U.S. patent application number 13/299199 was filed with the patent office on 2013-05-23 for showing mobile device display on a electronic gaming machine.
This patent application is currently assigned to IGT. The applicant listed for this patent is Steven G. LEMAY, Dwayne R. NELSON. Invention is credited to Steven G. LEMAY, Dwayne R. NELSON.
Application Number | 20130130777 13/299199 |
Document ID | / |
Family ID | 47713758 |
Filed Date | 2013-05-23 |
United States Patent
Application |
20130130777 |
Kind Code |
A1 |
LEMAY; Steven G. ; et
al. |
May 23, 2013 |
SHOWING MOBILE DEVICE DISPLAY ON A ELECTRONIC GAMING MACHINE
Abstract
A gaming system compatible with patron-controlled mobile
devices, such as smart phones or tablet computers, is described.
The gaming system can be configured to allow a copy of a current
mobile device's screen display to be output to a display on a
wager-based electronic gaming machine. A person at the EGM can use
the copy of the mobile device's screen display on the EGM to
determine that their phone is currently paired with the EGM. In one
embodiment, the mobile device can be remotely controlled from the
EGM. For instance, touch screen inputs received at the EGM can be
used to affect a state of the mobile device.
Inventors: |
LEMAY; Steven G.; (Reno,
NV) ; NELSON; Dwayne R.; (Las Vegas, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
LEMAY; Steven G.
NELSON; Dwayne R. |
Reno
Las Vegas |
NV
NV |
US
US |
|
|
Assignee: |
IGT
Reno
NV
|
Family ID: |
47713758 |
Appl. No.: |
13/299199 |
Filed: |
November 17, 2011 |
Current U.S.
Class: |
463/25 |
Current CPC
Class: |
H04M 2250/16 20130101;
H04M 1/7253 20130101; G07F 17/34 20130101; G07F 17/3218 20130101;
G06F 3/1454 20130101; H04M 1/72544 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method in a wager-based electronic gaming machine (EGM)
including a processor and a memory, the method comprising:
establishing communications with a mobile device; receiving a copy
of a mobile device screen display from the mobile device; and
displaying the copy of the mobile device screen display to a
display on the EGM wherein the copy of the mobile device screen
display is used to indicate that a mobile device with the mobile
device screen display is in an active communication session with
the EGM.
2. The method of claim 1, wherein EGM further includes a wireless
interface for direct communications with the mobile device and
established communications are via the wireless interface.
3. The method of claim 1, wherein the establishing communications
comprises establishing a secure pairing with the mobile device.
4. The method of claim 1, wherein the communications with the
mobile device are via a remote server in communication with the
mobile device.
5. The method of claim 4, further comprising: sending a request to
the remote server to enable communications between the mobile
device and the EGM.
6. The method of claim 1, wherein the copy of the mobile device
display screen received from the mobile device includes a copy of
all or a portion of a frame buffer from the mobile device.
7. The method of claim 6, wherein mobile device is configured as a
VNC server to allow or the all or the portion of the frame buffer
to be sent to the EGM.
8. The method of claim 1, further comprising: receiving high-level
instructions for generating the copy of the mobile device display
and based upon the high-level instructions generating the copy of
the mobile device screen display to be sent to a frame buffer
associated with the display on the EGM.
9. The method of claim 8, wherein the copy of the mobile device
screen display is generated using approved content stored on the
EGM.
10. The method of claim 1, further comprising: determining whether
the copy of the mobile device screen display includes objectionable
content.
11. The method of claim 10, when objectionable content is detected,
removing or obscuring the objectionable content.
12. The method of claim 10, when objectionable content is detected
preventing the copy of the mobile device screen display from being
displayed on the EGM.
13. The method of claim 1, further comprising: during an unbroken
communication session between the mobile device and the EGM,
receiving a plurality of copies of the mobile device screen display
wherein each copy represents a state of the mobile device screen
display at a particular time and replacing on the EGM display a
first copy of the mobile device screen display from a first time
with a second copy of the mobile device screen display from a
second time.
14. The method of claim 13, further comprising: determining a time
interval between updates of the EGM display with a new copy of the
mobile device screen display.
15. The method of claim 1, further comprising: receiving player
tracking information from the mobile device and instantiating a
player tracking session based upon the received player tracking
information wherein the copy of the mobile device screen display is
used to indicate that the player tracking information was received
from the mobile device that provided the copy of the mobile device
screen display.
16. The method of claim 15, further comprising: terminating display
the copy of the mobile device screen display to indicate that the
player tracking session based upon the player tracking information
received from the mobile device is no longer in force.
17. The method of claim 1, further comprising: receiving
information from the mobile device for determining that the mobile
device is currently executing an approved application that is
outputting content to the mobile device display screen.
18. The method of claim 1, further comprising: receiving input data
indicating a selection from the copy of the mobile device screen
display, sending data to the mobile device that causes a state of
the mobile device, including content output to the mobile device
screen display, to change.
19. The method of claim 18, wherein the data sent to the mobile
devices causes an application on the mobile device to be
launched.
20. The method of claim 18, wherein the data sent to the mobile
device is used to indicate a selection of an item within an
application executing on the mobile device.
21. The method of claim 18, further comprising receiving a new copy
of the mobile device screen display after the state of the mobile
device has changed wherein the new copy reflects the state change
on the mobile device.
22. (canceled)
23. The method of claim 1, where the copy of the mobile device
screen display is output to the display while the display includes
images associated with a presentation for the wager-based game.
24. A computer readable storage medium for executing computer code
on a processor in a wager-based electronic gaming machine
comprising: computer code for establishing communications with a
mobile device; computer code for receiving a copy of a mobile
device screen display from the mobile device; and computer coded
for displaying the copy of the mobile device screen display to a
display on the EGM wherein the copy of the mobile device screen
display is used to indicate that a mobile device with the mobile
device screen display is in an active communication session with
the EGM.
25. A method in server including a processor and a memory
configured to communicate with a plurality of wager-based
electronic gaming machines (EGMs), the method comprising:
establishing communications with a mobile device; determining the
mobile device is in the vicinity of a first EGM; establishing
communications between the mobile device and the first EGM;
receiving a copy of a mobile device screen display from the mobile
device; and sending the copy of the mobile device screen display to
the first EGM for output to a display on the first EGM wherein the
copy of the mobile device screen display is used to indicate that
the mobile device with the mobile device screen display is in an
active communication session with the first EGM.
26. The method of claim 25, further comprising: during an unbroken
communication session with the mobile device, terminating the
communications between mobile device and the first EGM; determining
the mobile device is in the vicinity of a second EGM; establishing
communications between the mobile device and the second EGM;
receiving a new copy of a mobile device screen display from the
mobile device; and sending the new copy of the mobile device screen
display to the second EGM for output to a display on the second EGM
wherein the new copy of the mobile device screen display is used to
indicate that the mobile device with the mobile device screen
display is in an active communication session with the second
EGM.
27. The method of claim 1, wherein the copy of the mobile device
screen display occupies a portion of the display on the EGM and the
copy of the mobile device screen is at least partially surrounded
by a game displayed on the display on the EGM.
Description
BACKGROUND
[0001] 1. Field of the Described Embodiments
[0002] The described embodiments relate generally to gaming
systems, such as gaming systems deployed in a casino enterprise.
More particularly, apparatus and method for using a mobile device
in an electronic gaming machine are described.
[0003] 2. Description of the Related Art
[0004] Developing and maintaining a loyal customer base is a
critical component of operating a successful casino enterprise. To
develop a loyal customer base, casino enterprises attempt to
generate interactions with their patrons that provide a unique and
personalized game playing experience. As an example, casino
enterprises offer patrons the opportunity to participate in a
loyalty program. Via the loyalty program, patrons are offered
various promotions and free items that encourage the patron to
return to the casino.
[0005] In the loyalty program, the promotions can be tailored to
the patron's preferences. As an example, if preferred, a patron can
choose to receive promotional credits for game play on an
electronic gaming machine and information regarding this preference
can be stored to an account associated with the loyalty program. In
general, information regarding the patron's preferences in regards
to promotions as well as other activities within the casino
enterprise, such as food, drink and room preferences, can be stored
to their account associated with the loyalty program. The patron
information stored in the account can be used to personalize the
service and the game playing experience provided by the casino
enterprise.
[0006] An ever increasing portion of patrons that visit casinos are
regularly carrying mobile devices, such as smart phones, laptops,
netbooks and tablet computers, on their person. The mobile devices
provide 1) a means of communication allowing the patron to
communicate with other individuals within or outside of a casino
via a number of different communication modes, 2) a source of news
and information, 3) a portal to the patron's on-line activities,
such as social media applications, 4) support for entertainment
features, such as audio/video playback and gaming applications, 5)
a repository for personal information, such as financial
information that enables financial transactions in a mobile wallet
applications and 6) a means of capturing information, such as video
images and audio recordings. Thus, mobile devices, such as smart
phones, are becoming essential tools and in some instances, the
primary electronic interface for many individuals.
[0007] The popularity of mobile devices allows for the possibility
of utilizing their capabilities to further personalize and enhance
the gaming experience in a casino gaming environment. In view of
the above, methods and apparatus are desired that allow for
complementary interactions with a mobile devices within a casino
environment, such as when a patron is participating in game play on
an electronic gaming machine.
SUMMARY OF THE DESCRIBED EMBODIMENTS
[0008] A gaming system compatible with patron-controlled mobile
devices, such as smart phones, netbooks, laptops, tablet computers,
smart cards and memory sticks, is described. The gaming system can
include gaming devices, such as electronic gaming machines and
system servers. The electronic gaming machines (EGMs) can be
configured accept cash or an indicia of credit that can be used to
make wagers on the wager-based games. The EGMs can be deployed in a
casino environment.
[0009] In one embodiment, the EGM can be configured to 1)
wirelessly pair with a mobile device or 2) provide an interface,
such as connector, that allows the mobile device to be coupled to
the EGM via a wired connection. In another embodiment,
communication between the EGM and the mobile device can be enabled
via an intermediary device. For instance, via a wireless access
point, communications can be established between a system server
and a mobile device. Then, a communication link between the EGM and
the system server can be established that allows information to be
communicated between the EGM and the mobile device.
[0010] In one embodiment, an EGM can be configured to receive and
display a representation of content output to the display of a
mobile device. For example, a screen shot of the display of the
mobile device can be output to a main display or a secondary
display on the EGM. The screen shot can be periodically updated to
reflect changes on the display of the mobile device. In another
example, the mobile device can be configured to stream a copy of
images output to its display to the EGM. The streamed images can be
output to the main display or a secondary display on the gaming
machine.
[0011] In particular embodiments, the mobile device can be remotely
controlled from the EGM. For instance, a mobile device screen
display can include an icon of application available on the mobile
device. A copy of the mobile device screen display can also be
output to a display, such as a touch screen display, on the EGM.
Via the touch screen display or some other method, such as via a
button panel on the EGM, the icon can be selected at the EGM. Then,
data indicating the selection of the icon can be sent from the EGM
to the mobile device. In response to receiving the data, the mobile
device can launch the application. The launch of the application
can change the configuration of the content displayed on the mobile
device screen display. Subsequently, the copy of the mobile device
screen display output on the EGM can be updated to reflect the
changes resulting from the launch of the application.
[0012] The image associated with the mobile device displayed on the
EGM can be used to indicate that the mobile device and information
received from the mobile device is currently associated with the
EGM. For example, when player tracking information is received from
a mobile device that is used to instantiate a player tracking
session on the EGM, a copy of image data from the mobile device
that provided the player tracking information, such as a current
screen state of the mobile device, can also be displayed to the
EGM. Thus, by comparing the screen contents on their mobile device
with the copy displayed on the EGM the user can confirm that the
EGM is properly paired with the user's mobile device and not some
other nearby mobile device. Additional confirmation can be provided
when input is received at the EGM, such as a selection of an
application on the mobile phone, is transmitted to the mobile
device and is used to change a state of the mobile device, such as
the mobile device screen display. When a user doesn't have a mobile
device or their mobile device is turned off and a mobile device
screen image appears on the EGM display, the user can determine
that the EGM is improperly coupled to a mobile device. The EGM can
provide a mechanism that allows a user to terminate a coupling
between the EGM and the mobile device.
[0013] One aspect of the embodiments described herein is related to
a method on a wager-based electronic gaming machine (EGM) including
a processor and a memory. The method can be generally characterized
as including: 1) establishing communications with a mobile device;
2) receiving a copy of a mobile device screen display from the
mobile device; and 3) displaying the copy of the mobile device
screen display to a display on the EGM where the copy of the mobile
device screen display is used to indicate that a mobile device with
the mobile device screen display is in an active communication
session with the EGM.
[0014] Another aspects of the embodiments described herein is
related to a method in server including a processor and a memory
configured to communicate with a plurality of wager-based
electronic gaming machines (EGMs). The method can be generally
characterized as including: 1) establishing communications with a
mobile device; 2) determining the mobile device is in the vicinity
of a first EGM; 3) establishing communications between the mobile
device and the first EGM; 4) receiving a copy of a mobile device
screen display from the mobile device; and 5) sending the copy of
the mobile device screen display to the first EGM for output to a
display on the first EGM wherein the copy of the mobile device
screen display is used to indicate that the mobile device with the
mobile device screen display is in an active communication session
with the first EGM.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] The embodiments will be readily understood by the following
detailed description in conjunction with the accompanying drawings,
wherein like reference numerals designate like structural elements,
and in which:
[0016] FIG. 1 is a perspective drawing of a gaming system,
including a wager-based gaming machine and a system server where
the system server and/or wager-based gaming machine are configured
to communicate with patron controlled mobile devices in accordance
with the described embodiments.
[0017] FIGS. 2A and 2B are block diagrams illustrating
communication pathways in a system server and a gaming machine
involving mobile device communications in accordance with the
described embodiments.
[0018] FIGS. 3A-3E are block diagrams illustrating a copy of mobile
device screen display on a main display or a secondary display of
an EGM in accordance with the described embodiments.
[0019] FIG. 4A-4D are block diagrams illustrating mobile device
screen displays output to a display on an EGM where mobile device
is controlled from the EGM in accordance with the described
embodiments.
[0020] FIG. 5A is a method in a gaming machine for displaying a
mobile device screen display in accordance with the described
embodiments.
[0021] FIG. 5B is a method in a server involving displaying a copy
of a mobile device screen display on an EGM display in accordance
with the preferred embodiments.
[0022] FIG. 6 shows a block diagram of a gaming device in
accordance with the described embodiments.
[0023] FIG. 7 shows a perspective drawing of a gaming device in
accordance with the described embodiments.
DESCRIBED EMBODIMENTS
[0024] In the following paper, numerous specific details are set
forth to provide a thorough understanding of the concepts
underlying the described embodiments. It will be apparent, however,
to one skilled in the art that the described embodiments may be
practiced without some or all of these specific details. In other
instances, well known process steps have not been described in
detail in order to avoid unnecessarily obscuring the underlying
concepts.
[0025] A gaming system compatible with mobile devices controlled by
users of the gaming system is described. In one embodiment, the
mobile devices can be configured to transmit and receive
information used on a wager-based EGM. For instance, the mobile
devices can store and transmit virtual ticket voucher information
to an EGM that is used to deposit or remove credits from an EGM as
part of cashless system. As another example, the mobile devices can
be used to transmit player tracking information, such as a loyalty
program account number, that initiates a player tracking session on
the EGM. In yet another example, the patron controlled mobile
devices can be configured to execute applications which generate
information that can affect a state of an EGM and to receive
information from an EGM and/or a system server that affect a state
of the mobile device.
[0026] In particular embodiments, a copy of a mobile device screen
display currently or recently visible on the mobile device can be
simultaneously output to a display device on an EGM. The EGM and
mobile device can be configured to allow the mobile device to be
controlled from the EGM. For instance, via the EGM, it may be
possible to launch an application, affect an application currently
executing on the mobile device or change a state of the mobile
device, such as causing the mobile device to emit a sound or
perform some other action. The copy of the mobile device screen
display output to the EGM can be periodically update to reflect
changes to the screen display that have occurred on the mobile
device. The interaction between the mobile device and the EGM
including displaying a copy of the mobile screen display on the EGM
can allow a user at the EGM to determine that their mobile device
and not some other user's mobile device is currently paired with
the EGM.
[0027] With respect to the following figures, methods and apparatus
that allow a mobile device to interact with an EGM including
displaying a copy of a mobile device's screen display to an EGM
and/or remote controlling the mobile device from the EGM are
described. In particular, with respect to FIG. 1, interactions
between a mobile device and an EGM and/or system server where a
copy of mobile device screen display is displayed on the EGM are
described. With respect to FIGS. 2A and 2B, different
instantiations of communication pathways that allow communications
between a mobile device and an EGM are described. Examples of
outputting a copy of the mobile device to a main display or a
secondary display on the EGM are discussed with respect to FIGS. 3A
to 3B. In FIGS. 4A through 4B, details of the copy of the mobile
device screen display rendered on the EGM are discussed. A method
in the EGM related to rendering a copy of a mobile device screen
display on an EGM display is discussed with respect to FIG. 5A. In
FIG. 5B, a method in a server related to rendering a copy of a
mobile device screen display on the EGM display is described.
Additional details of a gaming system and associated gaming devices
that can render a copy of a mobile device screen display to an EGM
display are discussed with respect to FIGS. 6 and 7.
EGM-Mobile Device Interactions in a Gaming System
[0028] FIG. 1 is a perspective drawing of a gaming system that
allows for interactions between a mobile device 34 and an EGM 2.
With respect to this figure, higher level details related to
displaying a copy of a mobile device screen display on an EGM and
some of its uses in a wager-based gaming context are described. In
FIG. 1, a gaming system server 10 is shown connected to an
electronic gaming machine (EGM) 2. The connection 12 between server
10 and EGM 2 can be via wireless and/or wired communication links.
In a casino environment, the EGM 2 can be connected to multiple
servers and the gaming system server 10 can be connected to
multiple EGMs. Further, different EGMs can be connected to
different combinations of servers. Thus, this example is provided
for the purposes of illustration only.
[0029] The EGM 2 is configured to communicate with the mobile
device 34. In some instances, the EGM 2 can communicate directly
with the mobile device via a wired or wireless communication
interface located on the EGM 2. Also, the EGM 2 can be
communication with a mobile device via multiple communication
channels simultaneously, such as via two different wireless
communication channels (e.g., Wi-Fi or Bluetooth.TM.).
[0030] In other embodiments, a portion of the communications
between the EGM 2 and the mobile device can be through an
intermediary device, such as server 10. For instance, a
communication channel can be first initiated between the server 10
and the mobile device 34. Then, in instances where it is determined
the mobile device 34 is near a particular EGM, such as 2, the
server 10 can open up a communication channel between the server
and the EGM determined to be near the mobile device. Then, the
server 10 can act as intermediary device where communications
between the mobile device 34 and the EGM 2 are routed through the
server 10.
[0031] The location of the mobile device 34 can be determined by
the server 10, the EGM 2 or the mobile device 34, alone or in
combination with one another. For instance, the mobile device 34
can gather information that is transmitted to the sever 10 and/or
the EGM 2 that allows the mobile device 34 location to be
determined. In another example, the EGM 2 can include a detection
mechanism, such as a Near-field communication (NFC) interface that
allows the presence of a mobile device, such as 34, at the EGM 2 to
be detected.
[0032] The mobile device 34 can be configured to initiate and
maintain multiple simultaneous communication channels with
different devices in the gaming system. For instance, a first
direct communication channel between the mobile device 34 and the
EGM 2 can be established for some types of information that are
communicated between the devices. Whereas, a second communication
channel can be opened between the mobile device 34 and the EGM 2
for communicating other types of information where the
communications are routed through system server 10. For example,
credit information that allows credits to be deposited on the EGM 2
may be routed through server 10 via first communication channel
using a first communication protocol. However, information that
allows a copy of the mobile device screen display 32a to be
displayed on the EGM 2 can be transferred via direct communications
between the devices via a second communication channel and a second
protocol. In some instances, the first and second communication
protocol can be the same communication protocol. In general, the
mobile device 34, the EGM 2 and/or the server 10 can maintain
multiple simultaneous communication channels for communicating
different types of information between the mobile device 34 and the
EGM 2 where one or more different communication protocol are
used.
[0033] In one embodiment, the server 10 can act as a gateway for
communications between the mobile device 34 and different EGMs. For
instance, the communication session between the mobile device 34
and the server 10 can be maintained as the mobile device is moved
from EGM to EGM in an environment with multiple EGMs, such as a
casino. However, the server 10 can be configured to terminate a
communication session between the mobile device 34 and a first EGM
when the mobile device 34 is moved from the vicinity of the first
EGM and instantiate a communication session between the mobile
device and a new EGM when the mobile device is moved to the
vicinity of the new EGM. The server 10 can repeat this process as
the mobile device 34 is moved from device to device by the
user.
[0034] Once a communication session is established between the
mobile device 34 and the EGM 2, the mobile device 34 and EGM 2 can
begin interacting. The interactions can be in the context of a
wager-based gaming environment and can depend on the respective
capabilities of the mobile device 34 and the EGM 2. Thus, as
follows, the EGM 2 and its capabilities are briefly described and
then interactions involving a mobile device 34, the EGM 2 and/or
server 10 are discussed. In particular, examples of interactions
between the EGM 2 and the mobile device 34 are described where a
copy 32b of a display screen 32a on the mobile device 34 is also
displayed on the EGM 2.
[0035] A copy of the mobile device screen display 32b can attempt
to duplicate an image output to the mobile device. For instance, a
copy of the frame buffer on the mobile device 34 can be sent to the
EGM 2 for output. In other embodiments, the copy 32b can be an
identifiable representation of an image 32a output to the mobile
device screen display which provides enough details to be
recognizable as being received from the mobile device 34 but may
not reproduce all the details of the mobile device screen display
in their entirety. For instance, the icons and their position on
the mobile device screen display can be rendered in the copy output
to an EGM display. However, the background behind the icons, such
as an image selected by the user of the mobile device may not be
rendered. In another example, the resolution, size or aspect ratio
of the copy 32b can be different from the resolution, ratio or size
of an image 32a displayed on the mobile device. For instance, the
copy 32b can be rendered like an icon on the EGM display with a
much scaled down detail of the copy 32b shown in the icon.
[0036] Returning to FIG. 1, the EGM 2 can include multiple
displays, such as displays 14 and 16. The displays can be used to
output video images associated with a wager-based game play, such
as a presentation associated with a main game or a bonus game. Each
of the displays on the EGM 2, such as 14 and 16, can be configured
to receive content from one or more of a game controller within the
EGM 2 (see FIG. 6), a remote device, such as server 10, a mobile
device 34 or combinations thereof.
[0037] As an example of receiving content from a remote device,
content for a rectangular portion 42 of display 16 can be
controlled by the remote server 10. The remote server 10 can be
configured to receive a copy of the mobile device screen display
from mobile device 34. Then, the server can be configured to send
this content to EGM 2 for display in portion 40 of display 16 under
its control. Other content can be displayed in portion 42. For
instance, additional content can be displayed above the copy of the
mobile device screen display 32b. In some embodiments, the EGM 2
can be configured to allocate resources to a remote device, such as
but not limited to a portion 42 of display 16, a portion of memory
and computational resources. This embodiment can be referred to as
a "service window" and is described in more detail with respect to
FIG. 6.
[0038] In addition, a secondary device coupled to the EGM 2, such
as a player tracking unit, can include a secondary display. The
secondary display can be used to output content generated on the
player tracking unit by a player tracking controller or content
received from another device, such as a game controller on the EGM
2, the server 10 or mobile device 34. Thus in some embodiments, a
copy of a mobile device display can be rendered on a secondary
display associated with a player tracking unit.
[0039] Game play decisions can be entered via a player input panel
28. The player input panel 28 can include mechanical buttons. One
or more of the mechanical buttons can include a display screen that
allows at least information about a function of a button to be
displayed and changed over time. The player input panel 28 can also
include a touch screen display that allows a selection of displayed
buttons to be selected. In addition, displays 14 and/or 16 can be
provided with a touch screen interface and an associated touch
screen controller. The touch screen interfaces can be used to enter
information about decisions associated with game play as well as
information associated with other functions offered on a gaming
machine.
[0040] In one embodiment, a touch screen interface can be used to
receive selections used to remotely control the mobile device 34.
For example, the copy of the mobile device screen display 32b can
display icons associated with applications that can be executed on
the mobile device. As shown, the copy 32b can be output to display
16. Via a touch screen interface on display 16, a touch input can
be received at the location of the icon on display 16. The touch
input can be processed and information can be communicated to the
mobile device 34 such that the application on the mobile device 34
is launched in response to the touch input received via the touch
screen on display 16.
[0041] The processing of the touch input can include mapping the
touch screen data from a coordinate system associated with the EGM
display to a coordinate system associated with the mobile device.
If the size, aspect ratio, resolution and/or positioning of the
copy of the mobile device screen display displayed on the EGM
display is different than the size, aspect ratio, resolution and/or
positioning of the copy of the image when it is output to the
mobile device screen display, then the mapping can involving
interpolating the touch screen data received at the EGM to account
for differences in size, resolution and/or aspect ratio. In
particular embodiments, the interpolation can occur on the EGM
prior to sending it to the mobile device or the interpolation can
occur after it is received at the mobile device. The interpolation
of the touch screen data can require information about the size,
resolution, aspect ratio and/or positioning of the image output to
the mobile device screen display and the copy output to the EGM
display.
[0042] The mapping of the copy of the mobile device display screen
can involve scaling the image to allow it to fit in the display
area on the EGM 2 that is different from it native resolution. The
images output to an EGM display can be rendered from a 3-D gaming
environment. In one embodiment, the copy of the mobile device
display screen can be drawn on a surface in the 3-D gaming
environment, scaled as desired in the 3-D environment and then
rendered as a 2-D image output to the EGM display screen.
[0043] The input panel 28 or another input device on the EGM 2 can
also be used to provide an input that affects a state of the mobile
device 34. For instance, an actuation of one of the input buttons
can cause a state change on the mobile device. For instance, an
actuation of the button can cause the mobile device 34 to emit a
sound. In another example, one of the input buttons can be mapped
to a home button on the mobile device 34, such that when the input
button is selected a command is sent to the mobile device to return
it to a home state. In yet another example, an input button can be
mapped to a particular application on the mobile device such that
when an actuation of the input button is detected on the EGM,
information is sent to the mobile device that causes the
application to be launched on the mobile device. If the input
button includes display capabilities then an image of the icon for
the application displayed on the mobile device can also be
displayed on the input button.
[0044] The EGM 2 can include a number of devices used in cash
handling transactions. The cash handling devices can include 1) a
bill acceptor 22 configured to accept cash and/or ticket vouchers,
a printer 38 configured to generate printed ticket vouchers and 3)
a card reader 36 which can be configured to read a magnetic striped
card or a smart card. The magnetic striped card or the smart card
can be used to store account information used to transfer funds,
such as funds stored on a debit card. In another example, the
magnetic striped card or smart card can store information
associated with a loyalty program account and the card reader 36
can be used to read account information associated with a loyalty
program account from the card.
[0045] In a particular embodiment, a wireless interface 18 can be
configured to receive information, such as information associated
with the image 32a, from a mobile device 34. As an example, the
wireless interface 18 can be configured to implement a near field
communication (NFC) protocol. The NFC protocol is designed with a
communication range of 4 cm or less. NFC operates at 13.56 MHz on
ISO/IEC 18000-3 air interface and at rates ranging from 106 kbit/s
to 848 kbit/s. NFC can involve an initiator and a target. The
initiator actively generates an RF field that can power a passive
target. This enables NFC targets to take very simple form factors
such as tags, stickers, key fobs, or cards that do not require
batteries. In other embodiments, the NFC functions can be
integrated into a device, such as the mobile phone 34. NFC
peer-to-peer communication is of course possible, where both
devices are powered. For instance, the electronic device 34 and EGM
2 can be configured to implement a peer-to-peer communication.
[0046] Wireless interface 18 can be used to accept information from
a digital wallet application, such an E-wallet application.
E-wallets can store passwords, credit card numbers, email contacts
and identification data like driver's license or social security
numbers. In some instances, an E-wallet can be linked to a bank
account. An E-wallet application can be used to transfer "cash"
electronically to an EGM that can be used for wagers. When funds
are received electronically, such as via an E-wallet transaction,
the EGM 2 can be configured to store an electronic record of the
transaction in a manner similar to cash transactions involving
physical currency. The E-wallet like application can also be used
to store a loyalty program account information that can be used to
initiate a player tracking system on the EGM 2
[0047] In one embodiment, a copy of the mobile device display
output on the EGM 2 can be used with in an E-wallet application.
For instance, a copy of images associated with a funds transfer
application executed on the mobile device can be displayed on the
EGM 2. The images can show one or more states of the funds transfer
application as information is transferred from the mobile device 34
to the EGM 2 or from the EGM 2 to the mobile device. When a user
can see a copy of the image on the EGM and the image on their cell
phone, a user gains some assurance that a communication session
between the mobile device 34 and the EGM 2 is active and the
devices are properly communicating information.
[0048] If the user doesn't see the copy of their device on the EGM
2 or sees an image of a mobile device different from the one shown
in the device, a user has some indication that there is a problem
with the transaction. In response, the user can cancel the
transaction and/or notify an attendant of the problem. As an
example, when the EGM 2 is configured to communicate wirelessly
with a mobile device, it may be possible for the EGM 2 establish
communications with a nearby mobile device not controlled by the
user. Thus, when the EGM 2 display a copy of mobile device screen
display different from their mobile device, the user can initiate a
remedial action. For instance, the EGM 2 can be configured to
terminate all of its current communication sessions in response to
a selection received from the user. Then, a new attempt can be made
to initialize a communication session between their mobile device
and the EGM 2. For instance, their mobile device can be placed
proximate to an NFC interface to initialize the communication
session.
[0049] As is discussed in more detail with respect to FIGS. 6 and
7, other wireless interface protocols can also be implemented on
EGM 2. For instance, the EGM 2 can be configured to provide Wi-Fi
and/or Bluetooth.TM. communications. These protocols can be used in
lieu of or in combination with NFC. For instance, an NFC
communication can be used to instantiate a Wi-Fi or Bluetooth.TM.
communication between the EGM 2 and portable electronic device 34,
such as secure pairing using one of these protocols. To initiate a
pairing, an NFC and Bluetooth enabled EGM 2 can be tapped by an NFC
and Bluetooth enabled mobile device, such as 34, to instantiate
Bluetooth pairing between the devices. Instantiating pairing
between the EGM 2 and an NFC enabled device, such as mobile device
34, can save time related to searching, waiting, and entering
codes. In another example, a gaming device, such as EGM 2, can be
configured as an NFC enabled router, such as a router supporting a
Wi-Fi communication standard. Tapping an NFC enabled device to an
NFC enabled and Wi-Fi enabled gaming device can be used to
establish a Wi-Fi connection between the two devices.
[0050] An NFC interface on an EGM 2 can be used to receive
information that allows a higher speed communication to be set-up
between the EGM 2 and another NFC enabled device such as mobile
device 34. The higher speed communications can occur via wireless
interface 18 or another wireless interface on the EGM 2. The higher
speed communication rates can be used for expanded content sharing.
For instance, the higher speed communications can be used to allow
the mobile device 34 to stream a copy of images output to its
display to the EGM 2 where the streamed images can be displayed on
the EGM 2.
[0051] One function that can be performed in a gaming environment
is tracking of individual player's game play. Based upon an amount
spent on game play, a player can earn rewards often referred to as
comps. For instance, a player can be offered a free meal or a free
night of lodging based upon their game play.
[0052] In traditional player tracking, a player inserts a player
tracking card into card reader, such as 36. A status indicator can
be provided that indicates that information from the player
tracking card has been read by the card reader. For instance, a
lighted bezel surrounding the card reader slot can be lit green
when data has been correctly read from the player tracking card and
can be lit red when a card is inserted into the card reader slot
but data has not been read from the card.
[0053] The card reader 36 may not correctly read data from the
player tracking card for a number reasons. For instance, the player
tracking card being demagnetized, the card not being inserted
incorrectly or the card reader 36 not working properly can result
in data being correctly read from the card. When the card reader
reads account data from the card, such as an account number, then
the data can be sent to a remote device, such as server, that
includes a database with records of different player tracking
account. When the remote server recognizes the account number read
from the player tracking card as being associated with an active
player tracking account, the remote server can return information
associated with the account to the EGM 2, such as a name associated
with the account, to the EGM 2. Then, a player tracking function
can be initiated where game play information generated on the EGM
2, such as amounts won or lost during the player of wager-based
game are stored to the player tracking account associated with the
player tracking card.
[0054] Typically, the player tracking session continues until the
player tracking card is physically removed from the card reader.
The card reader 36 and/or the EGM 2 don't attempt to verify whether
the person associated with the card is actually at the EGM. Thus,
multiple different people can play the EGM 2 and game play
information associated with the different players can be credited
to the player tracking account associated with the player tracking
card inserted in the card reader 36. One way that individuals try
to cheat the casino is to get extra copies of their player tracking
card and then insert them with EGMs at different locations within
the casino. Until someone removes their player tracking card from
an EGM 2, such as another player or a casino attendant the
individual can collect points associated with game play at each EGM
in which their card is inserted.
[0055] Another problem that player's have with their player
tracking cards is unintentionally leaving the EGM 2 without their
card. To prevent this situation, some players attach a cord to
their card which is anchored to their body. Another problem that
player's have is forgetting to bring their player tracking card to
the casino or forgetting to insert their cards in an EGM when
playing at a particular EGM 2. In these situations, casinos
typically provide the player with little recourse other than
allowing the player to get a replacement card.
[0056] In the embodiments described herein, mobile devices, such as
34, can be utilized in the context of a player tracking program. In
particular, a mobile device, such as 34, can be used to store and
transmit player tracking information, such as a player tracking
account number, to the EGM 2 in lieu of a player tracking card.
Adapting a mobile device into a gaming environment in a function
similar to a player tracking card can result in a number of unique
issues. Some of these issues can be addressed by displaying a copy
of a user's mobile device screen display on the EGM as is described
in the following paragraphs.
[0057] As described above, when a player tracking card is used, the
card reader detects the insertion of a player tracking card,
correctly reads data from the card and it is recognized by a player
tracking server, a player tracking session can be initiated. The
player tracking session lasts as long as the player tracking card
is detected. With a mobile phone, the EGM can be configured to make
a connection with a nearby mobile device and receive player
tracking information. However, if multiple devices are nearby it
may be difficult for the EGM to determine which nearby mobile
device is associated with the user actually playing the game. Thus,
it may be possible that an EGM receives player tracking information
from a mobile device not associated with the current user.
Displaying a copy of the mobile device's display screen to the EGM
allows a user to confirm whether or not the player tracking
information used to initiate the player tracking session was
received from their mobile device and not another player's mobile
device.
[0058] With a card, a player tracking session can be maintained
until the card is removed from the card reader. With a mobile
device, a landing or some other area can be provided where the EGM
2 is configured to detect the presence of a mobile device placed in
the landing area. A disadvantage of this approach is that increases
the possibility of the player forgetting and losing their mobile
device. Player tracking cards are inexpensive. Mobile devices, on
the other hand, are quite expensive. Thus, users may not wish to
remove and place their mobile devices in a location where EGM 2 can
detect the device.
[0059] When a device remains on a user's person, such as in the
pocket, the EGM 2 can detect the presence of a wireless device via
continual wireless communications with the mobile device or the
signal strength detected from the mobile device remains above a
certain level. When wireless communications are lost or the signal
strength drops below a certain level, the EGM 2 can end the player
tracking session. In this scenario, the player moving around or
changing positions may cause a signal to be lost or drop below a
certain level such that the player tracking session is ended while
the player still remains at the EGM 2 and is still playing.
However, the loss of connection or drop of signal can also be
caused by the player intentionally leaving the EGM 2, such as for
the purposes of initiating game play on another device. Displaying
a copy of a mobile device screen display to the EGM, optionally
updating it on a regular basis and then ceasing the display at the
end of a player tracking session allows a user to verify that a
player tracking session involving information received from their
device is still enforce as well as notifies the user when the
player tracking session has ended.
[0060] In addition, a player may wish to utilize their mobile
device at the EGM 2. Removing from a pocket or purse increases the
likely-hood of a user setting the device down and then subsequently
forgetting it. Further, game play can be interrupted as the user
utilizes the mobile device. Providing control of the mobile device
from the EGM via a copy of the mobile device screen display on an
EGM touch display allows for a more seamless use of a mobile device
at the EGM 2 while reducing the interruption associated with
removing the device and reducing the possibility of losing the
device.
[0061] In one embodiment, additional indicators besides the copy of
the mobile device screen display 32b can be displayed on the EGM 2
to indicate a status of a player tracking session. For instance, a
colored status indicator can be displayed near the copy 32b of the
mobile device screen display. The colored status indicator can be a
shape, such as but not limited to rectangular bar. The color of the
colored status indicator can be used indicate a status of the
player tracking session. For instance, green can indicate the
player tracking session associated with the copy of the mobile
device screen display 32b is active while red can be used to
indicate the player tracking session is no longer active. In one
embodiment, the color indicator can surround or partially surround
the copy of the mobile device screen display 32b. For example, in
FIG. 1, the colored status indicator 40 surrounds, the copy of the
mobile device screen display 32b.
[0062] Other status indicators can also be used alone or in
combination with the copy of the mobile display screen 32b to
indicate a status of a player tracking session and/or a
communication session involving information received from a mobile
device 34. For instance, text and/or symbols can be used to
indicate a status of a player tracking session. Further, the status
of the player tracking session and the communication session with
the mobile device that provided the copy of the display screen 32b
can be indicated separately. For instance, the copy of the mobile
device screen display 32b can be used to indicate that player
tracking information was received from the mobile device 34, a
second status indicator can be used to indicate whether the player
tracking session initiated using the player tracking information
from the mobile device is still enforce and a third status
indicator can be used to indicate whether the EGM 2 and the mobile
34 are still engaged in an active communication session.
[0063] As another example, when player tracking information is not
received from the mobile device 34, the copy of the mobile device
display 32b can be used to indicate the EGM 2 is in communication
with the mobile device and a second indicator, such as the hollow
rectangle surrounding the copy 32b can be used to indicate that a
player tracking session is active or not. The player tracking
session can still be active because the player tracking information
can be received from an alternate source, such as a player tracking
card inserted in card slot 36. Thus, at different times and in
different contexts, such as whether player tracking information has
been received or not, the copy of the mobile device screen display
32b can be used to indicate different things.
Communications Between and EGM and a Mobile Device
[0064] Next some details regarding how mobile device information
can be handled and routed on an EGM and within a gaming system are
described with respect to FIGS. 2A and 2B. FIGS. 2A and 2B are
block diagrams illustrating communication pathways between a server
10, an EGM 2 including a game controller 50 and a mobile device. In
one embodiment, as illustrated in FIG. 2A, the communications
between the mobile 34 device and the EGM 2 can be through an
intermediary device, such as server 10. For instance, the mobile
device 34 can establish communications with the server 10 via the
wireless interface 18a. Then, via network interface 56 on the EGM
2, the server 10 can establish a communication link with the EGM 2
that allows communications between the mobile device 34 and the EGM
2.
[0065] In another example, the wireless interface 18a can be
configured as a wireless access point that provides access to an
internal network 55. As an example, each bank of EGMs can be
equipped with a wireless access point. A plurality of EGMs can be
coupled to the internal network 55. The mobile device 34 can access
the wireless interface 18a via a direct connection (e.g., a Wi-Fi
connection) and then can access the internal network 55 to
communicate with one or more of the EGMs or servers. In another
example, via a cellular data communication on the network 45, the
mobile device can access the wireless interface 18a and be routed
onto internal network 55 to communicate with EGMs or servers. The
cellular data communications can be on a network associated with
the mobile device 34 service provider, such as a 3G or 4G network.
Once on the network 55, the mobile device can communicate using one
or more protocols instantiated on the network, such as an NTP
(network time protocol).
[0066] In one embodiment, the EGM 2 may not include a wired or
wireless interface that allows direct communications between the
EGM 2 and the mobile device 34. In other embodiments, the EGM 2 can
include an interface that allows for direct communications between
the mobile device 34 and the EGM 2 but optionally the
communications can also be performed via the server 10. In yet
other embodiments, as described above, the server 10 and the EGM 2
can be configured to allow certain information to be transmitted
directly to the EGM 2 while other types information are
communicated only through a server to the EGM, such as via server
10. Thus, in some instances, the gaming system may allow the mobile
device to communicate simultaneously with multiple devices. For
example, the mobile device can be linked to the server 10 and can
be simultaneously linked to EGM 2 via a direct connection.
[0067] Once information, such as a copy of mobile device screen,
arrives at the EGM 2 via the network interface it can be routed to
different devices via different communications pathways. For
instance, in one embodiment, the information can be sent to the
game controller 50 which can then output to the main display 54
and/or the secondary display 58. In case of a "service window"
embodiment, the game controller 50 can provide resources to a
remote device server 10 that allows the server 10 to output content
to the main display 54 and/or the secondary display 58. In another
embodiment, the information can be sent to a secondary device 52,
such as a player tracking unit, which can output it to the
secondary display 58 or the main display. The secondary device can
also be configured to provide resources that allow information to
be output under control of server 10. In yet other embodiments,
information can be routed directly from the mobile device to the
main display 54 or the secondary display 58 from the network
interface 56 for output to one or both of the displays.
[0068] In particular embodiment, the game controller 50 may not
include features that allow it to communicate with or respond to
information received from a mobile device. For instance, the game
controller 50 can be on an older device that has been deployed
without mobile device interaction capabilities. In these
embodiments, the information and/or commands related to mobile
device communications can bypass the game controller. For instance,
the information can go to the secondary device for output to a
display, such as secondary display 58.
[0069] The communication pathways described with respect to FIGS.
2A and 2B can be instantiated alone or in combination with one
another. For example, the only communication pathway to allow a
copy of mobile device screen display to be output can be from the
network interface 56, to the game controller 50 to the main display
54. As another example, the only communication pathway can be from
the network interface 56 to the secondary device 52, to the
secondary display 58. In yet another example, both communication
pathways can be available and logic on the server 10 or on the EGM
2 can be configured to determine which communication pathway to
use.
[0070] In FIG. 2B, communications between a server 10, a mobile
device 34 and EGM 2 are described. In this example, the EGM 2
includes a wireless interface 18b that allows information to be
directly received from the mobile device 34. A wired interface can
also be provided. The information can be a copy of the mobile
device screen display, such as copy of a frame buffer or
information including commands and data, which allows a copy of the
mobile device screen to be rendered and output to one of the
displays.
[0071] Once the information has arrived on the EGM 2 it can routed
to different devices via different communication pathways. For
instance, communications between the mobile device 34 and server 10
can be enable by routing information from the wireless interface
18b directly to network interface 56, to the network interface 56
via the secondary device 52, to the network interface via the game
controller 50 or to the network interface 56 via first the game
controller 50 and then the secondary device 52. When the mobile
device 34 provides information that can be output to a display,
such as a copy of its mobile device screen display, it can be
routed to the game controller 50 and then directly out to the one
of the displays (e.g., 54 or 58) or the game controller 50 can
route the information to another device, such as the secondary
device 52 which then outputs the information to one of the
displays.
Display Positioning and Composition
[0072] Next, with respect to FIGS. 3A-3E, examples of screen
configurations on an EGM configured to output a copy of a mobile
device display are described. In particular, FIGS. 3A-3E are block
diagrams illustrating a copy of a mobile device screen display on a
main display or secondary display of an EGM. An EGM can include a
main display where a wager-based game is presented. On a mechanical
slot type EGM the main display can be mechanical reels. In this
instance, the copy of the mobile device screen may not be output to
the main display but can be output to a secondary video display. On
a video slot type EGM, the main display can include one or more
video display screen layers. For instance, the main display can be
a multi-layered display with a first display layer stacked upon a
second display layer, such that information on the second display
layer is visible through the first display layer. On gaming
machines where the main display is a conventional display with a
single display layer, a copy of the mobile device screen display
can be output to the single display layer. On gaming machine where
the main display is a multilayered display, a copy of the mobile
device screen display can be output to one or more of the display
layers.
[0073] In one embodiment, as shown in FIG. 3A, when the EGM is not
receiving a copy of the display screen from a mobile device the
screen 100a can be entirely filled by the game 102. The EGM can
still be in communication with the mobile device but may not be
able to output a copy of the mobile device screen display. For
instance, the mobile device may not be executing software that
allows for this function.
[0074] When the EGM receives a copy of a mobile device screen
display, the copy can be displayed such that the game 102 at least
partially surrounds the copy. For instance, in screen 100b, the
copy 104 is positioned in the bottom left corner of the display. In
addition, a status indicator 108 is displayed above the copy 104
and player tracking information 110 is displayed above the copy 104
and the status indicator 108. The status indicator 108 can be used
to convey a status of a connection with the mobile device or a
status of a player tracking session. The player tracking
information 110 can include player tracking information, such as
player's name or a number of points.
[0075] In one embodiment, the status indicator 108 can include one
or more symbols or messages that when displayed convey a status of
some function. For instance, a first symbol can be displayed when
communications between the EGM and the mobile device are active and
a second symbol can be displayed when the player tracking session
is active. The first and second symbol can be displayed side by
side with one another. In another example, all the symbols can
always be displayed but their color may be different to indicate a
status of the function.
[0076] The game presentation for game 102 can be configured such
that important information, such as information that indicates the
outcome of a wager-based game, is not positioned in the area where
the copy 104, the status indicator 108 and the player tracking
information 110 are displayed. When 104, 108 and/or 110 are
displayed, a portion of the game presentation can be obscured. In
another embodiment, the game presentation for game 102 can include
a blank area for displaying the copy of mobile display screen
104.
[0077] In other embodiments, as shown in screen 100c in FIG. 3C,
the portion of the game presentation is not obscured by the copy
104. In screen 100c, the game presentation for game 102 is
displayed and it entirety but is compressed to make room for copy
104, status indicator 108 and player tracking information 110. The
area on screen 100c above 110 can display additional content. In
one embodiment, the content 106 can be from a remote server as part
of a service window (see FIG. 6 for more detail). Also, copy 104,
status indicator 108, player tracking information 110 and server
106 can be all output under control of a remote server as part of a
service window.
[0078] When a copy of the mobile device screen display 104 is not
displayed, the game presentation for game 102 can fill the entire
display as shown in screen 100a. As described, the copy 104 may not
be displayed when a mobile device is not coupled to the EGM 2. In
addition, the EGM configured can be configured with an option that
allows a player to select whether to display or not display copy
104 at a particular time. For instance, the player may select not
to display copy 104 because they prefer the game presentation for
game 102 to occupy the entire display.
[0079] In FIGS. 3D and 3E, screen shots, 120a and 120b, of a copy
of a mobile device screen display are shown on a secondary display
where the game presentation for a wager-based game is not shown.
For instance, the secondary display can be coupled to a player
tracking unit. In another example, secondary display can be located
in a top box on an EGM and used to output secondary content related
to a play of wager-based game, such as a bonus presentation
content. In screen 120a, at a first time, secondary display
information 122, such a bonus presentation content or advertising
associated with a player tracking unit is described.
[0080] In screen 120b, at a second time, a copy 104 of the mobile
device screen display can be displayed. On the secondary display,
depending on its size, the copy of the mobile device screen display
can occupy a larger portion of the screen. For instance, in screen
120b, the copy spans from the top to the bottom screen. For smaller
displays, a larger portion of the screen can be used to allow
details associated with the copy 104 to be seen by a player.
[0081] On the left side of the screen 124 and the right side of the
screen 126 not occupied by copy 104, different content can be
displayed. For instance, player tracking information or status
indicators can be display 124 or 126. As described above, all or a
portion the output of content to the secondary display, such as
104, 124 and/or 126 in screen 102b, can be controlled by remote
device, such as a remote server.
[0082] Next with respect to details of the copy of the mobile
device screen output to an EGM display are described. FIG. 4A-4D
are block diagrams illustrating mobile device screen displays
output to a display on an EGM for a mobile device in different
states. In one embodiment, the mobile device is optionally
controlled from the EGM. For instance, the EGM display can be a
touch screen display and touch inputs received from the touch
screen in areas above the display where the copy of the mobile
device screen display is output can be used to control functions on
the mobile device.
[0083] A copy of the mobile device screen display can be output
when the mobile device is in different states. Thus, as the state
of the mobile device screen display changes and the mobile device
screen display changes, the copy displayed on the EGM can change.
For instance, each of copy of the mobile device screen display
104a, 104b, 104c and 104d can represent a different states of a
single mobile device that are output to an EGM during a single
communication session between an EGM and a mobile device. As
described above, the states on the mobile device may change in
response to control input received at the EGM and transmitted to
the mobile device.
[0084] Screen 104a shows an example of a copy of a mobile device in
a "home" state without an application running. The home state is
usually at a highest level in a navigation interface on the device
where many different sub-levels are available from this level. The
screen 104a includes a status section 155 at the top. In the status
section there are symbols indicating signal strength 152, a data
network 154, a current time 156 and amount of charge or charge
state of the device 158. Typically, a mobile device will have one
or more status indicators displayed at any one time. However, the
type of status indicator, the number of status indicators and the
position of the status indicators can vary depending on settings
selected by a user and also vary from device to device.
[0085] Below the status section 155, different applications are
displayed. The applications can be displayed as icons. When a user
selects one of the applications, the application is launched on the
device. For instance, application 158 is a weather application and
application 160 is a flight information application. Behind the
icons, a background 162 can be provided. As examples, the
background can be a solid color, a pattern or an image. The image
can be selected by a user.
[0086] To prevent an objectionable image from being output to an
EGM display, in some embodiments, content filtering such as image
recognition software can be utilized. The content filters can be
used to detect objectionable content, such as objectionable text or
nudity in the copy of the display screen received from the mobile
device. When objectionable content is detected, it can be edited
out of the screen. For instance, when objectionable content is
found in the background 162 then the background can be modified to
a solid color to remove the objectionable content or obscured so
that the objectionable content is not discernable.
[0087] In one embodiment, logic can be provided to modifying the
copy of the mobile device screen display received from the mobile
device before it is displayed to the EGM. For instance, software
logic on the server or the EGM can be configured to detect the
background 162 around the icons and modify it so that it is always
rendered with a content selected by the gaming machine operator.
When the copy of the mobile device screen display is generated, the
icons and their position can be rendered. However, the background
area surrounding the icons, such as area 162 around icons 158 and
160, can be rendered with approved content selected by the gaming
operator, such as a solid color, an approved pattern or an approved
image. Other data can be edited out of the copy mobile device
screen display. For instance, the time 156 can be edited out in
some embodiments.
[0088] Multiple pages of applications can be provided. In some
instance, one section 168 can include commonly used applications
that are constant from page to page. For example, section 168
includes a phone application 164 and a messaging application. In
FIG. 4B, screen 104b shows a copy of the mobile device screen
display after the phone application 164 is selected and launched
from screen 104a. The application can be launched via input
received at the mobile device or in some instances, via input
received at the EGM and transmitted to the mobile device.
[0089] In one embodiment, an application available on the mobile
device can be mapped to a mechanical button on the gaming machine,
such as a mechanical button with an embedded display. For instance,
the phone icon 164 can be displayed on a mechanical button on the
EGM. Initially, the mobile device can be in a state as represented
by screen 104a. In response to the mechanical button being
actuated, a signal can be sent to the mobile device that causes the
phone application to be launched. After the application is launched
on the mobile device, a copy of the mobile device screen 104b
including the launched phone application can be displayed on the
EGM.
[0090] In screen 104b, after the phone application 164 is launched,
a key pad, function buttons and input number are displayed in area
168. In this example, the layout and position of the status section
155 and commonly used application section 168 has remained constant
from screen 104a to 104b. However, the time in the status section
155 has changed.
[0091] In some embodiments, the numbers can be selected and the
call initiated in response to inputs received at the EGM and then
transmitted to the mobile device. If the user is wearing a head set
in communication with the mobile device then the call can be made
without the user removing the device from their person. As
described above, this mode of operation can be more convenient to a
user and may lessen the likely hood of the device being lost.
[0092] In FIGS. 4C and 4D, states of a mobile device as represented
by the copies of the mobile device screen displays 104c and 104d.
The screen displays 104c and 104d can be associated with a gaming
related application that has been launched. In 104c, a welcome
message 170 including a casino name and player name and a number of
player tracking points 172 is displayed. The player tracking
information, such as current number of points, may have been
received at the mobile device from a remote device, such as a
player tracking server, after the mobile device has provided a
player tracking account information to the remote device. A number
of functions are provided within the application. These functions
include a drink ordering function 176, a dining application 178, a
lodging application 180 and a messaging application 175 that allows
a player to receive a message from a gaming enterprise, such as a
casino owner.
[0093] Selecting one of the applications can change the state of
the mobile device screen display and hence the copy of the mobile
device screen display output to the EGM. In 104d, an example is
shown where the drink application 176 has been selected. The screen
104d shows a message 182 requesting the user to select a drink
Drink selections 184 are listed below the message 182. A selection
of one of the drink selections may bring up additional choices that
can be selected, such as different types of beer. When a final
selection has been made, the order button can be selected to order
the drink. The drink information can be sent to a remote device
where an individual preparing the order and an individual
delivering order can receive the necessary information to fulfill
the order. As described above, the inputs used to navigate the
application can be received on the EGM.
[0094] In one embodiment, an approved application, such as the
gaming application shown in 104c and 104d, may have to be launched
and displayed on the mobile device display before a copy of the
mobile device screen display is output to a display on the EGM. The
EGM or a remote server can be configured to perform a handshake
with the application that allows the EGM to verify that an approved
application is executing on the mobile device and is outputting
approved content to the mobile device screen display. Using this
approach, the likely hood of objectionable content being output to
the mobile device display and then to the EGM display can be
reduced.
[0095] In some instances, the application can allow a user to
select approved content to display, such as the background 174 used
in the application shown in 104c. For instance, the user may be
able to select from among different approved content selections,
such as different approved background images. However, the user may
not be able to use custom content to reduce the possibility that
objectionable material can be output the EGM display.
[0096] Different methods can be used to send or generate the copy
of the mobile device screen display to the EGM. In one embodiment,
a copy of the frame buffer associated with the mobile device
display can be sent to the EGM. For instance, an RFB (remote
framebuffer) protocol can be used on the mobile device. RFB is a
protocol for remote access to graphical user interfaces. Because it
works at the framebuffer level, RFB is applicable to all windowing
systems and applications, including X11, Windows and Macintosh. RFB
is the protocol used in Virtual Network Computing (VNC) and its
derivatives.
[0097] In a particular embodiment, the mobile device can be
configured as a VNC server. Virtual Network Computing (VNC) is a
graphical desktop sharing system that uses the RFB protocol to
remotely control another computer. It transmits input events, such
as keyboard, events from one computer to another, relaying the
graphical screen updates back in the other direction, over a
network. VNC is platform-independent--a VNC viewer on one operating
system may connect to a VNC server on the same or any other
operating system. There are clients and servers for many GUI-based
operating systems and for Java. Multiple clients may connect to a
VNC server at the same time. Popular uses for this technology
include remote technical support and accessing files on one's work
computer from one's home computer, or vice versa.
[0098] A VNC system consists of a client, a server, and a
communication protocol. The VNC server is the program on the
machine that shares its screen. The server passively allows the
client to take control of it. Thus, in the case of a mobile
device-EGM interaction where the mobile device is controlled from
the EGM, the mobile device can be configured as a VNC server. The
VNC client (or viewer) is the program that watches, controls, and
interacts with the server. The client controls the server. On the
EGM, a VNC client can be instantiated that allows inputs received
at the EGM, such as touch screen inputs, to be correctly
interpreted to control the mobile device, such as to navigate
within an application or navigate within the devices home state to
launch an application.
[0099] The VNC protocol is based on one graphic primitive from
server to client ("Put a rectangle of pixel data at the specified
X,Y position") and event messages from client to server. In the
normal method of operation a viewer connects to a port on the
server (default port 5900). Alternatively a browser can connect to
the server (depending on the implementation) (default port 5800).
And a server can connect to a viewer in "listening mode" on port
5500. One advantage of listening mode is that the server site does
not have to configure its firewall to allow access on port 5900 (or
5800); the onus is on the viewer, which is useful if the server
site has no computer expertise, while the viewer user would be
expected to be more knowledgeable.
[0100] The server (mobile device) can send small rectangles of the
framebuffer to the client. In its simplest form, the VNC protocol
can use a lot of bandwidth, so various methods have been devised to
reduce the communication overhead. For example, there are various
encodings (methods to determine the most efficient way to transfer
these rectangles). The VNC protocol allows the client and server to
negotiate which encoding will be used. In one embodiment, this
negotiation can be performed when the devices, such as an EGM and
mobile phone are paired. The simplest encoding, which is supported
by all clients and servers, is the raw encoding where pixel data is
sent in left-to-right scanline order, and after the original full
screen has been transmitted, only transfers rectangles that
change.
[0101] One example of a VNC based standard that may be adapted for
use in a gaming environment is Mirrorlink.TM. MirrorLink.TM.
(previously known as Terminal Mode) has been developed with the
objective to provide a technology, offering seamless connectivity
between a smart phone and the in-vehicle infotainment system in
car. MirrorLink.TM. is specified around a set of well established,
non-proprietary standards. It uses IP technologies in order to be
independent of the physical transport mechanism. Legacy
connectivity solutions, like Bluetooth.TM. HFP (Hands Free Profile)
or A2DP (advanced audio distribution profile) are also supported.
In addition, MirrorLink.TM. can support wired and wireless
connectivity. Besides access to the mobile device's user interface,
Universal Plug and Play (UPnP.TM.) is used to give access to only a
limited set of pre-advertised applications. Virtual Networking
Computing (VNC.TM.) is used to replicate the phones display and to
provide key and touch events back. Besides Bluetooth.TM., audio can
be streamed using the Real-Time Protocol (RTP) over UDP (User
Datagram Protocol). In a gaming environment, audio streamed from
the mobile device can be output via an audio device on the EGM if
desired.
[0102] In a car environment, the consumer gets into his/her car,
plugs the phone into a USB cable and can immediately enjoy all
phone applications within the car. On an EGM, as described above, a
wired or wireless interface, such as a USB interface can be
provided for coupling a mobile device to the EGM. Then, all or a
portion of the mobile device display can be replicated on the
EGM.
[0103] In particular embodiments, like MirrorLink,.TM. only a
limited set of pre-approved applications may be available for use
on the EGM from the mobile device. The pre-approved applications
that are available may depend on the approval of a gaming
regulatory body. Thus, the pre-approved applications that are
available can vary from jurisdiction from jurisdiction. Further,
the pre-approved applications that are available can depend on the
approval of a gaming operator. For instance, a first gaming
operator can allow a first set of applications to be made on their
EGMs while a second gaming operator can allow a second set of
applications to be made available on their EGMs.
[0104] In yet other embodiments, different EGMs, such as higher
denomination EGMs, can allow a different set of applications than
lower denomination EGMs. Further, the applications that are allowed
can vary from player to player. For instance, a high status player
registered in a loyalty program and recognized by the EGM can be
allowed to use a set of applications that is different from a lower
status player or an unregistered player. The EGMs described herein
can be configurable to accommodate different application
availability that can vary according to gaming jurisdiction,
operator preference, machine type and player type.
[0105] A mobile device can display various combinations of
applications on its display. Some of these applications can be
pre-approved for use on the EGM and others may not be approved. A
device in the gaming system can be configured to detect images,
such as images captured in a copy of the frame buffer, received
from a mobile device, that allow applications to be selected and
launched on the mobile device. In one embodiment, the applications
that are not approved for use can be removed from image displayed
on the EGM or marked in some manner in the image displayed on the
EGM to indicate the application is not approved for use on the EGM.
For instance, a line can be drawn through non-approved applications
or the non-approved applications can be rendered with a reddish
tinge.
[0106] In addition, the EGM can be configured to determine the
touch areas associated with the non-approved applications and then
not send touch input back to the mobile device corresponding to
these areas. Thus, when a recognized non-approved application is
selected on the EGM based upon the copy of the mobile device
display screen displayed on the EGM, it will not be launched on the
mobile device from the EGM because the EGM is configured not to
send touch inputs associated with the recognized non-approved
application. In one embodiment, the EGM can be configured to render
selectable images for approved applications in a common area that
is different from the location where the selectable images are
displayed on the copy of the mobile device screen. When an approved
application is selected from the common area, the touch input can
be mapped to the location where it appears on the copy of the
mobile device display screen and touch input can be sent back to
the mobile device to correspond to a selection at its position on
the mobile device. When the mobile device receives the touch input,
it is interpreted as if the selection were made on the mobile
device touchscreen and in response the selected application can be
launched.
[0107] In another embodiment, the mobile device can send high-level
commands to the EGM that allows a copy of the mobile device screen
display to be reconstructed on the EGM. For example, an
application, such as the gaming application shown in screens 104c
and 104d, can generate high level commands, such as place text
message 170 starting a certain location, place the casino points
172 at another location, use a background 174 of a certain type,
and display icons 176, 178, 180 and 175 at particular locations. A
related application executing on a server or the EGM can receive
and interpret the commands to recreate at least a portion of the
mobile device screen, such as the area below the status section
155. For instance, a server can recreate screen 104c and then send
it to an EGM for output to an EGM display.
[0108] Some operating systems provide remote desktop applications
that allow a remote desktop to be displayed on another device. If a
mobile device provides a similar application, then it can be used
to recreate the current state of mobile device screen display, such
as screen 104a. These types of applications can vary from operating
system to operating system. Thus, using this type of application
may require the mobile device to send identifying information
related to one or more of a 1) mobile device type, 2) its operating
system and 3) screen dimensions to the EGM or the server.
Information such as the screen dimensions may be useful in other
applications as well, such as the VNC application that specifies
the locations to place pixel data.
[0109] One advantage of the approach where a copy of a mobile
device screen display is reconstructed from commands received from
a mobile device is that all of the content used to recreate the
mobile device on a gaming system server or an EGM can be
pre-approved. Thus, if a user hacks an application on their mobile
device to render objectionable content, such as objectionable image
content, the objectionable content is not transferred to the EGM.
For example, the background data 174 in screen 104c can be hacked
such that objectionable content is displayed. However, when the
hacked application sends information used to generate a copy of
screen 104c, it may send a command, such as "use background 1,"
where approved background patterns, 1 to N, are available and
stored on the device that generates the copy of the mobile device
screen display.
[0110] Thus, on the EGM or server, an approved background image can
be selected according to the received instructions to render the
copy of the mobile device screen display. In this instance, when
the application on the mobile phone has been hacked in some manner,
the rendered copy of the mobile device screen may not completely
match the mobile device screen display which includes objectionable
or just custom content. However, the non-approved objectionable or
custom content will not be output to the EGM display. Another
advantage of this approach is that it may reduce the amount of
information that is transferred between the mobile device and the
EGM or server.
[0111] In yet other embodiments, a combination of high-level
instruction methods (e.g., like a remote desktop application) and a
frame buffer capture methods (e.g., like RFB) can be utilized. For
example, in FIG. 4A, a copy of the display screen between the
status section 155 and the common application section 168 can be
captured from a frame buffer on the mobile device and sent to an
EGM. In addition, high level instructions can be sent to draw
different items in the status section 155 and commonly used
application section 168. For instance, the high level instructions
can specify the EGM to draw a status items associated with the
interaction between the mobile device and the phone to replace the
current status items shown in 155. In addition, in section 168,
high-level instructions can be sent to the EGM to render icons for
pre-approved applications that can be utilized on the EGM. Upon
receiving these instructions, the EGM can render the icons for the
pre-approved applications.
[0112] In particular embodiments, a mobile device can have multiple
applications open and executing simultaneously on its display. For
instance, a tablet device may have multiple applications open and
executing on different portions of its display. In one embodiment,
only a portion of the mobile device display screen can be copied
and rendered on a gaming device, such as an EGM. For instance, a
first half of a tablet computer display screen can be selected to
have a copy rendered on the EGM while the second half is not
rendered on the EGM. Applications placed in the first half can be
launched and controlled on from EGM. Thus, a user may be able to
move applications into the controlled portion or remove
applications from the controlled portion of the display screen
where applications moved in the controlled portion can be
controlled from the EGM and applications removed from the
controlled portion can't be controlled from the EGM. An application
executing on the mobile device and/or the EGM may allow a user to
designate a specific portion on the mobile device display screen
that is to be copied to the EGM display and possibly controlled
from the EGM. In another example, the portion of the display screen
with an open application can be copied to the EGM display while
portions of the display screen around the open application may not
be rendered.
Methods in a Server and an EGM
[0113] Next details of a method on a server involving the output of
a mobile device screen display to an EGM are described. FIG. 5A is
a method 400 in an EGM for displaying a copy of a mobile device
screen display to an EGM display. In 402, communications can be
established with a mobile device. In one embodiment, a secure
pairing between the mobile device and the EGM can be established
using a protocol such as Bluetooth.TM. or Wi-Fi. If present, an NFC
enabled communication interface on the EGM can be used to transfer
information that allows a secure pairing to be established. In
another embodiment, communications between the mobile device and
the EGM can be enabled via an intermediary device. For instance,
communications can first be established between a mobile device and
a remote server and then communications can be established between
the remote server and the EGM such that information can be
transmitted between the EGM and the mobile device.
[0114] After the initial communications are established, the EGM
and mobile device can exchange information. In one embodiment, the
mobile device can send a player tracking account number to the EGM.
The EGM can send this information to a remote server which can
transmit additional information associated with the player tracking
account number such as whether it is a valid account and a current
point total. Some player tracking information that is received can
be sent to a mobile device, such as a current point total which can
be output to the mobile device display. If valid, in 404, the
player tracking account number can be used to instantiate a player
tracking session on the EGM where game play information, such as
amounts wagered, won and lost are associated with the player
tracking account number that was received.
[0115] In 406, a mobile device screen display and/or input sharing
interface can be established. In one embodiment, the EGM can
exchange information with the mobile device to determine that the
mobile device is currently executing an approved application that
outputs approved content on the mobile device display. The
interface may allow all or a portion of the mobile device screen
display output on a mobile device to be also output to an EGM
display. In addition, in some embodiments, the interface can also
allow remote control of the mobile device via inputs received at
the EGM. For example, a copy of a mobile device screen application
can include a number of icons associated with different
applications. At the EGM, the application can be selected. Data can
be sent to the mobile such that the selection of the application on
the EGM causes the mobile device to launch the application. If the
copy of the mobile device screen display is updated at some
interval, then the copy of the mobile device screen display output
to the EGM can be updated to show that the application has been
launched on the mobile device. In one embodiment, the mobile device
can be configured as a VNC server and the EGM can be configured as
VNC client to the mobile device to allow the mobile device
graphical interface to be controlled from the EGM.
[0116] In 408, the EGM can receive mobile device screen content,
such as frame buffer data from the mobile device or instructions
for generating a copy of the mobile device screen display. In 410,
the EGM can check the mobile device screen content for
objectionable material. The check can include applying pattern
recognition software for identifying objectionable images, such as
pornographic images, or objectionable messages, such as curse
words. If objectionable images or objectionable messages are
detected, the images or objectionable messages can be obscured or
otherwise rendered non-viewable in the copy of the mobile device
screen display output on the EGM. In one embodiment, if any
objectionable images or messages are detected in the copy of the
mobile device screen display then the copy in its entirety may not
be output to the EGM display.
[0117] In 412, the checked copy of the mobile device screen content
can be output to the EGM display. As described above, it may be
possible generate a copy of the mobile device screen display using
high level commands received from the mobile device and approved
content stored on the EGM or a remote server. Since only approved
content is used to generate the copy of the mobile device screen
display, it may not be necessary to check the copy of the mobile
device screen display for objectionable content before it is output
to the EGM display.
[0118] In one embodiment, a status interface can be generated near
the copy of the mobile device screen display. The status interface
can include various status indicators, such as but not limited a
status indicator to indicate a player tracking session has been
instantiated, a status indicator to indicate a status of a
communication session between the mobile device and the EGM, a
status indicator to indicate the type of connection, such as
Bluetooth.TM. or Wi-fi, a status indicator for indicating the
bandwidth speed of the connection between the devices, a status
indicator to indicate a signal strength and combinations thereof.
In 414, the status interface can be update. For instance, it can be
updated to indicate a connection between the mobile device and the
EGM is lost.
[0119] In 416, input data for controlling the mobile device can be
received. In one embodiment, the input data can be from a touch
screen interface above the copy of the mobile device screen display
output on the EGM. The input data can be sent to the mobile device
is an format that causes a change in state in the mobile device
such as an application on the mobile device to be launched. In one
embodiment, the EGM can be configured to process the input data in
some manner before it is sent to the mobile device. For example, if
the copy of the mobile device screen display is displayed with
screen dimensions different from the screen dimensions used on the
mobile device, the touch screen input data can be interpolated from
coordinates in which it is received on the EGM to coordinates
consistent with the mobile device display. The interpolation may
allow the mobile device to correctly interpret the touch screen
input data, such as mapping the data to specific icons output to
the mobile device display.
[0120] In 418, the input data received at the EGM can be sent to
the mobile device. The input data can cause the state of the mobile
device and the contents of the mobile device screen display to
change. For example, the input data can cause the mobile device to
launch an application which changes the contents of the mobile
device screen display.
[0121] After the initial copy of the mobile device screen display
is sent and output to the EGM, the copy can be updated at some time
interval. In one embodiment, only the initial copy of the mobile
device screen display sent at the time communications are
established between the EGM and mobile device is displayed and the
copy is not updated during the communication session unless the
communication session with the mobile device ends and a new
communication session is established with the mobile device. In
another embodiment, the copy can be updated at some time interval,
such as 30 times per second, every second, every few seconds, every
minute, etc. In one embodiment, the EGM can be configured to select
a time interval that is compatible with the amount of bandwidth
between the EGM and the mobile device and an amount of data needed
to generate the copy on the EGM. Some methods use more or less
bandwidth, further, the bandwidth between the EGM and the mobile
device can vary over time. Thus, the EGM can be configured to vary
the rate of update during a communication session depending on the
method used to generate the copy and the current transmission speed
between the EGM and the mobile device. Thus, depending on the
current update rate, the copy of the mobile device screen display
output to the EGM can lag by some amount the image that is
currently output to the mobile device display.
[0122] In one embodiment, the update interval can be decreased
during certain transactions between the mobile device and the EGM.
For instance, when an application executing on the mobile device is
used to transfer funds to the EGM, the update rate can be increased
to reduce lag time between the mobile device screen display and the
copy of the mobile device screen display output to the EGM. At
other times, to reduce bandwidth requirements, the update rate can
be decreased which can result in a greater lag time.
[0123] In 420, during a single communication session with a mobile
device, the EGM can receive new mobile device screen content and
output a new copy of the mobile device screen display. In 422, the
communications with the mobile device can be ended. In one
embodiment, the EGM can be configured to store one or more copies
of the mobile device screen display output to the EGM, such as the
copy first output when communications are established. In 424, the
EGM display can be updated to reflect the end of communications
with the mobile device. For instance, the after the communication
session ends. The last copy of the mobile device screen display
output to the EGM can be removed from the EGM display.
[0124] As described above, a remote server can act as a
communication intermediary between an EGM and a mobile device. In
addition, the server can be configured to perform operations that
allow a copy of the mobile device screen display to be output on an
EGM display. FIG. 5B is a method 500 in a server involving the
display of a copy of a mobile device screen display on an EGM. In
502, the server can establish communications with a mobile device.
The server can be located on a casino area network which is
internal to the casino. The casino area network can be isolated
from external networks such as the Internet. In 504, the server can
determine an EGM is associated with the mobile device and establish
communications that allows information transmitted between the
mobile device and the EGM. For instance, the server can receive a
request from the EGM to establish communications with the mobile
device in response to detecting a presence of the mobile
device.
[0125] In 506, the server can optionally determine and request
resources on the EGM, such as an amount of computational resources,
memory and a portion of a display screen. The request can be part
of a service window provided by the EGM (see FIG. 6 for more
details). The resources can be used to output a copy of the mobile
device screen display on an EGM display under control of the
server. In 508, the server can instantiate a player tracking
session on the EGM based upon information received from the mobile
device. The server may send player tracking information to the
mobile device which can be output to the mobile device, such as
available player tracking points.
[0126] In 510, the server can receive mobile device screen content,
such as all or a portion of the contents of a mobile device's frame
buffer. Alternatively, the server can receive instructions from the
mobile device for generating a copy of the mobile device screen
display and based upon the instructions generate a copy of the
mobile device screen display. The server can store approved content
that is used to generate the copy of the mobile device screen
display. In one embodiment, the server can exchange information
with the mobile device that allows it determine that the mobile
device is currently executing an approved application which is
outputting approved content to the mobile device display.
[0127] In 512, the server can be configured to check the mobile
screen content for objectionable material. If objectionable
material is detected, the copy of the mobile device screen display
may not be output to the EGM display. In 514, the server can send
the copy to the EGM for output on an EGM display or can send
instructions for generating the copy to the EGM which can then
generate the copy.
[0128] In particular embodiments, input received at the EGM can be
used to change a state of the mobile device. For instance, the
mobile device can be instantiated as a VNC server. As a VNC server,
the graphical interface of the mobile device can be controlled via
a remote VNC client, such as via a VNC client instantiated on the
EGM. In 516, the server can receive input data from the EGM
associated with the copy of the mobile device screen display. The
input data can be used to change a state of the mobile device such
as to launch an application. In 518, the input data can be sent to
the mobile device.
[0129] In 520, the server can determine the mobile device is no
longer to be associated with the EGM. For instance, the server can
make this determination based upon a request from the EGM to
terminate the communication session between the mobile device and
the EGM or the server can determine that the mobile device is no
longer in the vicinity of the EGM via some mechanism. In 522, the
server can terminate communication link between the EGM and the
mobile device. In 524, the server can store a record of the
communication that it enabled between the mobile device and EGM.
Subsequently, the method can return to step 504 while
communications are still being maintained with the mobile device.
Then, the server can establish communications between the mobile
device and a second EGM.
Gaming System and EGMs
[0130] Next additional details of EGMs and gaming systems are
described with respect to FIGS. 6 and 7. Communications between a
mobile device and an EGM can be enabled by one or more the devices
described with respect to FIGS. 6 and 7. In particular, as
described above, the communications can be used to display on the
EGM a copy of a mobile device screen display. In addition, the
gaming system can be configured to allow remote control of a mobile
device via inputs received at the EGM. For instance, an application
on the mobile device can be launched or affected by inputs received
at the EGM and sent to the mobile device.
[0131] FIG. 6 shows a block diagram of a gaming system 600 in
accordance with the described embodiments. The gaming system 600
can include one or more servers, such as server 602, and a variety
of gaming devices including but not limited to table gaming
devices, such as 652, mobile gaming devices, such as 654, and
slot-type gaming devices, such as 656. The table gaming devices,
such as 652, can include apparatus associated with table games
where a live operator or a virtual operator is employed. The gaming
devices and one or more servers can communicate with one another
via a network 601. The network can include wired, wireless or a
combination of wired and wireless communication connections and
associated communication routers.
[0132] Some gaming devices, such as 652, 654 and 656, can be
configured with a player interface that allows at least 1)
selections, such as a wager amount, associated with a wager-based
game to be made and 2) an outcome of the wager-based game to be
displayed. As an example, gaming devices, 652, 654 and 656, include
player interfaces, 652a, 654a and 656a, respectively. Typically,
gaming devices with a player interface are located in publically
accessible areas, such as a casino floor. On the other hand, some
gaming devices, such as server 602, can be located in publically
inaccessible areas, such is in a back-room of a casino or even
off-site from the casino. Gaming devices located in publically
inaccessible areas may not include a player interface. For
instance, server 602 does not include a player interface. However,
server 602 includes an administrator interface 635 that allows
functions associated with the server 602 to be adjusted.
[0133] An example configuration of a gaming device is described
with respect to gaming device 604. The gaming device 604 can
include 1) a game controller 606 for controlling a wager-based game
played on the gaming device and 2) a player interface 608 for
receiving inputs associated with the wager-based game and for
displaying an outcome to the wager-based game. In more detail, the
game controller 606 can include a) one or more processors, such as
626, b) memory for holding software executed by the one or more
processors, such as 628, c) a power-hit tolerant memory, such as
630, d) one or more trusted memories, such as 632, e) a random
number generator and f) a plurality of software applications, 610.
The other gaming devices, including table gaming device 652, mobile
gaming device 654, slot-type gaming device 656 and server 602, can
each include a game controller with all or a portion of the
components described with respect to game controller 606.
[0134] In particular embodiments, the gaming device can utilize a
"state" machine architecture. In a "state" machine architecture
critical information in each state is identified and queued for
storage to a persistent memory. The architecture doesn't advance to
the next state from a current state until all the critical
information that is queued for storage for the current state is
stored to the persistent memory. Thus, if an error condition occurs
between two states, such as a power failure, the gaming device
implementing the state machine can likely be restored to its last
state prior to the occurrence of the error condition using the
critical information associated with its last state stored in the
persistent memory. This feature is often called a "roll back" of
the gaming device. Examples of critical information can include but
are not limited to an outcome determined for a wager-based game, a
wager amount made on the wager-based game, an award amount
associated with the outcome, credits available on the gaming device
and a deposit of credits to the gaming device.
[0135] The power-hit tolerant memory 630 can be used as a
persistent memory for critical data, such as critical data
associated with maintaining a "state" machine on the gaming device.
One characteristic of a power-hit tolerant memory 630 is a fast
data transfer time. Thus, in the event of a power-failure, which
might be indicated by a sudden power fluctuation, the critical data
can be quickly loaded from volatile memory, such as RAM associated
with the processor 626, into the power-hit tolerant memory 630 and
saved.
[0136] In one embodiment, the gaming device 605 can be configured
to detect power fluctuations and in response, trigger a transfer of
critical data from RAM to the power-hit tolerant memory 630. One
example of a power-hit tolerant memory 630 is a battery-backed RAM.
The battery supplies power to the normally volatile RAM so that in
the event of a power failure data is not lost. Thus, a
battery-backed RAM is also often referred to as a non-volatile RAM
or NV-RAM. An advantage of a battery-backed RAM is that the fast
data transfer times associated with a volatile RAM can be
obtained.
[0137] The trusted memory 632 is typically a read-only memory of
some type that may be designed to be unalterable. An EPROM or
EEPROM are two types of memory that can be used as a trusted memory
632. The gaming device 604 can include one or more trusted
memories. Other types of memories, such as Flash memory, can also
be utilized as an unalterable memory and the example of an EPROM or
EEPROM is provided for purposes of illustration only.
[0138] Prior to installation the contents of a trusted memory, such
as 632, can be verified. For instance, a unique identifier, such as
a hash value, can be generated on the contents of the memory and
then compared to an accepted hash value for the contents of the
memory. The memory may not be installed if the generated and
accepted hash values do not match. After installation, the gaming
device can be configured to check the contents of the trusted
memory. For instance, a unique identifier, such as a hash value,
can be generated on contents of the trusted memory and compared to
an expected value for the unique identifier. If the generated value
of the unique identifier and the expected value of the unique
identifier don't match, then an error condition can be generated on
the gaming device 604. In one embodiment, the error condition can
result in the gaming device entering a tilt state where game play
is temporarily disabled on the gaming device.
[0139] Sometimes verification of software executed on the gaming
device 604 can be performed by a regulatory body, such as a
government agency. Often software used by a game controller, such
as 606, can be highly regulated, where only software approved by a
regulatory body is allowed to be executed by the game controller
606. In one embodiment, the trusted memory 632 can store
authentication programs and/or authentication data for
authenticating the contents of various memories on the gaming
device 604. For instance, the trusted memory 632 can store an
authentication program that can be used to verify the contents of a
mass storage device, such as 620, which can include software
executed by the game controller 606.
[0140] The random number generator (RNG) 634 can be used to
generate random numbers that can be used to determine outcomes for
a game of chance played on the gaming device. For instance, for a
mechanical or video slot reel type of game, the RNG, in conjunction
with a paytable that lists the possible outcomes for a game of
chance and the associated awards for each outcome, can be used to
generate random numbers for determining reel positions that display
the randomly determined outcomes to the wager-based game. In other
example, the RNG might be used to randomly select cards for a card
game. Typically, as described above, the outcomes generated on a
gaming device, such as 604, are considered critical data. Thus,
generated outcomes can be stored to the power-hit tolerant memory
630.
[0141] Not all gaming devices may be configured to generate their
own game outcomes and thus, may not use an RNG for this purpose. In
some embodiments, game outcomes can be generated on a remote
device, such as server 602, and then transmitted to the gaming
device 604 where the outcome and an associated award can be
displayed to the player via the player interface 608. For instance,
outcomes to a slot-type game or a card game can be generated on
server 602 and transmitted to the gaming device 604.
[0142] In other embodiments, the gaming device 604 can be used to
play central determination games, such as bingo and lottery games.
In a central determination game, a pool of game outcomes can be
generated and then, particular game outcomes can be selected as
needed (e.g., in response to a player requesting to play the
central determination game) from the pool of previously generated
outcomes. For instance, a pool of game outcomes for a central
determination game can be generated and stored on server 602. Next,
in response to a request to play the central determination game on
gaming device 604, one of the outcomes from the pool can be
downloaded to the gaming device 604. A game presentation including
the downloaded outcome can be displayed on the gaming device
604.
[0143] In other embodiments, thin client type gaming devices, such
as mobile gaming devices used to play wager-based video card or
video slot games, may be configured to receive at least game
outcomes from a remote device and not use an RNG to generate game
outcomes locally. The game outcomes can be generated remotely in
response to inputs made on the mobile device, such as an input
indicating a wager amount and/or an input to initiate the game.
This information can be sent from the mobile device to a remote
device, such as from mobile gaming device 654 to server 602. After
receiving the game outcome from the remote device, a game
presentation for the game outcomes generated remotely can be
generated and displayed on the mobile device. In some instances,
the game presentation can also be generated remotely and then
streamed for display to the mobile device.
[0144] The game controller 606 can be configured to utilize and
execute many different types of software applications 610.
Typically, the software applications utilized by the game
controller 606 can be highly regulated and may undergo a lengthy
approval process before a regulatory body allows the software
applications to be utilized on a gaming device deployed in the
field, such as in a casino. One type of software application the
game controller can utilize is an Operating System (OS). The OS can
allow various programs to be loaded for execution by the processor
626, such as programs for implementing a state machine on the
gaming device 606. Further, the OS can be used to monitor resource
utilization on the gaming device 606. For instance, certain
applications, such as applications associated with game outcome
generation and game presentation that are executed by the OS can be
given higher priority to resources, such as the processor 626 and
memory 628, than other applications that can be executing
simultaneously on the gaming device.
[0145] As previously described, the gaming device 604 can execute
software for determining the outcome of a wager-based game and
generating a presentation of the determined game outcome including
displaying an award for the game. As part of the game outcome
presentation one or more of 1) electro-mechanical devices, such as
reels or wheels, can be actuated, 2) video content can be output to
video displays, 3) sounds can be output to audio devices, 4) haptic
responses can be actuated on haptic devices or 5) combinations
thereof, can be generated under control of the game controller 606.
The peripheral devices used to generate components of the game
outcome presentation can be associated with the player interface
608 where the types of devices that are utilized for the player
interface 608 can vary from device to device.
[0146] To play a game, various inputs can be required. For
instance, via input devices coupled to the gaming device 604, a
wager amount can be specified, a game can be initiated or a
selection of a game choice associated with the play of the game can
be made. The software 610 executed by the game controller 606 can
be configured to interpret various signals from the input devices,
such as signals received from a touch screen controller or input
buttons, and affect the game played on the gaming device in
accordance with the received input signals. The input devices can
also be part of the player interface 608 provided with the gaming
device, such as 604.
[0147] In other embodiments, the gaming software 610 executed by
the game controller 606 can include applications that allow a game
history including the results of a number of past games to be
stored, such as the previous 10 or 100 games played on the gaming
device 604. The game history can be stored to a persistent memory
including but not limited to the power-hit tolerant memory 630. The
gaming controller 606 can configured to provide a menu (typically,
only operator accessible), that allows the results of a past game
to be displayed via the player interface 608. The output from the
history menu can include a re-creation of the game presentation
associated with a past game outcome, such as a video representation
of card hand associated with a video poker game, a video
representation of a reel configuration associated with a video slot
game, and/or raw data associated with the past game result, such as
an award amount, an amount wagered, etc. The history menu can be
used for dispute resolution purposes, such as if a player complains
that they have not been properly awarded for a game previously
played on the gaming device 604.
[0148] The reporting software can be used by the game controller
606 to report events that have occurred on the gaming device 604 to
remote device, such as server 602. For instance, in one embodiment,
the game controller 606 can be configured to report error
conditions that have been detected on the gaming device 604, such
as if a device has malfunctioned or needs attention. For instance,
the reporting software can be used to send a message from the
gaming device 604 to the server 602 indicating that a printer on
the gaming device needs a refill of tickets. In another embodiment,
the gaming controller 606 can be configured to report security
events that may have occurred on the gaming device 604, such as but
not limited to if a door is opened, a latch is activated or an
interior portion of the gaming device 604 has been accessed.
[0149] In yet other embodiments, the game controller 606 can be
configured to report gaming activity and associated events that has
been generated on the gaming device, such as a deposit of cash or
an indicia of credit, at the gaming device, a generation of game
outcome including an associated award amount and a dispensation of
cash or an indicia of credit from the gaming device 604. As part of
a loyalty program, the gaming activity can be associated with a
particular player. The reporting software can include player
tracking elements that allow the gaming activity of a particular
player to be reported to a remote device, such as server 602.
[0150] The game controller 606 can execute the authentication
software to verify the authenticity of data and/or software
programs executed on the gaming device 604. For instance, the
authentication software can be used to verify the authenticity of
data and/or software applications when they are first downloaded to
the gaming device 604. Further, the authentication software can be
used to periodically verify the authenticity of data and/or
software applications currently residing on the gaming device, such
as software applications stored on one of the memories coupled to
the gaming device 604 including applications loaded into the memory
628 for execution by the processor 626.
[0151] The communication software executed by the game controller
606 can be used to communicate with a variety of devices remote to
the gaming device 604. For instance, the communication software can
be used to communicate with one or more of a) servers remote to the
device, such as 602, b) other gaming devices, such as table gaming
device 652, mobile gaming device 654 and slot-type gaming device
656 and c) mobile devices carried by casino personnel or players in
the vicinity of the gaming device 604. Via the communication
software, the game controller can be configured to communicate via
many different communication protocols. For instance, different
wireless and/or wired communication protocols can be implemented.
Further, proprietary or non-proprietary gaming specific protocols
can be implemented. For instance, gaming specific non-proprietary
communication protocols, such as G2S (game to system), GDS (gaming
device standard) and S2S (system to system) communication protocols
provided by the Gaming Standards Association (GSA), Fremont,
Calif., can be implemented on the gaming devices described
herein.
[0152] The gaming device 604 can communicate with one or more
remote devices via one or more network interfaces, such as 612. For
instance, via network interfaces 612 and the network 601, the
gaming device 604 can communicate with other gaming devices, such
as server 602 and/or gaming devices, 652, 654 and 656. The network
interfaces can provide wired or wireless communications pathways
for the gaming device 604. Some gaming devices may not include a
network interface or can be configured to operate in a stand-alone
mode where the network interface is not connected to a network.
[0153] In other embodiments, a mobile device interface or
interfaces, such as 614, can be provided for communicating with a
mobile device, such as a cell phone or a tablet computer carried by
players or casino personnel temporarily in the vicinity of the
gaming device 604. A wireless communication protocol, such as
Bluetooth.TM. and a Wi-Fi compatible standard, can be used for
communicating with the mobile devices via the mobile device
interfaces 614. In one embodiment, the mobile device interface can
implement a short range communication protocol, such as a
near-field communication (NFC) protocol used for mobile wallet
applications. NFC is typically used for communication distances of
4 cm or less. In addition, a wired communication interface, such as
a docking station, can be integrated into the gaming device, such
as 604. The wired communication interface can be configured to
provide communications between the gaming device 604 and the mobile
device and/or providing power to the mobile device.
[0154] Near field communication, or NFC, allows for simplified
transactions, data exchange, and connections with a touch. Formed
in 2004, the Near Field Communication Forum (NFC Forum) promotes
sharing, pairing, and transactions between NFC devices and develops
and certifies device compliance with NFC standards. NFC's short
range helps keep encrypted identity documents private. Thus, a
smartphone or tablet with an NFC chip can make a credit card/debit
card payment to a gaming device or serve as keycard or ID card for
a loyalty program. Further, an NFC device can act a hotel room key.
The user of an NFC device as a hotel room keys and/or a player
tracking card instrument may allow fast VIP check-in and reduce
staffing requirements.
[0155] NFC devices can read NFC tags on a gaming device 604 to get
more information about the gaming device including an audio or
video presentation. For instance, a tap of an NFC enabled device to
a gaming device can be used to instantly share a contact, photo,
song, application, video, or website link In another example, an
NFC enabled device can be used to transfer funds to the gaming
device or enter the player in a multi-player tournament. As another
example, an NFC enabled device can be used to receive information
from a gaming device that can be used in a persistent gaming
application or a social media application.
[0156] Further, NFC enabled signage can include NFC tags that allow
a patron to learn more information about the content advertised in
the signage. The NFC enabled signage can be part of a gaming
system. For instance, a sign advertising a show available at the
casino can be configured to transfer information about the show,
show times and ticketing information via an NFC tag. As another
example, a sign showing jackpot information, such as progressive
jackpot information, can be used to transfer information about the
jackpot, such as the last time the jackpot was won and where it was
won.
[0157] In one embodiment, an NFC interface on a gaming device can
be used to set-up a higher speed communication between the gaming
device and another NFC enabled device such as smart phone. The
higher speed communication rates can be used for expanded content
sharing. For instance, a NFC and Bluetooth enabled gaming device
can be tapped by an NFC and Bluetooth enabled smart phone for
instant Bluetooth pairing between the devices. Instant Bluetooth
pairing between a gaming device and an NFC enabled device, such as
a smartphone, can save searching, waiting, and entering codes. In
another example, a gaming device can be configured as an NFC
enabled router, such as a router supporting a Wi-Fi communication
standard. Tapping an NFC enabled device to an NFC enabled and Wi-Fi
enabled gaming device can be used to establish a Wi-Fi connection
between the two devices.
[0158] For instance, Bluetooth.TM. pairing occurs when two
Bluetooth devices agree to communicate with each other and
establish a connection. In order to pair two Bluetooth wireless
devices, a password (passkey) is exchanged between the two devices.
The Passkey is a code shared by both Bluetooth devices, which
proves that both users have agreed to pair with each other. After
the passkey code is exchanged, an encrypted communication can be
set up between the pair devices. In Wi-Fi paring, every pairing can
be set up with WPA2 encryption or another type of encryption scheme
to keep the transfer private. Wi-Fi Direct is an example of a
protocol that can be used to establish point-to-point
communications between two Wi-Fi devices. The protocol allows for a
Wi-Fi device pair directly with another without having to first
join a local network. The method makes it possible to share media
from a phone, play multiplayer games or otherwise communicate
directly, even when no router exists. Via pairing between a gaming
device 604 and a mobile device 654, a mobile device 654 may be able
to utilize some of the functionality of secondary devices residing
on the gaming device 604. For instance, when a mobile device 654 is
paired to a gaming device 604, it may be possible for a player to
print something from their mobile device 654 using a printer on the
gaming device 604.
[0159] The gaming device 604 can include one or more each of value
input devices 616 and value output device 618. The value input
devices 616 can be used to deposit cash or indicia of credit onto
the gaming device. The cash or indicia of credit can be used to
make wagers on games played on the gaming device 604. Examples of
value input devices 616 include but are not limited to a
magnetic-striped card or smart card reader, a bill and/or ticket
acceptor, a network interface for downloading credits from a remote
source, a wireless communication interface for reading credit data
from nearby devices and a coin acceptor. A few examples of value
input devices are shown in FIG. 7.
[0160] The value output devices can be used to dispense cash or
indicia of credit from the gaming device 604. Typically, the
indicia of credit can be exchanged for cash. For instance, the
indicia of credit can be exchanged at a cashier station or at a
redemption station. Examples of value output devices can include a
network interface for transferring credits into a remote account, a
wireless communication interface that can be used with a mobile
device implementing mobile wallet application, a coin hopper for
dispensing coins or tokens, a bill dispenser, a card writer, a
printer for printing tickets or cards redeemable for cash or
credits. Another type of value output device is a merchandise
dispenser, which can be configured to dispense merchandise with a
tangible value from a gaming device. A few examples of value output
devices are shown in FIG. 7.
[0161] The combination of value input devices 616 and value output
devices 618 can vary from device to device. In some embodiments, a
gaming device 604 may not include a value input device or a value
output device. For instance, a thin-client gaming device used in a
mobile gaming application may not include a value input device and
a value output device. Instead, a remote account can be used to
maintain the credits won or lost from playing wager-based games via
the mobile device. The mobile device can be used to access the
account and affect the account balance via game play initiated on
the mobile device. Credits can be deposited or withdrawn from the
remote account via some mechanism other than via the mobile device
interface.
[0162] In yet other embodiments, the gaming device 604 can include
one or more secondary controllers 619. The secondary controllers
can be associated with various peripheral devices coupled to the
gaming device, such as the value input devices and value output
devices described in the preceding paragraphs. As another example,
the secondary controllers can be associated with peripheral devices
associated with the player interface 608, such as input devices,
video displays, electro-mechanical displays and a player tracking
unit. In some embodiments, the secondary controllers can receives
instructions and/or data from and provide responses to the game
controller 606. The secondary controller can be configured to
interpret the instructions and/or data from the game controller 606
and control a particular device according to the received
instructions and/or data. For instance, a print controller may
receive a print command with a number of parameters, such as a
credit amount and in response print a ticket redeemable for the
credit amount. In another example, a touch screen controller can
detect touch inputs and send information to the game controller 606
characterizing the touch input.
[0163] In a particular embodiment, a secondary controller can be
used to control a number of peripheral devices independently of the
game controller 606. For instance, a player tracking unit can
include one or more of a video display, a touch screen, card
reader, network interface or input buttons. A player tracking
controller can control these devices to provide player tracking
services and bonusing on the gaming device 604. In alternate
embodiments, the game controller 604 can control these devices to
perform player tracking functions. An advantage of performing
player tracking functions via a secondary controller, such as a
player tracking controller, is that since the player tracking
functions don't involve controlling the wager-based game, the
software on the player tracking unit can be developed modified via
a less lengthy and regulatory intensive process than is required
for software executed by the game controller 606, which does
control the wager-based game. In general, using a secondary
controller, certain functions of the gaming device 604 that are not
subject to as much regulatory scrutiny as the game play functions
can be decoupled from the game controller 606 and implemented on
the secondary controller instead. An advantage of this approach,
like for the player tracking controller, is that software approval
process for the software executed by the secondary controller can
be less intensive than the process needed to get software approved
for the game controller.
[0164] A mass storage unit(s) 620, such as a device including a
hard drive, optical disk drive, flash memory or some other memory
storage technology can be used to store applications and data used
and/or generated by the gaming device 604. For instance, a mass
storage unit, such as 620, can be used to store gaming applications
executed by the game controller 606 where the gaming device 604 can
be configured to receive downloads of game applications from remote
devices, such as server 602. In one embodiment, the game controller
606 can include its own dedicated mass storage unit. In another
embodiment, critical data, such as game history data stored in the
power-hit tolerant memory 630 can be moved from the power-hit
tolerant memory 630 to the mass storage unit 620 at periodic
intervals for archival purposes and to free up space in the
power-hit tolerant memory 630.
[0165] The gaming device 604 can include security circuitry 622,
such as security sensors and circuitry for monitoring the sensors.
The security circuitry 622 can be configured to operate while the
gaming device is receiving direct power and operational to provide
game play as well as when the gaming device is uncoupled from
direct power, such as during shipping or in the event of a power
failure. The gaming device 604 can be equipped with one or more
secure enclosures, which can include locks for limiting access to
the enclosures. One or more sensors can be located within the
secure enclosures or coupled to the locks. The sensors can be
configured to generate signals that can be used to determine
whether secure enclosures have been accessed, locks have been
actuated or the gaming device 604, such as a mobile device has been
moved to an unauthorized area. The security monitoring circuitry
can be configured to generate, store and/or transmit error events
when the security events, such as accessing the interior of the
gaming device, have occurred. The error events may cause the game
controller 606 to place itself in a "safe" mode where no game play
is allowed until the error event is cleared.
[0166] The server 602 can be configured to provide one or more
functions to gaming devices or other servers in a gaming system
600. The server 602 is shown performing a number of different
functions. However, in various embodiments, the functions can be
divided among multiple servers where each server can communicate
with a different combination of gaming devices. For instance,
player interface support 636 and gaming device software 638 can be
provided on a first server, progressives can be provided on a
second server, loyalty program functions 640 and accounting 648 can
be provided on a third server, linked gaming 644 can be provided on
a fourth server, cashless functions 646 can be provided on a fifth
server and security functions 650 can be provided on a sixth
server. In this example, each server can communicate with a
different combination of gaming devices because each of the
functions provided by the servers may not be provided to every
gaming device in the gaming system 600. For instance, the server
602 can be configured to provide progressive gaming functions to
gaming devices 604, 652 and 656 but not gaming device 654. Thus,
the server 602 may not communicate with the mobile gaming device
654 if progressive functions are not enabled on the mobile gaming
device at a particular time.
[0167] Typically, each server can include an administrator
interface that allows the functions of a server, such as 602, to be
configured and maintained. Each server 602 can include a processor
and memory. In some embodiments, the servers, such as 602, can
include a game controller with components, such as but not limited
to a power-hit tolerant memory 630, a trusted memory 632 and an RNG
634 described with respect to gaming device 604. The servers can
include one or more network interfaces on which wired or wireless
communication protocols can be implemented. Next, some possible
functions provided by the server 602 are described. These functions
are described for the purposes of illustration only and are not
meant to be limiting.
[0168] The player interface support 636 can be used to serve
content to gaming devices, such as 604, 652, 654 and 656, remote to
the server. The content can include video and audio content that
can be output on one of the player interfaces, such as 608, 652a,
654a and 656a. Further, the content can be configured to utilize
unique features of a particular player interface, such as video
displays, wheels or reels, if the particular player interface is so
equipped.
[0169] In one embodiment, via the player interface support, content
can be output to all or a portion of a primary video display that
is used to output wager-based game outcomes on a player interface
associated with a gaming device. For instance, a portion of the
primary display can be allocated to providing a "service window" on
the primary video display where the content in the service window
is provided from a server remote to the gaming device. In
particular embodiments, the content delivered from the server to a
gaming device as part of the player interface support 636 can be
affected by inputs made on the gaming device. For instance, the
service window can be generated on a touch screen display where
inputs received via the service window can be sent back to server
602. In response, to the received inputs, the server 602 can adjust
the content that is displayed on the remote gaming device that
generated the inputs.
[0170] The "service window" application can be generated by
software code that is executed independently of other game
controller software in a secure "sandbox." Via the sandbox, an
executable can be given limited access to various resources on an
EGM, such as a portion of the CPU resources and memory available on
a game controller. The memory can be isolated from the memory used
by other processes, such as game processes executed by the game
controller.
[0171] As described above, a service window application can be
allowed to control, send and/or receive data from secondary devices
on a gaming device, such as a video display, a touch screen power
interfaces or communication interfaces. A service window
application allowed to utilize a communication interface, such as a
wireless communication interface, can be configured to communicate
with a portable electronic device via the communication interface.
Thus, a service window application can be configured to implement
attract features as described above independently of a game
controller on an EGM. Further details of utilizing a service window
on a gaming device on an EGM are described in U.S. patent
application Ser. No. 12/209,608, by Weber et al., filed Sep. 12,
2008, titled "Gaming Machine with Externally Controlled Content
Display," which is incorporated herein by reference in its entirety
and for all purposes.
[0172] In another embodiment, via the video display, the service
window application can be configured to output data in an optical
image format, such as a 1-D/2-D bar-code or a QR code. The
optically formatted data can be captured by a camera on the
portable electronic device. For instance, a receipt indicating the
acceptance of a virtual ticket voucher or virtual currency on the
gaming device can be displayed in the service window in a QR code
format and transferred to a user's portable electronic device via
an image capture device on their portable electronic device. In
another embodiment, virtual ticket voucher information can be
transferred to a portable electronic device as optically formatted
image data.
[0173] If a player's identity is known, then the player interface
support 636 can be used to provide custom content to a remote
gaming device, such as 604. For instance, a player can provide
identification information, such as information indicating their
membership in a loyalty program, during their utilization of a
gaming device. The custom content can be selected to meet the
identified player's interests. In one embodiment, the player's
identity and interests can be managed via a loyalty program, such
as via a loyalty program account associated with loyalty function
640. The custom content can include notifications, advertising and
specific offers that are determined to be likely of interest to a
particular player.
[0174] The gaming device software function 638 can be used to
provide downloads of software for the game controller and/or second
controllers associated with peripheral devices on a gaming device.
For instance, the gaming device software 638 may allow an operator
and/or a player to select a new game for play on a gaming device.
In response to the game selection, the gaming device software
function 638 can be used to download game software that allows a
game controller to generate the selected game. In another example,
in response to determining that a new counterfeit bill is being
accepted by bill acceptors in the gaming system 600, the gaming
device software function 638 can be used to download a new
detection algorithm to the bill acceptors that allow the
counterfeit bill to be detected.
[0175] The progressive gaming function 642 can be used to implement
progressive game play on one or more gaming devices. In progressive
game play, a portion of wagers associated with the play of a
progressive game is allocated to a progressive jackpot. A group of
gaming devices can be configured to support play of the progressive
game and contribute to the progressive jackpot. In various
embodiments, the gaming devices contributing to a progressive
jackpot may be a group of gaming devices collocated near one
another, such as a bank of gaming machines on a casino floor, a
group of gaming devices distributed throughout a single casino, or
group of gaming devices distributed throughout multiple casinos
(e.g., a wide area progressive). The progressive gaming function
642 can be used to receive the jackpot contributions from each of
the gaming devices participating in the progressive game, determine
a current jackpot and notify participating gaming devices of the
current progressive jackpot amount, which can be displayed on the
participating gaming devices if desired.
[0176] The loyalty function 640 can be used to implement a loyalty
program within a casino enterprise. The loyalty function 640 can be
used to receive information regarding activities within a casino
enterprise including gaming and non-gaming activities and associate
the activities with particular individuals. The particular
individuals can be known or may be anonymous. The loyalty function
640 can used to store a record of the activities associated with
the particular individuals as well as preferences of the
individuals if known. Based upon the information stored with the
loyalty function 640 comps (e.g., free or discounted services
including game play), promotions and custom contents can be served
to the particular individuals.
[0177] The linked gaming function 644 can be used to used provide
game play activities involving player participating as a group via
multiple gaming devices. An example, a group of player might be
competing against one another as part of a slot tournament. In
another example, a group of players might be working together in
attempt to win a bonus that can be shared among the players.
[0178] The cashless function 646 can enable the redemption and the
dispensation of cashless instruments on a gaming device. For
instance, via the cashless function, printed tickets, serving as a
cashless instrument, can be used to transfer credits from one
gaming device to another gaming device. Further, the printed
tickets can be redeemed for cash. The cashless function can be used
to generate identifying information that can be stored to a
cashless instrument, such as a printed ticket, that allows the
instrument to later be authenticated. After authentication, the
cashless instrument can be used for additional game play or
redeemed for cash.
[0179] The accounting function can receive transactional
information from various gaming devices within the gaming system
600. The transactional information can relate to value deposited on
each gaming device and value dispensed from each gaming device. The
transactional information, which can be received in real-time, can
be used to assess the performance of each gaming device as well as
an overall performance of the gaming system. Further, the
transactional information can be used for tax and auditing
purposes.
[0180] The security function 650 can be used to combat fraud and
crime in a casino enterprise. The security function 650 can be
configured to receive notification of a security event that has
occurred on a gaming device, such as an attempt at illegal access.
Further, the security function 650 can receive transactional data
that can be used to identify if gaming devices are being utilized
in a fraudulent or unauthorized manner. The security function 650
can be configured to receive, store and analyze data from multiple
sources including detection apparatus located on a gaming device
and detection apparatus, such as cameras, distributed throughout a
casino. In response to detecting a security event, the security
function 650 can be configured to notify casino personnel of the
event. For instance, if a security event is detected at a gaming
device, a security department can be notified. Depending on the
security event, one or more team members of the security department
can be dispatched to the vicinity of the gaming device. Next, a
perspective diagram of a slot-type gaming device that can include
all or a portion of the components described with respect to gaming
device 604 is described.
[0181] FIG. 7 shows a perspective drawing of a gaming device 700 in
accordance with the described embodiments. The gaming device 700 is
example of what can be considered a "thick-client." Typically, a
thick-client is configurable to communicate with one or more remote
servers but provides game play, such as game outcome determination,
independent of the remote servers. In addition, a thick-client can
be considered as such because it includes cash handling
capabilities, such as peripheral devices for receiving cash, and a
secure enclosure within the device for storing the received cash.
In contrast, thin-client device, such as a mobile gaming device,
may be more dependent on a remote server to provide a component of
the game play on the device, such as game outcome determination,
and/or may not include peripheral devices for receiving cash and an
associated enclosure for storing it.
[0182] Many different configurations are possible between thick and
thin clients. For instance, a thick-client device, such as 700,
deployed in a central determination configuration, may receive game
outcomes from a remote server but still provide cash handling
capabilities. Further, the peripheral devices can vary from gaming
device to gaming device. For instance, the gaming device 700 can be
configured with electro-mechanical reels to display a game outcome
instead of a video display, such as 710. Thus, the features of
gaming device 700 are described for the purposes of illustration
only and are not meant to be limiting.
[0183] The gaming device 700 can include a main cabinet 702. The
main cabinet 702 can provide a secure enclosure that prevents
tampering with the device components, such as a game controller
(not shown) located within the interior of the main cabinet and
cash handing devices including a coin acceptor 720, a ticket
printer 726 and a bill acceptor 718. The main cabinet can include
an access mechanism, such as door 704, which allows an interior of
the gaming device 700 to be accessed. The actuation of the door 704
can be controlled by a locking mechanism, such as lock 716. The
lock 716, the door 704 and the interior of the main cabinet 702 can
be monitored with security sensors for detecting whether the
interior has been accessed. For instance, a light sensor can be
provided to detect a change in light-level in response to the door
704 being opened.
[0184] The interior of the main cabinet 700 can include additional
secure enclosure, which can also be fitted with locking mechanisms.
For instance, the game controller, such as game controller 606,
shown in FIG. 6, can be secured within a separate locked enclosure.
The separate locked enclosure for the game controller may allow
maintenance functions to be performed on the gaming device, such as
emptying a drop box for coins, emptying a cash box or replacing a
device, while preventing tampering with the game controller.
Further, in the case of device with a coin acceptor, 720, the
separate enclosure can protect the electronics of the game
controller from potentially damaging coin dust.
[0185] A top box 706 can be mounted to the top of the main cabinet
702. A number of peripheral devices can be coupled to the top box
706. In FIG. 7, a display device 708 and a candle device 714 are
mounted to the top box 706. The display device 708 can be used to
display information associated with game play on the gaming device
700. For instance, the display device 708 can be used to display a
bonus game presentation associated with the play of a wager-based
game (One or more bonus games are often features of many
wager-based games). In another example, the display device 708 can
be used to display information associated with a progressive game,
such as one or more progressive jackpot amounts. In yet another
example, the display device 708 can be used to display an attract
feature that is intended to draw a potential player's attention to
the gaming device 700 when it is not in use.
[0186] The candle device 714 can include a number of lighting
elements. The lighting elements can be lit in different patterns to
draw attention to the gaming device. For instance, one lighting
pattern may indicate that service is needed at the gaming device
700 while another light pattern may indicate that a player has
requested a drink The candle device 714 is typically placed at the
top of gaming device 700 to increase its visibility. Other
peripheral devices, including custom bonus devices, such as reels
or wheels, can be included in a top box 706 and the example in FIG.
7 is provided for illustrative purposes only. For instance, some of
the devices coupled to the main cabinet 702, such as printer 726,
can be located in a different top box configuration.
[0187] The gaming device 700 provides a player interface that
allows the play of a game, such as wager-based game. In this
embodiment, the player interface includes 1) a primary video
display 710 for outputting video images associated with the game
play, 2) audio devices, such as 722, for outputting audio content
associated with game play and possibly casino operations, 3) an
input panel 712 for at least providing game play related inputs and
4) a secondary video display 708 for outputting video content
related to the game play (e.g., bonus material) and/or the casino
enterprise (e.g., advertising). In particular embodiments, one or
both of the video displays, 708 and 710, can be equipped with a
touch screen sensor and associated touch screen controller, for
detecting touch inputs, such as touch inputs associated with the
play of a game or a service window output to the display
device.
[0188] The input panel 712 can include a number of
electro-mechanical input buttons, such as 730, and/or touch
sensitive surfaces. For instance, the input panel can include a
touch screen equipped video display to provide a touch sensitive
surface. In some embodiments, the functions of the
electro-mechanical input buttons can be dynamically reconfigurable.
For instance, the function of the electro-mechanical input buttons
may be changed depending on the game that is being played on the
gaming device. To indicate function changes, the input buttons can
each include a configurable display, such as an e-ink or a video
display for indicating the function of button. The output of the
configurable display can be adjusted to account for a change in the
function of the button.
[0189] The gaming device 700 includes a card reader 728, a printer
726, a coin acceptor 720, a bill and/or ticket acceptor 720 and a
coin hopper (not shown) for dispensing coins to a coin tray 732.
These devices can provide value input/output capabilities on the
gaming device 700. For instance, the printer 726 can be used to
print out tickets redeemable for cash or additional game play. The
tickets generated by printer 726 as well as printers on other
gaming devices can be inserted into bill and ticket acceptor 718 to
possibly add credits to the gaming device 700. After the ticket is
authenticated, credits associated with the ticket can be
transferred to the gaming device 700.
[0190] The device 718 can also be used to accept cash bills. After
the cash bill is authenticated, it can be converted to credits on
the gaming device and used for wager-based game play. The coin
acceptor 720 can be configured to accept coins that are legal
tender or tokens, such as tokens issued by a casino enterprise. A
coin hopper (not shown) can be used to dispense coins that are
legal tender or tokens into the coin tray 732.
[0191] The various aspects, embodiments, implementations or
features of the described embodiments can be used separately or in
any combination. Various aspects of the described embodiments can
be implemented by software, hardware or a combination of hardware
and software. The computer readable medium is any data storage
device that can store data which can thereafter be read by a
computer system. Examples of the computer readable medium include
read-only memory, random-access memory, CD-ROMs, DVDs, magnetic
tape and optical data storage devices. The computer readable medium
can also be distributed over network-coupled computer systems so
that the computer readable code is stored and executed in a
distributed fashion.
[0192] The foregoing description, for purposes of explanation, used
specific nomenclature to provide a thorough understanding of the
invention. However, it will be apparent to one skilled in the art
that the specific details are not required in order to practice the
invention. Thus, the foregoing descriptions of specific embodiments
of the present invention are presented for purposes of illustration
and description. They are not intended to be exhaustive or to limit
the invention to the precise forms disclosed. It will be apparent
to one of ordinary skill in the art that many modifications and
variations are possible in view of the above teachings.
[0193] The embodiments were chosen and described in order to best
explain the principles of the invention and its practical
applications, to thereby enable others skilled in the art to best
utilize the invention and various embodiments with various
modifications as are suited to the particular use contemplated. It
is intended that the scope of the invention be defined by the
following claims and their equivalents.
[0194] While the embodiments have been described in terms of
several particular embodiments, there are alterations,
permutations, and equivalents, which fall within the scope of these
general concepts. It should also be noted that there are many
alternative ways of implementing the methods and apparatuses of the
present embodiments. It is therefore intended that the following
appended claims be interpreted as including all such alterations,
permutations, and equivalents as fall within the true spirit and
scope of the described embodiments.
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