had the best performance at the end of the gambling session.
Another group format links group members' outcomes in some way. For
instance, if two group members both receive an outcome of
"orange-orange-orange" at almost the same time, then the two group
members win a bonus prize in addition to the payout for
"orange-orange-orange". Still another group format allows all group
members to share in each other's winnings and losses. With this
format, group members mitigate the risk of sustaining large losses
themselves and get to share in the luck of other group members. In
yet another format, a group has its own progressive prize. Each
group member's wagers contribute to the progressive prize and only
group members are eligible to win the progressive prize. There are
many other possible group formats.
[0045] Group play is applicable to gamblers at a casino and to
remote gamblers playing on the Internet and/or via the telephone.
Group play may be facilitated by a casino server. The casino server
receives user information from a gaming device, personal computer,
or other input device. In addition, the casino server receives
information describing the groups the users would like to form or
to join. The casino server stores information about a group's
format, including any entry fee group members are required to pay,
the amount of money group members may be required to wager as part
of the group, the length of the group's gambling session, and so
on. The casino server also stores information about the group's
objective, including the criteria the group is required to satisfy
in order to win a prize, and the nature of the prize itself. The
casino server may additionally store information about who belongs
to a particular group. The casino server may then track the
gambling results of the individual group members, and aggregate the
results into a group result or outcome. At the end of a group's
gambling session, or at any appropriate point in time, the casino
server may determine whether the group or group members have met
the group's objective, and if they have, may instruct group
members' gaming devices to award prizes accordingly.
[0046] Applicants have recognized that a need exists for systems
and methods that provide users with a social experience while
playing gaming devices. One particular benefit to users of
embodiments of the present invention is that users are able to
experience more interaction among people at a casino then they
typically would playing conventional slot machines. This changes
gambling, particularly gambling at slot machines, from an isolating
experience into a dynamic social and exciting experience. Group
play also provides opportunities to win much larger prizes than
would otherwise be possible while at the same time, group play may
allow people to reduce their risks of large losses and to share in
the luck of others.
[0047] From a casino's perspective, the present invention provides
a number of benefits. People who have joined a group are likely to
gamble at a casino at least for the duration of the group's
session. Therefore, groups provide a means for a casino to ensure
receipt of a certain amount of customer business. In addition,
awarding prizes for group performance provides an alternative
channel for distributing casino hotel rooms, show tickets, meals,
and merchandise. A casino may profitably give away to groups
anything it cannot sell through standard channels. Further, people
will encourage friends or relatives to accompany them to a casino
so as to form a group. Casinos will therefore benefit from
increased patronage. Also, group play increases people's enjoyment
of gambling by adding elements of shared experience, team pride
and/or competition. Thus, people who enjoy the experience of
gambling are likely to gamble for longer periods of time when
gambling in groups.
[0048] With these and other advantages and features of the
invention that will become hereinafter apparent, the nature of the
invention may be more clearly understood by reference to the
following detailed description of the invention, the appended
claims and to the several drawings included herein.
[0049] In the following description, reference is made to the
accompanying drawings that form a part hereof, and in which is
shown, by way of illustration, specific embodiments in which the
invention may be practiced. These embodiments are described in
sufficient detail to enable those skilled in the art to practice
the invention, and it is to be understood that other embodiments
may be utilized and that structural, logical, software, and
electrical changes may be made without departing from the scope of
the present invention. The following description is, therefore, not
to be taken in a limited sense, and the scope of the present
invention is defined by the appended claims.
A. TERMS
[0050] Throughout the description that follows and unless otherwise
specified, the following terms may include and/or encompass the
example meanings provided in this section. These terms and
illustrative example meanings are provided to clarify the language
selected to describe embodiments of the invention both in the
specification and in the appended claims.
[0051] The terms "products," "goods," "merchandise," and "services"
shall be synonymous and may refer to anything licensed, leased,
sold, available for sale, available for lease, available for
licensing, and/or offered or presented for sale, lease, or
licensing including packages of products, subscriptions to
products, contracts, information, services, and intangibles.
[0052] The term "merchant" may refer to an entity who may offer to
sell, lease, and/or license one or more products to a consumer (for
the consumer or on behalf of another) or to other merchants. For
example, merchants may include sales channels, individuals,
companies, manufacturers, distributors, direct sellers, re-sellers,
and/or retailers. Merchants may transact out of buildings including
stores, outlets, malls, casinos, and warehouses, and/or they may
transact via any number of additional methods including mail order
catalogs, vending machines, online web sites, and/or via telephone
marketing. Note that a producer or manufacturer may choose not to
sell to customers directly and in such a case, a retailer may serve
as the manufacturer's or producer's sales channel.
[0053] The terms "player" and "user" shall be synonymous and may
refer to any person or entity that operates a user device, a gaming
device, and/or a user terminal.
[0054] The term "gaming device" may refer to any electrical,
mechanical, electro-mechanical and/or other device that may accept
a wager, may follow a process to generate an outcome, and may pay
winnings based on the outcome. The outcome may be randomly
generated, as with a slot machine; may be generated through a
combination of randomness and user skill, as with video poker; or
may be generated entirely through user skill A gaming device may
include any gaming machine and/or system, including slot machines,
video poker machines, video bingo machines, video roulette
machines, video keno machines, video blackjack machines, arcade
games, video games, pinball machines, skill crane machines, video
lottery terminals, online gaming systems, sports betting machines,
game consoles, personal computers logged into online gaming sites,
etc. Gaming devices may or may not be owned and/or maintained by a
casino and/or may or may not exist within a casino location.
[0055] The term "casino" may refer to the owner of gaming devices,
owners' agents, and/or any entity who may profit from players' use
of the gaming devices.
[0056] The term "casino location" may refer to the physical
geographic site, complex, or building where gaming devices owned
and/or operated by a casino are located. In the case of an online
casino, casino location may refer to the address (e.g. the uniform
resource locator (URL)) of the online casino's Web site or
facility.
[0057] The terms "handle pull" and "spin" shall be synonymous and
may refer to a single play at a gaming device. In some embodiments,
a handle pull may refer to a single complete game (or hand) or in
other embodiments, the term may refer to a play related to a single
wager. For example, in video blackjack, a user might play a single
game in which he splits a pair of sevens, requiring an additional
wager. This single game may be considered to include one or
multiple handle pulls in different embodiments.
[0058] The terms "server" and "casino server" shall be synonymous
and may refer to any device that may communicate with one or more
gaming devices, one or more third-party servers, one or more remote
controllers, one or more player devices, and/or other network
nodes, and may be capable of relaying communications to and from
each.
[0059] The term "user terminal" and "remote controller" shall be
synonymous and may refer to any device that may communicate with
one or more casino servers, one or more gaming devices, one or more
third-party service provider servers, one or more player devices,
and/or other network nodes. User terminals may, for example,
include personal computers, laptop computers, handheld computers,
telephones, kiosks, automated teller machines, gaming devices, game
consoles, and/or vending machines. They may include facilities to
support secure communications using encryption or the like.
[0060] The terms "player device" and "user device" shall be
synonymous and may refer to any device owned or used by a user or
consumer capable of accessing and/or displaying online and/or
offline content. Player devices may communicate with one or more
casino servers, one or more gaming devices, one or more third-party
service provider servers, one or more user terminals, and/or other
network nodes. In some embodiments, player devices may, for
example, include gaming devices, personal computers, personal
digital assistants, point-of-sale terminals, point of display
terminals, kiosks, telephones, cellular phones, automated teller
machines (ATMs), pagers, and combinations of such devices.
[0061] The term "input device" may refer to a device that is used
to receive an input. An input device may communicate with or be
part of another device (e.g. a point of sale terminal, a point of
display terminal, a user terminal, a server, a player device, a
gaming device, a controller, etc.). Some examples of input devices
include: a bar-code scanner, a magnetic stripe reader, a computer
keyboard, a point-of-sale terminal keypad, a touchscreen, a
microphone, an infrared sensor, a sonic ranger, a computer port, a
video camera, a motion detector, a digital camera, a network card,
a universal serial bus (USB) port, a GPS receiver, a radio
frequency identification (RFID) receiver, a RF receiver, a
thermometer, a pressure sensor, and a weight scale.
[0062] The term "output device" may refer to a device that is used
to output information. An output device may communicate with or be
part of another device (e.g. a gaming device, a point of sale
terminal, a point of display terminal, a player device, a casino
device, a controller, etc.). Possible output devices include: a
cathode ray tube (CRT) monitor, liquid crystal display (LCD)
screen, light emitting diode (LED) screen, a printer, an audio
speaker, an infra-red transmitter, a radio transmitter.
[0063] The term "I/O device" may refer to any combination of input
and/or output devices.
[0064] The term "frequent shopper card" may refer to a device that
may be capable of identifying and/or storing information about a
consumer/player who is a shopper. This information may include
identifying information and shopping history information. The
frequent shopper card may be machine readable, for example, by a
POS terminal. According to some embodiments of the present
invention, a frequent shopper card may store player and/or group
membership and/or group format information.
[0065] The term "player tracking card" may refer to a device that
may be capable of identifying and/or storing information about a
consumer who is a casino player. Typically player tracking cards
may be accessed by gaming devices and magnetic card readers
operated by casino staff. The information stored on the player
tracking card may include identifying information, as well as
financial information, such as a number of gambling credits
remaining. The card may be machine readable, for example, by a
gaming device. According to some embodiments of the present
invention, a player tracking card may store player and/or group
membership and/or group format information.
[0066] The terms "ATM card" and "automatic teller machine card"
shall be synonymous and may refer to a device that may be capable
of identifying and/or storing information about a consumer/player
who is a bank customer. This information may include identifying
information and bank account information. The ATM card may be
machine readable, for example, by an automated teller machine.
According to some embodiments of the present invention, an ATM card
may store player and/or group membership and/or group format
information.
[0067] The term "gross winnings" may refer to a user's (or group's)
total winnings for a session or time period, without regard to the
amounts wagered during the session.
[0068] The term "net winnings" may refer to a user's (or group's)
total winnings for a session or time period, less the total amount
wagered during that time period.
[0069] The term "group format" may refer to a set of rules or
guidelines a group and its members are required to follow to be
eligible for a prize as a group member. The group format may
include, for example, a specification of: the gaming devices at
which group members are required to wager, the total amount of
money group members are required to wager, the total amount of
money group members are required to contribute to a common pool,
the length of a group session, the number of people who may join
the group, what happens if a group member leaves the group, and/or
the way in which any prize will be distributed among the group
members.
[0070] The term "group objective" may refer to a prize and a set of
criteria a group may be required to meet in order to win the prize.
The group objective may include a specification of some or all of
the group format. Examples of the criteria may include: having the
group's aggregate net winnings exceeding a certain threshold,
having two or more group members attain an outcome simultaneously,
having each person in the group win a certain amount, etc. In
embodiments where group members compete with one another, the
criteria may be criteria for each individual group member. For
example, the criteria may include beating the other members of the
group. Prizes, for example, may include cash, gambling tokens,
discounted hotel rooms, discounted meals, discounted show tickets,
free handle pulls at a gaming device, etc.
[0071] The terms "playing group," "linked group," "linked play
group," and "play group" shall be synonymous and may refer to a
group of people whose play at a physical or on-line casino is
linked in some way. For example, the members of a group may be
linked in that they have each agreed to split a prize if the
group's gross winnings exceed a certain amount or in that they earn
a prize for each generating the same outcome on different gaming
devices within a certain time period. In some embodiments, a
playing group may form at the request of a user. Alternatively, a
group may form when the casino server 102 prompts two or more users
to join. In addition to having their gambling results intertwined,
in some embodiments, playing group members may also communicate
with one another and may participate in other group activities,
such as group lunches, award ceremonies, and outings.
[0072] The terms "linked play session" and "group play session"
shall be synonymous and may refer to any period of time or a number
of handle pulls during which group members' outcomes count towards
a group objective.
B. SYSTEM
[0073] An example embodiment of the system 100A of the present
invention is depicted in FIG. 1A. The system 100A according to some
embodiments of the present invention may include a casino server
102 (an example of which is depicted in FIG. 2) in one or two-way
communication with one or more gaming devices 104, 106, 108 (an
example of which is depicted in FIG. 3) via a network such as, for
example, the Internet or via another communications link. Although
not pictured, other casino devices besides gaming devices 104, 106,
108 may be connected to the casino server 102. Likewise, servers of
other casinos and other establishments may be in direct or indirect
communication with the casino server 102.
[0074] In operation, the casino server 102 may function under the
control of a casino, a merchant, or other entity that may also
control use of the gaming devices 104, 106, 108. For example, the
casino server 102 may be a server in a merchant's network. In some
embodiments, the casino server 102 may also be a merchant's
server.
[0075] Referring to FIG. 1B, an alternative system 100B according
to some other embodiments of the present invention further includes
one or more third-party servers 110. A third-party server 110 may
also be in one or two-way communication with the casino server 102.
However, as shown in the embodiment depicted in FIG. 1B, the
third-party server 110 may be disposed between the casino server
102 and gaming devices 112, 114. Alternatively (not pictured), the
third-party server 110 may be disposed between the casino server
102 and casino servers of other casinos.
[0076] The primary difference between the two alternative
embodiments depicted in FIGS. 1A and 1B is that the embodiment of
FIG. 1B includes the third-party server 110 which may be operable
by an entity distinct and/or physically remote from the entity
operating the casino server 102. In operation, the third-party
server 110 may perform the methods of the present invention by
sending signals to the casino server 102 to be relayed to the
gaming devices 104, 106, 108. For example, a marketing company may
operate the third-party server 110 to create gaming competitions
between players at gaming devices 112, 114 outside a casino and at
gaming devices 104, 106, 108 inside the casino or, more simply, to
facilitate linked play on behalf of the casino in which a casino
server 102 is used to control gaming devices 104, 106, 108. In the
embodiment of FIG. 1A, the functions of the third-party server 110
may be consolidated into the casino server 102.
[0077] An additional difference between these two embodiments
relates to the physical topology of the systems 100A and 100B. In
both of the depicted embodiments, each node may securely
communicate with every other node in the system 100A, 100B via, for
example, a virtual private network (VPN). Thus, all nodes may be
logically connected. However, the embodiment depicted in FIG. 1B
allows the third-party server 110 to optionally serve as a single
gateway between the nodes 102, 104, 106, 108 that will typically be
under the control of a casino (and players within the casinos'
location) and the other nodes in the system 100B, i.e. nodes 112,
114 that may be operated by players outside of the casinos'
location. In some embodiments of the present invention, the
centralization, security, and control that naturally results from
this topology is useful in operating, maintaining, and monitoring
use of the system.
[0078] In both embodiments pictured in FIGS. 1A and 1B,
communication between the casino server 102, the gaming devices
104, 106, 108, (112, 114), and/or the third-party server 110, may
be direct and/or via a network such as the Internet.
[0079] Referring to both FIGS. 1A and 1B, each of the casino server
102, (the third-party server 110 of FIG. 1B), and the gaming
devices 104, 106, 108, (112, 114) may comprise, for example,
computers, such as those based on the Intel.RTM.Pentium.RTM.
processor, that are adapted to communicate with each other. Any
number of third-party servers 110, external casino servers (not
pictured), and/or gaming devices 104, 106, 108, (112, 114) may be
in direct or indirect, one or two-way communication with the casino
server 102. The third-party server 110, the casino server 102,
and/or the gaming devices 104, 106, 108, (112, 114) may each be
physically proximate to each other or geographically remote from
each other. The third-party server 110, the casino server 102,
and/or the gaming devices 104, 106, 108, (112, 114) may each
include input devices and output devices.
[0080] As indicated above, communication between the casino server
102, the third-party server 110, and the gaming devices 104, 106,
108, (112, 114) may be direct or indirect, such as over an Internet
Protocol (IP) network such as the Internet, an intranet, or an
extranet through a web site maintained by the casino server 102
(and/or the third-party server 110) on a remote server or over an
online data network including commercial on-line service providers,
bulletin board systems, routers, gateways, and the like. In some
embodiments, the nodes may communicate with each other over local
area networks including Ethernet, Token Ring, FDDI Full Duplex
Technology (FFDT), and the like, radio frequency communications,
infrared communications, microwave communications, cable television
systems, satellite links, Wide Area Networks (WAN), Asynchronous
Transfer Mode (ATM) networks, Public Switched Telephone Network
(PSTN), other wireless networks, and the like.
[0081] Those skilled in the art will understand that devices in
communication with each other need not be continually transmitting
to each other. On the contrary, such devices need only transmit to
each other as necessary, and may actually refrain from exchanging
data most of the time. For example, a device in communication with
another device via the Internet may not transmit data to the other
device for weeks or months at a time.
[0082] The casino server 102 (and/or the third-party server 110)
may function as a "Web server" that presents and/or generates Web
pages which are documents stored on Internet-connected computers
accessible via the World Wide Web using protocols such as, e.g.,
the hyper-text transfer protocol ("HTTP"). Such documents typically
include one or more hyper-text markup language ("HTML") files,
associated graphics, and script files. A Web server allows
communication with the casino server 102 in a manner known in the
art. The gaming devices 104, 106, 108, (112, 114) may use a web
browser, such as NAVIGATOR.RTM. published by NETSCAPE.RTM. for
accessing HTML forms generated or maintained by or on behalf of the
casino server 102 and/or the third-party server 110.
[0083] As indicated above, any or all of the casino server 102, the
third-party server 110, and/or the gaming devices 104, 106, 108,
(112, 114) may include or be part of, e.g., processor based cash
registers, telephones, interactive voice response (IVR) systems
such as the ML400-IVR designed by MISSING LINK INTERACTIVE VOICE
RESPONSE SYSTEMS, cellular/wireless phones, vending machines,
pagers, gaming devices including slot machines, personal computers,
portable types of computers, such as a laptop computer, a wearable
computer, a palm-top computer, a hand-held computer, a smart card,
and/or a Personal Digital Assistant ("PDA"). Further details of the
casino server 102, the third-party server 110, and the gaming
devices 104, 106, 108, (112, 114) are provided below with respect
to FIGS. 2 through 7.
[0084] As indicated above, in some embodiments of the invention,
the casino server 102 (and/or the third-party server 110) may
include gaming devices 104, 106, 108, (112, 114). In addition, the
casino server 102 may communicate with users directly instead of
through the gaming devices 104, 106, 108, (112, 114). Although not
pictured, the casino server 102, the third-party server 110, and/or
the gaming devices 104, 106, 108, (112, 114) may also be in
communication with one or more consumer and/or merchant credit
institutions to effect currency transactions and may do so directly
or via a secure financial network such as the Fedwire network
maintained by the United States Federal Reserve System, the
Automated Clearing House (ACH) Network, the Clearing House
Interbank Payments System (CHIPS), or the like.
[0085] In operation, the gaming devices 104, 106, 108, (112, 114)
and/or the third-party server 110 may exchange information about
the groups, linked play, and/or the individual group members via
the casino server 102. In embodiments with a third-party server
110, the casino server 102 and/or the gaming devices 104, 106, 108,
(112, 114) may exchange information about the groups, linked play,
and/or the individual group members via the third-party server 110.
The gaming devices 104, 106, 108, (112, 114) may for example,
provide information related to group format selections and group
objectives to the casino server 102 (and/or the third-party server
110). The gaming devices 104, 106, 108, (112, 114) may further
provide gambling performance data to the casino server 102 (and/or
the third-party server 110). The casino server 102 (and/or the
third-party server 110) may provide information about group
progress to the players at the gaming devices 104, 106, 108 in the
casino location or to remote gaming devices 112, 114.
C. DEVICES
[0086] FIG. 2 is a block diagram illustrating details of an example
of the casino server 102 of FIGS. 1A and 1B (and/or an example of a
third-party server 110 of FIG. 1B). The casino server 102 is
operative to manage the system 100A, 100B and execute the methods
of the present invention. The casino server 102 may be implemented
as one or more system controllers, one or more dedicated hardware
circuits, one or more appropriately programmed general purpose
computers, or any other similar electronic, mechanical,
electro-mechanical, and/or human operated device. For example, in
FIG. 1B, the casino server 102 is depicted as being in
communication with a third-party server 110. In the embodiment of
FIG. 1B, these two servers may provide the same functions as the
casino server 102 alone in the embodiment of FIG. 1A.
[0087] The casino server 102 (and/or the third-party server 110)
may include a processor 200, such as one or more
Intel.RTM.Pentium.RTM. processors. The processor 200 may include or
be coupled to one or more clocks or timers (not pictured) and one
or more communication ports 202 through which the processor 200
communicates with other devices such as the gaming devices 104,
106, 108, (112, 114) and/or the third-party server 110. The
processor 200 is also in communication with a data storage device
204. The data storage device 204 may include any appropriate
combination of magnetic, optical and/or semiconductor memory, and
may include, for example, additional processors, communication
ports, Random Access Memory ("RAM"), Read-Only Memory ("ROM"), a
compact disc and/or a hard disk. The processor 200 and the storage
device 204 may each be, for example: (i) located entirely within a
single computer or other computing device; or (ii) connected to
each other by a remote communication medium, such as a serial port
cable, a LAN, a telephone line, radio frequency transceiver, a
fiber optic connection or the like. In some embodiments for
example, the casino server 102 may comprise one or more computers
(or processors 200) that are connected to a remote server computer
operative to maintain databases, where the data storage device 204
is comprised of the combination of the remote server computer and
the associated databases.
[0088] The data storage device 204 stores a program 206 for
controlling the processor 200. The processor 200 performs
instructions of the program 206, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The present invention may be
embodied as a computer program 206 developed using an object
oriented language that allows the modeling of complex systems with
modular objects to create abstractions that are representative of
real world, physical objects and their interrelationships. However,
it would be understood by one of ordinary skill in the art that the
invention as described herein can be implemented in many different
ways using a wide range of programming techniques as well as
general purpose hardware systems or dedicated controllers. The
program 206 may be stored in a compressed, uncompiled and/or
encrypted format. The program 206 furthermore may include program
elements that may be generally useful, such as an operating system,
a database management system and device drivers for allowing the
processor 200 to interface with computer peripheral devices.
Appropriate general purpose program elements are known to those
skilled in the art, and need not be described in detail herein.
[0089] Further, the program 206 is operative to execute a number of
invention-specific, objects, modules and/or subroutines which may
include (but are not limited to) one or more routines to identify a
player at a gaming device 104, 106, 108, (112, 114); one or more
routines to receive information about a user; one or more routines
to establish and to provide group objective and/or group format
information to a user at a gaming device 104, 106, 108, (112, 114);
one or more routines to form and register a group and associate
players with the group; one or more routines to store group
members' performance information; one or more routines to
facilitate interaction among group members, one or more routines to
facilitate and control communications between gaming devices 104,
106, 108, (112, 114) and/or a third-party server 110; one or more
routines to terminate linked play; one or more routines to
determine whether group objects were achieved and group formats
were complied with; and/or one or more routines to control
databases or software objects that track information regarding
users, casinos, merchants supplying prizes, other third-parties,
gambling results, group data, gaming devices 104, 106, 108, (112,
114), and awarding prizes. Examples of these routines and their
operation are described in detail below in conjunction with the
flowchart depicted in FIG. 15.
[0090] According to some embodiments of the present invention, the
instructions of the program 206 may be read into a main memory of
the processor 200 from another computer-readable medium, such from
a ROM to a RAM. Execution of sequences of the instructions in the
program 206 causes processor 200 to perform the process steps
described herein. In alternative embodiments, hard-wired circuitry
or integrated circuits may be used in place of, or in combination
with, software instructions for implementation of the processes of
the present invention. Thus, embodiments of the present invention
are not limited to any specific combination of hardware, firmware,
and/or software.
[0091] In addition to the program 206, the storage device 204 is
also operative to store (i) a user database 208, (ii) a group
database 210, (iii) a group session database 212, and (iv) a
current session database 214. The databases 208, 210, 212, 214 are
described in detail below and example structures are depicted with
sample entries in the accompanying figures. As will be understood
by those skilled in the art, the schematic illustrations and
accompanying descriptions of the sample databases presented herein
are exemplary arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by the tables shown. For example, even
though four separate databases are illustrated, the invention could
be practiced effectively using one, two, three, five, or more
functionally equivalent databases. Similarly, the illustrated
entries of the databases represent exemplary information only;
those skilled in the art will understand that the number and
content of the entries can be different from those illustrated
herein. Further, despite the depiction of the databases as tables,
an object-based model could be used to store and manipulate the
data types of the present invention and likewise, object methods or
behaviors can be used to implement the processes of the present
invention. These processes are described below in detail with
respect to FIG. 15.
[0092] Turning to FIG. 3, a block diagram depicting an example a
gaming device 104 may include a processor 300 coupled to a
communications port 302, a data storage device 304 that stores a
gaming device program 306, a display screen 308, a player tracking
card reader 310, and/or a user input device 312. In embodiments in
which, for example, the casino server 102 serves/controls multiple
casinos operated by different entities, a casino may wish to have a
local copy of the portions of the casino server's databases 208,
210, 212, 214 that include entries related to that casino and
exclude other casinos' access to that casino's information. Thus,
in some embodiments of a gaming device 104 according to the present
invention there may be included local copies of some portions of
the databases 208, 210, 212, 214. Such a redundant configuration
may provide enhanced system performance by reducing network
communications. A gaming device program 306 may include one or more
routines to respond to requests from other gaming devices 106, 108,
(112, 114) for group data and performance information. In other
words, a local copy of a portion of the user database (not
pictured) may provide the gaming device program 306 with access to
information about specific players while the local copy of a
portion of the group database (not pictured) may provide access to
the group data. Such a distributed configuration may provide
enhanced system security by allowing different casinos to store and
maintain their own databases. In some embodiments, local copies of
the databases are not stored on the gaming devices 104, 106, 108,
(112, 114) and instead, the gaming device program 306 accesses the
user database 208 and the group database 210 stored and maintained
on the casino server 102. Likewise, in some embodiments, the
databases may only exist on a third-party server 110 and thus, both
the casino server 102 and the gaming devices 104, 106, 108, (112,
114) access the third-party server 110 for the data.
[0093] Turning to FIG. 4, an illustration of an example of the
exterior of a gaming device 104 is provided. A group play
indicia/activation button 400 on a gaming device 104 may include an
arrow or other pointer that permits and/or indicates another gaming
device 106 located adjacent to the first gaming device 104 to
engage in group play with the first gaming device 104. In some
embodiments, the group play indicia/activation button 400 may be
illuminated to indicate that group play is active. Further details
of the use of such features are provided below in conjunction with
a discussion of the methods of the present invention.
[0094] Turning to FIG. 5, an illustration of an additional example
of the exterior of a gaming device 106 is provided. A group play
indicia 500 may include signage that reflects a group play status
of a gaming device 106. In some embodiments, a payout table 504 may
indicate special payouts available for group outcomes. In some
embodiments, the outcomes of other group members' gaming devices
104, 108 (112, 114) may be displayed in a group play display area
502 of the gaming device 106. Along with the remote players'
outcome, other group play information may be displayed in the group
play display area 502. For example, a "time to match" timer 508 may
indicate the amount of time the player of gaming device 106 has to
get the same outcome that another linked group member (in this
example, John) generated. In some embodiments, a gaming device 106
may include a bet button 506 that provides a player means to
activate group play for a particular handle pull. In some
embodiments, a bet button 506 may be used by the player to wager an
amount required for group play and/or to authorize payment of an
entry fee for group play. Further details of the use of such
features are provided below in conjunction with a discussion of the
methods of the present invention.
[0095] Turning to FIG. 6, an illustration of an additional example
of the exterior of a gaming device 108 is provided. As indicated
above, in some embodiments, the outcomes of other group members'
gaming devices 104, 106 (112, 114) may be displayed in a group play
display area 600 of the gaming device 108. As depicted in the
particular video poker-type gaming device 108 of FIG. 6, the
player's outcome display area 604 may include buttons 602 that may
be used by the player to transfer an element of his outcome to
another linked group member. In this way, a gaming device 108
embodying the present invention may be equipped to facilitate group
play. Further details of the use of such an embodiment are provided
below in conjunction with a discussion of the methods of the
present invention.
[0096] Turning to FIG. 7, an example embodiment of a "Competition
Request" dialog box 700 as it may be displayed on the display
screen 308 of a gaming device 104 is depicted. Using information
from the user database 208 and upon detecting a suitable player at
a gaming device 104 using a player tracking card reader 310, in
some embodiments the gaming device 104 may display a dialog box 700
to a player that, for example, says: [0097] Hello Mrs. Jones. Mr.
Henry Jones challenges you to a bet of $15 to see who has the best
results for the next hour. If you accept, we will deduct $15 from
your credits, and hold the $15 for the next hour. If, in the next
hour, you win more in payouts than does Mr. Henry Jones, we will
give back your $15 plus $15 from Mr. Henry Jones. Otherwise, he
will keep your $15. The casino will also provide a buffet comp to
the winner. Press the "Accept" button below to accept. Press
"Decline" to decline. The player may then simply select either the
Accept button 702 or the Decline button 704 to indicate her choice.
The gaming device 104 is further operative to communicate the
player's selection back to the casino server 102 for storage in the
group database 212. In some embodiments, a "Competition Request"
dialog box 700 may be presented to users outside a casino location
operating a user device and/or to users inside a casino location
operating a gaming device 104 (or any appropriate casino device).
In some embodiments, a "Competition Request" dialog box 700 may be
implemented as a Web page generated and/or stored remotely but
viewed locally via a Web browser. Such a Web page may be created by
the casino server 102 program 206 and/or the gaming device 104
program 306. In some embodiments, a "Competition Request" dialog
box 700 may be implemented as a program that executes locally on a
user terminal and/or on a gaming device 104 (or any appropriate
casino device).
[0098] Turning to FIG. 8, an example embodiment of a "Create a
Group for Linked Play" dialog box 800 as it may be displayed on the
display screen 308 of a gaming device 104 is depicted. The
particular example depicted allows a player, a casino, or a third
party to enter information to register a group and choose a group
objective and a group format. In the depicted embodiment,
registering includes responding to a group name prompt 802 by
completing a name input field 804, responding to a group size limit
prompt 806 by completing a size input field 808, and responding to
a potential members' names to invite prompt 810 by completing a
members input field 812.
[0099] In this example, the group objective may be selected by
activating one or more group objective buttons 816, 818, 820 in
response to a group objective prompt 814. The "net winnings" group
objective button 816 may be used to indicate to the system 100A,
100B that the group is to have the objective of achieving a certain
amount of net winnings. The particular amount required by the
casino to win a prize may be determined by the system 100A, 1008
based upon the number of players in the group and the length of the
linked play session.
[0100] The "simultaneous occurrence" group objective button 818 may
be used to indicate to the system 100A, 1008 that the group is to
have the objective of generating a number of identical or
associated outcomes within a defined time period or number of
handle pulls. Again, the particular number of simultaneous
associated outcomes required by the casino to win a prize may be
determined by the system 100A, 1008 based upon the number of
players in the group and the length of the linked play session.
[0101] The "group progressive" group objective button 820 may be
used to indicate to the system 100A, 100B that a portion of each
wager of each group member is to be set aside into a "group
progressive prize" and some predefined rule is to be used to award
the prize to a group member at the end of the linked play session.
In some embodiments, for example, a group progressive prize may be
used to fund the prize for the two group members who receive
identical simultaneous outcomes or the player that contributes the
most to the group's aggregate net winnings score.
[0102] In the particular example of FIG. 8, the linked play session
length may be selected by activating one of the length buttons 824,
826, 828, 830 in response to the session length prompt 822. The
user, casino, and or third-party may then select the Finished
button 832 to signal the gaming device 104 to communicate the
selections back to the casino server 102 for storage in the group
database 212. In some embodiments, a "Create a Group for Linked
Play" dialog box 800 may be presented to users outside a casino
location operating a user device and/or to users inside a casino
location operating a gaming device 104 (or any appropriate casino
device). In some embodiments, a "Create a Group for Linked Play"
dialog box 800 may be implemented as a Web page generated and/or
stored remotely but viewed locally via a Web browser. Such a Web
page may be created by the casino server 102 program 206 and/or the
gaming device 104 program 306. In some embodiments, a "Create a
Group for Linked Play" dialog box 800 may be implemented as a
program that executes locally on a user terminal and/or on a gaming
device 104 (or any appropriate casino device).
[0103] Turning to FIG. 9, an example of a "simultaneous occurrence"
payout table 900 as it may be displayed on the display screen 308
of a gaming device 104 is depicted. Such a payout table 900 may be
used to indicate the potentially large group payouts available to
group members who are engaged in linked play with an objective of
receiving simultaneous associated outcomes. The particular example
table 900 shown includes five columns: (i) an outcome on first
device column 902 that specifies a first outcome; (ii) a payout for
outcome on first device alone column 904 that specifies the number
of tokens awarded for generating the outcome specified in the first
column; (iii) an outcome on second device column 906 that specifies
a second device's outcome; (iv) a payout for outcome on second
device alone column 908 that specifies the number of tokens awarded
for generating the outcome specified in the third column; and (v) a
payout for simultaneous occurrence for the two outcomes column 910
that specifies the number of tokens awarded for two players
independently and simultaneously generating one each of the two
outcomes specified in the first and third columns.
[0104] This type of payout table 900 thus may be used to indicate
associations between outcomes of different machines. For example,
row one creates an association between an "orange-orange-orange"
outcome on a reel slot machine with a "four of a kind" outcome on a
video poker machine. According to the example data in the first
row, if two linked players, one playing a reel slot machine and the
other playing a video poker machine, simultaneously receive an
orange-orange-orange outcome and a four of a kind outcome
respectively, a payout of 200 tokens will be awarded in addition to
the payouts associated with individual outcomes. In some
embodiments, where players may use the same type of machine, the
group objective may be to receive simultaneous identical
outcomes.
[0105] Turning to FIG. 10, an example of a group objective progress
graph 1000 as it may be displayed on the display screen 308 of a
gaming device 104 is depicted. Such a progress graph 1000 may be
used to illustrate group results to individual group members
engaged in linked play with an objective of achieving an aggregate
gross winnings threshold within a defined time period. The
particular example graph 1000 shown indicates that if the group can
maintain their current pace of winnings for the final five minutes
of the linked play session, they will achieve the goal amount and
thus qualify for a group prize. Providing such a representation to
a linked play group may inspire the members to maintain or increase
their pace of wagering to ensure that the group objective is met.
Many alternative graphs, including alternative parameters such as
group net winnings vs. handle pulls, may be used depending on the
group's objective and/or format.
D. DATABASES
[0106] As indicated above, it should be noted that although the
example embodiment depicted in FIG. 2 includes four particular
databases stored in storage device 204, other database arrangements
may be used which would still be in keeping with the spirit and
scope of the present invention. In other words, the present
invention could be implemented using any number of different
database files or data structures, as opposed to the four depicted
in FIG. 2. Further, the individual database files could be stored
on different servers (e.g. located on different storage devices in
different geographic locations, such as on a third-party server
110). Likewise, the programs 206, 306 could also be located
remotely from the storage devices 204, 304 and/or on another
server. As indicated above, the programs 206, 306 may include
instructions for retrieving, manipulating, and storing data in the
databases 208, 210, 212, 214, as may be useful in performing the
methods of the invention as will be further described below.
1. User Database
[0107] Turning to FIG. 11, a tabular representation of an
embodiment of a user database 208 according to some embodiments of
the present invention is illustrated. This particular tabular
representation of a user database 208 includes three sample records
or entries which each include information regarding a particular
user. In some embodiments of the invention, a user database 208 is
used to track such things as player identity, player financial
account information, player demographic information, and player
gambling performance information, as well as linked play preference
information. Those skilled in the art will recognize that such a
user database 208 may include any number of entries or additional
fields.
[0108] The particular tabular representation of a user database 208
depicted in FIG. 11 includes eight fields for each of the entries
or records. The fields may include: (i) a player tracking card
number field 1100 that stores a representation uniquely identifying
the user; (ii) a name field 1102 that stores a representation of
the user's name; (iii) a financial account identifier field 1104
that stores a representation of a bank account number, a credit
card number, or other financial account information needed to
charge an account; (iv) a home address field 1106 that stores a
representation of the player's home address; (v) an email address
field 1108 that stores a representation of the player's email
address; (vi) a demographic field 1110 that stores a representation
of a description of demographic information about the user; (vii) a
desired group characteristics field 1112 that stores a
representation of a description of group characteristics that the
player desires in a group that he would consider joining; and
(viii) a lifetime theoretical win field 1114 that stores a
representation of the casino's theoretical win from that player
since the account was created.
[0109] The example user database 208 depicted in FIG. 11 provides
example data to illustrate the meaning of the information stored in
this database embodiment. A tracking card number 1100 (e.g.
"P111123," "P222234," "P333345") may be used to identify and index
the players listed in the user database 208. Three examples of
player information are provided. "Sam Brown" with credit card
number "1111-1111-1111-1111" is a "male, age 23" who lives at
"Anyplace, USA," has the email address "sbrown@rain.com" and has a
lifetime theoretical win of "$2345," is interested in joining
groups with "quarter slot players." "Linda Jones" with bank account
number "2222-2222-2222-2222" is a "female, age 47" who lives at
"Someplace, USA," has the email address "ljones@shine.com" and has
a lifetime theoretical win of "$765," is only interested in being
in a "group with only P444444." "Margie Smith" with credit card
number "3333-3333-3333-3333" is a "female, age 65" who lives at
"Anywhere, USA," has an email address "margie@east.com" and has a
lifetime theoretical win of "$6100," is interested in joining a
group that includes females over 55."
2. Group Database
[0110] Turning to FIG. 12, a tabular representation of an
embodiment of a group database 210 according to some embodiments of
the present invention is illustrated. This particular tabular
representation of a group database 210 includes four sample records
or entries which each include information regarding a group
registered for linked play. In some embodiments of the invention, a
group database 210 is used to track such things as group members'
identity, the relationship or commonality among members, and the
group sessions, as well as to associate individual players with
their groups. Those skilled in the art will recognize that such a
group database 210 may include any number of entries or additional
fields.
[0111] The particular tabular representation of a group database
210 depicted in FIG. 12 includes four fields for each of the
entries or records. The fields may include: (i) a group identifier
field 1200 that stores a representation uniquely identifying the
group; (ii) a group members list field 1202 that stores a
representation listing the members of the group, wherein the
members are represented by player tracking card numbers that may
serve as pointers into the user database 208 depicted in FIG. 11
and discussed above; (iii) a common characteristics field 1204 that
stores a representation of the relationship or commonality among
members of the group; and (iv) a group sessions field 1206 that
stores a representation listing the linked play sessions the group
has played or will play, wherein the linked play sessions are
represented by session identifiers that may serve as pointers into
the group session database 212 depicted in FIG. 13 and discussed
below.
[0112] The example group database 210 depicted in FIG. 12 provides
example data to illustrate the meaning of the information stored in
this database embodiment. Referring to the first record, group
"G1111" includes players "P222210, P333321" who are members of the
"same family" and have participated in three group sessions:
"S1122, S2233, S3344." Referring to the second record, group
"G2222" includes players "P444432, P555543, P666654, P777765,
P888876" who are "women from Ohio" and have participated in one
group session: "S2211." Referring to the third record, group
"G3333" includes players "P988889, P877778, P766667" who are
"friends" and have participated in four group sessions: "S3333,
S54444, S55555, S6666." Referring to the fourth record, group
"G4444" includes players "P100001, P200002, P300003 . . . P900009"
who do not happen to have particular common characteristics and
have participated in two group sessions: "S7777, S8888."
3. Group Session Database
[0113] Turning to FIG. 13, a tabular representation of an
embodiment of a group session database 212 according to some
embodiments of the present invention is illustrated. This
particular tabular representation of a group session database 212
includes four sample records or entries which each include
information regarding an individual group play session. In some
embodiments of the invention, a group session database 212 is used
to track information descriptive of the participating group (or
groups), the game played, any entry fees, the time of play, the
group's objective, and results. Those skilled in the art will
recognize that such a group session database 212 may include any
number of entries or additional fields.
[0114] The particular tabular representation of a group session
database 212 depicted in FIG. 13 includes nine fields for each of
the entries or records. The fields may include: (i) a session
identifier field 1300 that stores a representation uniquely
identifying a particular group play session; (ii) a group
identifier field 1302 that stores a representation of the group
playing the session wherein the groups are identified using the
same identifiers used in the group database 210 of FIG. 12; (iii) a
game field 1304 that stores a representation of a description of
the game(s) played by the group during the session; (iv) an entry
fee field 1306 that stores a representation of the fee charged to
participate in the session; (v) a session field 1308 that stores a
representation of the times and dates of the session; (vi) an
objective field 1310 that stores a representation of a description
of group objective; (vii) a wager amount field 1312 that stores a
representation of the size of the wager per handle pull that
players are required to bet; (viii) a prize structure field 1314
that stores a representation of a description of one or more prizes
to be awarded to specified group members if the group objective is
met; and (ix) a result field 1316 that stores a representation of
the groups' results.
[0115] The example group database 212 of FIG. 13 provides example
data to illustrate the meaning of the information stored in this
database embodiment. A session identifier 1300 (i.e. "S1122,"
"S2211," "S3333," "S8888") may be used to identify and index linked
play sessions. Referring to the first sample entry, Group "G1111"
(which we happen to know consists of two members of the same family
from the first entry in the group database 210) paid "$20 each" as
an entry fee to play "3-reel slots" competing to achieve the
"highest net winnings" during "10:00 AM-12:00 PM May 9, 2004" on
"$1 per wager machines. "P333321 won 1st" prize which was "$39,"
the entry fee less one dollar.
[0116] Referring to the second sample entry, Group "G2222" (which
we happen to know consists of five women from Ohio based on the
second entry in the group database 210) paid no entry fee to play
"video poker" competing to achieve the "most skillful play" during
"3:30 PM-5:30 PM Jun. 12, 2004 [but]limit[ed to] 50 minutes/hour"
on "$0.25" per wager machines. "P555543 won 1st" prize which was a
"free dinner" and "P666654 won 2nd" prize which was a "free
lunch."
[0117] Referring to the third sample entry, Group "G3333" (which we
happen to know consists of three friends according to the third
entry in the group database 210) paid no entry fee to play "5-reel
slots" attempting to achieve "2 players with simultaneous
payouts>$100" during "2:00 AM-3:00 AM Jul. 9, 2004" on "$1" per
wager machines. The objective was achieved and "P988889 and P877778
split $2000."
[0118] Referring to the fourth sample entry, Group "G4444" paid an
entry fee of "$100 for the group" to play "various" games
attempting to achieve an objective wherein the "group wins $1000 if
[the] number of payouts over $20>300" during sessions held
"Sundays, Sep. 4, 2004-Oct. 2, 2004, limit[ed to] 1 hour/day" on
"$1" per wager machines. Group "G4444" is "in progress" attempting
to achieve the objective.
4. Current Session Database
[0119] Turning now to FIG. 14, a tabular representation of an
embodiment of a current session database 214 according to some
embodiments of the present invention is illustrated. This
particular tabular representation of a current session database 214
includes sample records or entries which each include information
regarding the details of a particular spin in a linked play
session. In some embodiments of the invention, a current session
database 214 may be used by a casino to store each and every
outcome and payout amount of each player in a group engaged in an
active linked play session. Those skilled in the art will recognize
that such a current session database 214 may include any number of
entries or additional fields.
[0120] The particular tabular representation of a current session
database 214 depicted in FIG. 14 includes five fields for each of
the entries or records. In addition, the embodiment depicted
includes three summary fields. The fields may include: (i) a spin
field 1408 that stores a representation uniquely identifying a
handle pull; (ii) a first player outcome field 1410 that stores a
representation that is descriptive of the first player's outcome
for the particular handle pull; (iii) a first player payout field
1412 that stores a representation of the amount the particular
handle pull paid the first player; (iv) a second player outcome
field 1414 that stores a representation that is descriptive of the
second player's outcome for the particular handle pull; and (v) a
second player payout field 1416 that stores a representation of the
amount the particular handle pull paid the second player. Those
skilled in the art will recognize that additional fields may be
added to accommodate additional group members but that the sample
data used in this particular example only required fields for a
two-member group. The summary fields may include (i) a session
field 1400 that stores a representation that uniquely identifies
the session; (ii) a group members field 1402 that includes
sub-fields 1404, 1406 that provide a break-out of the identifiers
of individual group members' player tracking card numbers; and
(iii) net winnings fields for each player 1418, 1420 that each
store a representation of a running total of the respective
player's current net winnings in the session.
[0121] The example current session database 214 depicted in FIG. 14
provides example data to illustrate the meaning of the information
stored in this database embodiment. A session field 1400 (e.g.
S1122) may be used to identify the particular linked play session
being recorded. The "N" outcomes 1410, 1414 (e.g. Bell-Bell-Orange,
Plum-Plum-Bar; Cherry-Cherry-Cherry, Orange-7-Orange; Bar-Plum-7,
Bell-Plum-Orange; and Orange-Bell-Cherry, 7-7-7) and the respective
payout amounts 1412, 1416 (e.g. 0, 10; 20, 0; 0, 0; and 2,100) are
listed in columns under the group members 1402 player tracking card
numbers (e.g. P222210, P333321). Each row of outcomes 1410, 1414
and respective payout amounts 1412, 1416 may be enumerated and
indexed by a spin number 1408 (e.g. 1, 2, 3, N). The net winnings
fields 1418, 1420 (e.g. -30, 45) reflect the current running total
net winnings (or losses) of the group member column 1404, 1406
under which the respective net winnings field appears. Thus, in
this example, after N handle pulls, group member P222210 has lost
30 tokens and group member P333321 has won 45 tokens.
E. PROCESS DESCRIPTIONS
[0122] The system discussed above, including the hardware
components and the databases, are useful to perform the methods of
the invention. However, it should be understood that not all of the
above described components and databases are necessary to perform
any of the present invention's methods. In fact, in some
embodiments, none of the above described system is required to
practice the present invention's methods. The system described
above is an example of a system that would be useful in practicing
the invention's methods. For example, the user database 208
described above with respect to FIG. 11 is useful for tracking
users and information about them, but it is not absolutely
necessary to have such a database in order to perform the methods
of the invention. In other words, the methods described below may
be practiced using, for example, a conventional player tracking
list in conjunction with a casino's conventional accounting
system.
[0123] Referring to FIG. 15, a flow chart is depicted that
represents some embodiments of the present invention that may be
performed by the casino server 102 (FIGS. 1A and 1B), the casino,
an external third-party, and/or an integrated third-party
entity/device such as a third-party server 110. It must be
understood that the particular arrangement of elements in the flow
chart of FIG. 15, as well as the number and order of example steps
of various methods discussed herein, is not meant to imply a fixed
order, sequence, quantity, and/or timing to the steps; embodiments
of the present invention can be practiced in any order, sequence,
and/or timing that is practicable.
[0124] In general terms and referring to FIG. 15, method steps of
an embodiment of the present invention may be summarized as
follows. In Step S1, a casino server 102 may register a playing
group for linked play. In Step S2, a group format and a group
objective may be established. In Step S3, linked play according to
the group format may be initiated on the gaming devices 104, 106,
108, (112, 114). In Step S4, the casino server 102, or another
device, may facilitate interaction between the group members. In
Step S5, the linked play may be terminated according to the group
format. In Step S6, a determination may be made by the casino
server 102 whether the group objective has been achieved and in
Step S7, prizes may be awarded via the gaming devices 104, 106,
108, (112, 114) if the group objective was achieved.
[0125] In the subsections that follow, each of these steps will now
be discussed in greater detail. Note that not all of these steps
are required to perform the method of the present invention and
that additional and/or alternative steps are also discussed below.
Also note that the above general steps represent features of only
some of the embodiments of the present invention and that they may
be combined and/or subdivided in any number of different ways so
that methods of the present invention include more or fewer actual
steps. For example, in some embodiments many additional steps may
be added to update and maintain the databases described above, but
as indicated, it is not necessary to use the above described
databases in all embodiments of the invention. In other words, the
methods of the present invention may contain any number of steps
that are practicable to implement the several different inventive
processes described herein.
1. Registering a Group for Linked Play
[0126] In Step S1, a group is formed and in some embodiments, the
members may be registered with the casino server 102. A playing
group may be any group of people whose gambling results are linked
in some way. For example, each member of a group of five people may
agree to share equally in the winnings or the losses of the group
as a whole. If, at the end of a gambling session, the group members
have won $500 between them, then each member receives $100. In
another example, each member of a playing group may win a large
prize if at least two group members achieve the outcome
"orange-orange-orange" within ten handle pulls of one another. In a
third example, each member of a playing group contributes $10 to a
common pool at the beginning of a gambling session. At the end of
the session, the group member who has won the most gambling wins
the common pool of money. In all of these examples, the money a
group member ultimately wins is influenced by the gambling
performances of other group members, and thus, the play is
linked.
[0127] A typical playing group might include people with a
preexisting relationship. A playing group might include for
example, a husband and wife, several college friends, people
belonging to the same business group, and so on. In some
embodiments, a group could just as well include people who do not
know each other. However, even members of a group of strangers
might share common characteristics. For example, each might be in a
similar age group, each might be of the same gender, or each might
prefer to gamble at a particular type of slot machine.
[0128] The formation of a playing group may begin when one or more
prospective members communicates to the casino server 102 the
desire to form a playing group. Group members may communicate with
the casino server 102 via a gaming device 104 with a network
connection to the server 102. Group members may come to a slot club
booth, an information center, or a chip-cashing desk at a casino
and inform a casino employee of the desire to register a group. The
casino employee may then communicate with the casino server 102 via
casino device such as a user terminal on the group's behalf. A
group may also register on-line. For example, one or more group
members may use a personal computer to access a Web site hosted by
the casino server 102. The group member(s) may then provide
registration information by keying it into dialog boxes on the Web
site, by selecting relevant options from menus, and so on. A group
may also register over the phone with an operator or an IVRU, via
email, or via any other method. FIG. 8 depicts a sample electronic
form which a user, a casino, and/or a third-party may use to
initiate the formation of a group. Such a form may be displayed on
the display screen 308 of a gaming device 104, or on a Web page
hosted by the casino server 102. As discussed in detail above, the
form may include prompts and input fields for entering various
parameters pertaining to a group's format and objective.
[0129] The casino server 102 may require various types of
registration information from a playing group and its members.
Registration information might include group members' names,
addresses, telephone numbers, email addresses, financial account
information, player tracking card numbers, demographics, marital
status, number of children, gambling preferences, and so on.
Information about playing group members may be stored in a user
database 208 such as depicted in FIG. 11. In some embodiments, each
group member may be required to provide his or her own informed
consent to joining the group. For instance, a group member might
provide a signature, either physical or digital, signifying his
consent to joining a group. A group member might also need to
provide verification of his identity. Once again, a group member
might use his signature, or some other biometric indicator. The
group member might also present identification, such as a driver's
license, credit card, birth certificate, etc. Another option would
be for the group member to answer a question whose answer only the
group member would know. Each group member might provide
registration information about himself. Alternatively, one or more
group members may provide information about other group members. In
some embodiments, information about group members is already held
in a casino server 102 database. The information may be on file
from previous gambling sessions, for example. In some embodiments,
group members are required to demonstrate they have a certain
minimum amount of money with which to participate in the group. For
example, if the playing group is to split winnings and losses
amongst the members, then each member might be required to start
with $100 with which to gamble. Group members may demonstrate
possession of a certain amount of money by inserting the money into
a gaming device 104, by changing the money for casino tokens at a
casino desk, by providing the casino server 102 with means to
access the members' checking accounts, and so on.
[0130] When registering for a group, group members may also provide
personal information. When group members provide personal
information, the information may be displayed to other group
members to help them become acquainted with one another. Personal
information may include occupations, hobbies, short
autobiographies, etc. Personal information may also include
pictures of the person, of the person's family, the person's home,
and so on.
[0131] In some embodiments, once a first prospective group member
has communicated to the casino server 102 his desire to form a
group, the casino server 102 may ask others whether or not they
would like to join. For example, Joe Smith informs the casino
server 102 that he would like to form a playing group with his
wife, Linda Smith. The casino server 102 then looks up Linda Smith
in its user database 208 and finds the gaming device 104 on which
she is currently playing (e.g. by reference to her player tracking
card number). The casino server 102 then transmits a message to the
gaming device 104, to be displayed to Linda Smith. The message asks
her whether or not she wishes to form a playing group with her
husband, Joe Smith. Linda may then indicate her willingness to join
by, for example, touching an "agree" button on the touch screen of
the gaming device 104. FIG. 7 shows an exemplary prompt asking a
user whether or not she would like to join a group in which two
group members compete against one another to see who wins more in
payouts during a session.
[0132] There are a number of ways for the casino server 102 to
prompt prospective group members to determine whether they wish to
join a playing group. As described above, the casino server 102 may
transmit a message via the casino's slot network to prospective
members' gaming devices 104, 106, 108. A gaming device 104 that has
received such a message 700 may then display it on the display
screen 308 of the gaming device 104. Alternatively, the gaming
device 104 may output an audio message to the user at the gaming
device 104. The user may then respond by touching areas on the
display screen 308, by keying in a response using a keypad or other
buttons 312, or by voicing a response into a microphone of the
gaming device 104. In some embodiments, the user remotely accesses
a Web site of the casino server 102, e.g. via a user device such as
a personal computer with a modem. In such embodiments, the casino
server 102 may prompt the user by transmitting a message to the
user over the current connection to the user's personal computer.
For example, the casino server 102's Web site may include a chat
feature, and the casino server 102 may prompt the user by sending
the user a message over the chat line. The user may then respond by
keying in a message and pressing the "enter" key to send it back to
the casino server 102. In some embodiments, the casino server 102
may prompt the user via email. In some embodiments, the casino
server 102 may prompt the user by calling the user's telephone or
mobile phone. Those skilled in the art will recognize that there
are many other means by which the casino server 102 may prompt the
user, and there are many other means by which the user may
respond.
[0133] In embodiments where the casino server 102 sends a prompt to
a user asking whether the user would like to join a playing group,
the prompt may contain several pieces of information. This
information may include the names of the current group members; the
names of users who will be asked to join the group; the objective
of the group; how much money each group member will need to gamble
as part of the group; how each group member's potential winnings
and losses will be effected by joining the group; the time
commitments necessary for joining the group; etc.
[0134] In some embodiments, one user may ask another to join a
group. For example, a first user begins by keying in the identifier
of a second user. The identifier may include a name, player
tracking card number, email address, screen handle, etc. The first
user then keys in a message, such as, "Hi Sam, let's form that
group we were talking about. Just tell the server you want to join
group 359." The first user may then send the message to the second
user via a network linking the two users' gaming devices 104, 106,
108, (112, 114), via the Internet, via the phone system, etc. The
second user may then receive the message and view it on the display
screen 308 of his gaming device 104, the monitor of his computer,
the display screen of his personal digital assistant (PDA), etc.
The second user might, for example, also hear the message in audio
format.
[0135] Once a user has been prompted by the casino server 102, by a
third-party, or by another user, the user may communicate to the
casino server 102 his willingness to join the group. The user may,
for example, navigate a series of screens on his gaming device 104
so as to call up a screen used for joining a group. The user may
then fill in the identifier of the group he wishes to join, along
with any required user information. In some embodiments, the prompt
sent to the user contains a simple response mechanism, requiring
the user only to touch the display screen, or to mouse-click over a
certain area of the screen in order to join the group. Those
skilled in the art will recognize that there are many other ways by
which the user may indicate his willingness to join a group.
[0136] In some embodiments, a user is not prompted to join a group.
Instead, he may be provided with access to a list of groups that
are already in existence or in the process of formation. For
example, the user may call up a screen on the casino server's Web
site. The screen may list, for example, the "Riverside Group" as
needing three more members, the "Springdale Baking Club" as full,
the "Vegas Stompers" as open to an unlimited number of members, and
the "Senior Citizens Group" as needing four more members, but only
over the age of 65. The screen might list the current number of
people in the group, and any general information about the group or
its members.
[0137] Once a user has seen a listing of available groups, the user
may choose to join one of the groups. The user might, for example,
touch or click on the group name, input required user information,
and then click a "join" button control. The existing group members
may then have the opportunity to approve the new user. For example,
each existing group member receives a message from the casino
server 102 to the effect that a new user wishes to join the group.
If the existing group members do not approve of the new user, as
demonstrated through a vote or through some other signaling means,
then the new group member may not be allowed to join.
[0138] In some embodiments, even if a user is not able to join a
group, either because it is full, he is not voted in, or for some
other reason, the user may be put on a "stand-by" list. The user
may later be allowed in the group, or reconsidered for admission
into the group, if, for example, an existing group member drops
out.
[0139] In some embodiments users may receive periodic or real time
updates as to what new groups are forming, what existing groups
still need new members, and what groups are no longer open to new
members.
[0140] In some embodiments, a prospective group member at a gaming
device may communicate his desire to form a group with a person at
a nearby gaming device. In particular, the prospective group member
may indicate that he wishes to form a group with the person at the
gaming device situated immediately to the right of his own, or
situated immediately to the left of his own. In such embodiments, a
first person need not necessarily specify the name of a second
person with whom he wishes to join, since the second person is
uniquely identified by the gaming device at which he is sitting.
Such embodiments may be particularly useful for two friends, or for
a husband and wife, who are playing at adjacent gaming devices. Of
course, a person might also specify that he wishes to form a group
with the person, for example, at the gaming device two to the
right, three to the left, opposite, behind, or otherwise situated
in relation to his own gaming device.
[0141] In some embodiments, a gaming device 104 may be equipped
with buttons 400 for conveniently joining a group with a person at
an adjacent gaming device. For example, a gaming device 104 might
have a button 400 on the left side of its front panel, wherein the
button is in the shape of an arrow pointing to the left. Text on
the button may read "Group Play With Machine to Your Left". A first
person may press the button in order to request to join a group
with a second person to his left. Meanwhile the second person may
press a button on the right side of his gaming device, wherein the
button is in the shape of an arrow pointing to the right. If the
second person presses the right arrow on his gaming device once the
first person has pressed the left arrow on his gaming device, then
the gaming devices of the first and second persons may be joined
into a group. There are, of course many other shapes and possible
labels for the arrow buttons described in the foregoing example.
Buttons may be situated on the front panel of a gaming device, on
the side panels, or may be designated portions of the display
screen of the gaming device. Each gaming device may have multiple
buttons, each button for designating a different gaming device with
which to join in group play. For example, a gaming device might
have a button on its left side for joining with a gaming device to
its left, and a button on its right side for joining with a gaming
device to its right.
[0142] When a first person has pressed, for example, an arrow key
(or button 400) pointing to the gaming device on his left, so as to
invite a second person on his left to join in group play, the arrow
key may remain lit. In some embodiments, a corresponding arrow on
the second person's gaming device may begin to flash, and/or
provide some other indication that the first person is requesting
the initiation of group play. If the second person declines group
play, the arrow key on the first person's machine may become unlit
and the arrow key on the second person's device may stop flashing
and remain unlit. If, however, the second person agrees to group
play, then the arrow key on the first person's gaming device may
remain lit and the arrow key on the second person's device may stop
flashing and remain lit. The lit arrow may serve as an indicator
that the first player and the second player are involved in group
play. Thus, the first person need not be surprised when any of the
payouts he receives are different than those he would have received
when playing as an individual. Similarly, the second person's
gaming device may have a lit arrow pointing to the first person's
gaming device.
[0143] FIG. 4 illustrates a gaming device 104 with arrow keys 400
for initiating group play with gaming devices to the left or to the
right of the illustrated gaming device. In FIG. 4, the left arrow
is lit (shaded in the drawing), indicating that the illustrated
gaming device is in group play with the gaming device (not shown)
to its left. It will be appreciated that many other indicators are
possible, both for indicating that a particular gaming device is
involved in group play, and for indicating with which other gaming
device it is involved in group play. Other indicators may include:
backlit text 500 saying, "Group Play in Progress," a flashing light
beneath text saying "Group Play", the broadcasting of prerecorded
or synthesized voices saying, "Group play," colored illuminated
floor tiles displaying the same color, overhead lighting
illuminating the gaming devices involved in group play in a
distinctive manner, and so on. In some embodiments, gaming devices
that are involved in group play together may be displayed in or
display themselves using similar colors, patterns, lighting, or
other markings. For example, two gaming devices involved in group
play may both have purple screens, whereas normally all similar
gaming devices have orange screens. In some embodiments, a person's
gaming device may display a map of the casino floor, or a portion
thereof, indicating on the map locations of other gaming devices
that are in the same group as the person's gaming device. In some
embodiments, linked gaming devices involved in group play may have
red illuminated floor tiles surrounding them, while uninvolved
gaming devices are surrounded by unlit floor tiles.
[0144] In some embodiments, the casino server 102 itself may
initiate the formation and registration of a group. The casino
server 102 may initiate the formation of a group amongst users that
it determines would be appropriate for a group. Group formation may
be initiated among, for example, users who have arrived together at
a casino; users who have elected to play at designated "linked
play" gaming devices; users who meet qualifying gaming criteria
(i.e. the first five players to enter a bonus round on their gaming
device); users who have eaten together; users who are rooming
together; users who have consistently gambled in proximity to one
another; users who's addresses indicate that they live near one
another, or even in the same home or building; users who belong to
the same family (e.g. as indicated by a common last name); and
users who have previously belonged to the same group. In addition,
the casino may initiate the formation of a group among people who,
by all indications, probably do not know each other. However, there
may be some commonality between the people, leading the casino
server 102 to conclude that the people would be willing to form a
group together. The people may, for example, have similar
demographic characteristics, similar gambling or dining
preferences, and so on.
[0145] In some embodiments, the casino server 102 may encourage the
formation of groups so as dispose of excess inventories. For
instance, a casino may project that ten hotel rooms will go
unfilled for the night. Therefore, the casino may encourage the
formation of a group that may win hotel room stays as group prizes.
Similarly, a casino may use extra show tickets, extra restaurant
capacity, or excess goods from the casino's logo store as group
prizes. The casino may also want more gaming devices 104, 106, 108
to be utilized during off hours, for example. By encouraging the
formation of groups, a casino can ensure that each group member
uses a gaming device 104 during the group's period of activity.
Further, the casino may also encourage a group to play in one area
of the casino that is less crowded so as to alleviate crowding in
another area.
[0146] In some embodiments, the casino may encourage a particular
person to enter into a playing group in order to increase the
person's amount of play. For example, there may be a player that
typically plays for only one hour per day at a particular casino.
The casino might therefore want to encourage the player to join a
group with a time commitment of two hours. As another example,
there may be a player that typically plays slot machines costing
only twenty-five cents per handle pull. The casino might encourage
such a player to join a group that plays at dollar slot machines,
so as to increase that player's gambling expenditures.
[0147] In some embodiments, an entry fee may be charged as part of
the process of forming and registering a playing group. A playing
group as a whole, or individual group members may be required to
pay the casino server 102 for the privilege of playing as a group.
For example, each group member might pay two tokens to join a
group. The two-token entry fee may be seen as compensation for the
casino server 102 for facilitating group play by tracking group
results, maintaining lines of communication between group members,
distributing winnings, etc. The casino server 102 may or may not
then receive further compensation from the group or from group
members. In some embodiments, additional compensation for the
casino server 102 might include, for example, a percentage of a
common pool put up by group members, a percentage of prizes won by
group members due to the simultaneous attainment of particular
outcomes, a percentage of a bet won from one group by another, and
so on.
[0148] Other criteria that may be required to be met before a user
is allowed to join a group may include a requirement that the user
eat at the casino's restaurant, that the user have a room at the
casino hotel, and/or that the user have spent a certain amount of
money at the casino's store. In some embodiments, a user may be
required to attain a particular symbol or outcome in order to gain
admittance to a group. In some embodiments, a user's winnings from
one gambling session may serve as an entry fee into a group. Group
members may in some embodiments only be admitted by paying the
entry fee from gambling winnings. In some embodiments, a user may
be required to use comp points to gain entry into a group.
[0149] In some embodiments, there may be no entry fee or the casino
may even pay people to join groups. A casino might be motivated to
pay people to join groups because group members may engage in a
significant amount of gambling activity. For instance, if a group
session is to last for two hours, a casino might expect to earn $60
from the gambling activities of each group member, and might
therefore be willing to pay a person $20 in the form of cash or
premiums to join the group.
[0150] Once a group has formed, the casino server 102 may create an
entry for the group in a group database 210 such as that depicted
in FIG. 12. As discussed above, a group database 210 may identify
the members of a group, any common characteristics of the group
members, and the sessions in which the group has participated.
2. Establishing a Group Objective and a Group Format
[0151] In Step S2, the casino server 102, casino, and/or group
establishes the group objective and group format for the group. The
objective of a group may include the prizes the group plays for and
the criteria necessary to win prizes. The group format may describe
the guidelines the group members are required to follow and the
structure of the group. The group format may also include ways in
which prizes will be distributed among group members, the times
during which group play may occur, the amount group members may be
required to gamble, and so on.
[0152] It is important to note that participation in some
embodiments of group play may not necessarily drastically alter a
group member's gaming experience. For example, a group might have
the objective of achieving $200 in net winnings among the group
members over the course of an hour. If the group achieves the $200
mark, then each group member receives a free night's stay at the
casino's hotel. During the hour-long group session, although each
group member's winnings are counted towards the group's goal, each
individual group member may still pay wagers out of his own funds,
and may still keep any winnings for himself. Therefore, in this
example embodiment, group play has served as an overlay to the
typical gaming experience, not a complete alteration.
[0153] In some embodiments, the objective and format of a group may
be chosen by the casino server 102 and/or by the group members
themselves. For example, each member of the group may vote on a
group leader. The group leader may then communicate to the casino
server 102 his desired objective for the group. (Presumably, the
group leader's views represent those of the other group members as
well, since they elected him.) The group leader may navigate a set
of screens or menus on a Web site of the casino server 102. The
group leader may, for example, select group format and objective
options such as: an amount of betting group members are required to
make, the types of games group members are required to play, the
times during which group members are required to gamble, the
results the group members are required to achieve in order to win
prizes (e.g. net winnings of $100, 3 "cherry-cherry-cherry"
outcomes within 2 minutes, etc.), the group prizes, other
incentives to be provided to group members (e.g. T-shirts, hats,
free breakfast, etc.), whether group members are to compete amongst
themselves, against the casino, or against another group, the
amount of money each group member is required to put into a
separate pool to be allotted as prizes, and the proportion in which
prizes will be allocated to a first, second, third, etc. winner in
a competition among group members.
[0154] There are many other objective and format items that might
be chosen. Of course, any of these could be chosen by individual
group members as well as by a group leader. The choice most popular
among the group members could then be put into practice by the
casino server 102. Thus, if most group members wanted the group's
session to be from 4:00 pm to 5:00 pm, then the casino server 102
would communicate to the group members that the session is, in
fact, to be from 4:00 pm to 5:00 pm. Alternatively, users may
choose different aspects of a group format they desire, and then
they may be placed by the casino server 102 into different groups
accordingly. The group leader or group members may choose the
format and objectives using, for example, personal computer
terminals connected to the casino server's Web site via the
Internet, using gaming devices 104, 106, 108, (112, 114), using
phones, using email, or using any other mode of communication.
[0155] Once a casino server 102 has received information about a
group's format and a group's objective, the casino server 102 may
store such information in a group session database 212 such as
depicted in FIG. 13. Note that in the particular example group
session database 212 of FIG. 13, a different format and a different
objective is assigned to each group session, even if two sessions
are for the same group. This allows a group to have a different
format and a different objective from session to session.
[0156] (a) Combinations of Outcomes
[0157] In some embodiments, playing group members may win prizes
based on the combination of gambling outcomes obtained by
individual group members. For example, if at least two group
members achieve a straight flush on their respective gaming devices
within a set time period, then the two group members or the group
as a whole may receive an especially large prize. In another
example embodiment, if all five members of a group achieve seven
cherries between them on a single designated handle pull, then the
group as a whole wins $200.
[0158] In some embodiments, individual group members' outcomes may
be combined together in an attempt to win larger prizes in many
different ways. For example, outcomes may be combined by adding two
or more group members' net or gross winnings for a given time
period and then comparing the sum to a threshold. The group members
may receive a prize if the sum exceeds the threshold. Net or gross
winnings may not only be added, but instead combined using any
number of other functions. For example, group members' winnings may
be averaged or multiplied. The standard deviation of group members'
winnings may be determined. Any other function of group members'
net or gross winnings may be calculated. In addition, the criteria
for winning a prize may be something other than a comparison with a
threshold. For example, the sum of group members' gross winnings
may be required to be an even multiple of 100 tokens for the group
to get a 50-token bonus.
[0159] Other potential methods of combining outcomes according to
the present invention include group objectives that require two or
more group members have simultaneous or proximate winning outcomes,
require a defined number of outcomes to be accumulated within a
defined time period by the group; require two or more group members
have simultaneous or proximate losing outcomes, require two or more
group members have simultaneous or proximate identical outcomes
(regardless of whether the outcomes are winning outcomes), require
two or more group members have simultaneous or proximate outcomes
that pay the same amount, require two or more group members each
have predetermined length streaks of winning (or losing) outcomes,
require two or more group members have streaks of winning (or
losing) outcomes that combine to a certain predetermined length,
and/or require two or more group members have streaks during which
each group member made a synchronized handle pull with the other
group members, and for each set of synchronous pulls, at least one
of the group members achieved a winning (or losing) outcome.
[0160] In the above examples, the terms "simultaneous" and
"proximate" may refer to a number of specific events that lead up
to the generation of a final outcome. These events may include, for
example, the initiation of a handle pull, the determination of an
outcome, the display of an outcome, the resolution of an outcome,
the initiation of a player decision, and/or the completion of a
player decision. The initiation of a handle pull, for example,
includes a user pulling the handle of a slot machine or pressing a
"spin" button.
[0161] The determination of an outcome includes, for example, the
processor of the gaming device 104 executing a program that
generates one or more random numbers. The random numbers are then
matched to a corresponding outcome using a table of outcomes stored
in memory. The outcome may be a primary outcome or any secondary
outcome. For instance, in one variant of video poker, the primary
outcome is the first five cards dealt to a player. A secondary
outcome includes a player's hand after his discards are replaced
with new cards. In slot machine embodiments, a primary outcome may
be an entry into a bonus round, and a secondary outcome may be the
resolution of the bonus round, where the player finds out the
amount of his prize and receives the prize.
[0162] The display of an outcome includes, for example, the reels
of a slot machine stopping with the determined outcome displayed
along the pay line. Once again, the outcome may be a primary
outcome or any secondary outcome. The resolution of an outcome may
occur, for example, when the gaming device 104 pays the player
based on the outcome by, for example, dropping coins into the
player's tray, or adding credits to the player's credit meter.
Resolution may also occur when a gaming device 104 indicates
readiness for a new wager. For instance, buttons for designating
wager amounts light up when the gaming device 104 is ready for a
new handle pull. The initiation of a player decision includes, for
example, the player choosing his first discard in a game of video
poker. The completion of a player decision includes, for instance,
the player having chosen all his discards in video poker and
hitting the "deal" button.
[0163] As the following example illustrates, it may be important
for a casino to be careful in choosing what events to reference
when awarding prizes based on the simultaneous occurrence of
outcomes. Suppose that the casino offers to award a $1000 prize to
a two-person group of video poker players if both players obtain a
straight-flush and both resolve the outcome within two seconds of
one another. Suppose further that once one player obtains four
cards to a straight-flush, he simply waits before choosing his
discard. He continues waiting until the other group member achieves
a straight-flush. Only then does he quickly choose his discard and
have his outcome resolved. Using this procedure, the group can
obtain straight-flushes simultaneously much more frequently than
may be intended by the casino. To prevent one group member from
waiting for another, in some embodiments, the casino might specify
that for two outcomes to count as occurring simultaneously, the
handle pulls (or dealt cards) are required to have been initiated
simultaneously.
[0164] Alternatively, a casino may restrict a group member from
waiting more than a predetermined amount of time after the
resolution of an outcome before making his next spin. Suppose, for
example, that group member A achieves "bar-bar-bar". Now if his
fellow group member, B, also achieves "bar-bar-bar," then A and B
will split a $2000 bonus prize. Therefore A waits, hoping that B
will achieve "bar-bar-bar." A may however, be restricted from
waiting too long using one or more of the following methods.
[0165] In some embodiments, A's gaming device may automatically
spin the reels of A's gaming device thirty seconds after A has
achieved "bar-bar-bar". Then, A's gaming device will no longer show
"bar-bar-bar."
[0166] In some embodiments, the screen of A's gaming device may
simply go dark. Thus, once again, A's gaming device will no longer
show "bar-bar-bar."
[0167] In some embodiments, A or B's gaming devices may disable an
indicator for group play on A and/or B's gaming devices thirty
seconds after A has achieved "bar-bar-bar." For example, if a large
backlit text display 500 on A's gaming device says "Group Play In
Progress," then the same display may be darkened after thirty
seconds during which A does not spin.
[0168] In some embodiments, B's gaming device may prevent B from
initiating a handle pull more than 30 seconds after A has achieved
"bar-bar-bar". In this way, it no longer does A any good to wait
for B, since B cannot spin.
[0169] In some embodiments, once a first group member has achieved
an outcome that may contribute to a bonus combination of outcomes,
e.g. a "bar-bar-bar" where a prize is paid when two group members
achieve "bar-bar-bar", then a clock or timer 508 may appear on the
gaming devices of other group members. The clock 508 may begin, for
example, at thirty seconds and count down. The clock 508 thereby
shows the other group members how long they have in order to
achieve an outcome that will combine with the outcome already
achieved by the first group member in order to garner a prize for
the group. When the clock 508 gets to zero, time has run out for
achieving a complementary outcome, and the first group member may
as well spin again. FIG. 5 illustrates a gaming device 106 with
group play in progress. The gaming device 106 of FIG. 5 shows an
outcome, "7-7-7," of another group member, named "John," on its
middle panel 502, together with a clock 508. In this example, the
linked group member at the illustrated gaming device 106 must
achieve his own outcome of "7-7-7" within the 23 seconds left on
the clock 508 in order to qualify the group to receive the group
prize. A clock 508 may also appear on the gaming device 104 of the
first group member, though he has stopped spinning, so that he may
be entertained, and so that he may know when time has run out so
that he may start spinning again. Note that different people may be
capable of spinning at different rates. Thirty seconds may be
enough time for one person to make ten spins, while it will be only
be enough time for another person to make three spins. Therefore, a
second group member may be allowed to make at least a certain
minimum number of spins once a first group member has achieved a
significant outcome and has paused his spinning. In some
embodiments, the second group member may be allowed the minimum
number of spins even if it takes him longer than thirty seconds to
make them. In some embodiments, when a first group member achieves
an outcome that has the potential to contribute to a larger
outcome, the first group member may stop spinning, whereupon a
second group member may purchase a fixed number of spins to be made
in an attempt to attain a complementary outcome. If the second
group member does not achieve a complementary outcome within the
fixed number of spins, then the first group member's outcome may no
longer serve as the basis for a winning group outcome. In some
cases, the second group member may enable a "rapid play" mode on
his gaming device once the first group member achieves a
significant outcome. The rapid play mode may cause the gaming
device to spin at some maximum rate in an attempt to achieve a
complementary outcome to that of the first group member. In rapid
play mode, the gaming device may automatically deduct credits from
the second group member's balance in order to pay for the automatic
spins.
[0170] In some embodiments, once a first group member has achieved
a significant outcome, and a clock 508 has appeared on the screen
of a second group member, the clock's countdown may be halted if
the second group member achieves a complementary outcome, winning
the group prize. In this way, it is clear that the group has won
the group prize within the allotted time period, since the clock
508 has frozen before it reached zero.
[0171] In some embodiments, a first group member who achieves an
outcome that might contribute to a group bonus need not wait for
other group members to achieve complementary outcomes. Rather, the
casino server keeps a record of the outcome achieved by the first
group member, and the time at which it was achieved, and the first
group member may continue spinning. If another group member later
achieves a complementary outcome within a predetermined time
interval, then the group receives a group prize. In some cases,
even if the first group member achieves a complementary outcome
within the predetermined time interval, the group may still receive
a group prize.
[0172] In some embodiments, a player's prior outcomes may remain
displayed on his screen for a predetermined amount of time, or for
a predetermined number of handle pulls. In this way, a player may
obtain an outcome that may contribute to reaching a group
objective, but may then continue to spin. However, since the
player's prior outcomes are displayed on his screen, he remains
aware that his group can achieve the group prize if a fellow group
member achieves a complementary outcome. A player's prior outcomes
may disappear, in some embodiments, only when another group member
would no longer be able to achieve a complementary outcome (e.g.
because time has run out). A first group member's prior outcomes
may also be displayed on the screen 308 of a second group member's
gaming device 104. The second group member, upon seeing that the
first group member has achieved a designated outcome, may redouble
his efforts in order to achieve a complementary outcome.
[0173] In some embodiments, two or more gaming devices may be put
into group mode, in which the gaming devices initiate handle pulls
automatically on a periodic basis, e.g. every seven seconds. As
part of the process of initiating handle pulls, each gaming device
may automatically deduct the amount of a standard wager from the
credit balance on the device. Therefore, each gaming device may
require a certain minimum number of credits to be present in the
gaming device before group play can be initiated.
[0174] In some embodiments, if the gaming devices achieve outcomes
which combine to result in a bonus payout, then all the gaming
devices refrain from spinning automatically until the bonus is paid
out.
[0175] In some embodiments, in addition to automatically deducting
a wager for each handle pull, the gaming devices may deduct coins
from the gaming devices to pay for group play. Coins may be
deducted from all participating gaming devices, from a subset of
all participating gaming devices, on every pull, and/or on a
periodic basis.
[0176] In some embodiments, any one of the players may terminate
group mode at any time, e.g. by touching any of the buttons on the
gaming device.
[0177] When all four of these features are combined, the resulting
embodiment has the advantage of allowing the pulls of the gaming
devices in the group to be synchronized, making it easier for
players to understand the circumstances under which prizes will be
paid. Namely, in one example, group prizes might be paid only if
two different gaming devices achieve the same designated outcome on
the same spin. If spins were not synchronized, a player might be
confused as to which spin on his gaming device corresponds to a
given spin on a fellow group member's gaming device, for the
purposes of paying group prizes.
[0178] The ability to award prizes based on the occurrence of
combinations of outcomes on multiple gaming devices overcomes a
significant disadvantage of many individual gaming devices. On many
gaming devices, even the highest paying outcome may have a 1 in
10,000 or 1 in 100,000 chance of occurring. This prevents the
gaming device, in the former case, from paying more than 10,000
tokens for the highest payout, and prevents the gaming device 104
from paying more than 100,000 tokens in the latter case (assuming a
one-token wager). This is because, if a one-token wager can win
more than 10,000 tokens for an outcome that has a 1 in 10,000
chance of occurring, then the expected payout for the one-token
wager is more than one token. Thus, the gaming device 104 would be
unprofitable for the casino.
[0179] The combination of outcomes from multiple gaming devices
overcomes the problem of outcomes occurring too frequently to offer
a high corresponding payout. A casino could, for example, offer a
one million-token payout to a group of four people if all obtained
the outcome of "orange-orange-orange" on the same spin. Even though
the outcome of "orange-orange-orange" may be fairly common on an
individual gaming device, say 1 in 100, the chances of four gaming
devices each obtaining "orange-orange-orange" on the same spin
would be very small. In this case the chances would be 1 in
100.sup.4, or 1 in 100 million. Therefore, the casino could safely
offer a chance at the one million token prize to the group.
[0180] Many different combinations of outcomes may result in group
prizes being paid to group members. The following is an exemplary
list:
[0181] In some video poker embodiments, combinations of two or more
group members' hands that must result in a long sequence of
consecutive cards may be used as a low probability "combination
outcome" for group prizes. For example, a first player holds a hand
of "2 3 4 5 6," and a second player holds "7 8 9 10 Jack," making,
what may be termed, a "super-straight." Even longer straights are
possible if so called "wrap around" straights are permitted. For
example, a combined hand could include "2 3 4 5 6; 7 8 9 10 Jack;
Queen King Ace 2 3." Note that not all cards in group members'
hands may contribute to the combined outcome. For example, hands
with "2 3 4 5 6" and "7 8 9 10 King" may combine to make a
nine-card straight: "2 3 4 5 6 7 8 9 10." Also note that in some
embodiments each player's hand may be required to stand alone as a
winning outcome, e.g. as a straight, while in other embodiments
each hand need not stand alone. In the latter case, two hands such
as "2 3 4 5 9" and "6 7 8 10 Jack" may combine to form a
super-straight, even though neither hand alone is a winning
outcome.
[0182] In some video poker embodiments, combinations of two or more
group members' hands that must result in numerous cards of a like
suit, i.e. "super-flushes" may be used as a low probability
"combination outcome" for group prizes. As with super-straights,
not all of each player's cards need contribute. Also, super-flushes
containing repetitive cards may or may not be allowed. For example,
"2s 4s 5s 7s 9s 10s Js Ks Ks As" may not be permitted because it
contains two kings of spades.
[0183] In some video poker or reel slots embodiments, combinations
of outcomes that must result in numerous like symbols may be used
as a low probability "combination outcome" for group prizes. For
example, in video poker, a combination of hands containing eight
two's or seven kings. In reel slots, a combination of outcomes
might contain four bars, five bells, six cherries, etc. Once again,
individual group members' outcomes may or may not be combinable if,
alone, they are not winning outcomes. For example, in one
embodiment, an outcome of three bars may be combined with an
outcome containing one bar to create an outcome with four bars.
However, two outcomes, each containing two bars, may not be
combinable, since outcomes with only two bars are not generally
winning outcomes.
[0184] In some embodiments, the order of symbols within two
separate outcomes may be used to determine whether or not they may
be combined, and/or what the value of the combined outcome will be.
As an example, suppose player A and player B, sitting to the right
of A, are both playing three-reel slots. On the same spin, both
achieve outcomes containing two bars and another irrelevant symbol.
Now, if A's outcome is "x-bar-bar" and B's outcome is "bar-bar-x,"
then A and B's outcomes may be combinable into a larger outcome,
since, when B's outcome is put on the right side of A's outcome,
the four bars are adjacent: "x-bar-bar-bar-bar-x." However, if A's
outcome was "bar-bar-x", then the combined outcome would read:
"bar-bar-x-bar-bar-x," which might not qualify for a group prize,
since the four bar symbols are not adjacent.
[0185] A potentially confusing situation may arise when two or more
group members play at gaming devices of different varieties. For
example, one gaming device 104 may use fruit symbols and another
may use symbols with an ancient Egyptian theme (e.g. mummies,
pyramids, gold, etc.). Or one gaming device 104 is a reel slot
machine and another is a video poker machine. When two or more
group members utilize dissimilar gaming devices, in some
embodiments the casino server 102 may explicitly describe what
outcome at a first gaming device, and what outcome at a second
gaming can be obtained in combination so as to win a prize for the
group. For instance, a group may receive a $1000 bonus prize when a
first group member achieves an outcome of "bell-bell-bell" at a
reel slot machine and a second group member achieves an outcome of
four-of-a-kind at a video poker within one minute of the first
group member's outcome. Therefore, when a group or when group
members register with the casino server, the casino server 102 may
display to the group members a table indicating the combinations of
outcomes that might be achieved in order to win group prizes. An
example of such a display is depicted in the table 900 of FIG. 9.
In FIG. 9, the first and third columns 902, 906 show outcomes that
win prizes for the group or certain group members if the outcomes
are attained in temporal proximity to one another. The fifth column
910 shows the prize won when the outcomes are obtained in temporal
proximity. The second and fourth columns 904, 908 show the payouts
for the outcomes when they occur alone.
[0186] Another embodiment that allows two group members to play at
gaming devices of different varieties and still combine outcomes,
specifies outcomes in terms of their respective payouts. For
example, two group members may be required to simultaneously obtain
outcomes with payouts of $50 or more in order for the group to win
a large prize. In such an embodiment it does not matter at what
specific games the outcomes were obtained. If outcomes are
specified in terms of dollars, or in terms of tokens, a wager size
may also be specified. For example, two group members, making
wagers of $1 or less, may be required to simultaneously obtain
outcomes with payouts of $50 or greater in order for the group to
win a large prize. If a wager size were not specified, a group
member might make a wager of $25, in which case it might be fairly
easy to hit a payout over $50. Alternatively, an outcome may be
specified in terms of the ratio of the payout to the wager. For
example, an outcome may be specified as "50:1". In such an
embodiment, a wager size need not be specified.
[0187] Some prizes that one or more members of a linked play group
may win include cash, credits, gambling tokens, free or discounted
rooms, free or discounted show tickets, free or discounted meals,
free or discounted merchandise from a casino's shops or affiliated
merchants, increased odds of winning particular outcomes, extra
winning outcomes, free spins, extra pay lines, increased credit
lines, priority on the use of particular gaming devices, priority
on getting tables at casino restaurants, priority on getting
tickets to shows, priority on sitting down at table games, a
donation to charity on behalf of the group, and/or recognition. A
group member may be recognized by having his name and/or image
displayed to other group members as the winner of a competition.
The winner may also be announced to people outside of the group,
such as to other casino patrons. Note that the above prizes may be
awarded as a prize for any type of linked play, not just
combinations of outcomes type embodiments.
[0188] When a playing group, or playing group members have the
opportunity to win prizes based on a combination of individuals'
outcomes, there may be a risk that the casino will have to pay out
a larger amount of money than would be indicated by individual
gaming devices' hold percentages. For example, suppose each member
of a five-person playing group gambles at an identical slot machine
with a 5% hold percentage. With a 5% hold percentage, each gaming
device 104 pays an average of 0.95 tokens in payouts for every
token wagered. If the playing group now has the opportunity to win
a 300-token bonus prize when any two group members receive the
outcomes of "cherry-cherry-cherry" within the same second, then the
effective hold percentage of the group of five gaming devices may
go down. The effective hold percentage may be reduced to, for
example, 1%, or even to a negative percentage.
[0189] To offset the reduction in gaming devices' effective hold
percentages resulting from payouts awarded for combinations of
outcomes, the payouts for individual outcomes may be reduced. For
example, suppose that the typical payout for a
"cherry-cherry-cherry" outcome is 20 tokens. If an additional prize
of 300 tokens is awarded to a five-person playing group when any
two gaming devices hit "cherry-cherry-cherry" within one second of
each other, then the payout for "cherry-cherry-cherry" occurring on
a single gaming device 104 may be reduced from 20 tokens to 10
tokens. In this way, a group member may not profit as much as he
would have playing as an individual when his own gaming device 104
hits a winning outcome. However, in a linked play system, when a
second group member hits a winning outcome at the same time as a
first group member, then the first group member profits by a lot
more than he would have playing as an individual.
[0190] In some embodiments, the effective decrease in hold
percentages due to the payment of prizes based on combinations of
outcomes may be nearly or exactly offset by the decrease in payouts
for outcomes achieved individually. In the above example, the
awarding of a 300 token payout to a group of five members when two
or more group members achieve "cherry-cherry-cherry" may decrease
the effective hold percentage of the gaming device 104 by 4%.
However, the halving of the payout for "cherry-cherry-cherry"from
20 tokens to 10 tokens may increase the effective hold percentage
of the gaming device 104 by 4%. Thus the effects of group play and
the reduction in payouts for individual outcomes cancel each other,
and the effective hold percentage of the gaming device 104 remains
the same.
[0191] The following example illustrates how a decrease in a gaming
device's effective hold percentage due to the awarding of bonus
prizes may be offset. Suppose Tim and Robert form a two-person
group. The format of the group allows them to make 100 spins each,
with a wager of 1 token per spin, on a 3-reel fruit slot machine.
In this example, the slot machine has the following payout
structure, (taken from "Winning At Slot Machines," by Jim Regan,
Pub. Lyle Stuart, 1985; ISBN: 0806509732), which is incorporated
herein by reference:
TABLE-US-00001 Outcome 0 2 2 5 5 5 20 10 10 20* 14 14 20 18 18 20
50 100 Hits 8570 680 680 200 200 68 20 42 6 42 20 5 50 4 20 20 20
1
[0192] In the above table, "Outcome" represents the number of
tokens paid, and "Hits" represents the number of times the
corresponding outcome would be expected to occur in 10,648 spins,
or a complete cycle of the slot machine. The probability of each
outcome occurring on a single spin can be found by dividing the
"Hits" entry by 10,648. For example, the probability of the outcome
that pays 100 tokens appearing on a single spin is
1/10,648.about.9.39*10.sup.-5
Now, if Tim inserts a single token into the slot machine, his
expected winning are given by:
EV=0*8570/10,648+2*680/10,648+2*680/10,648+5*200/10,648+ . . .
+100*1/10,648.about.20.945
Therefore, for every token Tim inserts, he can expect to receive
0.945 tokens back, making for a hold percentage of:
1-0.945.about.0.055, or 5.5%
[0193] Continuing with the example, in the group formed by Tim and
Robert, Tim's spins are numbered from 1 to 100, and so are
Robert's. Suppose that if Tim and Robert both achieve the outcome
of "orange-orange-orange" on like numbered spins, then each will
receive a bonus payout of 10,000 tokens. For example, if Tim and
Robert each get "orange-orange-orange" on spin number 27, then both
receive 10,000 bonus tokens in addition to the payout received for
"orange-orange-orange". The "*" in the table above represents the
outcome "orange-orange-orange". As can be seen, the probability of
"orange-orange-orange" occurring on any single spin is given by
42/10,648.about.0.00394, or 0.394%
To find the effective hold percentage of Tim's machine with the
bonus payout structure in place, the probability of Tim and Robert
achieving "orange-orange-orange" on the same spin is determined.
Since the outcomes of the spins are independent, the probability is
just the product of the probabilities of achieving
"orange-orange-orange" on a single spin:
(42/10,648)*(42/10,648).about.1.56*10.sup.-5, or 0.00156%
Therefore, on every spin, Tim wins 10,000 tokens with probability
1.5610.sup.-5, for an additional expected payout of
10,000*1.56*10.sup.-5.about.0.156 tokens
The total expected payout of Tim's machine becomes
0.945+0.156.about.1.10 tokens
for every token inserted. The hold percentage has become
1-1.10.about.-10%
This is not good for the casino, since it now expects to pay out
more than it takes in, resulting in a loss for the casino. There
are several possible remedies.
[0194] One remedy for the negative effective hold percentage of Tim
and Robert's slot machines is to charge Tim and Robert an entry
fee. Since each will make 100 spins, and the casino can expect to
lose 0.10 tokens per player per spin, the casino can justify
charging an entry fee of, say, 0.15 tokens per spin, or $15 per
player for the entire session. When the entry fee is factored in,
the hold percentage for the machine becomes
1-1.10+0.15.about.5%
which is more satisfactory for the casino.
[0195] Another remedy for the negative hold percentage is to reduce
some of the existing payouts. For example, the existing expected
payout for each player derived from the "orange-orange-orange"
outcome (not including the bonus payout) is given by the
probability of achieving "orange-orange-orange" times the payout
for "orange-orange-orange", or
42/10,648*20.about.0.0789 tokens
This payout for an occurrence of "orange-orange-orange" on only one
of the two machines during a single spin can be eliminated
entirely, making the hold percentage of each slot machine:
1-(1.10-0.0789).about.2.17%
This hold percentage is still unsatisfactory to the casino, as it
is still expects to lose more than 2% of all tokens taken in. So
the casino can make further adjustments to the payout table. For
instance, in the above table, the outcome in the third column from
the left represents "cherry-any-any". The payout for
"cherry-any-any" is 2 and the probability of the outcome occurring
is 680/10,648. If the payout for "cherry-any-any" is reduced to 1,
then the expected payout for the player on each spin is reduced by
an additional
680/10,648*1.about.0.0639 tokens
The effective hold percentage for each slot machine now
becomes:
1-(1.10-0.0789-0.0639).about.0.042, or 4.2%
This may be acceptable to the casino. The new pay structure of the
slot machines of Tim and Robert now looks like:
TABLE-US-00002 Outcome 0 1 2 5 5 5 20 10 10 0* 14 14 20 18 18 20 50
100 Hits 8570 680 680 200 200 68 20 42 6 42 20 5 50 4 20 20 20
1
Although one payout has been reduced, and another eliminated, the
bonus payout for the simultaneous occurrence of
"orange-orange-orange" has given Tim and Rob a higher expected
payout on every spin, and the possibility of achieving a payout 100
times larger than anything that was originally possible.
[0196] Still another remedy for the negative expected payout is to
require one or more linked group members to insert an extra coin in
order to enable additional payouts or bonuses associated with group
play. In the prior example, using the unmodified pay table, it has
been demonstrated that the hold percentage of Tim's machine is -10%
when Tim and Robert are paid a 10,000 token group prize upon the
simultaneous occurrence of "orange-orange-orange" on both of their
gaming devices. Suppose that Tim and Robert may only enable group
play if they are both wagering five tokens per pull in their
individual games. Their corresponding pay table is now five times
as much:
TABLE-US-00003 Outcome 0 10 10 25 25 25 100 50 50 100 70 70 100 90
90 100 250 500 Hits 8570 680 680 200 200 68 20 42 6 42 20 5 50 4 20
20 20 1
[0197] Additionally, the bonus is now five times as much, namely
50,000 tokens each if both receive "orange-orange-orange" on like
numbered spins. Since all payouts, including the bonus, have
increased by a multiple of 5, the gaming device returns an average
of 5 times what was calculated in the prior example, namely:
5.times.1.10=5.50
The average wager is now five coins. So the hold percentage of the
gaming device is still:
(5-5.50)/5=-10%
Now suppose that Tim and Robert must each insert a sixth coin on
every handle pull to enable group play. Now the average wager is
six coins. The hold percentage of the gaming device is now:
(6-5.50)/6=8.3%
which is more acceptable to the casino. If the sixth coin is not
counted as a wager, but rather a flat fee, the effective hold
percentage becomes:
(5+1-5.5)/5=10%
which is also more acceptable to the casino.
[0198] The following is an exemplary list of methods by which
members of a group may fund extra payouts associated with group
play: [0199] Each member of a group inserts an extra coin on every
handle pull. Thus, for instance, if each group member is playing a
single pay line, then each group member may be required to insert
one coin to enable the single pay line, and an additional coin to
enable group play, on every handle pull. If each group member is
playing three pay lines, then each group member may be required to
insert four coins for each handle pull. [0200] Each group member
inserts an extra coin per enabled pay line. Thus, a group member
playing three pay lines would need to insert two coins for each pay
line, one for the typical wager, and one to enable group play with
respect to the pay line. [0201] Only a subset of the group members
insert an extra coin on every handle pull. For example, if a group
consists of two members, then only one member needs to insert a
coin on every handle pull. It may not matter which group member
does so. In some embodiments, the linked gaming devices require
alternate group members to insert coins on every handle pull, so as
to maintain fairness among the different group members. The subset
of group members who must insert a coin may not consist of only one
group member. In some embodiments two out of say, five group
members must insert a coin on every handle pull. In general, any
proportion of group members may be required to insert a coin on
each handle pull in order to enable extra payouts and bonuses
associated with group play. [0202] Each member of a group inserts
an extra coin every ten handle pulls, every fifteen handle pulls,
etc. [0203] Only a subset of group members inserts an extra coin
every ten handle pulls, fifteen handle pulls, etc. [0204] Each
member of a group inserts an extra coin every two minutes, five
minutes, or on some other regular time interval. [0205] Only a
subset of group members inserts an extra coin every two minutes,
five minutes, or on some other regular time interval.
[0206] In some embodiments, one or more group members may have to
insert more than one coin per handle pull, per group of handle
pulls, etc. Additionally, it should be noted that instead of
inserting coins to enable group play, a group member may authorize
the deduction of the coin from a credit balance stored on the
gaming device. In some embodiments, when group play is enabled, the
gaming device may automatically deduct coins from a group member's
credit balance. For example, every twenty handle pulls, the gaming
device may deduct a coin from a group member's gaming device. The
group member may have had to preauthorize the automatic deduction,
e.g. by signing an area on the touch screen, or the group member
may have implicitly authorized the automatic deduction when
registering for group play. In some embodiments, the gaming device
may ask for the group member's approval before deducting a coin for
group play.
[0207] In some embodiments, the gaming device may fund the prizes
associated with group play by withholding a portion of a player's
wagers or payouts in accordance with predetermined rules. The
average amount withheld from a player may thereby compensate the
gaming device for the amount of money it will pay out to groups for
any bonuses awarded based on the combination of outcomes. Note
that, in many embodiments, any group prizes are paid in addition to
the payouts paid for any standard winning outcomes. Therefore, in
the absence of a source of funding, the payment of group bonuses
might reduce casino profits. The following are exemplary rules,
sometimes referred to as "taxes," by which the gaming device may
withhold money from a player to fund group prizes: [0208] A gaming
device may withhold from a player any payout that would bring a
player's net winnings for a session above a predetermined
threshold. For example, suppose a player has begun a session at a
$1 gaming device by inserting a $50 bill and thereby receiving 50
credits in his credit balance. The player has been playing for
twenty minutes, has been doing reasonably well, and now has a
credit balance of 145. The player's net winnings for the session
thus far are 145-50=95 credits, assuming the player has neither
inserted new money, nor cashed out any credits since beginning the
session. Now, suppose that the gaming device has a "tax" rule in
place whereby it withholds from a player any winnings that would
bring a player's net winnings for a session over 100 credits. So,
if the player with 95 credits in net winnings for the session now
gets an outcome paying 15 credits, then the player may be paid only
5 of the credits, bringing the player's net winning to 100 credits.
The other 10 credits are withheld by the gaming device, since
payment of the 10 credits would bring the player's net winnings
over 100 credits. Now, suppose that the player makes another $1
wager and loses on the next outcome. His credit balance decrements
by one. His credit balance does not remain at 150, even though 5
credits had previously been withheld. [0209] A gaming device may
limit the amount of a player's net winnings for a session to a
predetermined number. With this form of tax, a player's balance may
reflect net winnings exceeding the predetermined number. However,
at the end of the session, or at the end of any other predetermined
time interval, the player will only receive net winnings up to the
predetermined number. For example, if the player ends a session
with a balance reflecting net winnings of $200, and the gaming
device has limited net winnings to $100 for a session, then the
player may only receive $100 of his $200 in net winnings when he
cashes out. If the player is not playing in credit mode, then the
gaming device may simply not pay the player any winnings that would
bring his net winnings for a session over the predetermined number.
However, in some embodiments, the player may receive a free spin
for every credit that was withheld. [0210] A gaming device may
withhold a predetermined number of credits from any payout
exceeding a certain threshold. For example, the gaming device
withholds one credit on any payout of more than four credits.
[0211] A gaming device may pay the player only the highest payout
for any consecutive sequence of pulls in which the player has won
some credits on each pull in the sequence. For example, suppose the
player has made eight consecutive pulls with the following
resulting payouts: 0, 10, 4, 0, 2, 5, 3, 0. In this tax embodiment,
the player would actually be paid only 10 coins for the second and
third pulls, and 5 coins for the fifth, sixth, and seventh pulls.
This is because the second and third pulls were consecutive pulls
of winning outcomes. Therefore the player only gets the highest
payout of the consecutive pulls, which, in this example, is 10.
Similarly, the highest payout from amongst the fifth, sixth, and
seventh pulls is 5. Now in practice, when the player receives a
winning outcome, the gaming device does not know whether the next
outcome will also be a winning outcome. Thus, the gaming device
cannot know what to pay the player for the current sequence of
winning pulls. Therefore, if the current payout is the first
winning payout in a sequence, the gaming device may pay the player
the full amount of the payout. If, however, the current payout is
not the first winning outcome in a sequence, then there are two
possibilities. In one possibility, the current payout is the
highest payout thus far in the sequence, in which case the gaming
device may pay the player the difference between the current payout
and the next highest payout already to occur in the sequence. In
the second possibility, the current payout is not the highest
payout in the sequence, in which case the player may be paid
nothing, or may have his wager returned, for a push. Going back to
the first possibility, if the current payout is the highest payout
in any sequence of winning outcomes, then the player may
additionally be paid a single coin for every prior winning outcome
present in the sequence, so as to convert such outcomes to pushes
instead of losses for the player. In other embodiments of this form
of tax, the player is paid only the highest n payouts in any
sequence of winning outcomes in which only m outcomes were
non-winning outcomes, where n and m are non-negative integers, and
m is greater than or equal to n. In still another variation, the
player is paid only for the lowest winning outcome in any
consecutive sequence of winning outcomes, or only for the median
outcome, or only for the modal outcome. [0212] In some embodiments,
a player may only be paid for the first winning outcome in any
sequence of consecutive winning outcomes. Subsequent winning
outcomes in the sequence may be treated as pushes, or may be
treated as losses. In other variations, the player is paid only for
the second winning outcome in any consecutive sequence of winning
outcomes, or only for the nth winning outcome in any consecutive
sequence of n or more winning outcomes (here n is a natural
number). In the latter variation, if a consecutive sequence of
winning outcomes is less than n, then a player may be paid only for
the last winning outcome, may be paid for every winning outcome, or
may not be paid for any of the winning outcomes. In another
variation, the player is paid only for the last winning outcome in
any consecutive sequence of winning outcome. In still other
variations, the player is paid only for the first and second
winning outcomes in any sequence of consecutive winning outcomes,
or only for the mth and nth, outcomes, or only for any other
combination of winning outcomes. In still other variations, the
player is paid only for the first, last, or nth outcome in any
sequence of outcomes in which no more than m outcomes are
non-winning outcomes. There are many other possible variations to
this tax. [0213] In some embodiments, a player may only be paid for
the best payline in multi-line play. For instance, if the player
has enabled three paylines on the gaming device, and the outcomes
for lines 1, 2, and 3 pay 5, 9, and 0 coins, respectively, then the
player may only receive 9 coins, instead of the normal 14 coin
payout. In example variations of this tax, the player may be paid
for only the highest two lines, the highest 10% of lines, the
median line only, or only the lowest line. [0214] A gaming device
may withhold from a player a fixed percentage of any payout. For
example, the gaming device may withhold 5% of any payout. In many
instances, the withholding of a percentage of a payout will result
in the withholding of a fractional amount of a credit. For example,
withholding five percent of a 10-coin payout equates to withholding
one half of a credit. In some embodiments, the gaming device rounds
any fractions of a credit withheld either up or down, depending on
its rules of operation. Thus, even though the gaming device
withholds 5% of payouts, the gaming device may withhold a full
credit on a 10 coin payout after rounding up the half credit to a
full credit. In another embodiment, the gaming device does not
withhold fractional credit amounts, but rather keeps track of the
fractional amounts of credits that would have been withheld from a
player had they been whole credit amounts. Then, whenever the
stored fractional amounts of credits add up to a full credit, the
gaming device may withhold such a credit from the player. For
example, on two consecutive handle pulls, a player wins 6 and then
14 credits. The gaming device pays the player six credits for his
first payout, but also tracks the 5%*6 credits=0.3 credits that it
would have withheld from the player. Then, when the player achieves
the payout of 14 credits, the gaming device computes the
withholding from the 14-credit payout as 5%*14=0.7 credits, adds
the 0.7 credits to the 0.3 credits previously stored, and deducts
the resultant full credit from the player's payout of 14, giving
the player only 13 credits instead. In embodiments where the gaming
device tracks fractional amounts of credits to be withheld in the
future, the gaming device may display such fractional amounts to
the player. [0215] In some embodiments, a player may receive only
the highest payout in any sequence of two non-overlapping handle
pulls. For example, the player may only receive the highest payout
from amongst the first and second handle pulls, and only the
highest payout from amongst the second and third handle pulls. If
the player achieves more than two winning outcomes in any
designated group of handle pulls, then the lower of the winning
outcomes may be treated as a push, and the player may receive his
wager back for that handle pull. In variations of this tax, the
player receives the highest n payouts in any sequence of m
non-overlapping handle pulls. In other example variations, the
player might also receive only the lowest payout, the lowest
positive payout, the median payout, or the modal payout in any
sequence. [0216] In some embodiments, a player may receive only the
highest payout in any sequence of two overlapping handle pulls.
Thus, if a player has a sequence of handle pulls resulting in
payouts of: 0, 3, 8, 2, 0, 3, 5, 0, then the player may receive
only 8 coins and 5 coins, for a total of 13 coins. The player
receives nothing for the second or fourth pulls, because the third
pull, which is in a sequence of two with both the second and fourth
pulls, respectively, is higher than both the second and fourth
pulls. Similarly, the player receives nothing for the sixth pull,
because the seventh pull is higher. [0217] In some embodiments, a
player may begin a session with a number of credits that is less
than the equivalent amount of money he has paid. For example, a
player inserts $50 into a gaming device and then receives only 30
credits. [0218] In some embodiments, a player may only be allowed a
predefined number of winning outcomes within a given time frame.
For example, the player may only win three times in any 30-second
period. If the player wins more than 3 times in a 30-second period,
then the third win may be a push. With such a tax in place, a
player may be required to maintain a certain rate of play so that
he does not pause for the remainder of a 30-second period after
having won three times. Time frames may be overlapping or
non-overlapping. In the latter case, for example, the player cannot
win more than 3 times in any rolling 30-second period. In the
former case, there are discrete 30-second periods during which the
player cannot win more than three times. However, in the discrete
30-second period embodiment, a player could win more than three
times within 30 seconds by winning twice at the end of a first
period, and twice at the beginning of a second. [0219] A player may
only be allowed the highest paying outcome during any given time
period. For example, the player might get only the highest paying
outcome from any 30-second period. Once again, the periods might be
overlapping or non-overlapping. In variations of this form of tax,
a player is allowed the highest paying n outcomes within any given
time frame. Alternatively, the player might be allowed the 2.sup.nd
highest paying outcome in any given time frame, the median paying
outcome, etc. [0220] In some embodiments, a player may be
restricted to win no more than twice his prior win. For example, a
player might win 3 coins on a first outcome. Three handle pulls
later, the player wins 10 coins. However, since the player's
earlier win was 3 coins, he may now receive only 6 coins instead of
10, since six coins would be twice his earlier win. Now, on a
subsequent handle pull, the player might win up to 12 coins (or in
some embodiments, up to 20 coins, even though he was not given the
full 10 coins). Suppose, however, that after his win of 3 coins,
the player's next win was one coin. Then, on a later win, the
player would be restricted to a maximum of two coins. [0221] In
some embodiments, one or more coins may be taken from a player upon
the occurrence of a predefined event or sequence of events. For
example, every time the player loses on three consecutive spins, a
coin is taken away from him. Alternatively, if a player wins three
times in a row, a coin might be taken from him. In another example,
if a player wins more than 5 coins on three consecutive spins, a
coin is taken from him. In another example, if a player wins more
than 20 coins in any two-minute period, then a coin is taken from
him. [0222] In some embodiments, a percentage of a player's credit
balance may be taken upon the occurrence of some random event, such
as an outcome. For example, an outcome consisting of three blanks
on the three reels of a slot machine might cause a player to lose
half of his balance. Any fractional amounts of a player's balance
may be rounded up or down. [0223] In some embodiments, a fixed
amount of a player's credit balance may be taken upon the
occurrence of some random event, such as an outcome. The number of
credits taken may be 5, 10, etc. In particular, the number of
credits taken may be more than the maximum possible wager at the
gaming device, or more than the player's last wager. [0224] In some
embodiments, when a player's credit balance meets certain criteria,
the player may be limited as to what outcomes constitute winning
outcomes, or as to how much he can win. For example, when a
player's credit balance exceeds 200, he may be restricted to only
receiving 50% of any payouts. In some embodiments, when the
player's credit balance goes below zero, the player may be able to
win only the jackpot. In some embodiments, when the player's credit
balance first meets one of a set of designated criteria (e.g. when
the player's credit balance exceeds 200), the taxes may apply
thereafter, even if the player's credit balance later ceases to
meet the criteria. For example, if a player's credit balance
exceeds 200, then all future outcomes, at least for that session,
may give the player only 50% of what the outcomes would normally
pay. In some embodiments, the tax may cease to apply once the
player no longer meets the criteria.
[0225] Any of the above taxes may have exceptions to when the tax
may be applied. In particular, exceptions may occur when, for
example, the player receives a jackpot outcome. For example, even
if a tax prevents a player's balance from exceeding $150, the
player's balance may go above $150 if he obtains a jackpot-winning
outcome. If an outcome would ordinarily be a push (e.g. because the
prior outcome was a win and a player is prevented from winning
twice in a row), and a jackpot-winning outcome occurs, then the
player would still be allowed to win the jackpot.
[0226] Any of the above taxes may also be limited such that not
more than a predetermined amount of money is taken from the player
during a session or during any particular time period. For example,
suppose a player is taxed such that whenever he attains a streak of
winning outcomes, he receives only the payout for the first
outcome, and the rest of the outcomes in the streak are treated as
pushes. So if a player were to lose on a first pull, and then
achieve consecutive outcomes paying 12, 8, and 2, then the player
would actually receive 14 coins: 12 coins for the first outcome, 1
for the second (to repay the cost of the wager), and 1 for the
third. In effect, the player has given up seven coins for the
second outcome, and 1 coin for the third outcome, for a total of
eight coins given up due to the tax. If, at the end of 20 minutes,
the player has given up more than 30 coins due to the tax, then the
excess coins may be returned to the player. Alternatively, if the
player has paid 30 coins due to the tax, prior to the expiration of
the 20-minute period, then the tax may no longer apply until the
20-minute period has expired.
[0227] In some embodiments, an alternative minimum tax (AMT) rule
may be applied. For example, if during a given twenty minute
period, linked play group members have managed to avoid being
charged at least a predefined minimum amount of tax, an AMT amount
may be deducted from one or more of the group members' credit
balances.
[0228] In some embodiments, players need not explicitly form a
group. Rather, play at two or more designated gaming devices may
automatically enable the payment of bonuses based on a combination
of outcomes among the gaming devices. For example, suppose that
unoccupied gaming devices A and B are situated next to one another
on a casino floor. Linda sits down at gaming device A and begins
play. When she attains winning outcomes, she is paid according to a
pay table displayed on the front panel of her gaming device. Twenty
minutes after Linda, Patricia sits down at gaming device B and
begins play. Now, automatically, both Linda and Patricia are
eligible to win a special group bonus prize based on a combination
of their outcomes. Namely, in this example, if either Linda or
Patricia get an outcome of 7-7-7, then both will receive a bonus of
10,000 coins if the other then hits 7-7-7 within two spins. When
Patricia first began to play, an extra line of the pay table on
Linda's gaming device may light up, showing the payout of 10,000
coins should 7-7-7 occur on her machine and on the machine next to
her. In Patricia's case, the extra line on the pay table showing
the 10,000-coin bonus may be lit from the start, since Linda has
been playing before Patricia. In some cases, however, group play
may be enabled automatically only after the second, or last group
member has been playing for a predetermined period of time, say for
example, two minutes. In this way, a second person cannot wait
until a first person has achieved an outcome such as 7-7-7, before
initiating play and trying for a group bonus.
[0229] In some embodiments, a single gaming device may participate
in more than one group. For example, gaming device B may be part of
the group consisting of gaming devices A and B, and part of the
group consisting of gaming devices B and C. In this case, if gaming
devices A and B both reveal a particular outcome within a
predetermined time interval, then gaming devices A and B may each
pay a bonus prize. However, gaming device C does not pay the bonus
prize, since it is not in the group with gaming devices A and B. In
some cases, if gaming device B achieves a particular outcome, and
then both gaming devices A and C achieve a matching outcome, then
gaming device B may pay two bonuses, whereas gaming devices A and C
may only pay one bonus each. One example of this embodiment might
be implemented when multiple gaming devices are situated in a row
on a casino floor. Each gaming device may be in a separate group
with its neighbor on either side.
[0230] (b) Prizes Dependent on the Amount of Group Play
[0231] In some embodiments, rather than winning a fixed prize, a
group, or group members, may receive a prize that is related to the
amount of group play. Measures of the amount of group play may
include: an amount of time group members have spent gaming, an
amount of money (or tokens, or credits) group members have wagered
(i.e. coin-in), an amount of money group members have lost, an
amount of money group members have won, and a number of handle
pulls.
[0232] All measures may refer to a group total, to a group average,
or to some other statistic. For example, the amount of time group
members have spent gaming may refer to the total amount of time all
group members have spent gaming, the average amount of time gaming
per group member, the amount of time gambled by the group member
who gambled the least, and so on.
[0233] In an exemplary embodiment, a casino may contribute to a
pool of prize money that is to be awarded to a group if the group
meets a certain criterion, such as achieving net winnings of $200.
The amount of money the casino contributes may depend on the amount
of play by the group. In particular, the amount the casino
contributes to the pool may increase in proportion to the amount of
play of the group.
[0234] (c) Sharing Winnings and Losses or Pooled Play
[0235] In some embodiments, playing groups are large enough so that
winnings and losses are likely to be evenly distributed among the
group members. Such a group may provide several benefits to its
members. Group members have lower risks of large losses, since a
session of bad gambling outcomes may be offset by a session of good
outcomes obtained by other group members. Furthermore, at the end
of a playing session, group members will be in similar moods, each
having experienced the same financial results. In such embodiments,
each person may put in a fixed amount of money, say $100, to a
common pool. A playing group member may place money into the common
pool by, for example, inserting money into a gaming device 104 and
indicating via the touch screen 308 that the money is to be placed
into the group's common pool. The casino server 102 may then track
the size of the common pool. Each handle pull by any of the group
members may be charged to the common pool. So if a handle pull
costs $1, then each time a group member makes a handle pull, $1 is
deducted from the common pool. However, the amount of any winnings
by a group member may be added to the common pool. At the end of a
gambling session, the pool is divided evenly among the group
members. For example, the casino server 102 divides the size of the
common pool by the number of group members, and instructs the
gaming device 104 of each group member to pay the group member the
resultant amount.
[0236] In some embodiments, all playing group members do not
contribute the same amount to the common pool. In these
embodiments, winnings and losses may be divided among group members
in proportion to the amount contributed by each group member. For
example, suppose Joe, Sam, Linda, and Susan have contributed $100,
$200, $300, and $400, respectively, to a common pool. Thus, the
common pool initially contains $1000. Then, at the end of the
gambling session, the pool contains only half as much: $500. In
such embodiments, each group member would receive half of his
initial contribution. Therefore, Joe, Sam, Linda, and Susan would
receive $50, $100, $150, and $200, respectively. Had the pool
contained $2000 at the end of the gambling session, then Joe, Sam,
Linda, and Susan would have received $200, $400, $600, and $800,
respectively.
[0237] In embodiments with a common pool, all group members need
not make all of their contributions prior to the start of a
gambling session. Rather, each new wager a group member makes may
buy the group member a "share" of the common pool. Any winnings
from the wager then go into the common pool, to be divided among
all group members in proportion to each member's share in the
common pool. Shares of the common pool may be allocated based on
the relative size of the common pool and a group member's wager at
the time the wager is made. Suppose, for example, that an existing
common pool includes 999 tokens and a new group member makes his
first wager of 1 token to buy a share of the common pool. The group
member then receives a share of the common pool equal to his wager
divided by the total size of his wager and the common pool, or
1/(1+999)=1/1000
If the group member then generates a payout of 1001 tokens, the
winnings go into the common pool, and the size of the pool is then
increased to
1001+999=2000 tokens
The group member may then cash out his 1/1000 share of the common
pool to receive:
1/1000*2000 tokens=2 tokens
A group member may not always maintain a fixed share of the pool.
Rather, the group member's share may become diluted when other
group members buy into the pool. For example, suppose a first group
member owns a 1/1000 share of a pool of 2000 tokens. The first
group member does not cash out his share, but also does not
continue wagering. Then, a second group member begins wagering to
buy shares in the common pool. The second group member makes a
wager of 2 tokens to buy a share of the common pool equal to
2/(2000+2)=1/1001
[0238] Suppose the wager does not win, so the size of the pool
remains at 2000 tokens. The first group member's share of the
common pool has been diluted by the second group member, by a
factor of one minus the second group member's new share of the
common pool. Thus, the first group member has been diluted by a
factor of
1-1/1001=1000/1001
Therefore, the first group member's share of the common pool is now
his original share multiplied by the dilution factor, or
1/1000.times.1000/1001=1/1001
So when the second group member bought a share of the common pool,
the first group member's share went from 1/1000 of the common pool,
to 1/1001 of the common pool. However, the reduction in the first
group member's share was partially offset by the fact that winnings
from the second group member's wager might have gone into the
common pool, increasing the value of the first group member's
share.
[0239] In some embodiments, group members do not split winnings and
losses based on monetary contributions alone, but also based on
group members' performances during a linked gaming session. For
instance, Abby and Bill each contribute $100 to a group pool. For
the next hour, all of Abby and Bill's wagers come from the pool,
and all of their winnings go into the pool. After one hour, Abby
and Bill divide up the pool. However, they may not necessarily
divide the pool evenly. In some embodiments, Abby might receive a
larger percentage of the pool if her play was better than Bill's.
If, for example, Abby and Bill had been playing video poker and
Abby's decisions were consistently better than Bill's in the sense
that her decisions yielded the highest expected value on a
subsequent random event, whereas Bill's decisions did not always
lead to the highest possible expected value, Abby might receive a
larger percentage of the pool even though she may have been unlucky
and ended up actually winning less than Bill.
[0240] Group members might split winnings in part based on the
amounts won by each individual. If, for example, Abby's net win is
$20, and Bill's net win is -$20, then, at the end of the hour,
Abby's total contribution to the pool has been her initial
contribution plus her net winnings, or $120, and Bill's total
contribution has been $80. Abby has then contributed
$120/($120+$80)=60% of the pool
and Bill has contributed 40%. The pool might therefore be divided
with 60% going to Abby and 40% to Bill. Alternatively, in some
embodiments, Abby and Bill's winnings might be made more comparable
by subtracting a fixed percentage from the leading contributor, and
adding the fixed percentage to the lagging contributor. Thus, in an
embodiment using 5% as the fixed percentage, Abby might only
receive 60%-5%=55% of the winnings, and Bill might receive
40%+5%=45% of the winnings. Pool allocations may also be made based
on relative gross winnings, on the relative total amounts wagered,
on the relative number of outcomes exceeding, for example, 100
achieved, and so on, including any combination of the
aforementioned. The division of any prizes won either from the
casino or from another group may also be likewise divided amongst
group members based on quality of group members' decisions, net
winnings, etc.
[0241] (d) Group Members Compete
[0242] In some embodiments, all members of a group may compete
against one another. The group members might compete in order to
achieve one or more of the following winning criteria: the highest
net or gross winnings, the most winning outcomes, the most winning
outcomes above a certain level, the most outcomes with payouts
above a certain level, the longest duration of play without losing
more than a certain amount of money, the longest duration of play
without winning, the longest duration of play without running out
of money, the most of a particular symbol collected, the most
gaming devices played, the largest payout, the largest number of
visits to one or more casinos, the most money spent at the casino,
be it on gambling, shopping, meals, entertainment, the most number
of gaming decisions that provide optimal expected value strategy,
and/or the most wins over the other group members on individual
pulls. For example, a group member wins a pull when he obtains a
higher payout on that pull than do all other group members. This
might require each group member to perform synchronized handle
pulls, or each group members' pulls to be numbered.
[0243] The winning group member might receive a prize in the form
of cash, tokens, show tickets, meal tickets, rooms, or merchandise
from the casino. In particular, show tickets, meal tickets, rooms,
or merchandise, may be in excess, and the casino may award group
prizes as a convenient means of utilizing the show tickets, rooms,
etc.
[0244] When group members compete with one another, in some
embodiments, each group member might contribute to a prize pool.
For example, each group member might contribute $20 and the winning
group member receives the prize pool. In some cases, the prize pool
may be divided between two or more group members. For example, in a
competition, the first place group member may receive 60% of the
prize pool, the second place group member may receive 30% of the
prize pool, and the third place group member may receive 10%.
[0245] The casino server 102 may facilitate the competition between
group members by receiving group members' registration information,
by keeping track of the group members' results, by comparing the
group members' results, and by determining a winner. The casino
server 102 also facilitates competition between group members by
receiving each group member's contribution to the prize pool. The
casino server 102 may receive the contributions via gaming devices
104, 106, 108, (112, 114). The casino server 102 may then make note
of each group member's contribution to the prize pool. Finally, at
the conclusion of the competition, the casino server 102 may
instruct the gaming device 104 of the winner to pay the winner his
amount due from the prize pool. The casino may keep a percentage of
the prize pool for itself as payment for facilitating the
competition.
[0246] (e) Groups Compete with Other Groups
[0247] In some embodiments, one group may compete against one or
more other groups. The casino may sponsor a prize to be given the
group that wins the competition. For example, each member of the
winning group may receive a free meal at the casino's restaurant.
Alternatively, each group may contribute money or other prizes to a
common prize pool. At the end of competition, the winning group or
groups may then collect the prize pool. Once again, in some
embodiments, the casino may keep a portion of the prize pool as a
service fee.
[0248] One group may seek competition against another group with
certain characteristics. For instance, if a first group is a
husband and wife team, then the group may seek competition against
another husband and wife team. A group of bowling buddies may seek
competition against another group of bowlers. In general, a group
or a representative of a group may communicate to the casino server
102 any conceivable characteristics desired in a competing group.
The casino server 102 may then consult a group database 210 to find
a potential competitor group with all or some of the desired
characteristics. The casino server 102 may then attempt to find a
time and group competition format that is agreeable to both groups.
If both groups agree to the competition, then the competition may
take place. Of course, in some embodiments, more than two groups
may compete with one another.
[0249] (f) Asynchronous Play
[0250] In some embodiments, group members, whether they team up
against the casino or another group, or whether they compete
against one another, need not play at the same times. For example,
suppose Jack and Henry form a group in which both will win a
substantial prize if they each achieve four-of-a-kind in video
poker within three spins of one another. However, Jack plays from
10:00 am to 10:30 am, and Henry plays from 3:30 pm to 4:00 pm. So
that it makes sense to talk about being "within three spins of one
another," each spin made by Jack and Henry is numbered. Jack's
first spin is numbered "1", his second spin is numbered "2", and so
on. Similarly, Henry's first spin is numbered "1", his second spin
is numbered "2", and so on. In some embodiments, for two outcomes
to be considered to occur within three spins of one another, the
absolute value of the difference between the two spin numbers may
be required to be three or less. Thus, if Jack achieves
four-of-a-kind on his 10.sup.th spin, and Henry achieves
four-of-a-kind on his 12.sup.th spin, then the absolute value of
the difference between the spin numbers is given by:
|10-12|=2
Therefore, since the absolute value of the difference between the
spin numbers is less than three, Jack and Henry qualify for the
substantial prize.
[0251] In some embodiments, asynchronous competition may create
excitement among group members when a first group member achieves a
key outcome and then may be required to wait a predefined amount of
time for a second group member to play and to possibly achieve a
matching key outcome. In the previous example, once Jack had
achieved the four-of-a-kind on his 10.sup.th spin, Jack would have
to wait several hours to see whether Henry would achieve a matching
four-of-a-kind in a predefined three-spin period. The wait would
build excitement for both Jack and Henry.
[0252] In general, group play may occur over any single or multiple
time intervals. Group play might last for a few minutes, an hour, a
day, a week, a month, a year, or longer. Group play may be
continuous, or it could occur during multiple separate time
intervals, such as every Sunday between 6:00 and 7:00 pm.
[0253] In some embodiments, two competing group members may choose
a subset of their attained outcomes to use in the competition
against the other. For example, both group members play the slots
for an hour, from 10:00 am to 11:00 am. The winner of the
competition is the group member who had the highest net winnings
for any ten-minute period during the hour played. The first group
member might have sustained an $80 net loss for the hour, but may
have won $30 over the period of 10:27 to 10:37. Meanwhile, the
second group member may have won $20 over the course of the hour,
but may have a peak 10-minute performance of only $25, from 10:42
to 10:52. Thus, the first group member would win the competition in
such an embodiment.
[0254] Many other subsets of a gambling session may be used for a
competition. For instance a group member's best 50 consecutive
pulls, a group member's best 10 pulls (not necessarily
consecutive), a group member's worst 50 consecutive pulls, and a
group member's longest string of plays at a video poker machine in
which every hand contained a heart; are all examples of subsets of
gambling sessions that might be used for a competition. In some
embodiments, a user may be required to choose between keeping the
winnings from a set of handle pulls, or entering the set of handle
pulls into a competition, in which case he would not keep the
winnings, but would have the chance to win a potentially large
prize. For example, Sam plays video blackjack for 20 minutes and
amasses 70 extra credits from his 20 minutes of play. Sam may
choose to take the credits, or to forego the credits and use his 20
minutes of play as an entry into a competition for 1000 credits.
The winner of the 1000 credits would be the person who has won the
most credits during the 20 minutes of play, but has chosen to
forego the credits and enter into the competition.
[0255] (g) Dependent Outcomes
[0256] Typically, two people at separate gaming devices generate
outcomes that are statistically independent of one another.
However, when two or more people join a group, their outcomes need
no longer be independent. For example, if two video poker players
join a group, when each makes a handle pull at the same time, both
group members may be dealt cards from the same electronic deck.
Thus, if the electronic deck is a standard 52-card deck, then both
group members cannot have the same cards in their respective hands.
In such embodiments, both group members may gain a strategic
advantage by looking at the other's hand. Knowing that that a first
group member has a desired card, a second group member would no
longer try to draw for that same card. This also makes it harder
for two players to get a heart flush simultaneously.
[0257] In reel-slot machine embodiments, two group members may play
the same virtual set of reels. However, the two group members may
utilize different pay lines. Therefore, if "bell" and "lemon" are
adjacent symbols on the first reel, "cherry" and "blank" are
adjacent symbols on the second reel, and "orange" and "plum" are
adjacent symbols on the third reel; then the first group member may
attain the outcome of "bell-cherry-orange" while the second group
member attains the outcome of "lemon-blank-plum".
[0258] In video roulette embodiments, each group member may wager
on outcomes to be generated by the same virtual roulette wheel.
[0259] There are many other embodiments in which the outcomes of
group members at gaming devices could be dependent on one another.
In perhaps the simplest embodiment, two or more group members may
wager on the exact same event and the outcome may be displayed
simultaneously on each of the group members' gaming devices. For
instance, two group members make a wager at their respective gaming
devices, the same set of virtual reels is then used to generate an
outcome, the (same) outcome is displayed on both gaming devices,
and both group members are paid according to the single
outcome.
[0260] When two or more group members generate dependent outcomes,
the casino server 102 may generate both the outcomes, communicate
the outcomes to the group members' gaming devices 104, 106, 108,
and have the gaming devices 104, 106, 108 display the outcomes.
Alternatively, one of the gaming devices 104 might generate the
outcomes and transmit each outcome to the gaming device 106
operated by the other group member.
[0261] (h) Exchange of Indicia
[0262] Group play may allow two or more group members to transfer
symbols, cards, or other indicia to one another. For example, if a
first group member achieves a video poker hand that is only one
card short of a winning outcome, the first group member may obtain
his missing card from a second group member who has the missing
card. In this example, suppose John has "10s Js Qs Ks 5d." John
only needs the "As" in order to make a royal flush. If John's
fellow group member Henry then gets an "As 2h 5d Jc 4h," Henry can
pass the "As" to John, giving John the royal flush. Additionally,
Henry may have only a limited amount of time, or a limited number
of handle pulls, in which to achieve a symbol that he can pass to
John.
[0263] In some embodiments, a first group member may be able to
pass play indicia to a second group member only if the second group
member would achieve one of particular subset of winning outcomes.
For example, a first group member might not be permitted to pass a
jack indicium to a second group member just so the second group
member could make a pair. However, the first group member may be
able to pass the jack if it would give the second group member four
of a kind, or better. With this kind of rule, there is not
excessive passing of cards between group members, and therefore a
drastic reduction in the speed of play is avoided. Another possible
restriction may be to allow the passing of indicia only once per
given number of handle pulls, or only once per given period of
time. Still another possible rule may be to allow only certain
indicia to be passed. For example, only bar symbols may be passed,
or only cherry symbols may be passed. Another embodiment limits the
total number of symbols that may be passed at any one time amongst
the members of a group. In one example, if there are five group
members, then perhaps only two symbols may be permitted to be
passed among the members of the group during any handle pull (e.g.
if all handle pulls are synchronized), or only one symbol may be
passed in any 10-second period. In some cases, a group member is
limited as to whom he may pass a symbol or indicium. So a first
group member may be able to pass a symbol to a second group member
but not to a third, and the second group member may be able to pass
a symbol to the third group member, but not to the first. Another
restriction might require a symbol transferred from one person to
another to maintain its position within an overall outcome. Thus, a
bar from the third reel of a first group member's gaming device
might only be permitted to fill the third spot of an outcome of a
second group member. So a first group member with
"orange-lemon-bar" would be able to pass his bar symbol/indicium to
a second group member with "bar-bar-plum", but not to a second
group member with "bar-plum-bar." Similarly, a card within a video
poker hand in the fourth position might only be able to replace
another card, in another person's outcome, which is also in the
fourth position. In another variation, a player must pay to pass an
indicium to another. He may pay, for example, by inserting another
coin. Alternatively, a group member may pay to receive an
indicium.
[0264] The casino server 102 may facilitate the exchange of symbols
or game indicia by transmitting the outcomes obtained by one group
member to all other group members' gaming devices for display. A
group member may thereby see the outcomes of all the other group
members, displayed, for example, in the upper right hand corner of
his screen. A first group member would then be able to tell when a
second group member was in need of one of the first group member's
symbols. Similarly, if the first group member needed another
symbol, he could check the outcomes of other group members to see
whether they might have the required symbol to give to him.
[0265] In some cases, the casino server may automatically cause a
symbol to be passed from one gaming device to another, where such
passing would benefit the group. Thus, for example, John might be
playing five-reel slots and achieve
"planet-planet-planet-planet-asteroid". However, a fifth planet
symbol might then automatically appear on his screen, with a
possible accompanying message such as, "From Susan!" The fifth
symbol might then travel to the fifth position within John's
outcome, replacing the asteroid, and giving John
"planet-planet-planet-planet-planet," a winning outcome. By
automatically causing symbols to be passed between group members,
the casino server 102 may speed play.
[0266] In some cases, however, the casino server does not
automatically cause a symbol to be passed from one gaming device
104 to another. Instead, a group member must communicate his desire
to pass a symbol to another group member. For example, John might
touch the "As" card on the screen of his gaming device, and then
touch Bill's hand, which is in a small display in the upper right
hand corner of John's screen. John's gaming device 104 then sends a
signal to the casino server 102, which in turn signals Bill's
gaming device 106, causing the "As" to appear on Bill's screen.
Alternatively, Bill might see that John has a symbol he needs, and
might then touch the desired symbol on John's outcome, and
subsequently touch a "Get this symbol" button on his own gaming
device. Where the gaming device does not automatically cause a
symbol to be passed when beneficial, the gaming device may still
provide advice to players as to when they ought to pass symbols.
The advice from the gaming device may be helpful, as group members
may find it difficult to track the outcomes of multiple other group
members, and thereby to know when it would be beneficial to
transfer a symbol or to receive a symbol.
[0267] FIG. 6 illustrates an example of a video poker gaming device
108 involved in group play. Another gaming device in the group has
generated an outcome of: "9h Js Qs As Ks," and the outcome 600 of
that device is displayed above the main screen 604 of the
illustrated gaming device 108. The illustrated gaming device 108
has generated an outcome of "2h 10s Ks Qd 10h." The player situated
in front of the illustrated gaming device 108 has the opportunity
to "Give To Partner" his "10s", which would give his partner a
royal flush.
[0268] Embodiments that allow the transfer of symbols amongst group
members may allow for exciting situations to occur. A first group
member may have an outcome in which he lacks only one symbol
towards a high-paying outcome. The group member may then wait and
call out to all other group members, "I need a bell. Quick, get me
a bell!" Other group members may then check to see if they have
bells. If not, they may frantically continue spinning in the hopes
of getting a bell in order to pass the bell to the first group
member. Meanwhile, the first group member, and/or the other group
members, may have a clock appear on their display screens. The
clock may count down the time for the other group members to
achieve the bell in order to help the first group member.
[0269] In some embodiments, one or more members of a group must
insert an extra coin into their slot machines for the privilege of
being able to pass symbols amongst themselves on a particular
handle pull. For example, Bill and Adam form a two-person group,
each playing video poker. The standard maximum wager is three
coins. However, on a given handle pull, Bill and Adam might each
insert four coins. Then, Bill and Adam have the option of passing
cards to one another for that handle pull. In alternative
embodiments, one or more group members might insert one or more
extra coins, and thereby obtain the privilege of passing symbols on
multiple subsequent handle pulls. For example, Bill and Adam might
each insert five extra coins prior to making a first handle pull,
and may thereafter be able to pass cards to one another for the
next ten pulls, even while making only the standard three-coin
wager on the next ten pulls. In some embodiments, players in a
group may be able to pass symbols with varying levels of
restrictions, depending on how much they have paid for the
privilege. For example, by inserting a single extra coin prior to
initiating a handle pull, Bill and Adam might be able to pass cards
to one another, but only before either has drawn (i.e. chosen
discards and requested new cards). However, if Bill and Adam were
each to insert two extra coins prior to initiating a handle pull,
then each might be able to pass cards both before and after the
draw.
[0270] (i) Multi-Player Progressives
[0271] In some embodiments, a portion of each group member's wager
may go into a pool of money held by the casino. When one of the
group members obtains a predetermined outcome, the group member may
win all or a portion of the pool. Upon the formation of the group,
each group member might contribute a certain amount of money to the
pool so that the pool does not start out at zero.
[0272] Group members may also contribute money to start the pool
after the pool has been won. In some embodiments, the group member
who won the previous pool may contribute a portion of his winnings
to the next pool.
[0273] (j) Non-Outcome Based Competition
[0274] Competition need not only be based on the results of handle
pulls. In some embodiments, competition is based on group members'
answers to trivia questions. Throughout the course of a
competition, the casino server 102 may transmit trivia questions to
the gaming devices 104, 106, 108, (112, 114) of group members. A
gaming device 104 may then display a trivia question on its display
screen 308. The trivia question may include four possible answers.
A group member at the gaming device 104 may answer the question by,
for example, touching one of the possible answers on the display
screen 308. The gaming device 104 may then transmit the group
member's answer back to the casino server 102. At the end of a
competition, the casino server 102 may tally the correct and
incorrect answers submitted by group members, or by entire groups,
as appropriate. For example, if competition is between group
members, then the casino server 102 may tally the number of correct
answers for each group member. The group member with the most
correct answers may then win. For competitions pitting a group
against the casino, the casino server 102 may tally the total
number of correct answers submitted by all group members, compare
the tally to a threshold, and thereby determine whether or not the
group has won.
[0275] So as to encourage gambling even during competitions that
are not based on outcomes, the casino server 102 may require a
certain rate of handle pulls during competitions. If a user does
not meet the required minimum rate of play, then, for example, some
of the user's answers may not count.
[0276] Aside from trivia games, a number of other supplementary
games may serve as a basis for competition. For example, as group
members play five-reel slot machines, they may also be involved in
a Bridge game. Group members might also play many other types of
games such as Scrabble.TM., Mah Jong, Chess, Hearts, etc.
[0277] In some embodiments, competition may be between a gambler at
a casino, and a remote player who is not gambling. The remote
player may be logged on to the Internet, for example, and in
communication with the casino server 102 and/or a third-party
server 110. The casino server 102 and/or the third-party server 110
may transmit, for example, trivia questions to both the gambler and
to the remote player. Each may then provide answers. After a
certain number of questions, or a certain period of time, the
casino server 102 and/or the third-party server 110 may tally up
correct answers and determine a winner. If the remote player has
won, then the gambler may authorize the casino server 102 and/or
the third-party server 110 to deduct an amount of money from his
own credit balance, and to send such money to the remote player,
e.g. in the form of a check. In this way, the casino has
facilitated a friendly competition amongst a gambler and a remote
player. The competition is friendly in that it is up to the gambler
and the remote player whether each will pay the other, should the
other win. The casino benefits because the gambler has more fun
when he gets to compete against a remote friend. Furthermore, the
remote player may be grateful to the casino for facilitating the
competition, and may wish to visit the casino in the future.
[0278] A remote player may also become involved in competition by
taking the side of a gambler at the casino against another gambler,
group of gamblers, or against the casino. Once again, the remote
player may be in communication with the casino server 102 and/or
the third-party server 110. A gambler at the casino may designate
the remote player as a partner. The casino server 102 and/or the
third-party server 110 may then transmit the same trivia question
to both the remote player and to the gambler. The remote player may
then communicate answers to the questions by relaying the answers
to the casino server 102 and/or the third-party server 110, and
having the casino server 102 and/or the third-party server 110
transmit them to the gaming device 104 of the gambler. If the
gambler and remote player have won money at the end of a
competition, then the gambler may receive the money at his gaming
device 104. The gambler may then have the option of allowing the
casino to transfer some of the winnings to the remote player, e.g.
via check or electronic funds transfer.
[0279] In some embodiments, a remote player need not be limited to
only trivia-based competitions, but may also compete against, or
assist a gambler, in many other types of games such as
Scrabble.TM., Mah Jong, Chess, Hearts, arcade games, home video
(e.g. Sony.RTM.PlayStation.RTM.) games, Bridge, or any other game
involving skill
[0280] (k) Group Events
[0281] The casino server 102 may seek to improve a group's gaming
experience by facilitating various group events. Group events may
include group meals, group outings (e.g. to golf courses, movies,
shows, aquariums, etc.), group pep rallies, group award ceremonies,
and so on. Group events may be paid for by the casino, by group
members, or partly by each. At group events, group members may
receive merchandise relating to the group. For example, group
members may receive scrapbooks with pictures of group members and
representations of group member outcomes from throughout the group
session. Group members may also receive cash or merchandise prizes,
certificates, trophies, and verbal recognition. By holding group
events, a casino may facilitate camaraderie and enjoyment among the
group members. In addition, the casino may encourage group members
to remain at a casino longer so as to attend a group event. For
example, suppose a group competes against the casino from 4:00 pm
to 5:00 pm and wins a prize of $1000. The casino may hold an awards
ceremony for the group at 7:00 pm, during which the group is to
pick up the prize and some trophies. The group is thereby
encouraged to remain at the casino until at least 7:00 pm.
Therefore, the group members may spend an additional two hours
gambling between 5:00 pm and 7:00 pm, creating potential profits
for the casino.
[0282] Group events are also an opportunity for people from the
same group to meet if they have never met before, or if they do not
see each other often. For example, a mother and adult daughter may
form a group and compete with other group members via the Internet.
If the mother and daughter play consistently, then the casino
server 102 might provide the mother and daughter with free plane
tickets to Las Vegas, and free accommodations on an annual basis.
Then, the mother and daughter would have a chance to see each
other, and to gamble together in Las Vegas.
[0283] In addition to group members coming together during group
events, people from separate groups may also meet at casino
sponsored events. Perhaps the groups have competed against one
another, or have competed together against the casino.
3. Initiating the Linked Play According to the Group Format
[0284] In Step S3, group play may begin at a designated time once
the casino server 102 has received all members' registration
information. The designated time may be chosen by the casino server
102 or by group members at the time of registration. In some cases,
group play may begin almost immediately after every group member
agrees to begin. Some groups may be dynamic and allow for new
members even after group play has started. In this case, play may
begin once a certain minimum number of group members have
registered.
[0285] Beginning a group session does not mean that every current
group member is required to begin gambling or otherwise working
towards group goals. Individual group members may gamble according
to their own timetables, so long as their gambling falls within the
time of the group session.
[0286] As the linked play session proceeds, each group member's
gaming device 104 may transmit outcomes to the casino server 102.
The casino server 102 may then store the outcomes in a current
session database 214 such as depicted in FIG. 14. The casino server
102 may refer to the current session database 214, for example, in
order to determine when two group members have received key
outcomes within a certain number of spins of one another. The
casino server 102 may also refer to the current session database to
obtain outcomes from one group member to be displayed to another.
At the end of the group session, the casino server 102 may refer to
the current session database 214 to determine aggregate group
results and thus, to determine whether the group should be awarded
a prize.
4. Facilitating Interaction Among Group Members
[0287] In Step S4, the system 100A, 100B may enable group members
to interact passively or actively in a number of different ways. In
some embodiments, as each group member generates results, the
casino server 102 may transmit the results to be displayed to other
group members. Group members may chat with one another. Group
members may view video images of each other. Group members may also
view video images of each other's gaming devices or computer
screens where outcomes are displayed. Group members may provide
each other with advice on any games requiring decisions. A first
group member may even take control of a second group member's
gaming device 104 and make remote decisions for the second group
member.
[0288] The display of one playing group member's results to another
may create an important cohesion among group members. Suppose Linda
and Mary compose a two-person playing group. The group will win a
bonus prize if, together, Linda and Mary can gross $800 in an hour.
As the end of the hour approaches, Linda might be discouraged after
a long losing streak. However, she might check a display of Mary's
results, and see that Mary has been doing quite well. This might
encourage Linda to maintain her rate of play, and to thereby help
the group achieve its goal.
[0289] As another example, Mark and John compose a two-person group
that will win $10,000 if both achieve "bar-bar-bar" within 1 minute
of each other. When Mark sees that John has obtained "bar-bar-bar"
as an outcome, Mark will have a minute of intense excitement as he
makes handle pulls and hopes to achieve "bar-bar-bar" himself.
[0290] In some embodiments, the casino server 102 may track the
results of the group and display the results to one or more group
members. The display may be made on the display screen 308 of the
gaming device 104. There, the display might include a bar graph
showing the names of group members along the x-axis, and some
measure of the group members' results along the y-axis. The display
may include other graphs, such as a line graph showing the group's
aggregate results over time. For example, the x-axis may represent
time and the y-axis may denote net tokens won by the group as a
whole. The display may further incorporate the group's goal. For
instance, the group members may view a graph of the group's gross
winning as it approaches a bold red line, representing the
threshold amount of winnings necessary for the group to win a group
prize. An exemplary graph 1000 of a group's gross winnings as a
function of time is depicted in FIG. 10.
[0291] In some embodiments, a group may be provided with the option
to purchase additional time and/or handle pulls to meet the group
objective. For example, a group that perceives that they might not
achieve the objective, perhaps based upon viewing a progress graph
display 700, may determine that with five additional minutes they
will improve their chances of achieving the group objective on
time. In such an embodiment, a casino server 102 may provide to
players a physical or touch screen button that grants an extension
of time in exchange for a fee, an altered group objective, or the
use of modified payout tables.
[0292] Group results may also be displayed on the credit meters of
each group member's gaming device. Typically, a credit meter shows
the number of credits an individual user has at a gaming device.
The user may, at any time, receive cash in exchange for these
credits. However, in playing group embodiments, the credit meter
may show the total number of credits won by the group, or some
other statistic. In these embodiments, the user may not be able to
receive cash in exchange for the balance on the credit meter.
[0293] Group results may also appear on the display of a player
tracking card reader. A player tracking card reader can typically
display a few dozen characters, and often displays a greeting
message such as "Welcome Linda Brown." However, in playing group
embodiments, the player tracking card reader might display a group
member's most recent outcome, the gross winnings of the group, etc.
In some embodiments, group results may be printed on the back of
cashless gaming receipts.
[0294] For group members gaming at other devices, a display of
group results may occur on the monitor of a personal computer, or
on the screen of a cell phone or personal digital assistant. Group
results may be audibly communicated. For example, the casino server
102 may periodically announce a group's progress via speakers
attached to group members' gaming devices. The casino server 102
may also periodically update a voice response unit with group
results. Group members may then call the voice response unit to
hear group updates.
[0295] In some embodiments, a display may show group results as
well as the results of individual group members. For example, each
time Samantha gets four cards to a royal-straight-flush in video
poker, other group members may see a miniature version of her
screen displayed in a corner of theirs. That way, the other group
members may watch as she draws the fifth card. The same process may
occur when other members of Samantha's group achieve four cards to
a royal-straight-flush.
[0296] In embodiments involving asynchronous play, a group member
who is playing at a later time may view a display of the results of
a group member who had played at an earlier time. Suppose, as
described in a prior example, that Jack and Henry win a substantial
prize if they both achieve a four-of-a-kind within three spins of
one another. Jack is the first to play. When Henry plays several
hours later, he may view on his screen all of Jack's outcomes that
are relevant to Henry's current outcome. For example, if Henry is
on his 10.sup.th spin, Henry sees a display of Jack's outcomes on
Jack's 7.sup.th, 8.sup.th, 9.sup.th, 10.sup.th, 11.sup.th,
12.sup.th, and 13.sup.th spins. If any of the displayed outcomes
are four-of-a-kind, then Henry knows that he has a chance on his
current spin to get four-of-a-kind and to thereby win the
substantial prize for Jack and himself.
[0297] In some embodiments, displays may show the progress of other
groups as well. For example, assume the Palm Yacht Club is
competing against the Florida Shuffleboard Team. Each group member
from the Palm Yacht Club may see a display not only of the Palm
Yacht Club's results, but of the Florida Shuffleboard Team's
results as well.
[0298] In some embodiments, a group member may be required to give
permission for other group members or for people outside of the
group to see the group member's outcomes. Others may be allowed to
see some information pertaining to the group member's outcomes, but
not all information. For example, other group members may see a
first group member's outcomes, but not the amount of money the
group member wagered, nor a tally of the first group member's net
winnings.
[0299] During the course of play, group members may have a number
of reasons to chat with one another. Group members may chat simply
to socialize. Group members may express to one another excitement
and disappointment upon the occurrence of various outcomes. Group
members may encourage or congratulate one another. Group members
may agree on times to break, on times or places to eat, on places
to meet, etc. One group member might suggest to another that he
move to a new, "hotter" gaming device. Also, one group member may
provide advice to another as to how to make a particular decision.
For example, one member might tell another, "You want to discard
that pair and go for the straight-flush." There are many other
reasons group members might want to communicate. Therefore, a means
of communication among group members can add significantly to the
gaming experiences of the individuals involved.
[0300] Group members may chat using a number of different means.
The casino server 102 may, for instance, host chat rooms. Each
group may receive its own private chat room. Group members may then
communicate with each other by keying in messages to their personal
computers or gaming devices and routing the messages through the
chat room. In some embodiments, group members communicate via
instant messaging protocols such as the AOL Instant
Messenger.sup.SM, or ICQ.TM.. Group members may also chat via audio
channels. For example, a group member may speak into a microphone
attached to his gaming device. The group member's voice may then be
digitized, transmitted over the casino slot network, and converted
back to audio using a speaker at another group member's gaming
device. Group members using personal computers may verbally
communicate over the Internet using Internet phone technology such
as that possessed by Net2Phone.RTM.. Group members may chat using
email. Group members in physical proximity may chat without
electronic intermediation. There are many other ways by which group
members might chat.
[0301] One function of group formation in a casino setting may be
for one group member to more easily find out when another group
member begins gambling. Thus, when a person inserts a player
tracking card into a gaming device 104, the gaming device 104 may
notify the casino server 102 of the person's identity. The casino
server 102 may then consult the group database 210 to see whether
the person is a member of any groups. If the person is a group
member, then the casino server 102 sends messages or other
indicators to the other group members indicating that the person is
now gambling, available to chat, etc. In some embodiments, these
messages may be sent only to other group members who are themselves
gambling, available to chat, etc.
[0302] In some embodiments, group members may view images or video
feeds of one another. In some embodiments, a casino security camera
may be trained on a first group member. Other group members may
view the video feed of the first group member. In some embodiments
each group member may have a portion of his gaming device's display
screen devoted to video feeds of other group members. In some
embodiments, the video feed of a particular group member may become
prominent on all group members' screens only when the particular
group member has won a significant prize. For example, when Sam
gets a "seven-seven-seven" in three-reel slots, the casino server
102 may direct the gaming devices 104, 106, 108 of the other group
members to enlarge the video feed of Sam, so that the other group
members know Sam has won and can see his excitement. Similar
embodiments may apply to still images of group members. For
instance, when one group member wins, his still image may be shown
to the others. In some embodiments, when a first group member chats
with a second group member, the first may see a video feed (or
still image) of the second, and vice versa.
[0303] In some embodiments, group members may be represented on
each other's displays as cartoon images (i.e. avatars) or symbols
instead of by their own images. In such embodiments, when a first
group member chats with a second, each may see the other's avatar
speaking. When a first group member scores a win, the other group
members may see the first group member's avatar do a little
dance.
[0304] Group members may also see cartoon or other virtual
representations of each other's gaming devices. For example, when
John gets a royal-straight-flush, Sarah sees a cartoon
representation of John's gaming device display. The cartoon shows
pictures of the five cards, i.e. Ace of hearts, King of hearts,
Queen of hearts, Jack of hearts, Ten of hearts.
5. Terminating the Linked Play According to the Group Format
[0305] In Step S5, the linked play session may end after a group
objective has been satisfied and/or achieved or once the linked
play completes according to the group format. Thus, in some
embodiments, linked play may terminate, for example, after some
predetermined time period, after a predetermined number of handle
pulls by each or all group members, once one or more group members
have exhausted a certain number of tokens, once one or more members
or the group as a whole has achieved a goal, once it is clear the
group will not achieve a goal, once it is clear that one group
member has won, or one group member has lost, once one or more
group members has obtained one or more predetermined outcomes,
and/or once one or more group members has obtained one or more
predetermined symbols.
[0306] In some embodiments, arrangements or measures may be
provided to accommodate a group with a member who wishes to quit
the group during linked play. For instance, a group member may not
wish to make any further wagers or the group member may be required
to be somewhere else. The group member may wish to quit despite a
designated group format requiring all group members to place a
certain minimum number of wagers, to spend a certain amount of time
gambling, etc.
[0307] Thus, when a group member quits a group, and informs the
casino server 102 that he is quitting, various measures may be
taken as a result of the loss to the group. These measures may
include allowing other group members to substitute their own
contributions for that of the lost group member. For example, where
a group's objective involves achieving gross winnings in excess of
a certain threshold, if a group member quits, then another group
member's winnings may be counted twice towards the group goal. An
alternative solution might be for other group members to be given
more time to gamble towards the group goal.
[0308] An additional potential measure may include modifying the
group objective. The group objective may be modified to be more
suitable for the remaining members of the group. For example, in a
five-person group, where any two group members may split a bonus
prize for attaining the outcome of "orange-orange-orange" within
one minute of one another, if any one group members quits, it
becomes more difficult for the others to obtain the bonus prize,
since each remaining group member now only has three others with
which to potentially split the prize. One way to make up for the
loss of the group member would be to allow any two group members
among the remaining four to win the bonus prize upon achieving
"orange-orange-orange" within two minutes of one another rather
than within one minute. Another solution might be to increase the
amount of the bonus prize.
[0309] An additional potential measure may include finding a new
person to replace the departing group member. The new person may or
may not be required to pay an entry fee for joining the group. The
new person may be taken from a "stand-by" list of people who had
previously expressed interest in joining the group, but had not
been able to, or had not done so.
[0310] An additional potential measure may include the casino
reducing the prize that may be won by the group. The casino may
reduce the prize for several reasons. First, it might be easier for
the group to win the prize after a group member has left. For
instance, if a group's goal is based on net winnings, the goal
might be smaller and thus, more attainable with fewer people
playing, since the odds in most games are in the casino's favor.
Secondly, the casino is benefiting less from the gambling
activities of the group, so may be able to justify only a reduced
prize.
[0311] An additional potential measure may include dissolving the
group and any entry fees may be fully or partially returned.
[0312] There are many other possible measures that might be taken
if a group member quits. If a group member quits without informing
the casino server 102 (either directly or via other group members),
then measures may or may not be taken, depending on whether the
quitting has benefited the group. Generally, if a group member's
quitting has benefited the group, then the group member may not
have satisfied some rule or rules required as part of the group
format. For example, if each group member is required to make 1000
handle pulls during a session, and a group member quits after
having made 600 handle pulls, then the group member has not met the
requirements specified as part of the group format. Whether or not
a quitting group member informs the casino server, various
penalties may be levied against the group member or the group.
These include reduced potential prizes, reduced chances at prizes,
deductions of credits from a credit balance, etc.
[0313] In some embodiments, an entire group or a significant
portion of a group may quit upon the agreement of one or more group
members and there may be a way for the group to settle with the
casino. For example, if a group is 80% of the way towards achieving
an objective, but wishes to quit early, then the group may quit and
receive, say, 50% of a prize. There are many other possible methods
of settlement.
6. Determining Whether the Group Objective was Achieved
[0314] Once the group session has ended, the casino server 102 may
then determine the outcome of the group session in Step S6. The
casino server 102 may determine the outcome by, for example,
referring to the current session database 214 of FIG. 14, obtaining
an aggregate group result, obtaining the description of the
appropriate group objective from the group session database 212 of
FIG. 13, and comparing the group result to the group objective. If,
for example, a group of five people was trying to achieve net
winnings of $100 in order to win a meal for each member, then the
casino server 102 compares a tally of the group members' net
winnings to the threshold of $100. If the tally of net group
winnings exceeds the threshold, then the casino server 102 may
instruct each group member's gaming device 104 to print a meal
ticket in Step S7. If the group play involved group members
competing against one another for a prize pool, then the casino
server 102 may determine the winning group member, and signal that
group member's gaming device 104 to pay the winner the amount of
the prize pool in Step S7.
7. Awarding Prizes if the Group Objective was Achieved
[0315] Once the casino server 102 has determined the result of
group play, including competitions, then, in Step S7, it may
allocate prizes based on the result. For instance, as suggested
above, the winner among a group whose members competed with one
another for a prize pool would receive the prize pool. The casino
server 102 may refer to the group session database 212 of FIG. 13
in order to determine what prizes to award, and how to distribute
any prizes amongst the group members. The casino server 102 may
then signal the gaming devices 104, 106, 108, (112, 114) operated
by the winners among the group members to dispense the appropriate
prizes. Alternatively the winners may receive their prizes at a
location within the casino.
F. EXAMPLE ILLUSTRATIVE EMBODIMENTS
[0316] The following very specific examples are provided to
illustrate particular embodiments of the present invention,
particularly from the perspective of potential users of the system
100A, 100B including players and casinos.
(a) Example 1
[0317] Walter and Brenda have been married for thirty-five years.
At least once a month, they visit a nearby casino together to play
video poker. On one particular visit, Walter and Brenda sat down at
adjacent video poker machines and inserted their respective player
tracking cards. The display screen on Brenda's machine then
displayed a message for her. It read: [0318] Brenda, we'd like to
welcome you and your husband back to our casino. We notice you play
here frequently together. How would you and your husband like to
try group play? The way it works is simple. You play just as you
did before. Only now, if both you and your husband get a straight
flush within one minute of each other, you split a bonus payout of
1000 tokens! The payout for a solitary straight flush is just a
little lower, 40 tokens instead of 50 tokens. Press the `accept`
button below if you would like to commence group play. We will then
ask your husband if he wants to play. If he agrees, then you are
all set. [0319] Brenda liked the idea of group play. It would allow
Walter and her to work together in order to win. She talked over
the concept with Walter and then touched the "accept" button on her
display screen. Soon, Walter got a similar message to the one
Brenda had received, and he too touched "accept." Brenda and Walter
then began playing.
[0320] Over the next several hours, there were several occasions
when either Walter or Brenda achieved a straight flush. They hardly
noticed the slightly smaller payout as the winner cheered the other
on for the next minute, hoping the other would also attain a
straight flush. Although they ended up not winning the bonus
payout, both Walter and Brenda enjoyed the group excitement, and
resolved to continue playing as a group during subsequent visits to
the casino.
(b) Example 2
[0321] Linda, Jane, Sue, and Mary were long time friends who
enjoyed an occasional group trip to the casino. The only drawback
of going together was that it always seemed one of them would have
very good gambling results, and another would have bad results.
They would thus leave the casino in disparate emotional states. One
day, Linda noticed a promotion in a mailing sent to her by the
casino. The promotion said that several people could join a play
group to link their winnings together. Each play group member would
put the same amount of money into a pool. Each play group member's
wager would then come from the pool, and all winnings would go into
the pool. The pool would then be divided evenly among all group
members at the end of a gaming session. In this way, if one or two
group members went on a lucky streak, all group members would share
in the luck.
[0322] Linda spoke to Jane, Sue, and Mary, and all agreed to form a
play group with linked winnings. On their next drive up to the
casino, they agreed on a group name: "Linked Destiny." When each
later sat down at her respective slot machine, she selected a
"group play" option from a menu on the touch screen of her slot
machine. She then keyed in the name of the group she wanted to
join, "Linked Destiny," using a keypad displayed on the touch
screen. After Linda, Jane, Sue, and Mary had keyed the group's name
into their slot machines, each was given a list of the other group
members, and asked to confirm that she wanted to join a play group
with the others. Each confirmed. Then, each was asked to insert
$100 into her gaming device, and each did so. Then play
commenced.
[0323] After Linda had made a few handle pulls, she was pleased to
see a small window appear in the upper right hand corner of her
display screen. In the window, Linda could see displayed how much
money remained in the common pool. She also could see each of her
friends' outcomes as they occurred. For instance, the display would
flash the name "Mary" and show Mary's outcome of
"cherry-lemon-bell". Then the display would flash "Jane" and show
"bell-bell-plum". Linda found play to be much more exciting, as she
now had four people's outcomes to follow rather than just her
own.
[0324] Today was Sue's day to be lucky. She seemed to hit payout
after payout. Although the others did not do as well, the common
pool ended up at $480. Each left with a small profit of $20 due to
Sue's good luck. All were in a good mood on the ride home.
(c) Example 3
[0325] A group of five people got together, each person was a
dollar slot machine player. Each member of the group contributed
$20 to an initial wager placed with the casino. The group would
then play for an hour, and if the group's net winnings for the hour
exceeded $200, the wager would pay back $200 to each person. Each
person would also keep any winnings sustained at his machine during
the one-hour session, and would absorb any losses.
(d) Example 4
[0326] Joe and Sam were two avid video blackjack players. They
would always argue about who had done better during a particular
session. So one day, Joe and Sam decided to join a group for the
purposes of competing against one another. As part of the group,
Joe and Sam each agreed to place a $15 wager to be held by the
casino. At 8:00 pm, whoever had netted the most money, or lost the
least money at video blackjack would win the other's $15 wager. The
only stipulation was that each had to wager at least $1000 in total
at video blackjack. The stipulation would prevent either Joe or Sam
from stopping early and allowing the other to lose money due to the
negative expected net winnings to be derived from video
blackjack.
[0327] Joe and Sam played vigorously throughout the day. When it
got to be 8:00 pm, both had lost more than $100. But Sam did not
mind because he had lost less than Joe, and so got to keep Joe's
$15. There was no argument about whom was the victor.
(e) Example 5
[0328] An elderly couple from Stamford, Conn. traveled frequently
to a nearby casino. The couple was interested in meeting another
couple from Stamford who also liked to gamble. Perhaps the two
couples could travel to the casino together, and maybe also get
together for lunch and a game of bridge. On one visit to the
casino, the couple registered for a competition. The hour-long
competition would be against another couple, to see which couple
could hit the most payouts in excess of 20 tokens at a traditional
three-reel fruit slot machine. The casino would buy lunch for the
winners at the casino restaurant.
[0329] When the couple registered for the competition they asked
that the casino server 102 match them with another couple, both
aged 60 or older, who lived in Stamford, Conn., and enjoyed bridge.
The casino was able to find a match for them, and the competition
ensued. The initiating couple lost the competition, but they were
pleased to meet their opponents at the restaurant later that day.
The two couples soon became good friends, and from then on always
traveled to the casino together.
(f) Example 6
[0330] Tony was on the Internet at his favorite casino Web site.
Tony was interested in joining a group and having a chance of
winning a group progressive prize. Tony therefore clicked a link
that brought him to a Web page listing the available groups. Next
to each group was listed the size of the progressive prize, and the
amount required to join the group. Tony would be required to pay
some money to join a group since his wagers had not yet contributed
anything to the progressive prize. Tony saw one group of 100 people
that had a progressive prize of $500 and rising. Tony clicked on
the link to join the group. He then authorized the deduction of $5
from his credit card account to join the group, and the $5 then
went into the progressive pool. Tony authorized the deduction of
another $100 from his credit card account in exchange for 100
virtual casino tokens. Tony then began playing his favorite game:
video poker.
G. ADDITIONAL EMBODIMENTS OF THE INVENTION
[0331] Group members may be distributed across multiple casinos. In
some embodiments, a third-party server 110 may transmit and receive
communications from individual casino servers 102. The third-party
server 110 may track group information such as group members'
names, financial account identifiers and locations. The third-party
server 110 may also track group statistics, such as net group
winnings, individual group members' winnings, number of jackpots
won by the group, etc. In this regard, the third-party server 110
may assume many of the functions the casino server 102 had in
embodiments where all group members played at a single casino. The
third-party server 110 may transmit any group information or
statistics to the casino servers so that the information might be
displayed to the group members at the gaming devices. Meanwhile,
casino servers may continue to receive information from group
members and from group members' gaming devices, and pass the
information along to the third-party server 110. Two group members
at different casinos may chat with one another, for example, by
routing a first group member's signal through the slot network of
the first casino to the first casino server; by then routing the
signal from the first casino server 102 to the third-party server
110; then from the third-party server 110 to the second casino
server; and finally from the second casino server 102 through the
slot network of the second casino to the second group member.
[0332] Where multiple group members play at different casinos with
different owners, it may be necessary for the casinos to split the
cost of any prizes given to the group. In some embodiments, any
prizes awarded to the group or to individual group members may be
paid by each participating casino in proportion to the number of
group members that were playing at that casino. In some
embodiments, each prize is paid by the casino or casinos at which
prize-winning outcomes were won. For example, the Slot Kings group
may win a minivan if any two group members achieve a jackpot
outcome within one hour of one another. If two members of the group
playing at casino A achieve the jackpot outcome, then casino A may
be responsible for paying for the minivan. However, if one group
member had been at casino A and the other at casino B, then the two
casinos might split the price of the mini-van. Those skilled in the
art will recognize that there are many other possible ways to
determine how to split the cost of the prize for a group among
multiple casinos.
[0333] In some embodiments, a group member may be required to play
at multiple casinos in order to win a prize.
[0334] In some embodiments of the present invention, not all of the
outcomes of all of the group members are used to determine whether
the group has achieved the group objective. In some embodiments,
only the outcomes of the most successful player or players may be
used. In some embodiments, only the outcomes of the least
successful player may be used. In some embodiments, only the
outcomes that occurred during a specific time period may be
used.
[0335] Although the system of the invention has been described as
one or more gaming devices 104, 106, 108 networked to a casino
server 102, the invention applies to other games and gaming
environments. For example, the invention may be applied to table
games, such as table poker and blackjack. In such embodiments,
players may insert their player tracking cards into card readers
corresponding to seats around, for example, a poker table. The
casino server 102 could access group data and transmit that data to
a data terminal located at the dealer. The dealer could then
communicate the relevant linked play information to the player.
[0336] In some embodiments of the present invention, as applied to
table games, a dealer may manually provide many of the functions of
a casino server. One challenge at table games involves tracking the
results of playing group members, since the processing power and
memory present in a gaming device 104 may not necessarily be
available at a table game. In some embodiments, every time a group
member achieves an outcome that counts towards a group objective, a
casino employee may place a marker on the table to represent the
outcome. For example, a blackjack player belongs to a group that
wins five sets of round-trip plane tickets to Las Vegas from
anywhere in the United States, provided the group members can
achieve 100 blackjacks amongst themselves in the span of an hour.
Then, every time a group member achieves a blackjack, the dealer
places a special chip in a circle marked on the table in front of
the group member. At the end of an hour, the number of blackjacks
the group member has achieved can be discerned from the number of
special chips in the circle in front of the group member.
[0337] In some embodiments, an electronic counter is affixed to the
blackjack table (or craps table, roulette table, etc.). Every time
a group member achieves an outcome of importance, the dealer may
press a button on the counter to increment the count of the number
of outcomes attained by the group member. Alternatively, an
electronic scanner may automatically detect outcomes achieved by a
group member, and cause the electronic counter to increment upon
the attainment of such an outcome.
[0338] A single group member may game at multiple gaming devices,
and have his results at each gaming device 104 count towards a
personal or group goal. For example, if Sam and Henry wish to
achieve "bell-bell-bell" within 10 seconds of one another, then Sam
and Henry may improve their chances by each playing three gaming
devices at once. Perhaps this allows them to increase their
individual rates of play, when a rate of play is measured over
three gaming devices instead of one. With higher effective rates of
play, Sam and Henry are more likely to achieve "bell-bell-bell"
within 10 seconds of one another.
[0339] Playing groups may gain an increased sense of camaraderie by
wearing apparel tailored to the group. For example, group members
may each wear group hats or group T-shirts containing the name of
the group. In some cases, group apparel might show the results of
the group (e.g. the group won $500 in 2003). There might be group
mugs, group key chains, and other group trinkets. Group members
might each receive tracking cards displaying special group colors,
showing the name of the group, or otherwise indicating group
membership. All group-related products might be provided by the
casino as a benefit of group formation. Group related products
might also be given out as prizes. The casino might also charge for
the products. One benefit of a playing group registering prior to
visiting a casino, is that the casino may have time to arrange for
the manufacture of the items prior to group members' arrival at the
casino.
[0340] One or more group members may be able to negotiate for
certain benefits to be given a group in exchange for the group's
business at a particular merchant. A group may negotiate for better
odds at gaming devices, discounted rooms, discounted meals,
discounted show tickets, increased rates of complimentary points
(comps), additional casino-sponsored group prizes, and so on. For
example, Sheryl might contact a casino server 102 and mention that
her playing group, The Casino Ladies, would be interested in
spending a weekend at the casino if each group member could receive
half price on her room. The casino, server might then grant the
half-priced rooms to each group member, in view of low occupancy
rates, or in view of the group's heavy gambling in the past. In
some embodiments one or more group leaders or representatives of
the group receives a benefit in exchange for getting the other
group members to either come to the casino, to increase their
quantity of gambling, or to otherwise increase their consumption at
the casino.
[0341] A gaming device 104 typically includes one or more physical
buttons for use in issuing commands to the gaming device 104. For
example, one plastic button might indicate a bet of 1 coin, another
plastic button might indicate a bet of 2 coins, and a third plastic
button might say "spin." In some embodiments of this invention, the
existing buttons on a gaming device 104 may be used for alternative
purposes. For example, a button that is typically used to bet 3
coins may now be used to open a chat line with group member number
3. Many other uses for buttons are possible.
[0342] In some embodiments, a first group member may never know the
identity of another member of his group. He might instead know only
a screen name. A person in one group may never know the identity of
a person in another group against which his group is competing.
[0343] In some embodiments, a winner of a competition among group
members may get to keep all of the group's total net or gross
winnings.
[0344] In some embodiments, a competition whose outcome is
dependent in some way on a group member's amount of play may help
the casino to increase the group member's amount of play. For
example, if the winner of a competition is the person with the
highest gross winnings, then a group member might be encouraged to
make more wagers so as to have more chances to increase his gross
winnings. This, in turn, may increase casino profits.
[0345] In some embodiments, the casino server 102 may attempt to
pair a slow (as measured by handle pulls per hour) and a fast
player into a group. The casino server's 102 goal in doing so would
be to allow the faster player to influence the slower player to
play more rapidly.
[0346] In some embodiments, the winner of a competition might be
the group or the group member who lasts the longest in the face of
some adverse condition. Some exemplary adverse conditions may
include fatigue, losing outcomes, bankruptcy, poor statistics, and
being voted out. In a fatigue-based adverse condition embodiment,
the winner is the group member who can physically gamble the
longest. In a losing outcomes-based adverse condition embodiment,
group members may drop out of a competition upon, for example,
obtaining five losing outcomes in a row and the winner is the last
remaining group member. In a bankruptcy-based adverse condition
embodiment, groups or group members may be forced to drop out of a
competition when they run out of money, or when they lose a
predetermined amount of money. In a poor statistics-based adverse
condition embodiment, group members may be competing with one
another for a prize and, for example, the group member with the
lowest net winnings after a set time period may be dropped from the
group. This process may repeat until only one group member, the
winner, remains. In a "being voted out"-based adverse condition
embodiment, the group may periodically vote a member out of the
group until just two members remain. The last two members may then
compete in a winner-take-all game. Alternatively, members
previously "voted out" may vote to determine the final winner.
[0347] In some embodiments that include a competition between
groups, individual group members may drop out periodically due to
an adverse condition. At the end of a set time period, the group
with the most remaining members wins.
[0348] In some embodiments, one use of an audio communications
channel between competing group members or competing groups may be
used for the purpose of trash talking. The casino server 102 may,
however, censor any trash talking, or any communication in general,
using casino chat rooms facilities or other casino sponsored
communication means.
[0349] In some embodiments, a playing group may include a multi-day
competition among group members, with a subset of the group members
being eliminated every day. Those group members that remain at the
end of each day may receive a free or discounted room at the
casino's hotel for the night. Alternatively, group members who are
eliminated may receive a free or discounted hotel room in order to
encourage them to remain at the casino even after having been
eliminated from competition.
[0350] In some embodiments where group members compete, one group
member may be able to use defensive tactics to nullify another
group member's progress. For example, Tim and Arthur are competing
to see who gets the most payouts in excess of 20 coins. However, if
Tim gets a shield symbol, Tim can hold onto it, and the next time
Arthur gets a 20 coin payout, Tim can use his shield symbol to stop
the 20 coin payout from being counted for Arthur in the
competition. There are many variations to the use of defensive
tactics. Perhaps Tim is not allowed to spin while holding the
shield symbol. Perhaps Arthur can get another symbol that protects
him against the nullifying effects of the shield. In some
embodiments, one group member might periodically be allowed to take
a symbol from a second group member, even though the second group
member does not desire to give up the symbol. The symbol may help
the first group member, or its loss may hurt the second group
member.
[0351] In some embodiments, group members can use their own symbols
to help other group members. For example, Sheila gets an outcome
of: "Ah Kh Qh Jh 3d" at video poker. Meanwhile, Samantha is dealt a
hand containing the "10h" at her own video poker machine. Samantha
may then give her "10h" to Sheila so that Sheila might complete her
royal-straight-flush. The royal-straight-flush may or may not then
win as much as it would have had Sheila completed it on her
own.
[0352] In some embodiments, group members may be required to make
handle pulls during a limited time window. For example, a group
wins a prize based on its gross winnings between 2:30 pm and 3:30
pm. Thus, if a group member's gaming device 104 malfunctions, or
when a group member's
[0353] Internet connection fails, the group member or the group may
be put at a disadvantage. Therefore, in some embodiments, the
casino server 102 may maintain a record of when a group member's
gaming device 104 malfunctions, or when a group member's Internet
connection fails. For example, the casino server 102 may receive a
periodic signal from a group member's gaming device 104 confirming
that the gaming device 104 is functional. If the casino server 102
does not receive the signal during a time when the signal should
have been sent, then the casino server 102 may conclude that the
gaming device 104 has malfunctioned, and may record the time of
malfunction in a log.
[0354] In some embodiments, a gaming device 104 might also actively
indicate that it has malfunctioned by sending a malfunction signal
to the casino server. The casino server 102 may later record the
time at which a gaming device 104 has resumed function, as
indicated by a resumption of the periodic signal from the gaming
device. In some embodiments, when a group member's gaming device
104 malfunctions, the group member may move to a new gaming device
104 and resume play. The casino server 102 may receive the group
member's identifier from the new gaming device 104 and record the
time at which the group member has resumed play. A similar system
may be used to detect when a group member has been disconnected
from the casino server's Web site. For example, the group member's
personal computer may cease transmitting signals to the casino
server's Web site, and resume once the group member has been
reconnected.
[0355] Thus, in some embodiments, the casino server 102 may record
a log of when a group member has been unable to participate in the
group activity due to some kind of malfunction. The casino server
102 might then compensate the group member or the group for lost
activity. For example, the casino server 102 might allow one or
more group members to gamble at a time outside of the originally
designated time period, but have the gambling count towards group
activity. In some embodiments, the casino server 102 may grant the
group member or the group some number of tokens, points, symbols,
etc., representing that which the group member or group might have
expected to achieve during the lost time. In some embodiments, the
entire group may be required to start the group session from the
beginning at a later time period. In still other embodiments, the
group or group member may simply be given all or a portion of the
prize he might have won had he not been cut off. However, in some
embodiments, the casino server 102 may elect not to compensate the
group or group member for lost time if, for example, the group
member is at fault.
[0356] In some embodiments, at the end of a group session, one or
more group members may receive a document, certificate, trophy,
receipt or other form of recognition as to the performance of the
group or the group member. A group member may use such recognition,
for example, to prove that he won a contest against another group
member. Having the chance to win a contest against a friend and
having the ability to prove the win may motivate a person to gamble
at a casino.
[0357] In some embodiments, a group or individual group members may
be granted a form of insurance. For example, if each member of the
group loses more than $50 during a gaming session, the insurance is
activated and each group member receives $30 from the casino. The
group may be granted insurance simply for agreeing to gamble at the
casino. Alternatively, the group may be required to pay an
insurance premium in order to have the chance at receiving
insurance.
[0358] In some embodiments, a group gambling session may occur over
a designated time interval, e.g. 11:00 am to 12:00 pm. However,
each group member may have the option, or may be required to take
one or more breaks during the gambling session. For example, each
group member may be required to break for ten minutes during the
interval of 11:00 am to 12:00 pm. Each group member may then take
the break during any ten-minute period within the hour-long
interval. A group member may use the break time, for example, to
use the rest rooms, to obtain refreshments, to walk around, and so
on. Requiring all group members to take a break ensures that a
group member who needs to use the rest room facilities, for
example, is not at a disadvantage to someone who plays for the
entire session. In some embodiments, if a group member has not
taken a break during a session, and the time remaining in the
session is equal to the length of the break, then the casino server
102 may automatically prevent the group member from participating
for the remainder of the session.
[0359] In some embodiments, group members in competition with one
another may take breaks without being put at a disadvantage by
setting up an automatic gambling system. Such an automatic gambling
system may be embodied as a program that may be executed on the
gaming device 104. For instance, a group member who needs to take a
break may be able to key instructions into his gaming device 104
that causes the gaming device 104 to continue generating outcomes
at the rate of 20 per minute until the group member returns to the
machine.
[0360] In some embodiments, the casino may provide certain benefits
to group members to better facilitate social interaction. For
instance, the casino may provide group members with adjacent hotel
rooms and/or the casino may reserve adjacent gaming devices for
group members. The casino may also reserve blocks of adjacent seats
at a show, adjacent tables at restaurants, seats at the same gaming
table, etc., for members of a single group.
[0361] In some embodiments, a player device, such as a wireless
PDA, may be used to invite a player to a linked play-enabled gaming
device 104 and it may alert the gaming device 104 to the player's
proximity using, for example, a wireless protocol (such as
Bluetooth as described at
http://www.bluetooth.com/dev/specifications.asp). Once identified,
a users' information may be automatically transferred to the gaming
device and log him into group play. By merely approaching an
enabled gaming device, the player's device could trigger the gaming
device 104 to configure itself to support the player's current
group play session. In some embodiments, a cell phone/PDA may be
used to track and record the player's performance and winnings
information for a given linked play session.
[0362] In some embodiments, a remote group member may log onto a
casino server 102 directly, bypassing any third-party server 110.
Alternatively, a player could log onto a gaming device 104
directly, bypassing the casino server 102.
[0363] In some embodiments where one group member is waiting for
another to achieve an outcome, the group member may have to pay in
order to wait. For example, one group member might have
"orange-orange-orange" and might be waiting for another group
member to achieve "orange-orange-orange." The group member who is
waiting might have to pay 2 coins for every handle pull he waits.
Payment for waiting may also be required where a first group member
is waiting for a second group member to achieve a symbol that might
be passed to the first group member.
[0364] It is clear from the foregoing discussion that the disclosed
systems and methods to facilitate linked gaming represents an
improvement in the art of electronic commerce and gaming. While the
method and apparatus of the present invention has been described in
terms of its presently preferred and alternate embodiments, those
skilled in the art will recognize that the present invention may be
practiced with modification and alteration within the spirit and
scope of the appended claims. The specifications and drawings are,
accordingly, to be regarded in an illustrative rather than a
restrictive sense.
[0365] Further, even though only certain embodiments have been
described in detail, those having ordinary skill in the art will
certainly appreciate and understand that many modifications,
changes, and enhancements are possible without departing from the
teachings thereof. All such modifications are intended to be
encompassed within the following claims.
* * * * *
References