U.S. patent application number 17/750536 was filed with the patent office on 2022-09-08 for method and apparatus for advertising on a mobile gaming device.
The applicant listed for this patent is CFPH, LLC. Invention is credited to Dean P. Alderucci, Kevin Burman, Geoffrey M. Gelman, Howard W. Lutnick, Mark Miller, Antonio Papageorgiou.
Application Number | 20220284478 17/750536 |
Document ID | / |
Family ID | 1000006348822 |
Filed Date | 2022-09-08 |
United States Patent
Application |
20220284478 |
Kind Code |
A1 |
Lutnick; Howard W. ; et
al. |
September 8, 2022 |
METHOD AND APPARATUS FOR ADVERTISING ON A MOBILE GAMING DEVICE
Abstract
In various embodiments, promotions are featured on mobile gaming
devices. Data based on which a first promotion associated with a
first advertiser may be displayed on a mobile gaming device. The
data may include a first set of criteria identifying when the first
promotion should be displayed.
Inventors: |
Lutnick; Howard W.; (New
York, NY) ; Burman; Kevin; (Hunters Hill, AU)
; Alderucci; Dean P.; (Westport, CT) ; Gelman;
Geoffrey M.; (Brooklyn, NY) ; Papageorgiou;
Antonio; (Bronx, NY) ; Miller; Mark; (Chicago,
IL) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
CFPH, LLC |
New York |
NY |
US |
|
|
Family ID: |
1000006348822 |
Appl. No.: |
17/750536 |
Filed: |
May 23, 2022 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
17085815 |
Oct 30, 2020 |
11341538 |
|
|
17750536 |
|
|
|
|
15909674 |
Mar 1, 2018 |
10825055 |
|
|
17085815 |
|
|
|
|
14231398 |
Mar 31, 2014 |
9940643 |
|
|
15909674 |
|
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|
12147005 |
Feb 13, 2009 |
8688517 |
|
|
14231398 |
|
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06Q 30/0269 20130101;
G06Q 30/0267 20130101; G06Q 30/0255 20130101; G06Q 30/0209
20130101; G06Q 30/02 20130101; G06Q 50/34 20130101; G07F 17/3223
20130101; G07F 17/3227 20130101; G06Q 30/0212 20130101 |
International
Class: |
G06Q 30/02 20060101
G06Q030/02; G06Q 50/34 20060101 G06Q050/34; G07F 17/32 20060101
G07F017/32 |
Claims
1. (canceled)
2. A method in an electronic device, comprising: detecting, via at
least one processor, a correlation between first locations of a
first mobile gaming device of a first player and second locations
of a second mobile gaming device of a second player; based on the
correlation, determining an association between the first player
and second player; and after determining the association,
determining whether a promotion retrieved for transmission to and
display by the first mobile gaming device of the first player is to
be transmitted to the second mobile gaming device of the second
player for display, based at least in part on locations of the
first and second mobile gaming devices.
3. The method of claim 2, wherein determining whether the promotion
is to be transmitted to the second mobile gaming device further
includes: monitoring the locations of the first and second mobile
gaming devices to determine whether the first player and second
player are moving together.
4. The method of claim 3, wherein determining whether the promotion
is to be transmitted to the second mobile gaming device further
includes: when the first player and second player are moving
together, detecting whether the first and second player have moved
together for at least a predesignated span of time; and based on
detecting that the first and second player have moved together for
the predesignated span of time, transmitting, via a communication
circuit, the promotion to both the first mobile gaming device and
the second mobile gaming device.
5. The method of claim 3, wherein determining whether the promotion
is to be transmitted to the second mobile gaming device further
includes: when the first player and second player are moving
together, detecting whether the first and second mobile gaming
devices are within a threshold distance of a predetermined
location; and based on detecting that the first and second mobile
gaming devices are disposed within the threshold distance of the
predetermined location, transmitting, via a communication circuit,
the promotion to both the first mobile gaming device and the second
mobile gaming device.
6. The method of claim 5, wherein the predetermined location
includes an edge of a predesignated gaming area.
7. The method of claim 5, wherein the predetermined location
includes an electronic terminal facilitating exchange and dispersal
of financial instruments.
8. The method of claim 2, further comprising: comparing pre-stored
demographic metadata of the first player to pre-stored demographic
metadata of the second player; and selecting the promotion from
among a plurality of pre-stored promotions, based on matches
between the pre-stored demographic metadata of the first player and
the pre-stored demographic metadata of the second player.
9. The method of claim 2, further comprising: receiving first data
indicating whether a first promotion of a first advertiser is to be
displayed on the second mobile gaming device; receiving second data
indicating whether a second promotion of a second advertiser is to
be displayed on the second mobile gaming device; based on detecting
that present criteria of the second mobile gaming device matches
both the first and second data, detecting whether the first
advertiser and second advertiser are pre-stored as competitors; and
based on detecting the first advertiser and second advertiser are
pre-indicated as competitors, controlling the second mobile gaming
device to selectively display one of the first and second
promotions.
10. The method of claim 9, further comprising: based on detecting
the first advertiser and second advertiser are not pre-indicated as
competitors, controlling the second mobile gaming device to display
both the first and second promotions.
11. The method of claim 2, further comprising: based on the second
locations of the second mobile gaming device, detecting a travel
path of the second player; detecting a stationary terminal
proximate to the detected travel path; and when the second mobile
gaming device is detected to be within a threshold distance of the
detected stationary terminal, controlling the stationary terminal
to display the promotion.
12. The method of claim 11, further comprising: detecting a
plurality of stationary terminals proximate to the detected travel
path; identifying an orientation of each of the plurality of
stationary terminals; and selecting one stationary terminal of the
plurality of stationary terminals for display of the promotion
based on detecting that the one stationary terminal is oriented
towards the detected travel path.
13. An electronic device, comprising: a memory storing programming
instructions; a communication circuit; and a processor operably
coupled to the memory and the communication circuit, wherein the
programming instructions are executable by the processor to cause
the electronic device to: detect a correlation between first
locations of a first mobile gaming device of a first player and
second locations of a second mobile gaming device of a second
player, based on the correlation, determine an association between
the first player and second player, and after determining the
association, determine whether a promotion retrieved for
transmission to and display by the first mobile gaming device of
the first player is to be transmitted to the second mobile gaming
device of the second player for display, based at least in part on
locations of the first and second mobile gaming devices.
14. The electronic device of claim 13, wherein determining whether
the promotion is to be transmitted to the second mobile gaming
device further includes: monitoring the locations of the first and
second mobile gaming devices to determine whether the first player
and second player are moving together.
15. The electronic device of claim 14, wherein determining whether
the promotion is to be transmitted to the second mobile gaming
device further includes: when the first player and second player
are moving together, detecting whether the first and second player
have moved together for at least a predesignated span of time; and
based on detecting that the first and second player have moved
together for the predesignated span of time, transmitting, via a
communication circuit, the promotion to both the first mobile
gaming device and the second mobile gaming device.
16. The electronic device of claim 14, wherein determining whether
the promotion is to be transmitted to the second mobile gaming
device further includes: when the first player and second player
are moving together, detecting whether the first and second mobile
gaming devices are within a threshold distance of a predetermined
location; and based on detecting that the first and second mobile
gaming devices are disposed within the threshold distance of the
predetermined location, transmitting, via a communication circuit,
the promotion to both the first mobile gaming device and the second
mobile gaming device.
17. The electronic device of claim 16, wherein the predetermined
location includes an edge of a predesignated gaming area.
18. The electronic device of claim 16, wherein the predetermined
location includes an electronic terminal facilitating exchange and
dispersal of financial instruments.
19. The electronic device of claim 13, wherein the programming
instructions are further executable by the processor to: compare
pre-stored demographic metadata of the first player to pre-stored
demographic metadata of the second player; and select the promotion
from among a plurality of pre-stored promotions, based on matches
between the pre-stored demographic metadata of the first player and
the pre-stored demographic metadata of the second player.
20. The electronic device of claim 13, wherein the programming
instructions are further executable by the processor to: receive
first data indicating whether a first promotion of a first
advertiser is to be displayed on the second mobile gaming device;
receive second data indicating whether a second promotion of a
second advertiser is to be displayed on the second mobile gaming
device; based on detecting that present criteria of the second
mobile gaming device matches both the first and second data, detect
whether the first advertiser and second advertiser are pre-stored
as competitors; and based on detecting the first advertiser and
second advertiser are pre-indicated as competitors, control the
second mobile gaming device to selectively display one of the first
and second promotions.
21. The electronic device of claim 20, wherein the programming
instructions are further executable by the processor to: based on
detecting the first advertiser and second advertiser are not
pre-indicated as competitors, control the second mobile gaming
device to display both the first and second promotions.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This patent application is a continuation of U.S. patent
application Ser. No. 17/085,815 filed Oct. 30, 2020, which is a
continuation of U.S. patent application Ser. No. 15/909,674 filed
Mar. 1, 2018 (now U.S. Pat. No. 10,825,055 issued on Nov. 3, 2020),
which is a continuation of Ser. No. 14/231,398 filed Mar. 31, 2014
(now U.S. Pat. No. 9,940,643 issued on Apr. 18, 2018), which is a
continuation of Ser. No. 12/147,005 filed Feb. 13, 2009 (now U.S.
Pat. No. 8,688,517 issued on Apr. 1, 2009), each of which are
hereby incorporated by reference herein in their entireties.
BRIEF DESCRIPTION OF THE FIGURES
[0002] FIG. 1 shows a system according to some embodiments.
[0003] FIG. 2 shows a mobile gaming device according to some
embodiments.
[0004] FIG. 3 shows a gaming device according to some
embodiments.
[0005] FIG. 4 shows a casino server according to some
embodiments.
[0006] FIG. 5 shows a point-of-sale terminal according to some
embodiments.
[0007] FIG. 6 shows a mobile gaming device according to some
embodiments.
DETAILED DESCRIPTION
Guidelines for Interpreting the Present Application
[0008] The following sections I-X provide a guide to interpreting
the present application.
I. Terms
[0009] The term "product" means any machine, manufacture and/or
composition of matter, unless expressly specified otherwise.
[0010] The term "process" means any process, algorithm, method or
the like, unless expressly specified otherwise.
[0011] Each process (whether called a method, algorithm or
otherwise) inherently includes one or more steps, and therefore all
references to a "step" or "steps" of a process have an inherent
antecedent basis in the mere recitation of the term `process` or a
like term. Accordingly, any reference in a claim to a `step` or
`steps` of a process has sufficient antecedent basis.
[0012] The term "invention" and the like mean "the one or more
inventions disclosed in this application", unless expressly
specified otherwise.
[0013] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments", "one or more embodiments", "some
embodiments", "certain embodiments", "one embodiment", "another
embodiment" and the like mean "one or more (but not all)
embodiments of the disclosed invention(s)", unless expressly
specified otherwise.
[0014] The term "variation" of an invention means an embodiment of
the invention, unless expressly specified otherwise.
[0015] A reference to "another embodiment" in describing an
embodiment does not imply that the referenced embodiment is
mutually exclusive with another embodiment (e.g., an embodiment
described before the referenced embodiment), unless expressly
specified otherwise.
[0016] The terms "including", "comprising" and variations thereof
mean "including but not limited to", unless expressly specified
otherwise.
[0017] The terms "a", "an" and "the" mean "one or more", unless
expressly specified otherwise.
[0018] The term "plurality" means "two or more", unless expressly
specified otherwise.
[0019] The term "herein" means "in the present application,
including anything which may be incorporated by reference", unless
expressly specified otherwise.
[0020] The phrase "at least one of", when such phrase modifies a
plurality of things (such as an enumerated list of things) means
any combination of one or more of those things, unless expressly
specified otherwise. For example, the phrase "at least one of a
widget, a car and a wheel" means either (i) a widget, (ii) a car,
(iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel,
(vi) a car and a wheel, or (vii) a widget, a car and a wheel. The
phrase "at least one of", when such phrase modifies a plurality of
things does not mean "one of" each of the plurality of things.
[0021] Numerical terms such as "one", "two", etc. when used as
cardinal numbers to indicate quantity of something (e.g., one
widget, two widgets), mean the quantity indicated by that numerical
term, but do not mean at least the quantity indicated by that
numerical term. For example, the phrase "one widget" does not mean
"at least one widget", and therefore the phrase "one widget" does
not cover, e.g., two widgets.
[0022] The phrase "based on" does not mean "based only on", unless
expressly specified otherwise. In other words, the phrase "based
on" describes both "based only on" and "based at least on". The
phrase "based at least on" is equivalent to the phrase "based at
least in part on".
[0023] The term "represent" and like terms are not exclusive,
unless expressly specified otherwise. For example, the term
"represents" do not mean "represents only", unless expressly
specified otherwise. In other words, the phrase "the data
represents a credit card number" describes both "the data
represents only a credit card number" and "the data represents a
credit card number, and the data also represents something
else".
[0024] The term "whereby" is used herein only to precede a clause
or other set of words that express only the intended result,
objective or consequence of something that is previously and
explicitly recited. Thus, when the term "whereby" is used in a
claim, the clause or other words that the term "whereby" modifies
do not establish specific further limitations of the claim or
otherwise restricts the meaning or scope of the claim.
[0025] The term "e.g." and like terms mean "for example", and thus
does not limit the term or phrase it explains. For example, in the
sentence "the computer sends data (e.g., instructions, a data
structure) over the Internet", the term "e.g." explains that
"instructions" are an example of "data" that the computer may send
over the Internet, and also explains that "a data structure" is an
example of "data" that the computer may send over the Internet.
However, both "instructions" and "a data structure" are merely
examples of "data", and other things besides "instructions" and "a
data structure" can be "data".
[0026] The term "respective" and like terms mean "taken
individually". Thus if two or more things have "respective"
characteristics, then each such thing has its own characteristic,
and these characteristics can be different from each other but need
not be. For example, the phrase "each of two machines has a
respective function" means that the first such machine has a
function and the second such machine has a function as well. The
function of the first machine may or may not be the same as the
function of the second machine.
[0027] The term "i.e." and like terms mean "that is", and thus
limits the term or phrase it explains. For example, in the sentence
"the computer sends data (i.e., instructions) over the Internet",
the term "i.e." explains that "instructions" are the "data" that
the computer sends over the Internet.
[0028] Any given numerical range shall include whole and fractions
of numbers within the range. For example, the range "1 to 10" shall
be interpreted to specifically include whole numbers between 1 and
10 (e.g., 1, 2, 3, 4, . . . 9) and non-whole numbers (e.g., 1.1,
1.2, . . . 1.9).
[0029] Where two or more terms or phrases are synonymous (e.g.,
because of an explicit statement that the terms or phrases are
synonymous), instances of one such term/phrase does not mean
instances of another such term/phrase must have a different
meaning. For example, where a statement renders the meaning of
"including" to be synonymous with "including but not limited to",
the mere usage of the phrase "including but not limited to" does
not mean that the term "including" means something other than
"including but not limited to".
[0030] As used herein, the term "conducting" may be used in the
context of a game, such as in the phrase "conducting a game".
Conducting a game may include receiving a bet, storing a record of
the amount of the bet, determining or generating an outcome of a
game (e.g., such as by the execution of an algorithm for generating
random outcome), determining an amount to be paid out as a payout
based on the outcome and the bet (e.g., determining a multiple of
the bet to be paid out in the event of a winning outcome), paying
or directing that the payout be paid, and performing any other
aspect of a game. In various embodiments, a game may be conducted
by a remote entity. For example, though a player may interact with
a mobile gaming device, the casino server may generate the outcomes
that occur in games of the player. In various embodiments, a game
may be conducted by a proximate entity, such as a mobile gaming
device with which a player interacts. In various embodiments, a
game may be conducted jointly by a proximate and remote entity. For
example, a mobile gaming device and the casino server may jointly
conduct a game.
[0031] As used herein, the term "stationary device" may include a
stationary game gaming device, a terminal used for gaming, and a
table game as well as any device not used for gaming. For example,
a stationary device may include a slot machine, a video poker
machine, a terminal at which players may place bets, a blackjack
table, and a poker table, as well as a display screen, a kiosk, an
ATM, etc.
II. Determining
[0032] The term "determining" and grammatical variants thereof
(e.g., to determine a price, determining a value, determine an
object which meets a certain criterion) is used in an extremely
broad sense. The term "determining" encompasses a wide variety of
actions and therefore "determining" can include calculating,
computing, processing, deriving, investigating, looking up (e.g.,
looking up in a table, a database or another data structure),
ascertaining and the like. Also, "determining" can include
receiving (e.g., receiving information), accessing (e.g., accessing
data in a memory) and the like. Also, "determining" can include
resolving, selecting, choosing, establishing, and the like.
[0033] The term "determining" does not imply certainty or absolute
precision, and therefore "determining" can include estimating,
extrapolating, predicting, guessing and the like.
[0034] The term "determining" does not imply that mathematical
processing must be performed and does not imply that numerical
methods must be used and does not imply that an algorithm or
process is used.
[0035] The term "determining" does not imply that any particular
device must be used. For example, a computer need not necessarily
perform the determining.
III. Forms of Sentences
[0036] Where a limitation of a first claim would cover one of a
feature as well as more than one of a feature (e.g., a limitation
such as "at least one widget" covers one widget as well as more
than one widget), and where in a second claim that depends on the
first claim, the second claim uses a definite article "the" to
refer to the limitation (e.g., "the widget"), this does not imply
that the first claim covers only one of the feature, and this does
not imply that the second claim covers only one of the feature
(e.g., "the widget" can cover both one widget and more than one
widget).
[0037] When an ordinal number (such as "first", "second", "third"
and so on) is used as an adjective before a term, that ordinal
number is used (unless expressly specified otherwise) merely to
indicate a particular feature, such as to distinguish that
particular feature from another feature that is described by the
same term or by a similar term. For example, a "first widget" may
be so named merely to distinguish it from, e.g., a "second widget".
Thus, the mere usage of the ordinal numbers "first" and "second"
before the term "widget" does not indicate any other relationship
between the two widgets, and likewise does not indicate any other
characteristics of either or both widgets. For example, the mere
usage of the ordinal numbers "first" and "second" before the term
"widget" (1) does not indicate that either widget comes before or
after any other in order or location; (2) does not indicate that
either widget occurs or acts before or after any other in time; and
(3) does not indicate that either widget ranks above or below any
other, as in importance or quality. In addition, the mere usage of
ordinal numbers does not define a numerical limit to the features
identified with the ordinal numbers. For example, the mere usage of
the ordinal numbers "first" and "second" before the term "widget"
does not indicate that there must be no more than two widgets.
[0038] When a single device, article or other product is described
herein, more than one device/article (whether or not they
cooperate) may alternatively be used in place of the single
device/article that is described. Accordingly, the functionality
that is described as being possessed by a device may alternatively
be possessed by more than one device/article (whether or not they
cooperate).
[0039] Similarly, where more than one device, article or other
product is described herein (whether or not they cooperate), a
single device/article may alternatively be used in place of the
more than one device or article that is described. For example, a
plurality of computer-based devices may be substituted with a
single computer-based device. Accordingly, the various
functionality that is described as being possessed by more than one
device or article may alternatively be possessed by a single
device/article.
[0040] The functionality and/or the features of a single device
that is described may be alternatively embodied by one or more
other devices which are described but are not explicitly described
as having such functionality/features. Thus, other embodiments need
not include the described device itself, but rather can include the
one or more other devices which would, in those other embodiments,
have such functionality/features.
IV. Disclosed Examples and Terminology are not Limiting
[0041] Neither the Title (set forth at the beginning of the first
page of the present application) nor the Abstract (set forth at the
end of the present application) is to be taken as limiting in any
way as the scope of the disclosed invention(s). An Abstract has
been included in this application merely because an Abstract of not
more than 150 words is required under 37 C.F.R. .sctn. 1.72(b).
[0042] The title of the present application and headings of
sections provided in the present application are for convenience
only and are not to be taken as limiting the disclosure in any
way.
[0043] Numerous embodiments are described in the present
application and are presented for illustrative purposes only. The
described embodiments are not, and are not intended to be, limiting
in any sense. The presently disclosed invention(s) are widely
applicable to numerous embodiments, as is readily apparent from the
disclosure. One of ordinary skill in the art will recognize that
the disclosed invention(s) may be practiced with various
modifications and alterations, such as structural, logical,
software, and electrical modifications. Although particular
features of the disclosed invention(s) may be described with
reference to one or more particular embodiments and/or drawings, it
should be understood that such features are not limited to usage in
the one or more particular embodiments or drawings with reference
to which they are described, unless expressly specified
otherwise.
[0044] No embodiment of method steps or product elements described
in the present application constitutes the invention claimed
herein, or is essential to the invention claimed herein, or is
coextensive with the invention claimed herein, except where it is
either expressly stated to be so in this specification or expressly
recited in a claim.
[0045] All words in every claim have the broadest scope of meaning
they would have been given by a person of ordinary skill in the art
as of the priority date. No term used in any claim is specially
defined or limited by this application except where expressly so
stated either in this specification or in a claim.
[0046] The preambles of the claims that follow recite purposes,
benefits and possible uses of the claimed invention only and do not
limit the claimed invention.
[0047] The present disclosure is not a literal description of all
embodiments of the invention(s). Also, the present disclosure is
not a listing of features of the invention(s) which must be present
in all embodiments.
[0048] Devices that are described as in communication with each
other need not be in continuous communication with each other,
unless expressly specified otherwise. On the contrary, such devices
need only transmit to each other as necessary or desirable and may
actually refrain from exchanging data most of the time. For
example, a machine in communication with another machine via the
Internet may not transmit data to the other machine for long period
of time (e.g. weeks at a time). In addition, devices that are in
communication with each other may communicate directly or
indirectly through one or more intermediaries.
[0049] A description of an embodiment with several components or
features does not imply that all or even any of such
components/features are required. On the contrary, a variety of
optional components are described to illustrate the wide variety of
possible embodiments of the present invention(s). Unless otherwise
specified explicitly, no component/feature is essential or
required.
[0050] Although process steps, algorithms or the like may be
described or claimed in a particular sequential order, such
processes may be configured to work in different orders. In other
words, any sequence or order of steps that may be explicitly
described or claimed does not necessarily indicate a requirement
that the steps be performed in that order. The steps of processes
described herein may be performed in any order possible.
[0051] Further, some steps may be performed simultaneously despite
being described or implied as occurring non-simultaneously (e.g.,
because one step is described after the other step). Moreover, the
illustration of a process by its depiction in a drawing does not
imply that the illustrated process is exclusive of other variations
and modifications thereto, does not imply that the illustrated
process or any of its steps are necessary to the invention(s), and
does not imply that the illustrated process is preferred.
[0052] Although a process may be described as including a plurality
of steps, that does not imply that all or any of the steps are
preferred, essential or required. Various other embodiments within
the scope of the described invention(s) include other processes
that omit some or all of the described steps. Unless otherwise
specified explicitly, no step is essential or required.
[0053] Although a process may be described singly or without
reference to other products or methods, in an embodiment the
process may interact with other products or methods. For example,
such interaction may include linking one business model to another
business model. Such interaction may be provided to enhance the
flexibility or desirability of the process.
[0054] Although a product may be described as including a plurality
of components, aspects, qualities, characteristics and/or features,
that does not indicate that any or all of the plurality are
preferred, essential or required. Various other embodiments within
the scope of the described invention(s) include other products that
omit some or all of the described plurality.
[0055] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are mutually
exclusive, unless expressly specified otherwise. Likewise, an
enumerated list of items (which may or may not be numbered) does
not imply that any or all of the items are comprehensive of any
category, unless expressly specified otherwise. For example, the
enumerated list "a computer, a laptop, a PDA" does not imply that
any or all of the three items of that list are mutually exclusive
and does not imply that any or all of the three items of that list
are comprehensive of any category.
[0056] An enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are
equivalent to each other or readily substituted for each other.
[0057] All embodiments are illustrative, and do not imply that the
invention or any embodiments were made or performed, as the case
may be.
V. Computing
[0058] It will be readily apparent to one of ordinary skill in the
art that the various processes described herein may be implemented
by, e.g., appropriately programmed general purpose computers,
special purpose computers and computing devices. Typically a
processor (e.g., one or more microprocessors, one or more
microcontrollers, one or more digital signal processors) will
receive instructions (e.g., from a memory or like device), and
execute those instructions, thereby performing one or more
processes defined by those instructions. Instructions may be
embodied in, e.g., one or more computer programs, one or more
scripts.
[0059] A "processor" means one or more microprocessors, central
processing units (CPUs), computing devices, microcontrollers,
digital signal processors, or like devices or any combination
thereof, regardless of the architecture (e.g., chip-level
multiprocessing/multi-core, RISC, CISC, Microprocessor without
Interlocked Pipeline Stages, pipelining configuration, simultaneous
multithreading).
[0060] Thus a description of a process is likewise a description of
an apparatus for performing the process. The apparatus that
performs the process can include, e.g., a processor and those input
devices and output devices that are appropriate to perform the
process.
[0061] Further, programs that implement such methods (as well as
other types of data) may be stored and transmitted using a variety
of media (e.g., computer readable media) in a number of manners. In
some embodiments, hard-wired circuitry or custom hardware may be
used in place of, or in combination with, some or all of the
software instructions that can implement the processes of various
embodiments. Thus, various combinations of hardware and software
may be used instead of software only.
[0062] The term "computer-readable medium" refers to any medium, a
plurality of the same, or a combination of different media, that
participate in providing data (e.g., instructions, data structures)
which may be read by a computer, a processor or a like device. Such
a medium may take many forms, including but not limited to,
non-volatile media, volatile media, and transmission media.
Non-volatile media include, for example, optical or magnetic disks
and other persistent memory. Volatile media include dynamic random
access memory (DRAM), which typically constitutes the main
memory.
[0063] Transmission media include coaxial cables, copper wire and
fiber optics, including the wires that comprise a system bus
coupled to the processor. Transmission media may include or convey
acoustic waves, light waves and electromagnetic emissions, such as
those generated during radio frequency (RF) and infrared (IR) data
communications. Common forms of computer-readable media include,
for example, a floppy disk, a flexible disk, hard disk, magnetic
tape, any other magnetic medium, a CD-ROM, DVD, any other optical
medium, punch cards, paper tape, any other physical medium with
patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any
other memory chip or cartridge, a carrier wave as described
hereinafter, or any other medium from which a computer can
read.
[0064] Various forms of computer readable media may be involved in
carrying data (e.g. sequences of instructions) to a processor. For
example, data may be (i) delivered from RAM to a processor; (ii)
carried over a wireless transmission medium; (iii) formatted and/or
transmitted according to numerous formats, standards or protocols,
such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.quadrature.,
and TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure
privacy or prevent fraud in any of a variety of ways well known in
the art.
[0065] Thus a description of a process is likewise a description of
a computer-readable medium storing a program for performing the
process. The computer-readable medium can store (in any appropriate
format) those program elements which are appropriate to perform the
method.
[0066] Just as the description of various steps in a process does
not indicate that all the described steps are required, embodiments
of an apparatus include a computer/computing device operable to
perform some (but not necessarily all) of the described
process.
[0067] Likewise, just as the description of various steps in a
process does not indicate that all the described steps are
required, embodiments of a computer-readable medium storing a
program or data structure include a computer-readable medium
storing a program that, when executed, can cause a processor to
perform some (but not necessarily all) of the described
process.
[0068] Where databases are described, it will be understood by one
of ordinary skill in the art that (i) alternative database
structures to those described may be readily employed, and (ii)
other memory structures besides databases may be readily employed.
Any illustrations or descriptions of any sample databases presented
herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by, e.g., tables illustrated in drawings or
elsewhere. Similarly, any illustrated entries of the databases
represent exemplary information only; one of ordinary skill in the
art will understand that the number and content of the entries can
be different from those described herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) could be used to store and manipulate the data types
described herein. Likewise, object methods or behaviors of a
database can be used to implement various processes, such as the
described herein. In addition, the databases may, in a known
manner, be stored locally or remotely from a device which accesses
data in such a database.
[0069] Various embodiments can be configured to work in a network
environment including a computer that is in communication (e.g.,
via a communications network) with one or more devices. The
computer may communicate with the devices directly or indirectly,
via any wired or wireless medium (e.g. the Internet, LAN, WAN or
Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service
providers, bulletin board systems, a satellite communications link,
a combination of any of the above). Each of the devices may
themselves comprise computers or other computing devices, such as
those based on the Intel.RTM. Pentium.RTM. or Centrino.TM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0070] In an embodiment, a server computer or centralized authority
may not be necessary or desirable. For example, the present
invention may, in an embodiment, be practiced on one or more
devices without a central authority. In such an embodiment, any
functions described herein as performed by the server computer or
data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
[0071] Where a process is described, in an embodiment the process
may operate without any user intervention. In another embodiment,
the process includes some human intervention (e.g., a step is
performed by or with the assistance of a human).
VI. Continuing Applications
[0072] The present disclosure provides, to one of ordinary skill in
the art, an enabling description of several embodiments and/or
inventions. Some of these embodiments and/or inventions may not be
claimed in the present application but may nevertheless be claimed
in one or more continuing applications that claim the benefit of
priority of the present application.
[0073] Applicants intend to file additional applications to pursue
patents for subject matter that has been disclosed and enabled but
not claimed in the present application.
VII. 35 U.S.C. .sctn. 112, paragraph 6
[0074] In a claim, a limitation of the claim which includes the
phrase "means for" or the phrase "step for" means that 35 U.S.C.
.sctn. 112, paragraph 6, applies to that limitation.
[0075] In a claim, a limitation of the claim which does not include
the phrase "means for" or the phrase "step for" means that 35
U.S.C. .sctn. 112, paragraph 6 does not apply to that limitation,
regardless of whether that limitation recites a function without
recitation of structure, material or acts for performing that
function. For example, in a claim, the mere use of the phrase "step
of" or the phrase "steps of" in referring to one or more steps of
the claim or of another claim does not mean that 35 U.S.C. .sctn.
112, paragraph 6, applies to that step(s).
[0076] With respect to a means or a step for performing a specified
function in accordance with 35 U.S.C. .sctn. 112, paragraph 6, the
corresponding structure, material or acts described in the
specification, and equivalents thereof, may perform additional
functions as well as the specified function.
[0077] Computers, processors, computing devices and like products
are structures that can perform a wide variety of functions. Such
products can be operable to perform a specified function by
executing one or more programs, such as a program stored in a
memory device of that product or in a memory device which that
product accesses. Unless expressly specified otherwise, such a
program need not be based on any particular algorithm, such as any
particular algorithm that might be disclosed in the present
application. It is well known to one of ordinary skill in the art
that a specified function may be implemented via different
algorithms, and any of a number of different algorithms would be a
mere design choice for carrying out the specified function.
[0078] Therefore, with respect to a means or a step for performing
a specified function in accordance with 35 U.S.C. .sctn. 112,
paragraph 6, structure corresponding to a specified function
includes any product programmed to perform the specified function.
Such structure includes programmed products which perform the
function, regardless of whether such product is programmed with (i)
a disclosed algorithm for performing the function, (ii) an
algorithm that is similar to a disclosed algorithm, or (iii) a
different algorithm for performing the function. Where there is
recited a means for performing a function hat is a method, one
structure for performing this method includes a computing device
(e.g., a general-purpose computer) that is programmed and/or
configured with appropriate hardware to perform that function.
[0079] Also includes a computing device (e.g., a general-purpose
computer) that is programmed and/or configured with appropriate
hardware to perform that function via other algorithms as would be
understood by one of ordinary skill in the art.
VIII. Disclaimer
[0080] Numerous references to a particular embodiment does not
indicate a disclaimer or disavowal of additional, different
embodiments, and similarly references to the description of
embodiments which all include a particular feature does not
indicate a disclaimer or disavowal of embodiments which do not
include that particular feature. A clear disclaimer or disavowal in
the present application shall be prefaced by the phrase "does not
include" or by the phrase "cannot perform".
IX. Incorporation By Reference
[0081] Any patent, patent application or other document referred to
herein is incorporated by reference into this patent application as
part of the present disclosure, but only for purposes of written
description in accordance with 35 U.S.C. .sctn. 112, paragraph 1
and enablement in accordance with 35 U.S.C. .sctn. 112, paragraph
1, and should in no way be used to limit, define, or otherwise
construe any term of the present application where the present
application, without such incorporation by reference, would not
have failed to provide an ascertainable meaning, but rather would
have allowed an ascertainable meaning for such term to be provided.
Thus, the person of ordinary skill in the art need not have been in
any way limited by any embodiments provided in the reference.
[0082] Any incorporation by reference does not, in and of itself,
imply any endorsement of, ratification of, or acquiescence in any
statements, opinions, arguments or characterizations contained in
any incorporated patent, patent application or other document,
unless explicitly specified otherwise in this patent
application.
X. Prosecution History
[0083] In interpreting the present application (which includes the
claims), one of ordinary skill in the art shall refer to the
prosecution history of the present application, but not to the
prosecution history of any other patent or patent application,
regardless of whether there are other patent applications that are
considered related to the present application, and regardless of
whether there are other patent applications that share a claim of
priority with the present application.
Demographic
[0084] As used herein, the term demographic may refer to an age,
age range, race, gender, income level, range of income levels,
marital status, level of education, presence or absence of
children, number of children, net worth, language spoken, religion,
political orientation, or to any other characteristic which may be
used to classify a person into some segment of the population.
House Edge, House Advantage
[0085] As used herein, the terms "house edge" and "house advantage"
may refer to an amount that the house is expected to retain, on
average, per unit bet by the player. The house edge may be
expressed in percentage terms. For example, a house edge of 5% may
indicate that the house can expect to retain 5 cents on average per
dollar bet by a player. It should be noted that a statement of a
house edge does not imply that the house will necessarily retain
the stated amount of a player's bet on each game. The house edge,
rather, refers to an expectation or average. For example, suppose a
player bets $1 on a game in which he has a 45% chance of winning
$2, and a 55% chance of winning nothing. The house edge may be
calculated as (0.55*($1-$0)+0.45*($1-$2))/$1=10%. Thus, the house
may expect to win 10 cents per dollar wagered by the player.
Outcome
[0086] As used herein, the term "outcome" may refer a set of
symbols or indicia which may be obtained (e.g., randomly generated;
e.g., selected by a player) in a game (e.g., in a game played with
a wager), and which may determine a course or direction in the game
and/or which may determine a payment or prize to be awarded from
the game. The term "outcome" may, in various embodiments, refer
both to symbols and indicia and to the payment or prize awarded in
a game. The term "outcome" may, in various embodiments, refer to
the prize or payment awarded in a game. In various embodiments,
multiple outcomes may occur during a game. For example, in a slot
machine game, each activated pay-line may feature a different
outcome. Further, in various embodiments, a game may include a
succession of outcomes. For example, in a game of video poker, an
initial set of five cards dealt to a player may constitute a first
outcome. The final hand of cards obtained by the player after
discarding cards from the initial set of five cards may constitute
a second outcome. In various embodiments, the aggregate effect of
several outcomes in a game may itself constitute an outcome. For
example, in a slot machine game, a player may activate three
pay-lines and may thereby receive three outcomes. Payouts
associated with the three outcomes may be 2 coins, 5 coins, and 3
coins. Thus, the aggregate outcome of the game may be that the
player receives a payout of 10 coins. Examples of outcomes include:
(a) a set of symbols achieved across the pay-line of a reel slot
machine; (b) a set of cards dealt in a game of poker; (c) a set of
cards dealt in a game of blackjack; (d) a player hand in a game of
blackjack; (e) a player hand in combination with a dealer hand in
blackjack (i.e., an outcome in a game of blackjack may include
cards received by a player and cards received by a dealer); (f) a
number rolled in a game of craps; (g) a series of numbers rolled in
a game of craps (e.g., in a game of craps, an outcome may include
the entire series of numbers rolled between the time a player made
a bet and the time the player was paid for his bet or lost his
bet); (g) a set of numbers generated in a game of keno; (h) a prize
amount revealed in a bonus round; and so on.
Product
[0087] As used herein, the term "product" may include a good. As
used herein, the term "product" may include a service.
Gaming
[0088] As used herein, the term "gaming" may refer to placing a
first value at risk on one or more events whose outcomes cannot be
predicted with certainty, with the possibility of winning a second
value should a particular outcome of the event(s) actually occur.
Gaming may include: (a) betting money on the outcome of a roll of
dice; (b) betting money on the deal of one or more cards; (c)
betting money on the spinning of a wheel; (d) betting money on the
spinning of slot machine reels; (e) betting money on the outcome of
a sporting contest; (f) betting money on the outcome of an
election; (g) betting money on the occurrence of a natural event,
such as a hurricane; and betting money on any other event which
cannot be predicted with certainty. Gaming may include: (a) playing
a game of poker with money at risk; (b) playing a game of craps
with money at risk; (c) playing a game of roulette with money at
risk; (d) betting money on the outcome of a football game; or
betting money on any other game or contest. The "value" placed at
risk in gaming may include anything that may be of benefit to a
person or other entity, whether or not the benefit may be
experienced by the person engaging in gaming. Value may be tangible
or intangible. Value may include: (a) cash; (b) credits; (c)
tokens; (d) rights (e.g., the right to bypass a line for a buffet;
e.g., the right to a free spin at a slot machine); (e) products;
(f) services; (g) comp points; (h) coupons; (i) vouchers; (j) movie
tickets; (k) the right to receive a loan; (l) frequent flyer miles;
and any other item of value. The value that may be won from gaming
need not be of the same type as that placed at risk. For example, a
person may put at risk cash in order to win movie tickets. The
events which are the subject of gaming may be predictable in
principle, but may not be predictable given applicable rules,
standards, or capabilities. For example, a person may be able to
predict which cards will be dealt by rigging a deck of cards.
However, rigging the deck of cards would be contrary to the rules
of the game. Placing an item of value at risk may include allowing
the possibility that some or all of the item of value will be lost.
Gaming may include placing value at risk even if such value is not
in the possession of the gamer. For example, a business owner may
bet half of his future business profits for the forthcoming
calendar year. Gaming may include investing, such as investing in
the stock or bond market. Gaming may further include taking a
derivative position, such as buying puts or calls on stocks.
Detection of One Device by Another
[0089] Various embodiments described herein may refer to the
interaction between a first device and a "nearby" second device. In
various embodiments, the first device may take action if the second
device is nearby. In various embodiments, the second device may
take action if the first device is nearby. When terms such as
"nearby", "near", "close", "proximate", "presence", or the like are
used, it will be understood that the first device may recognize the
presence of the second device in various ways, that the second
device may recognize the presence of the first device in various
ways, that the first device may react to the presence of the second
device in various ways, and that the second device may react to the
first device in various ways. It may be noted that the first device
may react to the presence of the second device without recognizing
the presence of the second device if, for example, the first device
is instructed to take an action by a third device which recognizes
that the second device is near to the first device. In various
embodiments, the first device and/or the second device may be in
motion. For example, the first device may be moving (e.g., the
first device may be carried by a walking person) while the second
device may be stationary.
[0090] Various technologies may allow a first device to recognize
and/or to react to the presence of a second device. Various
technologies may allow a second device to recognize and/or to react
to the presence of a first device. As used herein, the term
"beacon" includes a device which generates a signal which may be
used as a reference signal by another device or person, e.g., so
that the other device may determine its own location or position. A
beacon may emit a continuous, periodic, sporadic, or other type of
signal. A beacon may emit a directed signal (e.g., a signal which
is most easily detected by devices at a certain incident angle to
the beacon) or the beacon may emit a signal of equal strength in
all directions. A beacon may emit a signal when triggered by the
presence of another device or may emit a signal independently of
other events. A beacon may have, as its sole function, the
broadcast of a reference signal. A beacon may serve as a beacon
only incidentally. For example, a light bulb may incidentally serve
as a beacon even though its primary purpose may be to light a room.
A beacon may be natural (e.g., the sun) or man-made. A beacon may
emit light, sound, radio waves, microwaves, odors, or any other
form of signals.
[0091] Radio Frequency Identification (RFID) tags or transponders
are devices, generally small, that can transmit signals and/or
redirect signals, and use such signals as a means for providing
identification. The transmitted or redirected signals are generally
radio waves. Signals which are transmitted or redirected may
contain a unique signature or pattern, which may serve to uniquely
identify the RFID tag. If the tag is associated with a device
(e.g., by attachment or by incorporation into the device), then the
unique identification of the tag can, by association, serve to
uniquely identify the device.
[0092] Near field communication (NFC) is a technology that allows
for secure wireless communication over short distances, typically
in the range of inches. An exemplary application has been tested by
Motorola and Mastercard, in which cellular phones are outfitted
with NFC to allow for credit card payments using cellular
phones.
[0093] Infrared data transmission can be used as a means of
communication between two nearby devices. For example, an infrared
light-emitting diode (LED) can be used to generate signals. The
signal pattern can be created by switching the LED on and off. A
receiver may include a silicon photodiode, which may convert
incident infrared light into electrical signals. Infrared signals
may also be transmitted with lasers.
[0094] A device may be recognized by means of a captured picture or
image of the device. For example, a first device may take a picture
of a second device. The first device may use image processing
algorithms to detect salient features of the second device. For
example, if the second device has a pattern of black and white
stripes, then the first device may search for such a pattern within
captured images.
[0095] One or more devices may use positioning technologies to
determine their own location. Once the locations of two devices are
known, simple algorithms may be used to determine whether the
devices are close to one another or not. For example, the distances
between two devices with known x and y coordinates can be at least
approximated using the Pythagorean Theorem. Various positioning
technologies may be used. For example, a device may receive a
signal from a beacon or other signal generator of a known location.
Particularly if the beacon has a short range, the device's position
may be assumed to approximate the position of the beacon. In
various embodiments, a device may receive signals from multiple
beacons or signal generators. The signal generators may coordinate
to transmit the signals simultaneously. However, depending on the
device's location, the device will not necessarily receive the
signals from all the beacons at the same time. For example, if the
device is closer to beacon 1 than to beacon 2, the device will
receive the signal from beacon 1 prior to receiving the signal from
beacon 2. Based on the arrival times of signals from the various
beacons, the device's location may be deduced. For example,
geometric or trigonometric algorithms may be used to determine the
location of the device based on the known locations of the beacons
and based on the arrival times of simultaneously transmitted
signals from the beacons. In an analogous fashion to systems
involving beacons, positioning systems may make use of receivers at
known locations (e.g., fixed receivers). The fixed receivers each
receive a signal from the device about which a location is desired.
The same signal from the device might arrive at the different
receivers at different times, or from different angles. Based on
the arrival times or angles of arrival of the signal at the various
receivers, algorithms may be used to determine the location of the
device. Exemplary positioning systems are as follows:
[0096] The Global Positioning System (GPS) is based on a
constellation of satellites which transmit reference signals to
locations on earth. GPS receivers can pick up reference signals
from multiple satellites and use the signals to determine a
position and/or an altitude.
[0097] Long Range Navigation (LORAN) is a navigation based on
earth-based radio transmitters. The location of a device can be
estimated based on differences in arrival times at the device of
signals from three or more transmitters.
[0098] Radiolocation using the cellular telephone network is a
system whereby cellular base stations serve as fixed receivers. The
signal from a cellular phone may be received at multiple base
stations. The location of the cellular phone may be determined
based on when a signal from the cellular phone was received at each
of the base stations, based on the angle with which a signal from
the cell phone was received at each of the base stations, and/or
based on characteristic distortions in the cell phone signal that
would indicate a particular location of origin of the signal.
[0099] A first device may emit an audio signal. The audio signal
may consist of a distinct series of notes or pulses. A second
device may pick up the audio signal using a microphone, for
example. The second device may recognize the distinctive pattern of
the audio signal and may thereby deduce the presence of the first
device. In a similar fashion, the second device may emit an audio
signal which may allow the first device to identify the second
device.
[0100] A first device may recognize the presence of a second device
from physical or electronic contact. For example, a first device
may have a port where a second device can be docked. When docked,
the second device may come into electrical contact with the first
device. The first device may thereby recognize the presence of the
second device and/or the second device may thereby recognize the
presence of the first device.
[0101] There are various ways in which one or more devices may
detect the presence of one or more other devices. There are various
ways in the proximity of two devices may be determined.
[0102] A first device may detect a signal from a second device. The
first device may thereby detect the presence of the second
device.
[0103] A first device may determine its own location. For example,
the first device may use a positioning system to determine its own
location. The first device may already know the location of the
second device. For example, the second device may be at a
well-known, fixed location. The first device may have stored in
memory the location of the second device. Once the first device
knows its own location and that of the second device, the first
device may deduce (e.g., using geometric algorithms) when the first
device is near to the second device.
[0104] A third device may detect the position of a first device,
e.g., using a positioning system. The third device may know the
position of a second device. The third device can then inform the
first, second, or both devices of the positions of either or both
of the first and second devices. The first device may thereby
determine whether it is proximate to the second device. The second
device may thereby determine whether it is proximate to the first
device. In some embodiments, the third device may inform the first
device that the first device is near the second device. In some
embodiments, the third device may inform the second device that it
is near the first device. In some embodiments, the third device may
instruct the first device to take some action based on the fact
that the first device is near to the second device, without
necessarily informing the first device that the first device is
near the second device. In some embodiments, the third device may
instruct the second device to take some action based on the fact
that the second device is near to the first device, without
necessarily informing the second device that the second device is
near the first device.
[0105] A third device may detect the positions of both a first
device and a second device. The third device can then inform the
first, second, or both devices as above. That is, the third device
may inform the first and/or second devices of the first and/or
second devices' positions or of the fact that the first and second
devices are near to each other. The third device may also provide
instructions to the first and/or to the second device based on the
fact that the two devices are near to each other.
[0106] A third device may detect the position of a first device. A
fourth device may detect the position of a second device. The third
and fourth devices may then inform the first device of both
positions. The third and fourth devices may inform the second
device of both positions. The third and fourth devices may inform
the first device that the first device is near the second device.
The third and fourth devices may inform the second device that the
first device is near the second device. The third and/or fourth
devices may instruct the first device to take some action based on
the fact that the first device is near the second device. The third
and/or fourth devices may instruct the second device to take some
action based on the fact that the first device is near the second
device. The fourth device may inform the third device of the
position of the second device. The third device may inform the
first device of the positions of the first device and the second
device. The third device may inform the first device that the first
device is near the second device. The third device may inform the
first device to take some action based on the fact that the first
device is near the second device. The third device may inform the
second device of the positions of the first device and the second
device. The third device may inform the second device that the
first device is near the second device. The third device may inform
the second device to take some action based on the fact that the
first device is near the second device.
[0107] A third device may detect the position of a first device. A
fourth device may detect the position of a second device. The third
and fourth devices may inform a fifth device of both positions. The
fifth device may inform the first and/or second devices of both
positions. The fifth device may inform the first device that it is
near to the second device. The fifth device may inform the second
device that it is near to the first device.
[0108] The fifth device may instruct the first device to take some
action based on the fact that the first device is near the second
device. The fifth device may instruct the second device to take
some action based on the fact that the second device is near the
first device.
Transmission and Communication
[0109] Various embodiments described herein describe the
"transmission" or "communication" of a digital or electronic
composition, such as a digital image, a text file, a computer
program, an audio file, a video file, or any other object or
entity. Transmission or communication of a digital or electronic
composition may include transmission of data such that the data
alone is sufficient to entirely reconstruct the composition. For
example, the transmission of a digital image may include the
transmission of one million bytes of data, each byte characterizing
one of the pixels in the digital image, such that the digital image
may be completely reconstructed from the data alone. Transmission
or communication of a digital or electronic composition may include
transmission of a data such that the transmitted data may be used
in combination with other data to reconstruct the composition. For
example, a digital image may be transmitted in a compressed format.
The data that is transmitted may be used in combination with data
describing a decompression algorithm in order to reconstruct the
digital image. Transmission or communication of a digital or
electronic composition may include transmission of a data which
indicates or characterizes the composition such that the
composition can be retrieved or acquired elsewhere. For example,
data describing the title of an image may be communicated from a
first device to a second device. The second device may have various
images already stored on the second device and indexed by title.
The second device may reconstruct the image that was communicated
from the first device by using the title to retrieve a complete
description of the second image from storage on the second
device.
[0110] In various embodiments, transmission or communication of a
promotion may include transmission or communication of a digital or
electronic composition.
Encode
[0111] As used herein, a signal that "encodes" a digital or
electronic composition may include sufficient data to reconstruct
the composition from the data alone. For example, a signal that
encodes an advertisement consisting of an image may include data
which is sufficient, on its own, to reconstruct the image.
[0112] As used herein, a signal that "identifies" a digital or
electronic composition may include data that provides information
indicating where or how the composition may be retrieved. A signal
that identifies a digital or electronic composition may include
data that provides a name, title, or other identifier for the
composition such that the composition can be retrieved from a
database or other storage medium using the name, title or other
identifier.
Encryption
[0113] As used herein, the term "encryption" may refer to a process
for obscuring or hiding information so that the information is not
readily understandable without special knowledge. The process of
encryption may transform raw information, called plaintext, into
encrypted information. The encrypted information may be called
ciphertext, and the algorithm for transforming the plaintext into
ciphertext may be referred to as a cipher. A cipher may also be
used for performing the reverse operation of converting the
ciphertext back into plaintext. Examples of ciphers include
substitution ciphers, transposition ciphers, and ciphers
implemented using rotor machines.
[0114] In various encryption methods, ciphers may require a
supplementary piece of information called a key. A key may consist,
for example, of a string of bits. A key may be used in conjunction
with a cipher to encrypt plaintext. A key may also be used in
conjunction with a cipher to decrypt ciphertext. In a category of
ciphers called symmetric key algorithms (e.g., private-key
cryptography), the same key is used for both encryption and
decryption. The sanctity of the encrypted information may thus
depend on the key being kept secret. Examples of symmetric key
algorithms are DES and AES. In a category of ciphers called
asymmetric key algorithms (e.g., public-key cryptography),
different keys are used for encryption and decryption. With an
asymmetric key algorithm, any member of the public may use a first
key (e.g., a public key) to encrypt plaintext into ciphertext.
However, only the holder of a second key (e.g., the private key)
will be able to decrypt the ciphertext back into plaintext. An
example of an asymmetric key algorithm is the RSA algorithm.
[0115] It will be appreciated that other methods besides encryption
may be used to hide or obscure information, such as encoding or
steganography. Such methods may also be used in conjunction with
cryptography.
[0116] Encryption may be used to:
[0117] Send a message only specific recipients can read. For
example, Alice and Bob may both be in possession of the same secret
key. Alice may encrypt a plaintext message with the secret key. She
may transmit the resultant ciphertext to Bob. Bob may then decrypt
the cyphertext using the secret key so as to view the plaintext
version of the message.
[0118] Allow messages to be encrypted by many and decrypted only
one (e.g., PGP). For example, Alice may possess a public and a
private key. Bob may wish to send Alice a message that only Alice
will be able to read. Bob may create a message in plaintext and
encrypt it using Alice's public key. Bob may send the resultant
ciphertext to Alice. Alice may then decrypt the ciphertext using
her private key and may thereby view the plaintext message. Should
Cindy intercept the ciphertext message on its way from Bob to
Alice, Cindy would not be able to decrypt the message since Cindy
would not have access to Alice's private key. Alice's public key,
although available to Cindy, would not be sufficient to decrypt the
ciphertext message in a practicable amount of time.
[0119] Authenticate the sender of a message. This use of encryption
may include having the sender create a digital signature. For
example, Alice would like to send a message to Bob in such a way
that Bob can be confident that the message has come from her. Alice
may construct a plaintext message and encrypt the plaintext into
ciphertext using her private key. Alice may then send the
ciphertext message to Bob. Bob may then use Alice's public key to
decrypt the ciphertext back into plaintext. Since Alice's public
key only works to decrypt a ciphertext message created using
Alice's private key, and since presumably only Alice has access to
her own private key, Bob can be confident that the message
originated from Alice.
[0120] Allow for non-repudiation. If a sender has applied a digital
signature to a message, or portion of a message, then the sender
will not later be able to claim he did not send the message.
[0121] Guarantee a time/data sent. See hashing below.
[0122] Guarantee receipt by recipient. See hashing below.
[0123] Verify that a message has not been altered after being sent
by the sender. See hashing below.
[0124] Hashing is a process whereby input data, typically of
arbitrary length, is transformed into output data, typically of
shorter length and/or of fixed length. A hash function is a
function that performs the transformation. Often, useful hash
functions will be one-way functions. That is, for a given input,
the output can be computed readily. However, for a given output,
the input which produced the output will be difficult to calculate.
Also, useful hash functions will often have the property that two
differing inputs rarely produce the same output. Hashing can be
used for the following purposes:
[0125] To perform data redundancy checks. For example, a database
may contain a large number of names. The names may be of arbitrary
length. To check for redundant names, hash values for the names may
be created. The hash values may be of smaller size than the names
and may all be of the same length. Thus, it may be easier to
compare the hash values of the names that it will be to compare the
names themselves.
[0126] To verify that a message has not been altered. For example,
Alice can send a plaintext message to Bob along with a hash value
of the message. Alice can apply a digital signature to the hash
value so as to assure Bob that the hash value has been sent by
Alice. When Bob receives the plaintext message from Alice, Bob can
compute the hash value of the message. If the hash value that Bob
computes is the same as the hash value that Alice has sent to Bob,
then Bob can be fairly confident that the message has not been
altered enroute from Alice to Bob.
[0127] To prove possession of a message without having to reveal
the message. For example, Alice can send a message to Bob. Bob can
take the hash of the message and send it back to Alice. Alice may
thus be assured that Bob has the message without the risk of the
message being intercepted enroute from Bob to Alice.
[0128] To prove possession of a message at a certain time without
having to reveal the message. For example, Alice might have a great
idea and wish to prove she came up with it at a certain time
without having to reveal the idea. Thus, Alice might write out the
idea in the form of text and take a hash value of the text. Alice
can then publish the hash of the text in a newspaper. It will then
be readily apparent that Alice had possession of the idea at least
on the date of the newspaper's publication.
[0129] To timestamp a document. For example, a document may be sent
to a time-stamping service. The service may then determine the hash
value of the document. The service may append the then current date
and time to the hash value of the document and apply a digital
signature to the result. The digitally signed hash value plus date
and time may then be published. So long as the time-stamping
service can be trusted to provide accurate dates and times (e.g.,
not to use old dates and times) then the published timestamp may
serve as proof that the document was in existence as of the date
and time provided by the time-stamping service. Further precautions
may ensure that it becomes very difficult for even the
time-stamping service to provide fake times and dates. For example,
the time-stamping service may add a sequence number, (e.g., 1, 2,
3, etc.) to each document it timestamps. If the service wishes to
provide an old date, the service would have to find an older
sequence number. The older sequence number would have to fit
between two sequence numbers used immediately before and
immediately after the desired fake date. However, no such sequence
number would be available if, e.g., no numbers had been skipped in
the first place.
[0130] FIG. 1 shows a system 100 according to some embodiments. In
various embodiments, the system may function within the confines of
a casino. In various embodiments, the system may function within
the confines of a casino and associated areas, such as retail
shops, exercise rooms, restaurants, swimming areas, showrooms,
conference halls, and so on. In various embodiments, the system may
function beyond the confines of a casino. A casino server 105 may
be in communication with one or more mobile gaming devices, such as
devices, 110, 115, and 120. The casino server may be in
communication with one or more marketer devices, such as marketer
device 125. Marketer devices may transmit information to the casino
server include information describing promotions to run (e.g.,
graphics and audio associated with promotions), when to run the
promotions, what players should view promotions, what price will be
paid for running promotions, what media to use for running
promotions (e.g., symbols; e.g., background areas of a displays
screen) and so on. The casino server 105 may be in communication
with one or more display devices, such as display device 130.
Display devices may include billboards, electronic signs, signs,
television monitors, projectors, or other display devices. The
casino server may instruct a display device to display graphics
associated with a promotion, in various embodiments. The casino
server may be in communication with one or more receivers, such as
receiver 135. Receivers may include antenna, RFID tag readers, bar
code readers, and so on. Receivers may detect signals emitted from
mobile gaming devices. Receivers may use such signals to determine
the location of the mobile gaming devices. Receivers may also
receive data from mobile gaming devices. Such data may be relayed
to the casino server. The casino server 105 may be in communication
with one or more beacons, such as beacon 140. Beacons may form part
of a positioning system which may be used by mobile gaming devices
to determine their positions. For example, beacons may emit signals
within a casino. A mobile gaming device, by receiving signals from
several beacons, may be able to triangulate its own position within
the casino. The casino server 105 may be in communication with one
or more gaming devices, such as gaming device 145. Gaming devices
may include slot machines, video poker machines, video blackjack
machines, video keno machines, and so on. The casino server may be
in communication with one or more point of sale (POS) terminals,
such as POS terminal 150. POS terminals may include any terminals
associated with retail establishments, or any other terminals that
can handle sales transactions. In various embodiments, a POS
terminal may determine an appropriate promotion to be displayed on
a nearby mobile gaming device. The POS terminal may transmit the
promotion to the casino server. The casino server may, in turn,
transmit the promotion to the mobile gaming device.
[0131] FIG. 2 shows a mobile gaming device 110 according to some
embodiments. As used herein, the term "mobile gaming device" may
refer to any device that is readily movable or portable and which
allows for players to gamble on one or more of at least the
following: (a) a game of chance; (b) a sporting contest; (c) a game
of mixed chance and skill (e.g., blackjack); (d) a game of skill;
(e) a slot machine game (e.g., a game of video slots); (f) a
lottery game; (g) a game of cards (e.g., a game of poker); (h) a
pull-tab game; (i) a game of bingo; (j) a natural event (e.g., the
occurrence of a hurricane); (k) a political event (e.g., the winner
of an election); (l) an event of popular culture (e.g., the date of
a wedding between two celebrities); and so on. A mobile gaming
device may be a device such as a Blackberry.RTM., iPod.RTM.,
personal digital assistant, mobile phone, laptop computer, camera,
personal computer, television, electronic book (eBook), or any
other suitable device. A mobile gaming device may be movable or
portable in the sense that the average human would be able to
transport the device without significant exertion and without the
aid of heavy machinery. A mobile gaming device may be movable or
portable in the sense that it is not, by design, locked, bolted, or
tied down to the same location for extended periods of time (e.g.,
months). It is, however, contemplated that a mobile gaming device
may be temporarily fixed into place (e.g., with locks or bolts) so
that a human might physically interact with the device without risk
that the device will be accidentally pushed, moved, toppled, etc. A
mobile gaming device may include a processor for executing various
programs, including programs for operating games, programs for
communicating with other devices, programs for presenting
advertisements, programs for presenting entertainment, and any
other programs. A mobile gaming device may include memory for
storing program data, for storing image data, for storing data
about a player, for storing information about outcomes of games
played on the mobile gaming device, for storing accounting data,
and so on. A mobile gaming device may include various output
devices. Such output devices may include a display screen, such as
a liquid crystal display. The display screen may display images,
videos, cartoons, animations, text, or any other feasible output.
Output devices may include a speaker. The speaker may generate
audio outputs. For example, the speaker may generate voice outputs,
the sound of bells, the sound of engines, or any other sound. The
speaker may generate vibrations. A mobile gaming device may include
one or more input devices. The input devices may allow a player to
interact with the mobile gaming device. The mobile gaming device
may include buttons, keypads, roller balls, scrolling wheels, and
so on. The mobile gaming device may include a touch screen which,
e.g., can sense contact from a human's touch and/or from a stylus.
The mobile gaming device may include a microphone for receiving
audio inputs. The microphone may be used for receiving voice
inputs. A mobile gaming device may include a card reader for
receiving inputs from a magnetically striped card (e.g., from a
credit card or player tracking card). A mobile gaming device may
also include a smart card reader. A mobile gaming device may
include a camera for capturing images or video. A mobile gaming
device may include a biometric reader, such as a thumb-print reader
or retinal scanner. A mobile gaming device may include a
communications port. The communications port may include an antenna
for broadcasting and/or for receiving electromagnetic signals, such
as wireless signals. The communications port may include an optical
communication mechanism, such as a laser or diode. The
communications port may include an electric contact, which may
interface to a wire, to a cable, or to the electronic contact of
another device so as to create an electronic connection. The
electronic connection may be used for purposes of communication
and/or for the purposes of drawing power. A mobile gaming device
may include a portion which is geometrically configured to fit into
a docking area of another device. The other device may include a
portion with a complementary geometrical configuration. When the
mobile gaming device is docked into the other device, the mobile
gaming device may communicate with such device and/or draw power
from the device. For example, the mobile gaming device may upload
game software from the other device or download information about
player gambling activities to the other device. A mobile gaming
device may include a power source, such as a battery or fuel cell.
The mobile gaming device may further include a sensor for
determining when power is low. The sensor may trigger an indicator,
which may indicate an amount of power remaining. The mobile gaming
device may include a radio frequency identification (RFID) tag.
[0132] The tag may include a unique signature and may allow other
devices to recognize the presence of the mobile gaming device. For
example, a sensor embedded in a door frame may detect a signal from
an RFID tag embedded within a mobile gaming device and thereby
recognize the presence of the mobile gaming device. In an example
of its general operation, a mobile gaming device may receive an
indication of a player identifier, such as from the swipe of a
player tracking card through a magnetic card reader associated with
the mobile gaming device. The mobile gaming device may wirelessly
transmit the player identifier to a casino server. The casino
server may transmit a confirmation signal back to the mobile gaming
device, confirming that the player has adequate credits on account
to engage in gambling activities. The mobile gaming device may
receive a game initiation signal from a player, e.g., via one the
buttons on the mobile gaming device. The mobile gaming device may
then execute a game program to generate a random outcome and
present the random outcome to the player. For example, on its
displays screen, the mobile gaming device may simulate the spinning
of slot machine reels, which may be shown to stop with a particular
outcome displayed centrally. The mobile gaming device may inform
the casino server of the outcome of the game. The casino server
may, accordingly, add or subtract credits from the player's
account. It will be appreciated that there are many other ways in
which a mobile gaming device may operate. A mobile gaming device
may include a more general-purpose device which is configured to
allow gaming activity, e.g., through downloads of gaming related
software to the device. A mobile gaming device may also include a
special purpose device dedicated to gaming. A mobile gaming device
may include a device as set forth in Nevada bill AB471.
[0133] FIG. 3 shows a gaming device 145 according to some
embodiments. As used herein, the term "gaming device" may refer to
any machine, article, or device which allows a player to
participate in a game, contest, or other endeavor, and which allows
a player to put money or other consideration at risk. A gaming
device may include a Class II gaming device, a Class III gaming
device, a video bingo machine, an instant bingo machine, a video
poker machine (e.g., Action Gaming's Triple Play.TM. Draw Poker), a
video slot machine (e.g., WMS's Jackpot Party Classic machines), a
mechanical slot machine (e.g., IGT's Cleopatra.RTM. Slots), an
electromechanical slot machine, a video blackjack machine, a video
keno machine, and a multi-game machine. Gaming devices may include
devices with non-gaming related uses which can also be used or
adapted for gaming. For example, a personal computer may constitute
a gaming device since the computer may run software for conducting
a game and may receive, e.g., a credit card number from a player
for the purposes of collecting from and paying money to a player. A
gaming device may include a mobile gaming device (e.g., a mobile
device as defined by Nevada bill AB 471) or any mobile device that
can be used for gaming. A gaming device may include a personal
digital assistant, a cell phone, a laptop computer, a
Blackberry.RTM., and so on.
[0134] FIG. 4 shows a casino server 105 according to some
embodiments. Antenna 405 may allow the casino server to communicate
wirelessly with various devices, such as mobile gaming devices.
Output device 410 may include displays, such as liquid crystal
display monitors, speakers, or any other device that may
communicate information. The output device may present information
in a way suitable for human perception. For example, the output
device may present text for a human to read. Input device 415 may
include buttons, keypads, mice, roller balls, microphones, styli,
touch screens, and so on. The input device may allow humans to
communicate information to the casino server. Communications port
420 may include an antenna, serial port, parallel port, FireWire,
Ethernet, Universal Serial Bus (USB), or any other interface for
communications. Storage device 430 may include a hard disk, flash
memory, random access memory (RAM), read only memory (ROM), a
compact disc, a digital versatile disc, an optical disc, a magnetic
storage device, a semiconductor memory, a magneto-optical storage
device, and so on. Storage device 430 may store program data 435 as
well as various databases, including a promotion database 440,
marketer database 445, player database 450, and point of sale (POS)
terminal database 455. The program data may include instructions
which may direct the processor 425 to operate in accordance with
various embodiments.
[0135] Promotion database 440 may store data associated with
promotions. Such data may include: (a) image data (e.g., images of
products being promoted); (b) video data (e.g., video
advertisements); (c) audio data (e.g., jingles associated with
product promotions); (d) text data (e.g., text for display in a
promotion); (e) data descriptive of a promotion (e.g., a promotion
may have a tag indicating what product is being promoted); (f) data
descriptive of the size of a promotion (e.g., data describing the
number of pixels in each dimension of an image; (g) data describing
the running time of a promotion (e.g., 30 seconds); (h) data
describing the place or medium where a promotion should be featured
(e.g., a promotion should appear as a symbol in a simulated slot
machine game); (i) data describing the number of times a promotion
should be run (e.g., the promotion should be run 100 time); (j)
data describing the audience to which a promotion should be
presented (e.g., a promotion should be presented to women between
the ages of 40 and 60); (k) data describing the times during which
a promotion should be presented (e.g., a promotion should be
presented between 11:00 am and 1:00 pm); (l) data describing the
priority of a promotion (e.g., promotion with higher priorities may
be presented before or in place of promotions with lower
priorities); (m) data describing the sponsor or marketer behind a
promotion (e.g., Procter & Gamble is the sponsor of a
promotion); (n) data describing a price to be paid by a sponsor or
marketer for a promotion's presentation (e.g., a marketer will pay
two cents per viewer per presentation; e.g., a marketer will pay
$100 to have a product featured in a game for an entire day); (o)
data describing the number of times a promotion has already been
presented; (p) data describing a number of times remaining that a
promotion must be presented; (q) data describing the number of
people who have viewed a promotion; (r) data describing the
demographics of people who have viewed a promotion; (s) data
describing events after which the promotion should be presented
(e.g., after a person wins X dollars, when a group of friends moves
together after spending time separated, etc.), and any other data
pertinent to a promotion.
[0136] Marketer database 445 may store data associated with
sponsors or marketers. Marketer database may store data including:
(a) marketer names; (b) marketer advertising budgets; (c)
promotions associated with marketers; (d) amounts owed the casino
by the marketers; (e) preferred audiences of the marketer; (f)
billing information for the marketer (e.g., a credit card
identifier associated with the marketer; e.g., an address for the
marketer); (g) a medium which is of primary interest to a marketer
(e.g., symbols; e.g., bonus rounds); and so on.
[0137] Player database 450 may store data associated with players.
Player database 450 may store data including: (a) a player's name;
(b) a player's tracking card number; (c) a player's age; (d) a
player's demographic; (e) a player's preferred product category;
(f) a player's preferred category of promotion; (g) a player's
length of stay at a casino; (h) a player's historical purchasing
behavior (e.g., the player has made 3 purchases in response to
promotions in the past); (i) a player's game results or outcomes
(e.g., the player has won $120 today; e.g., the player has lost on
his last 5 outcomes); (j) a player's friends, relatives,
associates, or other group members; and so on.
[0138] Point of sale (POS) terminal database 455 may include data
describing various POS terminals. In various embodiments, such
terminals may be associated with the casino. For example, such POS
terminals may manage transactions for various retail establishments
within a casino. In various embodiments, such terminals may include
terminals outside of the casino. POS terminal database 455 may
include: (a) data describing the location of POS terminals; (b)
data describing the retail establishments served by POS terminals;
(c) data describing presentation capabilities of POS terminals
(e.g., a POS terminal may include a display screen and/or speaker
which may be used to present images and/or sounds associated with a
promotion); and so on.
[0139] FIG. 5 shows a POS terminal 150 according to some
embodiments. The inventory database 545 may include data describing
products within the store. The inventory database may include data
describing: (a) the number of a product remaining; (b) the expected
shelf life of a product; (c) the expected remaining shelf life of a
product; (d) the expected time of arrival of new inventory; (e) the
characteristics of a product (e.g., the product color; e.g., the
product size); and so on. The pricing database 550 may include data
related to products' prices, including: (a) a product's price; (b)
a discount available on the product (e.g., there is a 25% discount
in effect for the next two days; (c) a wholesale price for the
product; (d) a cost of acquiring the product (e.g., the cost to the
retailer of purchasing the product from a wholesaler or
manufacturer); (e) a liquidation price for a product; and so
on.
[0140] FIG. 6 shows a mobile gaming device 600 according to some
embodiments. The mobile gaming device 600 features a slot machine
game. The slot machine game includes three reels. Among the symbols
depicted on the reels are three symbols representing promotions.
These symbols, 605, 610, and 615, depict a corporate logo for
Coca-Cola. By lining up three such symbols, a player may win a
prize. The prize may be related to the product or corporation
depicted by the symbols. For example, the prize may be a year's
supply of Coca-Cola drinks
XI. Embodiments
[0141] 1. Types of promotion. In various embodiments, promotions
may be presented using mobile gaming devices. A promotion may
include: (a) an advertisement (e.g., for a product or service); (b)
an announcement (e.g., an announcement as to when a new show is
starting at a casino; e.g., an announcement that a certain car was
rated number one in the country); (c) a warning (e.g., a warning
about the approach of inclement weather); (d) a statement of
information (e.g., candidate Jones has just won the election); (e)
an offer of a benefit (e.g., an offer of a discount; e.g., an offer
of a coupon; e.g., an offer of a gift certificate); (f) an offer of
a benefit in exchange for some action on the part of the recipient
of the offer (e.g., an offer of a gift certificate in exchange for
the recipient of the offer answering survey questions); (g) a
request (e.g., a request to answer survey questions); (h) a benefit
given unconditionally (e.g., cash given unconditionally; e.g., a
gift certificate given unconditionally); (i) an entry into a
sweepstakes or other chance event (e.g., an entry into a drawing
for a particular merchant's car); (j) a personalized advertisement
(e.g., an advertisement that includes a name or other information
about a target), and so on. Promotions may be presented in various
forms and in various situations. Promotions may be presented in
audio form, video form, or text form, for example. Promotions may
be presented at various points in time relative to other events.
For example, promotions may be presented in between games played on
a mobile device.
[0142] 1.1. Audio. Promotions may be presented in audio form. A
promotion may include a spoken voice. For example, an announcer or
narrator may describe the features of a product that is being
advertised. A promotion may include a song. A promotion may include
a musical tune. A promotion may include a soundtrack, such as the
revving of a motorcycle engine. A promotion may include a jingle,
such as a jingle commonly associated with a product. Some
promotions may be broadly directed at an area (e.g., an area of a
casino in which a number of people targeted by the advertisement
are located) and audio may accordingly be broadly directed at that
area (e.g., through speakers in a casino). Other promotions may be
narrowly directed at a target (e.g., at a single person or a small
group of people) and audio accordingly may be narrowly focused
(e.g., using hypersonic sound, using a mobile device speaker, using
a speaker from a nearby gaming device).
[0143] 1.2. Text. A promotion may include text. Text may include
information, slogans, personal information, or subtitles, for
example.
[0144] 1.3. Still image. A promotion may include still images. The
image may take up all or part of a display screen, such as the
display screen on the mobile gaming device. The image may represent
an actual photograph, an image created by an artist, or an image
created by a computer, for example.
[0145] 1.4. Video. A promotion may include video. The video may be
comprised of a sequence of still images, for example. The video may
occupy an entire display screen or part of a display screen, for
example. A video may be the product of a camera, or may be an
animation, for example.
[0146] 1.5. Vibration. A promotion may include vibration, or any
induced motion of the mobile gaming device. For example, the mobile
gaming device may vibrate in conjunction with a promotion for a car
race, where the vibrations may help the player of the mobile gaming
device to imagine the cars rumbling by.
[0147] 1.6. Flashing lights. A promotion may include flashing or
blinking lights. For example, light emitting diodes (LEDs) on the
mobile gaming device may flash in order to convey excitement
associated with a promotion.
[0148] 1.7. Smells. A promotion may include smells. For example, a
mobile gaming device may release small quantities of chemicals to
create aromas in conjunction with a food advertisement.
[0149] 1.8. Trigger nearby signs or slot machines to display
advertisements. In some embodiments, a promotion may include a
signal to other displays or devices, the signal instructing such
displays or devices to participate in the promotion. For example,
as part of a promotion, a mobile gaming device may send a signal to
a nearby slot machine (e.g., to a slot machine located within
hearing range; e.g., to a slot machine located within a line of
sight of the mobile gaming device) instructing the slot machine to
perform one or more actions related to the promotion. In some
embodiments, a mobile gaming device may instruct a slot machine to
generate an audio output. For example, the mobile gaming device may
instruct that the slot machine blast the sounds of bells ringing
through a speaker that is part of the slot machine. In some
embodiments, a mobile gaming device may a slot machine to generate
a video output. For example, the mobile gaming device may instruct
a slot machine to show a particular video or animated clip. In some
embodiments, a mobile gaming device may instruct a slot machine to
show an image. For example, a mobile gaming device may instruct a
slot machine to show an image of a product being promoted by the
mobile gaming device. It should be recognized that in other
embodiments, the mobile device may not be the initiator of
promotions, but rather a centralized system may determine where and
when to display promotions (e.g., on the mobile device and on other
devices or displays).
[0150] 1.8.1. Distances. In various embodiments, a slot machine,
another gaming device, a display screen, or any other device may
participate in presenting a promotion so as to enhance the effect
of a promotion. For example, a promotion may be more effective if
five slot machines surrounding a player all show the same sounds
and images than if only the display screen on the mobile gaming
device is involved. A promotion may be particularly effective, in
some embodiments, if participating slot machines or other devices
can influence the player of the mobile gaming device. Thus,
particularly effective devices may include devices that are visible
or audible to the player. In various embodiments, a device is
instructed to participate in a promotion if the device is within a
certain range of a mobile gaming device. For example, a mobile
gaming device may instruct a slot machine to participate in a
promotion if the slot machine is within ten feet of the mobile
gaming device. In various embodiments, a mobile gaming device may
instruct a device to participate in a promotion if: (a) the device
is within a predetermined distance of the mobile gaming device; (b)
if the device is within a direct line of sight of the mobile gaming
device (e.g., if there are no other devices or fixtures between the
mobile gaming device and the device); (c) the device is in the same
room as the mobile gaming device; (d) the device is on the same
floor of a building as is the mobile gaming device; (e) the device
is facing at least somewhat towards the mobile gaming device (e.g.,
the mobile gaming device may only request that a slot machine
participate in a promotion if the screen of the slot machine is
facing in the direction of the mobile gaming device); (f) the
mobile gaming device can detect a signal from the device (e.g., a
gaming device may emit a short range signal that is detectable by
the mobile gaming device only if the mobile gaming device is within
proximity to the gaming device; (g) the device can detect a signal
from the mobile gaming device; (h) the mobile gaming device
receives a signal from the device at a certain minimum threshold
power (e.g., if the signal power is strong in the detected signal,
the device may be assumed to be near to the mobile gaming device);
(i) the device receives a signal from the mobile gaming device at a
certain minimum threshold power level; (j) if the device has video
display capability; (k) if the device has audio output capability;
(l) if the device has speakers of a certain minimum output
capability; and so on. In various embodiments, a mobile gaming
device may determine whether or not another device is available for
participation in a promotion. Another device may be available if
such device: (a) is currently not participating in a different
promotion (e.g., if the device is not displaying graphics as part
of a promotion to a different player); (b) is currently not being
used for gaming purposes (e.g., a slot machine may be available if
it is not currently being played by another player); (c) is
currently not being used for other purposes (e.g., a plasma display
monitor may be available if it is not currently not broadcasting
programming to passing people); (d) is functioning (e.g., if the
device is not experiencing mechanical or electrical problems); (e)
is not scheduled or intended for immediate use; (f) is not
restricted from participating in promotions of the type in which
the device would be asked to participate in (e.g., a device made by
a first manufacturer may be restricted from promoting products from
a competing manufacturer); and so on. In various embodiments, a
device that may be instructed to participate in a promotion may
include a slot machine, video poker machine, another gaming device,
a display monitor (e.g., a plasma display screen; e.g., a cathode
ray tube (CRT) monitor), a billboard, a projection display, a
speaker, a public address system output, a light bulb, a light
fixture, and so on.
[0151] In various embodiments, a device may be proximate to several
players with mobile gaming devices. For example, a slot machine may
be within 10 feet of each of three players of mobile gaming
devices. Such players may coincidentally happen to be in the same
area, for example. The three mobile gaming devices (those belonging
to each of the three players) may cooperate to schedule the same
promotion at the same time so that the device which is proximate to
all three players may show a promotion which influences all the
three players at once. For example, each of the three mobile gaming
devices may schedule an advertisement for cruise vacations to occur
at the same time. As the mobile gaming devices broadcast audio to
the three players, the slot machine which is near to all three
players may show a video of a cruise ship sailing through blue
waters and stopping at tropical islands.
[0152] In various embodiments, a plurality of mobile gaming devices
may coordinate to schedule the same or similar promotions at the
same time. A device which can influence the players of the mobile
gaming devices may be commanded or requested to participate in the
promotion. The device may be a slot machine, TV monitor, billboard,
or any other device. The device may, accordingly, broadcast sounds
images, or other information in support of the promotion. The
device may be selected or chosen because it is within a certain
distance of all of the mobile gaming device players, because it is
within line-of-site of all of the mobile gaming device players,
because it is within hearing range of all the mobile gaming device
players, and/or for any other reason. In various embodiments, a
device (e.g., a slot machine) may be selected to participate in a
promotion that is being presented to a plurality of players even
though the device may be unable to influence one of the plurality
of players. For example, a slot machine may be chosen to
participate in a promotion being presented to several players even
if one of the players cannot see the screen of the slot
machine.
[0153] In various embodiments, a device may have the potential to
participate in two or more promotions at a given time. For example,
a first player of a mobile gaming device and a second player of a
mobile gaming device may each be in proximity to the device.
Various criteria may be used to determine whether the device will
participate in a promotion presented to the first player or the
second player. The device may participate in the promotion
presented to the first player if: (a) the first player is in closer
proximity to the device than is the second player; (b) the first
player has a better view of the device than does the second player
(e.g., a display screen of the device is facing towards the first
player but away from the second player); (c) the first player is
deemed more likely to be influenced by the promotion than is the
second player; (d) the first player is a better customer of the
casino than is the second player (e.g., the first player has bet
more money at the casino in the past than has the second player);
(e) the second player is a better customer of the casino than is
the first player; (f) the first player is deemed more likely to pay
attention to the device participating in the promotion; (g) the
first player has shown more interest in the product scheduled to be
promoted to the first player than has the second player shown in
the product scheduled to be promoted to the second player; (h) the
second player is in proximity to another device which might
participate in the promotion scheduled to be presented to the
second player; and/or if other criteria are satisfied. It will be
appreciated that similar criteria may be used to choose which
promotion a device (e.g., a slot machine) will participate in given
that three or more players of mobile devices are in the vicinity.
In some embodiments, a device (e.g., a slot machine) may
participate in a promotion if such promotion will be presented to
the majority (or the plurality) of the players of mobile gaming
devices which are in the vicinity of the device.
[0154] 1.8.2. Sending the signals. The determination of whether or
not it would be appropriate for a device (e.g., a slot machine) to
participate in a promotion of a mobile gaming device may be
determined in various ways. In some embodiments, the mobile gaming
device may detect the presence of the device (e.g., the slot
machine). The mobile gaming device may detect the presence of the
device by detecting a signal emitted from the device. The signal
may be caused by radio frequency identification (RFID) tag
associated with the device. The signal may be an infrared signal or
any other signal. In some embodiments, the device (e.g., the slot
machine) may detect the presence of the mobile gaming device. The
device may detect a signal from the mobile gaming device, such as a
signature of an RFID tag associated with the mobile gaming device,
such as an infrared signal from the mobile gaming device, or any
other signal. In various embodiments, the device (e.g., the slot
machine) may detect the presence of the mobile gaming device using
optical means. For example, the device may include a camera and may
employ image processing algorithms to recognize when a player in
the vicinity of the gaming device is carrying a mobile gaming
device. In various embodiments, the mobile gaming device may
contain a positioning system, such as a global positioning system
(GPS). The mobile gaming device may determine based on its position
whether it is currently proximate to a device (e.g., a slot
machine). For example, the mobile gaming device may access an
internally stored map describing the positions of one or more
devices. In various embodiments, the mobile gaming device and/or
the device (e.g., the slot machine) may relay any received signals
to a central server. For example, the device (e.g., the slot
machine) may relay signals from the mobile gamine device to the
central server. The central server may recognize that the signals
were generated by the mobile gaming device. Therefore, the central
server may recognize that the mobile gaming device is likely in
proximity to the device (e.g., the slot machine). Similarly, the
mobile gaming device may relay signals from the device (e.g., the
slot machine) to the central server. The central server may
recognize such signals as originating from the device (e.g., the
slot machine) and may thereby recognize that the mobile device is
in proximity to the device (e.g., the slot machine). In various
embodiments, one or more sensors may detect the presence of the
mobile gaming device via signals emitted or transmitted from the
mobile gaming device. The sensors may not be associated with a
device (e.g., with a slot machine). The sensors may be in
communication with the central server. Thus, using signals detected
from sensors, and possibly using triangulation or other location
algorithms, the central server may detect the presence of the
mobile gaming device. The central server may be informed or
otherwise detect the position of other devices (e.g., slot
machines, displays, etc.) and may use such information along with
the detected position of the mobile gaming device to control where
to display promotions.
[0155] In various embodiments, once the central server recognizes
that a mobile gaming device is in proximity to a device (e.g., a
slot machine), the central server may arrange for the device to
participate in a promotion to be presented by the mobile gaming
device. For example, the central server may instruct both the
mobile gaming device and the device (e.g., the slot machine) to
present a promotion at the same time. For example, the mobile
gaming device may present an audio and a video portion of a
promotion while the nearby device (e.g., the slot machine) may
present a video sequence as part of the promotion. In various
embodiments, when the central server recognizes that a mobile
gaming device and a device (e.g., a slot machine) are in proximity,
the central server may determine whether it is appropriate that the
device (e.g., the slot machine) participate in a promotion to be
presented by the mobile gaming device. For example, the central
server may determine whether sound to be broadcast by the device
would be audible to the player of the mobile gaming device given
the ambient noise levels in the casino. As another example, the
central server may determine whether or not the device is currently
occupied and therefore whether the device should be used at all in
presenting the promotion. In some embodiments, an effective
direction of a device may be determined for one or more devices.
The effective direction may include a viewing direction (e.g., a
direction that a display is facing) and a listening direction
(e.g., a direction that a speaker is facing). Such an effective
direction may be determined, for example, through analysis of a
photograph of a device, by a person entering information about a
device, by a direction sensor of a device, and so on. Such
information may be used to determine when to place a promotion on a
device (e.g., so that promotions are placed on devices with
effective directions that face desired targets).
[0156] In various embodiments, a device (e.g., a slot machine) may
be the sole presenter of a promotion. The mobile gaming device may
not be involved in presenting a promotion to a player. However, the
mobile gaming device may signal the device (e.g., the slot machine)
to make the presentation. For example, a player with a mobile
gaming device may walk by a slot machine. The mobile gaming device
may transmit a signal to the slot machine to present a promotion.
Accordingly, the slot machine may present video, audio, or other
information associated with the promotion. In the meantime, the
mobile gaming device may continue to allow the player to play a
game without the mobile gaming device becoming involved in the
promotion. In various embodiments, two or more devices may be
involved in presenting a promotion to a player. The mobile device
may not be involved in the presentation. However, the mobile device
may signal to the devices to present material in accordance with
the promotion.
[0157] 1.9. Message about where to go to get something. For
example, the mobile device knows where you are and can tell you if
you're near the jewelry store and what you can get there. In
various embodiments, a promotion may include a message indicating
where a product or service may be bought, used, or experienced. For
example, a mobile gaming device may present a text message to a
player indicating that there is a jewelry store to the right of the
player. For example, a mobile gaming device may present an audio
message to a player indicating that there is a show playing around
the corner. In various embodiments, when a player with a mobile
gaming device, walks near a retail store or other locality of
interest, a promotion may be triggered. The promotion may relate to
that locality.
[0158] 2. Mediums. Places where promotions may be placed. Images or
videos associated with promotions may be presented in various
places. Images and videos associated with promotions may be
presented on a display screen of a mobile gaming device. Images and
videos may be presented on the display screen in different places,
and under different circumstances. For example, an image may be
presented in the foreground or background, during a game or between
games. Other outputs associated with promotions may also be
presented in various ways.
[0159] 2.1. Symbols. In various embodiments, images or video
associated with a promotion may be put on a symbol. In various
embodiments, images or video associated with a promotion may make
up the whole of a symbol. For example, an image of a soda drink may
make up a symbol. Symbols with such images or videos may function
in a game just as any other symbol. For example, in a slot machine
game, the alignment of three like symbols may allow a player to win
a prize. Images or video associated with a promotion may be put on
cards; game tokens (e.g., a game token that moves around a board in
a game of Monopoly.RTM. may take the form of an image of a luxury
car brand); game characters (e.g., a bidder in an auction game may
take the form of an animated Clorox.TM. box); tokens of value
(e.g., when a player of a game opens a treasure chest, three
sparkling Rolex.RTM. watches may be revealed); and so on.
[0160] 2.2. The background, e.g., background graphics. Images or
video associated with a promotion may appear as background graphics
on the display screen of a mobile gaming device. For example, the
parts of the screen that are not occupied by graphics related to a
game may be occupied by images or video related to a promotion.
[0161] 2.3. Signs. Images or video associated with a promotion may
appear on signs or other landmarks in a virtual world associated
with a game. For example, a game played on a mobile gaming device
may feature a virtual world with racing cars. The cars may pass
billboards in the virtual world. The billboards may include images
promoting products or services.
[0162] 2.4. Chip faces, such as the faces on gaming chips. In
various embodiments, images or video associated with a promotion
may appear on gaming chips. Such gaming chips may be actual,
physical gaming chips, such as those used in table games at
casinos. Such gaming chips may also include chips used in a game
played on a computing device, such as on a mobile gaming device.
For example, a player may engage in a game of poker using his
mobile gaming device. Gaming chips which are graphically depicted
in the game may include images associated with a promotion, such as
images of products or services.
[0163] 2.5. Cards. In various embodiments, images or video
associated with a promotion may appear on cards. Such gaming cards
may be actual, physical cards, such as those used in table games of
poker or blackjack. Such cards may also include cards used in a
game played on a computing device, such as on a mobile gaming
device. For example, a player may engage in a game of poker using
his mobile gaming device. Cards which are graphically depicted in
the game may include images associated with a promotion, such as
images of products or services.
[0164] 2.6. Audio. In various embodiments, the audio outputs of a
mobile gaming device may be used as part of a promotion. The audio
outputs may broadcast songs, jingles, voice, tunes, narrative,
sounds of products (e.g., the sounds of a horse stamping in an
advertisement for horse-back riding).
[0165] 2.7. Promotions appear in a bonus round. The whole theme of
the bonus round could be based on the promotions. In various
embodiments images or video associated with a promotion may appear
in the bonus round of a game. The bonus round may include any game
sequence that is not part of the normal flow of the game, and in
which a player has the opportunity to win unusual amounts of
credits. For example, in a Wheel of Fortune.RTM. game, a bonus
round may include a spin of a simulated wheel in which a player is
given the opportunity to win large prizes posted on the wheel.
Promotional images may be displayed in the background of a bonus
round scene. Promotional images may also function as characters or
game tokens in a bonus round. For example, a cereal box may be the
main character in bonus round, with the cereal box moving around a
game board and landing on squares which win money for the player.
In various embodiments the theme of a bonus round may center around
a particular promotion. For example, a bonus round set in a
chocolate factory may be designed to promote the Mars company. In
various embodiments, audio associated with a promotion may be
broadcast during a bonus round. For example, the hissing sound of a
soft drink bottle opening may be broadcast whenever the player has
won more money in the bonus round.
[0166] 2.8. Pop-up ads. In various embodiments, pop-up boxes or
windows may be used to display videos or images associated with
promotions. Pop-up boxes or windows may include separate windows
that appear on a display (e.g., on the display screen of the mobile
gaming device) without prompting from a player. Images or video
associated with the promotion may be displayed within the pop-up
boxes or windows.
[0167] 2.9. Housing. In various embodiments, promotions may be
placed on a casing, housing, or other hardware components of a
mobile gaming device. For example, the housing of a mobile gaming
device may be decorated in the coloring of a Coca-Cola can. In
various embodiments, promotions may be put on accessories of a
mobile gaming device, such as on a leather case of an iPod, such as
on the holster of a Blackberry.TM., such as on a dock of an iPod,
or on any other accessory.
[0168] 2.10. Constraints. Symbols have inherent constraints. For
example, they consist of graphics. Symbols might be only certain
pixel dimensions, such as 20.times.20 pixels. In various
embodiments, a particular medium or slot for the display of images
or video may have inherent constraints. Accordingly, a marketer who
wishes to use such a medium or slot for the presentation of a
promotion may have to devise images or video which satisfy the
constraints presented by the medium. For example, an image
associated with a promotion may take the place of (or may serve as)
a symbol in a reeled slot game. As the symbol may occupy only a
small portion of the area of the display screen, the image or video
associated with the promotion may likewise be constrained to occupy
only that small area of the display screen. The symbol may have a
stated constraint in terms of size. For example, the symbol may
occupy an area of 0.36 square inches, or an area of 20 by 20
pixels. Any image or video that is to serve as a symbol must thus
be confined to the stated area limits. In various embodiments an
image or video associated with a promotion is constrained to occupy
a certain area. The area may be measured in terms of square inches,
dimensions, square millimeters, or in terms of any other units. In
various embodiments, the central server or other party selling
promotional opportunities to marketers may publish or otherwise
inform potential marketers of the constraints placed on various
types of promotions. For example, the central server may list
available places to display images or video and may list
corresponding size constraints. For example, the following may be a
partial list of mediums and constraints: (a) symbol, 20.times.20
pixels; (b) billboard in bonus round, 30.times.50 pixels; (c)
background left side of screen, 70.times.20 pixels; (d) background
top of screen, 20.times.80 pixels; and so on. In various
embodiments, the cost to a marketer of displaying an image or video
may be based, at least in part, on the display area of the image or
video. For example, the cost to the advertiser may be proportional
to the display area of the image or video. In various embodiments,
the cost to the marketer for a promotion may depend on other
factors as well, such as the duration for which a promotion is
presented, the point in a game at which a promotion is presented,
the number of times a promotion is presented (e.g., the cost per
presentation may go down if there are multiple presentations), and
so on.
[0169] In various embodiments, there may be time constraints placed
on a promotion. For example, a promotion must last no more than 3
seconds. Thus, any video associated with the promotion may be
constrained to lasting no more than 3 seconds. Also, any audio
associated with the promotion may be constrained to lasting no more
than 3 seconds. In various embodiments, the cost to a marketer for
having a promotion presented may depend, at least in part, on the
duration of the promotion.
[0170] In various embodiments, an image may be constrained to be at
least a certain size, or to occupy at least a certain area. For
example, an image may be constrained to be at least 20 by 20
pixels. In this way, the casino server can ensure that empty space
is kept to a minimum on a display screen. Similarly a video may be
constrained to take up at least a certain amount of area. In
various embodiments, an image or video may be constrained to be
exactly a particular size. In various embodiments, an audio clip
associated with a promotion may be constrained to be exactly a
particular duration. In this way, the casino server may ensure that
there is no undesired quiet time.
[0171] 2.11. Additional Non-Game Objects. In various embodiments,
an object that is not typically part of a game or gaming interface
may be added to a game or gaming interface as part of a promotion.
For example, representation of a can of Coke or any other product
being advertised may be added to an interface that displays a card
table. The can or other object may simulate the placement of a can
or other subject on a physical table. In some implementations, the
object may be stationary. In other implementations, the object may
move about the interface (e.g., the object may include a mascot
that moves, dances, etc.).
[0172] 3. Player indicates his preferences in advertising. In
various embodiments, a player may influence the promotions that are
presented to him. When the player has an input into which
promotions are presented to him, the player may be more likely to
respond positively to the promotions.
[0173] 3.1. In a game with advertising on various game elements,
the player selects the category, genre, brand or other rubric from
which ads are selected. This information on player ad preferences
may itself be valuable since the player has just answered a survey
question. For example, when the game is about to start, the opening
screen can display three options (e.g., three large boxes with
descriptive text and graphics) to be picked using the touch screen.
In various embodiments, a player may indicate a type, category, or
other limitation on a promotion. Promotions may then be presented
to the player based on the indicated type or category. Such a type
or category may represent a preference of the player. For example,
the player may prefer to see vacation related commercials, car
related commercials, or food related commercials. In indicating a
category of promotion, player may indicate: (a) a type of product;
(b) a type of service; (c) a price range for a product or service;
(d) a brand; (e) a manufacturer; (f) a format of the promotion
(e.g., the promotion is a movie trailer; e.g., the promotion should
last only five seconds; e.g., the promotion may be an infomercial;
e.g., the promotion should be video; e.g., the promotion should be
audio); (g) a particular product (e.g., the player may wish to see
a promotion about a Mercedes of a particular model and year); (h) a
particular cause (e.g., the player may wish to see promotions for
products or charities that benefit a particular cause, such as the
environment); (i) a particular attribute of a product (e.g., the
player may indicate that he/she wishes to see only red clothes);
(j) a retailer (e.g., the player may indicate the he/she wishes to
see products from Macy's); (k) whether a promotion will promote a
particular product or service or just be informational; and so
on.
[0174] In various embodiments, a player may indicate a category of
promotion in various ways. When first receiving a mobile gaming
device, a player may indicate a category of promotion. The player
may indicate a category by informing a casino representative. The
casino representative may then program a setting onto the mobile
gaming device such that the mobile gaming device only presents
promotions of the category indicated by the player. The player may
also make an indication using the mobile gaming device. For
example, the player may select a category of promotion from a menu,
from a series of check boxes, or from a text box. Using a text box,
a player may key in a category of promotion, or any description of
a promotion the player so desires. For example, the player may key
in, "show me things to do in Kansas during August". In various
embodiments, the player may go through two or more rounds of
specifying a promotion. For example, the player may first specify a
broad category such as automobiles. The player may then specify a
narrower category, such as "cars" or "trucks".
[0175] In various embodiments, a player may indicate category of
promotion via the Internet. For example, prior to a casino visit, a
player may visit the Internet. The player may navigate a series of
menus, checkboxes, text boxes, or other input mediums in order to
specify a category of promotion. The indicated category of
promotions may be stored by the casino server. The casino server
may then ensure that, while playing, the player is only presented
with promotions falling under the given category. In various
embodiments, the mobile gaming device may filter out promotions so
that only those of a category indicated by a player are presented
to the player. In various embodiments, promotions of a category
related to that selected by the player may be presented to the
player.
[0176] In various embodiments, a player may indicate a new category
of promotions sometime during the course of a playing session. For
example, a player may indicate that she is no longer interested in
see promotions related to jewelry, and instead would like to see
promotions related to purses. A mobile gaming device may include a
menu or icon that is accessible during a playing session. The
player may access such a menu or icon to indicate a change to the
category of promotion.
[0177] In various embodiments, a player may first see one or more
promotions. The player may then indicate whether he would like to
see additional, similar promotions, or whether he would like to see
promotions of a different type. Based on his response, new
promotions may be presented to the player. The player may once
again be asked whether he would like to see similar promotions or
promotions of a different type. In this way, the casino server may
iteratively arrive at a category of promotion that is of interest
to the player.
[0178] In various embodiments, a player may indicate a category of
promotion. The promotions presented to the player may or may not
then all conform to the indicated category. For example, the casino
server may not necessarily have an inventory of promotions to
present to the player of the category indicated by the player. In
various embodiments, the casino server may determine promotions
that are deemed to most closely fall within the category indicated
by a player, even if such promotions do not directly fall within
the category indicated by the player. For example, the player may
indicate a desire to see promotions related to vacationing in the
Bahamas. The casino may not have any promotions directly on topic.
However, the casino may have promotions related to vacationing in
the Virgin Islands. Thus, the casino may present such promotions to
the player. The casino may employ algorithms for associating
related concepts. The algorithms may learn from the preferences
indicated by players. For example, if a given player indicates that
he wishes to be presented with promotions related to concept A and
concept B, then the algorithms may associate concept A with concept
B. In the future, if another player indicates he wished to be
presented with promotions related to concept A, the casino server
may present to the player promotions related to concept B. As will
be appreciated, many algorithms could be used for deriving
associations between concepts. Any such algorithm might be used for
choosing promotions to present to a player, in various
embodiments.
[0179] In various embodiments, a player may indicate a category of
promotion. By indicating such a category, the player may reveal
himself to be a potential customer of a merchant who would create a
promotion falling within the indicated category. For example, a
player may indicate that he wishes to view promotions for luxury
cars. By providing such an indication, the player may reveal
himself to be a potential buyer of luxury cars. The knowledge that
the player is a potential buyer of luxury cars may be of value to a
dealer or manufacturer of luxury cars. Thus, in various
embodiments, if a merchant deals in a category of goods or services
and a player has indicated a preference to view promotions related
to that category, then the casino may provide the merchant with the
player's contact information. The merchant may then be able to send
further promotions to the player. For example, the merchant may be
able to send promotions to the home of the player. In some
embodiments, a merchant may pay the casino to provide the contact
information of a player who has indicated interest in seeing
promotions in a category in which the merchant's products fall.
[0180] In some embodiments, a merchant may not be given direct
contact information for a player who has shown interest in
promotions falling within the merchant's area of business. Rather,
the casino may forward promotions from the merchant to the player,
even after the player has left the confines of the casino. For
example, the merchant may send a promotional email to the casino,
and the casino may forward the promotional email to the player. In
this way, the player's contact information may be kept from the
merchant, and the player's privacy may be maintained.
[0181] In various embodiments, a player may indicate a particular
category of promotion. The casino may then find marketers who might
be expected to run promotions falling under that category. For
example, a player may indicate he wishes to see promotions related
to car insurance. The casino may then find various car insurance
companies. The casino may invite the marketers to promote to the
player. In various embodiments, the casino may provide a general
description of the player to a marketer. For example, the casino
may provide the marketer with an age, income level, and/or another
demographic characteristic of the player. The information about the
player that is provided to the marketer may aid the marketer in
deciding whether or not to promote to the player. Based on
information about the player, marketers may determine whether or
not they wish to promote to the player. For example, a marketer may
decide based on the age of a player whether or not the player would
be likely to purchase the marketer's product. The marketer may make
a decision as to whether or not to promote to a player simply based
on the fact that the player has shown interest in a particular
category of promotion. In various embodiments, the casino may quote
a price to the marketer to promote to a particular player. The
marketer may accept or reject the offer to promote. In various
embodiments, the casino may quote a range of prices, each price
corresponding to different limitations on the promotions. For
example, a first price may be quoted for placing a symbol on a
reel, a second price may be quoted for filling the whole screen
with a 30-second video, and so on.
[0182] In various embodiments, the casino may solicit bids from
marketers to present promotions to a particular player. The
marketers that place the highest bids for a given medium or slot
may be given the opportunity to present a promotion to the player.
In various embodiments, more than one marketer who bids may be
given the opportunity to promote to a player. The marketers with
the higher bids may be given preferential slots. For example, the
marketer with the highest bid may be given the largest screen area
in which to promote. For example, the marketer with the highest bid
may be given the longest time slot in which to have a promotion
presented.
[0183] In various embodiments, the casino server may contain an
inventory of promotions that are available to present to a player.
The casino server may store rules (e.g., rules provided by the
sponsor of the promotion) which describe the criteria for
presenting the promotions. A promotion may be stored as one or more
computer files, including image files, audio files, video files,
and so on. In various embodiments, the casino may request
promotions from marketers. For example, upon receiving an
indication of a category of promotion from a player, the casino may
solicit promotions from marketers who might wish to present
promotions falling within the indicated category.
[0184] 3.2. Sponsors or marketers may inform a player as to what
sponsored outcomes he can get. "Pick Pepsi and get free spins". In
various embodiments, a player may be informed of a benefit he can
receive in exchange for agreeing to view a promotion. In various
embodiments, a player may be informed of a benefit he can receive
in exchange for agreeing to view a category of promotion. In
various embodiments, a marketer may be willing to compensate a
player for viewing or listening to a promotion. The compensation
may take a number of forms. Compensation may include: (a) money;
(b) gaming chips or gaming credits; (c) increased odds of winning;
(d) higher payouts (e.g., a jackpot may be increased); (e) reduced
costs of wagering (e.g., a player may be given the opportunity to
make a wager for $5 that would normally have been $10); (f) a free
game (e.g., a free spin at a slot machine; e.g., a free game of
video poker); (g) a free opportunity to enter the bonus round; (h)
hints given in a game (e.g., in a game of video poker, a player may
receive hints); (i) a free or discounted music download; (j) a free
or discounted software download; (k) a free or discounted ring-tone
download; (l) a download of a video, cartoon, movie trailer,
animation, television pilot episode, news clip, or other sequence;
(l) a cashless gaming ticket; (m) a ticket to a show; (n) a ticket
to a movie; (o) complementary (comp) points; (p) a voucher; (q) a
gift certificate; (r) a voucher for a free meal; (s) a free or
discounted stay in a hotel room; and any other benefits. A marketer
may provide any benefit either directly or indirectly to a player.
In various embodiments, a marketer may directly provide cash to a
player in exchange for the player agreeing to view a promotion of
the marketer. In various embodiments, a marketer may provide
compensation to the casino, and the casino may in turn provide a
benefit to the player, such as increased odds of winning. The
compensation provided to the casino may be equal to the expected
cost to the casino of providing the benefit to the player.
[0185] In various embodiments, two or more marketers may contribute
to a benefit which will be provided to a player. For example, each
of two automobile manufacturers may contribute a portion of the
benefit that will be provided to a player for viewing automobile
related promotions.
[0186] In various embodiments, a player may receive a fixed benefit
from the casino for agreeing to be presented with promotions. The
casino may then sell to marketers' opportunities to present
promotions to the player. The casino may attempt to sell such
opportunities for as much money as it can get. The casino may
profit from the difference in value between the benefit provided to
the player and the amounts received from the marketers.
[0187] In various embodiments, a player may be presented with a
table or other listing of benefits he might receive, together with
criteria for receiving the benefits. For example, a table may
include a first column listing different categories of promotion. A
second column in the table may list benefits the player would
receive in exchange for being presented with such promotions. For
example, a line in the table might list, "Watch Pepsi Ads" as the
category of promotions, and "Get 10 Free Spins" as the benefit.
[0188] 4. Triggers for promotions. Promotions may be presented at
various times and under various circumstances. In one situation, a
player may be engaged in playing a game on the mobile gaming
device. A promotion may be presented to the player on the screen
while the game is occurring (e.g., the promotion is presented as a
symbol; e.g., the promotion is presented on screen space to the
side of the screen space displaying the game), on the screen
between games, on the screen while a resolution of a game is
pending, as an audio broadcast during the game, and so on. In one
situation, a player may not be engaged in playing a game and
promotions may be presented to on the mobile gaming device.
Promotions may be presented continuously, periodically,
sporadically, when the mobile gaming device comes to a particular
location, and so on.
[0189] 4.1. Broadcasting of advertising content to others
physically near a player. If a player is near others, the volume on
your device can go up so that others hear the advertising on your
device. "You have just won a FREE COKE". In various embodiments, a
promotion may be triggered by the presence of a nearby human being.
The nearby human being may be someone other than the player of the
mobile gaming device which is presenting the promotion. For
example, if the mobile gaming device detects the presence of a
human being other than the player, the mobile gaming device may
broadcast a promotion. In various embodiments, the mobile gaming
device may broadcast a promotion in response to the presence of any
human being, including the player of the mobile gaming device. A
mobile gaming device may detect the presence of another human being
in various ways. The mobile gaming device may include a microphone.
The microphone may pick up ambient audio signals. The mobile gaming
device may analyze ambient audio signals for tell-tell human
sounds, such as the sound of a voice, the sound of breathing, the
sound of steps, and so on. For example, the mobile gaming device
may use special software which is tuned to recognize voice signals.
The mobile gaming device may recognize the presence of humans by
other means. For example, the mobile gaming device may include a
heat or infrared sensor. The mobile gaming device may use such a
sensor to pick up the heat signatures of humans. In various
embodiments, the mobile gaming device may include a camera. The
camera may periodically snap pictures of its surroundings. The
mobile gaming device may include image processing software for
analyzing the pictures. The image processing software may have the
capability to recognize images associated with humans. In various
embodiments, the mobile gaming device may recognize the presence of
humans via devices associated with the humans. For example, the
mobile gaming device may recognize the signal from a nearby cell
phone, e.g., by receiving the signal at an antenna associated with
the mobile gaming device. Presumably, the cell phone is being
carried by a human. Thus, by recognizing the presence of a cell
phone, the mobile gaming device may be indirectly recognizing the
presence of a human. In various embodiments, the mobile gaming
device may recognize the presence of another mobile gaming device.
Presumably, the other mobile gaming device is being held or carried
by another human. Thus, by recognizing another mobile gaming
device, the first mobile gaming device may indirectly recognize the
presence of another human.
[0190] In various embodiments, upon recognizing the presence of
another human, the mobile gaming device may present a promotion.
The promotion may thereby have the chance of being perceived not
only by the player of the mobile gaming device, but also by the
other human who is in proximity to the mobile gaming device. The
effect of the promotion may thereby be amplified.
[0191] In various embodiments, upon recognizing the presence of
another human, the mobile gaming device may increase the volume
with which a promotion is presented. The increased volume may make
it more likely that the other human will perceive the
promotion.
[0192] In various embodiments, upon recognizing the presence of
another human, the mobile gaming device may increase the brightness
of a display. Increasing the brightness of its display may make it
more likely that the other human may perceive the graphics on the
display. Such graphics may include graphics associated with
promotions.
[0193] 4.2. Broadcasting with more light in a brightly lit
environment (e.g., in the pool). In various embodiments, a mobile
gaming device may increase the brightness of its display based on
the strength of ambient light. For example, the mobile gaming
device may increase the brightness of its display as the brightness
of ambient light increases. For example, the mobile gaming device
may make its display bright if the mobile gaming device is outside
in the sunlight, while the mobile gaming device may make its
display dimmer when the mobile gaming device is within a casino. In
various embodiments, a mobile gaming device may include a light
sensor. The sensor may detect ambient light conditions. Based on
readings from the sensor, the mobile gaming device may either
increase or decrease the brightness of its display. In various
embodiments, increasing the brightness of a display may make it
easier for a player of the mobile gaming device to perceive
promotions and/or other graphics while in the presence of bright
light. In various embodiments, decreasing the brightness of its
display may allow the mobile gaming device to increase battery
life. Thus, in various embodiments, the mobile gaming device may
decrease the brightness of its display in areas where a bright
display is not needed, such as indoors.
[0194] 4.3. Somebody near you wins. For example, someone on slot
machine nearby wins. Your mobile device says, "You can have that
too, if you'll just . . . ." In various embodiments, a promotion
may be presented to a first player of a mobile gaming device based
on the game results of a nearby player. The nearby player may be a
player of a slot machine, video poker machine, mobile gaming
device, or any other gaming device. The nearby player may have
just: (a) won a game; (b) won a large payout (e.g., a payout of 40
or more coins); (c) won a jackpot; (d) entered into a bonus round;
(e) had a near miss; (f) lost a game; (g) run out of money; (h)
cashed out; or may have been involved in any other game event or
outcome. Based on the game event, result, or outcome of the nearby
player, promotion may be presented to the first player.
[0195] In various embodiments, if the nearby player has had a
favorable outcome, then a promotion may be presented to the first
player. The promotion may offer the first player the opportunity to
experience a similar outcome as has the nearby player, if the first
player will only engage in some activity. The activity may include
viewing ad advertisement or presentation, test driving an
automobile, answering a survey question, testing or sampling a
product or service, providing some information about him or herself
(e.g., demographic information), providing contact information
about himself, providing contact information about another person
(e.g., a friend; e.g., a family member), and so on. Thus, for
example, the first player may have the opportunity to experience an
outcome similar to the outcome that the nearby player has just
experienced if the first player would only view a ten-minute
promotion on his mobile gaming device and answer two survey
questions related to the promotion.
[0196] In various embodiments, a mobile gaming device may determine
the results or outcomes of a nearby player in various ways. The
mobile gaming device may transmit to the casino server its
location. The casino server may determine a gaming device that is
proximate to the location of the mobile gaming device. The casino
server may determine an outcome that has just occurred at the
gaming device. The casino server may transmit to the mobile gaming
device an indication of the outcome.
[0197] If the first player accepts the offer of his mobile gaming
device, then the mobile gaming device may allow the first player to
engage in the activity. For example, the mobile gaming device may
present a ten-minute promotion and then present survey questions
about the promotion for the first player to answer. Once the first
player has successfully engaged in the activity, the mobile gaming
device may provide the first player with the same outcome as had
been achieved by the nearby player. For example, if the nearby
player had won a payout of 50 credits, the first player may be
given 50 credits.
[0198] For example, if the nearby player had won entry into a bonus
round, then the first player may be given entry into the bonus
round.
[0199] 4.4. You win an outcome. In various embodiments, a promotion
may be presented to a player if the player has achieved a winning
outcome. A promotion may be presented to a player if the player
has: (a) received a positive payout; (b) received a payout that is
greater than the amount wagered; (c) received a payout that exceeds
a certain threshold (e.g., 10 coins); (d) achieved entry into a
bonus round; and so on. The time when a player achieves a winning
outcome may be an opportune time to present a promotion to the
player, because the player may be in a good mood. The player may
thereby be more receptive to the message of the promotion. The
player may also transfer the positive feelings associated with the
winning outcome to the subject of the promotion. For example, if a
particular brand of potato chips is presented to a player right
after the player has achieved a winning outcome, then the player
may associate those potato chips with the positive feeling of
winnings.
[0200] In various embodiments, a marketer may pay more to have its
promotion presented if the promotion is presented following a
winning outcome. This may occur because the player may be more
likely to have positive feelings associated with the promotion
following a winning outcome than following a non-winning outcome.
Thus, in various embodiments, a marketer may pay a first amount to
have a presentation promoted at a first time not following a
winning outcome and may pay a second amount which is greater than
the first amount to have the promotion presented at a second time
following a winning outcome.
[0201] 4.5. You win a big payout. In various embodiments, a
promotion may be presented to a player if the player has won a
large payout. A large payout may be defined as a payout exceeding X
credits, where X may be e.g., 50, 100, 1000, or any threshold
number of credits. In various embodiments, a large payout may be
defined as a payout whose quantity is greater than X multiple of
the amount wagered, where the multiple may be e.g., 50, 100, 1000,
or any threshold multiple.
[0202] 4.6. You win a certain amount. In various embodiments, a
promotion may be presented to a player if the player has won a
certain aggregate amount. The aggregate amount may represent total
payouts over a certain period less amounts wagered. The aggregate
amount may represent total payouts regardless of amounts wagered.
For example, a promotion may be presented to a player if the player
has won 100 coins net of amounts wagered over the past hour.
[0203] 4.7. You have a near miss. In various embodiments, a
promotion may be presented to a player if the player has had a near
miss. For example, if the player has achieved four cards to a royal
flush, if a person has achieved four out of five required jackpot
symbols, or if a person has landed one spot away on a spinning
wheel from the jackpot space, the player may be presented with a
promotion. The promotion may read, "Oh, so close--well, at least
you can rent a car for only $20 per day at Jim's car rental." In
some embodiments, a promotion may offer the player the chance to
achieve the missed outcome if the player will perform some
activity. For example, if the player agrees to spend a day in a
cabin in a retirement community, the player may receive a payout as
if he had achieved the nearly missed outcome.
[0204] Location. In various embodiments, a promotion may be
triggered by the location of a player. In various embodiments, a
promotion may be presented to a player if the player is in a first
location, but not if the player is in a second location. In various
embodiments, a first promotion may be presented to a player if the
player is in a first location, and a second promotion may be
presented to the player if the player is in a second location. In
various embodiments, a promotion may be presented to a player if
the mobile gaming device of the player is in a particular location.
The player may be assumed to be in the same location as the
player.
[0205] 4.7.1. Walk by a store. In various embodiments, a promotion
may be triggered as a mobile gaming device comes into the proximity
of a store. The promotion may show images or video depicting
products in the store. The promotion may present text descriptions
of store items. The promotion may describe available discounts
within the store. In various embodiments, a promotion may be
triggered as a mobile gaming device comes into proximity of any
retailer, such as a store, a restaurant, a roadside stand, a gas
station, a car repair shop, and so on. Proximity may be defined, in
various embodiments, as being within 100 feet, as being on the same
block, as being within sight, as being within walking distance, as
being within a mile, as being directly in front of, or as any other
appropriate distance range.
[0206] In various embodiments, a promotion may include an offer of
a benefit if the player of the mobile gaming device walks into the
retailer, buys a product at the retailer, tests a product at the
retailer, or otherwise interacts with the retailer. The benefit
offered may include: (a) money; (b) gaming chips or gaming credits;
(c) increased odds of winning; (d) higher payouts (e.g., a jackpot
may be increased); (e) reduced costs of wagering (e.g., a player
may be given the opportunity to make a wager for $5 that would
normally have been $10); (f) a free game (e.g., a free spin at a
slot machine; e.g., a free game of video poker); (g) a free
opportunity to enter the bonus round; (h) hints given in a game
(e.g., in a game of video poker, a player may receive hints); and
so on. Thus, for example, a player of a mobile gaming device may
receive an offer of 10 free spins in a game of slots if he walks
into a retailer.
[0207] In various embodiments, a representative of a retailer, such
as a store owner or manager, may be informed as a mobile gaming
device approaches the store. The representative of the retailer may
have the opportunity to decide on an offer for the player in
substantially real time. For example, the representative may
determine whether any items in the store are currently overstocked.
The representative may accordingly offer the player a special
discount on such items. The representative may also be given
information about the player. For example, the representative may
receive information about the player's age, race, marital status,
gender, and so on. The representative may also receive information
about recent outcomes achieved by the player. The representative
may use such information in tailoring a promotion for the player.
For example, if the player is a man, the store owner may offer him
a discount on a tie. If the player is a woman, the store owner may
offer her a discount on a blouse. The mobile gaming device may
transmit information about the player to nearby stores, thus
allowing store representatives to learn information about the
player. In various embodiments, the mobile gaming device may
transmit to a nearby retailer a player identifier, such as a player
name. The retailer may transmit to the casino server the player
identifier. The retailer may thereupon receive from the casino
server further information about the player. Information received
about a player may include: (a) the last outcome achieved by the
player; (b) the last large outcome received by the player; (c)
total winnings for the player in the past X period of time (e.g.,
total winnings for the player in the last 10 minutes, the last day,
the last hour, the last two days, etc.); (d) net or gross winnings
for a player in the last X period of time; and so on.
[0208] In various embodiments, a retailer may include a retail
computer or retail server. The computer or server may execute
algorithms for determining a promotion for a passing player. The
promotion may be determined based on conditions within the store.
The promotion may also be determined based on information received
about the player. For example, the promotion may be determined
based on whether the player has recently won a significant amount
of money while gambling. For example, if a player has won a large
amount of money recently, the store may promote to the player a
relatively expensive product. The idea behind the promotion may be
that the player is in a good spending mood in light of his recent
good fortune. The retail server may receive signals from the mobile
gaming device and/or from the casino server, with such signals
describing information about the player. The retail server may use
such information to automatically determine a promotion for the
player. The promotion may be automatically transmitted to the
mobile gaming device of the player. The promotion may then appear
on the screen of the mobile gaming device. The promotion may be
broadcast using speakers of the mobile gaming device. In various
embodiments, the retail server may determine a promotion for the
player. The retail server may display an indication of the
promotion to a representative of the retailer. The representative
may then communicate the promotion to the player. For example, the
representative may walk out in front of the retail establishment,
greet the player, and present the promotion to the player (e.g.,
offer the player a discount on a product within the store).
[0209] In various embodiments, a retailer and/or the casino server
may track purchase data from players. For example, the retailer
and/or the casino server may maintain a database. The database may
include information about a player coupled with data describing an
amount a player spent (e.g., on products or services), a type of
product purchased by the player (e.g., clothes; e.g., shoes; e.g.,
jewelry); whether or not a player tested a product or service,
whether or not a player walked into a store, whether or not a
player indicated interest in an item, and so on. Data about a
player may include data describing player demographics, including
age, race, gender, income, marital status, and so on. Data about
the player may also include data about gambling results of the
player, possibly including recent outcomes achieved, recent amounts
won, amounts won in the last X period of time, total payouts less
total amounts wagered in the last X period of time, amounts
wagered, amounts wagered per game, and so on. The database may thus
include demographic information about a player, information about
the gambling results of the player, and purchasing results of the
player. The database may contain such information about a large
number of players. For example, the database may contain one record
for each player. Each record may include information about a
player's demographics, purchasing information, and information
about gambling results achieved.
[0210] In various embodiments, an algorithm may be used to derive
correlations between two types of information such as purchasing
decisions and gaming outcomes achieved prior to the purchasing
decision. For example, algorithms may be used to determine
correlations between amounts won while gaming during a given period
of time, and amounts spent at a retailer following the period of
time. The output of the algorithm might indicate, for example, that
the more a player wins during the hour prior to visiting a retail
store, the more the player is likely to spend at the retail store.
The output may indicate that after play of a certain type of game
for a certain period of time, a player of a certain age and gender
is likely to be affected by a certain type of promotions.
[0211] In general, given historical information about players'
gaming outcomes and purchasing decisions, and given information
about a particular player's recent gaming performance (or gaming
performance over more than just the recent past), algorithms may be
used to predict the particular player's likely purchasing
decisions. Such algorithms may be used to predict a player's likely
response to promotions. For example, a representative of a retail
establishment may receive information about an approaching player.
The information may indicate that the player has won a jackpot in
the last hour. The retailer may key that information into a
predictive algorithm. The algorithm may tell the retailer that the
player is more likely than a typical person to want to purchase an
expensive item. The algorithm may further recommend an item to
offer to the player. The algorithm may have access to a database or
other listing of store items. The algorithm may have access to a
database or other listing of prices, costs, or other measures of
value of store items. Based on predictions of the player's spending
and based on the descriptions of items and their values, the
algorithm may determine which item to offer to the player. The
algorithm may output a test description of such item to the store
representative. The representative may approach the player and
inform the player that this item is available and even that the
player may receive a special discount on the item. In some
embodiments, the algorithm may transmit a promotion directly to the
mobile gaming device of the approaching player. For example, the
algorithm may transmit a promotion indicating that a fine coat is
available only to that player for $700.
[0212] In various embodiments, data recorded about a player may
include data describing promotions presented to the player. Data
recorded and/or stored may further include data describing a
player's reaction to the promotions presented to him. Algorithms
may be used to correlate information about the players' recent
gaming outcomes to players' reactions to promotions. For example,
an algorithm may find that a player is more likely to respond to
humor-based promotions when the player has just won money, and that
a player is more likely to respond to value-based promotions when
the player has just lost money. Thus, algorithms may be used to
predict which promotion or type of promotion would be most
effective given a player's recent gaming outcomes.
[0213] In various embodiments, information about a player's gaming
outcomes may be received at a retail computer from the player's
mobile gaming device. In various embodiments, information about a
player's gaming outcomes may be received at a retail computer from
the casino server. In various embodiments, algorithms used to
predict which products a player might like to purchase may be
executed by the casino server. In various embodiments, algorithms
used to predict which products a player might like to purchase may
be executed by a retail server. Such algorithms may, in various
embodiments, be executed by the player's mobile gaming device. In
various embodiments, one or more human representatives may work in
conjunction with predictive algorithms in order to determine a
particular promotion for a player. For example, a predictive
algorithm may determine a price range of a product that should be
offered to a player. Based on that price range, a representative
may determine a particular product to offer to the player, given
the representative's knowledge of different product pricing. As
another example, a predictive algorithm may determine a type of
promotion (e.g., video; e.g., audio; e.g., still image; e.g.,
30-second; e.g., 5-second; e.g., offer of a discount; etc.). A
human, such as a representative of a retailer, may determine the
exact promotion to send to the player. In various embodiments, a
human may make a live presentation of a promotion. For example, a
representative of a retailer may call a player on his mobile gaming
device. The mobile gaming device may, for example, function as a
cellular telephone. The human may make a sales pitch to the player.
A human may also present a promotion via text. In various
embodiments, the determination and presentation of a promotion may
be done automatically, without any human intervention. For example,
a player with a mobile gaming device may approach a retail store
while walking in the hallways of a mall. The mobile gaming device
may detect its own coordinates using an internal positioning
system. The mobile gaming device may transmit its coordinates to a
casino server. The casino server, based on the coordinates, may
determine that the mobile gaming device is near to a particular
retail store. The casino server may have previously received
information about gaming outcomes of the player via signal from the
mobile gaming device. The casino server may thereupon use
information about the player's recent gaming outcomes, together
with information about the products at the retail store, to derive
a promotion for the player. The casino server may transmit such a
promotion to the player. In some embodiments, the casino server may
transmit the promotion to the retail store. The retail store may
then relay the promotion to the mobile gaming device of the player.
As will be appreciated, information about a player, such as
information about outcomes achieved by the player, may be received
at various locations, such as at a retail store or at a casino
server. Similarly, as will be appreciated, a promotion can be
determined at several places, including at a casino server, mobile
gaming device, or at a retail store. The promotion may be
transmitted to the mobile gaming device of the player from several
places, such as from the retail store or from the casino server. In
various embodiments, the mobile gaming device may store information
internally about a retail store. For example, the mobile gaming
device may store possible promotions that might be available from a
retail store. The mobile gaming device, based on gaming results of
the player of the mobile gaming device, may determine which of the
internally stored promotions to actually present to a player. The
mobile gaming device may employ predictive algorithms in making the
presentation.
[0214] In various embodiments, information about purchasing habits
of players may be shared among retail establishments. For example,
a large database may be assembled from data gathered at several
retail establishments. The database may include records for various
players, some of whom have made purchases at a first retail
establishment, and some of whom have made purchases at a second
retail establishment. The larger sample size of such a database, as
opposed to a database with customers of just a single retail
establishment, may make it possible to come up with better
predictive algorithms for a player's purchasing decisions.
[0215] Perspectives for the Determination of Offers for Retail
Establishments
[0216] In various embodiments, a casino server may determine one or
more outcomes for a player of a mobile gaming device. The casino
server may transmit such outcomes to the mobile gaming device. The
mobile gaming device may present such outcomes to the player.
[0217] The casino server may track the location of the mobile
gaming device. The casino server may determine when the mobile
gaming device is proximate to a retail establishment.
[0218] The casino server may receive data from the retail
establishment. For example, the POS terminal of the retail
establishment may indicate inventory levels of various products and
communicate the inventory levels to the casino server. The retail
establishment may communicate other data, such as data about
product values, product wholesale costs, expected delivery dates of
new products, historical demand for products, customer traffic at
the retail shop, and any other pertinent data.
[0219] The casino server may use the data received from the
retailer to determine promotions on behalf of the retail
establishment. For example, if the retailer has an excess of a
certain product, the casino server may determine a promotion which
offers the product at a discount.
[0220] Based on an outcome generated for a player of a mobile
gaming device, the casino server may determine a promotion for the
player of the mobile gaming device. The casino server may determine
a first promotion if a first outcome is generated, and a second
promotion if a second outcome is generated. For example, if the
outcome generated is a winning outcome, the casino server may
determine a promotion which advertises an expensive product. If the
outcome generated is a losing outcome, the casino server may
determine a promotion that offers a discount to the player.
[0221] The casino server may determine a promotion to present to a
player of a mobile gaming device based on the fact that a player is
within a certain distance of the retail establishment or based on
the fact that the player is within a certain geographic region,
area, or locality. For example, the casino server may transmit a
promotion to the mobile gaming device of a player for presentation
only if the player is within 50 feet of the retail establishment
that is being promoted.
[0222] Thus, a casino server may determine an outcome which has
been generated for a player of a mobile gaming device. The casino
server may receive data from a retail establishment. The casino
server may determine a distance between the mobile gaming device
and the retail establishment. Based on these factors, the casino
server may determine a promotion which promotes the retail
establishment to the player. The casinos server may cause the
promotion to be presented to the player via the mobile gaming
device of the player. For example, the casino server may transmit
data to the mobile gaming device, where such data describes or
encodes the promotion. The mobile gaming device may then present
the promotion to the player.
[0223] In various embodiments, a retail establishment may receive
an indication that a mobile gaming device is in proximity to the
retail establishment. The indication may be received via direct
communication from the mobile gaming device, or via communication
from the casino server (e.g., the casino server may determine that
the mobile gaming device is in proximity to the retail
establishment and may communicate such information to the retail
establishment). The retail establishment may determine a promotion
for the player of the mobile gaming device. The retail
establishment may determine such promotion based on various data,
such as inventory levels, future delivery dates for new products,
wholesale costs, ability to return unsold items, and so on. The
retail establishment may also receive an indication of an outcome
achieved by the player of the mobile gaming device. The retail
establishment may receive any information about a player's results,
including an indication of recent winnings, an indication of a
gross amount won, an indication of a net amount won, and so on. The
retail establishment may determine a promotion for presentation to
the player based on an outcome received by the player. The retail
establishment may determine a promotion for presentation to the
player based on any historical results of the player. The retail
establishment may determine a promotion based both on the
historical results of the player and based on the fact that the
player is proximate to the retailer. For example, if the player is
proximate to the retail establishment and the player has just won a
large payout, then the retail establishment may determine a
promotion which highlights a luxury product of the retail
establishment. The retail establishment may transmit the promotion
to the mobile gaming device. The retail establishment may transmit
the promotion to the casino server. The casino server may then
transmit the promotion to the mobile gaming device.
[0224] In various embodiments, the mobile gaming device may receive
information from a retail establishment. The information may
include information about inventory levels, current customer
traffic levels, historical customer traffic levels, or any other
pertinent information. The mobile gaming device may determine
whether or not it is near to the retail establishment. If the
mobile gaming device is near to the retail establishment, then the
mobile gaming device may determine a promotion to present to the
player, the promotion serving to promote products or services of
the retail establishment. The promotion may be determined based on
information provided by the retail establishment. The information
provided by the retail establishment may be transmitted directly
from the retail establishment to the mobile gaming device. The
information provided by the retail establishment may be transmitted
first to the casino server and then to the mobile gaming device. In
various embodiments, the retail establishment may determine whether
or not the mobile gaming device is near to the retail
establishment. The retail establishment may then inform the mobile
gaming device, either directly or through the casino server. In
various embodiments, the casino server may determine whether the
mobile gaming device is near to the retail establishment. The
casino server may inform the mobile gaming device if it is near the
retail establishment.
[0225] 4.7.1.1. Use the mobile gaming device as an automatic,
custom-tailored coupon. An individualized coupon. In various
embodiments, a mobile gaming device may store coupons, gift
certificates, or other tokens which confer value or discounts.
Coupons may be transmitted to a mobile gaming device at various
times. In various embodiments, a player may win coupons, gift
certificates, or other benefits while playing a game. For example,
if a player lines up three "Macy's" symbols on a slot machine, the
player may win a $100 gift certificate to Macy's. In various
embodiments, the coupons, gift certificates, or other tokens of
value may be stored in electronic form on a mobile gaming device.
In order to use the coupons, gift certificates, etc., at a retail
establishment, the player may bring his mobile gaming device to a
retail establishment. The mobile gaming device may communicate
information about the coupon, gift certificate, or other token to a
computer of the retail establishment. The communication may occur
in various ways. For example, the mobile gaming device may
communicate to the computer of the retail establishment a sequence
of bits that uniquely identifies a particular certificate, coupon,
etc. In various embodiments, a mobile gaming device may display on
its display screen a bar code which identifies a coupon, gift
certificate or other token of value. The bar code displayed on the
display screen of the mobile gaming device may be scanned by the
retail establishment, e.g., using a typical bar code scanner. In
this way, the player may carry around coupons, or gift certificates
on his mobile gaming device. The player may redeem them at retail
establishments from his mobile gaming device.
[0226] Proximity to another mobile device. In various embodiments,
proximity to a second mobile gaming device may trigger the
presentation of a promotion in a first mobile gaming device. When
the second mobile gaming device is near, the promotion at the first
mobile gaming device may be seen or heard by the player of the
second mobile gaming device.
[0227] 4.7.2. Referral tracking through mobile devices, mobile
device tag. In various embodiments, a player may share a promotion
with one or more other players by specifically targeting their
mobile devices for a promotion (e.g., through a targeting
interface, by moving close to the other players, by lining up the
mobile devices, etc.). In some embodiments, the targeted players
may agree to receive the promotion or reject the promotion. In some
embodiments, a player may receive increased rewards by targeting
more players with a promotion. To receive the rewards, the targeted
players may have to accept the promotion, act on the promotion,
further target the promotion for transmission to another player,
and/or take any other action. A player may decrease rewards for
targeting players that reject a promotion so that the player does
not randomly target all players, but rather puts effort into
discussing the promotion with players. In some embodiments, a
player may tag other players' devices with a promotion (e.g., by
touching the device with his or her device, by pressing a target
button, and so on). A tagged device may display a promotion for
some length of time, until a tag is removed (e.g., by the tagger,
by the player of the mobile device, etc.), etc. In some
embodiments, a special promotion or other reward may become active
if a player tags a threshold number of other devices. In some
embodiments, a tagged player or targeted player may tag or target
further players.
[0228] 4.8. Time. In various embodiments, time may serve as a
trigger for a promotion. For example, a promotion may be triggered
at a certain time of day, at a certain date, or at a certain year.
As another example, a time since an event may serve as a trigger.
For example, a promotion may be triggered 5 minutes after the last
promotion has been presented.
[0229] 4.8.1. A certain amount of time has elapsed since the last
promotion. In various embodiments, a promotion may be triggered
once a certain amount of time has elapsed from a prior promotion.
The prior promotion may be any promotion. For example, a current
promotion may be triggered to be presented once one minute has
elapsed since the last promotion on a mobile gaming device was
presented. The prior promotion may be a promotion of the same type
or category. For example, a promotion for toothpaste might be
triggered when it has been 30 minutes since the last promotion for
toothpaste. The same promotion may be triggered, however, when only
1 minute has lapsed since the last unrelated promotion. By creating
a greater time spacing between promotions of the same type, player
boredom may be alleviated. In various embodiments, when a certain
minimum time gap is kept between the presentation of any promotion,
player annoyance may be alleviated. In various embodiments, when a
certain maximum time gap is allowed between the presentation of
promotions, player exposure to promotions may be increased and thus
revenues for the casino and for the marketers may be increased.
[0230] 4.8.2. It is a certain time of day. For example, advertise
food during lunch time. In various embodiments, the presentation of
a promotion may be triggered by the time of day. Products which are
typically purchased during a particular time of day may be promoted
during that time of day. A promotion for breakfast may be triggered
early in the day, such as at 7:00 am. A promotion for lunch may be
triggered at 11:45 am. A promotion for an evening show may be
triggered at 6:00 pm. A promotion may be triggered based on a
merchant's business hours. For example, a promotion for a
merchant's products may be triggered for presentation at the time
the merchant opens for business.
[0231] 4.8.3. Ambient conditions (e.g., temperature). In various
embodiments, a promotion may be triggered based on ambient
conditions. A promotion may be triggered based on the air
temperature. If the air temperature is over 90 degrees Fahrenheit,
for example, a promotion for a soft drink may be triggered. A
mobile gaming device may contain a temperature sensor. Readings
from the temperature sensor may be used to trigger promotions. In
various embodiments, a mobile gaming device may contain other
sensors for sensing or determining ambient conditions. A mobile
gaming device may contain humidity sensors for detecting ambient
humidity or rain conditions. A mobile gaming device may contain
light sensors for detecting ambient brightness, cloudiness, and so
on. A mobile gaming device may contain microphones for detecting
ambient noise conditions. In various embodiments, promotions of a
certain form may be presented depending on ambient conditions. For
example, if ambient noise levels are high, then a primarily
visually based promotion may be triggered for presentation. If
ambient noise levels are low, then a promotion which includes audio
components may be presented. Thus, in various embodiments, a mobile
gaming device, a casino server, or another entity may determine
ambient noise levels in the vicinity of a mobile gaming device.
Based on the ambient noise levels, a promotion may be selected for
presentation. The selection process may consider whether the
promotion has audio components to it. In various embodiments,
ambient brightness levels may be used to determine what types of
promotions will be presented. If ambient brightness levels are
high, promotions with a greater audio component may be presented.
For example, in a bright, sunlit environment, a mobile gaming
device may be more likely to present promotions with a higher audio
component. In a dim environment, a mobile gaming device may be more
likely to present promotions with more of a visual component.
[0232] In various embodiments, rules, customs, regulations, and
other conditions may determine which promotions may be used. For
example, a mobile gaming device may be inside a theater where a
show is in progress. In such an environment, a promotion with an
audio component may be distracting to surrounding patrons of the
theater. Thus, the mobile gaming device may determine promotions
that have little or no audio components. It should be understood
that selecting a promotion with no audio component may include
selecting a promotion with an audio component and suppressing the
audio component. For example, if the mobile gaming device
determines that it should present a promotion with no audio
component, the mobile gaming device may select a promotion that
previously had an audio component and mute the audio component.
Further, it should be understood that selecting a promotion that
does not have a visual component may include selecting a promotion
with a visual component and suppressing the visual component.
[0233] In various embodiments, the mobile gaming device may receive
signals from a casino server describing rules, customs,
regulations, and so on in the vicinity of the mobile gaming device.
Based on such signals, the mobile gaming device may determine
whether a particular promotion is suitable for presentation. In
various embodiments, based on the location of a mobile gaming
device, a casino server may instruct the mobile gaming device
directly as to whether or not certain promotions may be presented.
For example, the casino server may transmit to a mobile gaming
device, instructions explicitly forbidding the presentation of a
particular promotion, or explicitly instructing the mobile gaming
device to present a particular promotion.
[0234] In various embodiments, a casino server may send to a mobile
gaming device, promotions that are appropriate for presentation
based on the conditions in the vicinity of the mobile gaming
device. For example, the casino server may receive position
information from the mobile gaming device. The casino server may
then determine what an appropriate promotion is based on the
location of the mobile gaming device. For example, if the mobile
gaming device is located in a conference room during the time of a
conference, the casino server may determine that an audio promotion
is inappropriate. Accordingly, the casino server may only transmit
to the mobile gaming device a promotion with a video component.
[0235] In various embodiments, if ambient conditions include rain,
then a promotion for umbrellas may be shown. If ambient conditions
include rain, then promotions for indoor activities (e.g., for
shows) may be triggered. In various embodiments promotions may be
suppressed based on ambient conditions. For example, if ambient
conditions include rain, then promotions for outdoor tours may be
suppressed.
[0236] In various embodiments, ambient conditions surrounding a
mobile gaming device may be detected by the mobile gaming device.
In various embodiments, ambient conditions may be detected by some
other entity, such as by a weather service. The mobile gaming
device may receive signals about ambient conditions from other
entities, such as from a weather service or such as from a casino
server. The mobile gaming device may then use such information in
determining which promotions to present. In various embodiments, a
mobile gaming device may simply be instructed as to what promotions
to present. The determination as to which promotions to present may
be made by some other entity, such as by a casino server. The
casino server, may, in turn, use information about ambient
conditions in determining which promotions should be presented.
[0237] 4.8.4. Based on the player's own stated interests. In
various embodiments, the interests of a player of a mobile gaming
device may serve to trigger which promotions are presented at the
mobile gaming device. For example, if a player is interested in
cars, promotions relating to cars may be presented. For example, if
a player is interested in sports, promotions for sports tickets,
fantasy sports leagues, or sports memorabilia may be presented. In
various embodiments, a player's interests may be deduced in various
ways. A player may be asked about his interests. A player may be
asked about his interests when he first checks out a mobile gaming
device, when he first starts playing games at a mobile gaming
device, during the course of a gaming session, or at any other
time. A player's interests may be deduced from the actions of a
player. For example, suppose a promotion is shown to the player. If
the player responds to the promotion, e.g., by touching the display
screen in an area labeled "touch here to get more information about
this product", then the player may be assumed to be interested in
products related to the product which is the subject of the
promotion. Player interests may also be deduced through other
means. For example, the player may make purchases at a retailer.
The retailer may forward the name of the player to the casino
server, possibly including with the player's name an indication of
the products the player has purchased. The casino server may then
assume that the player has interest in products similar to those
purchased at the retailer.
[0238] 4.8.5. You are in between games. In various embodiments, the
trigger for a promotion may be that a game on a mobile gaming
device has finished. For example, a particular promotion may be
best suited only to occur between games. For example, the promotion
may require the full area of the display screen of the mobile
gaming device. For example, the promotion may require the full
attention of the player. In various embodiments, a promotion may be
presented if a game has finished, and new game has not been started
within a predetermined period of time. For example, if a player has
completed a game and not started the next game in five seconds,
then a mobile gaming device may trigger the presentation of a new
promotion. A player may be more receptive to a promotion if the
player is not currently involved in a game.
[0239] 4.9. Poor connectivity. For example, if you can't be
connected to the server at the moment, then show an advertisement.
In various embodiments, a promotion may be presented if there is
any disruption in communication or connectivity between the mobile
gaming device and the casino server. In various embodiments, the
mobile gaming device may be required to maintain communication with
the casino server while allowing a player to engage in gaming
activities. For example, the casino server may be required to
continuously verify that the mobile gaming device is on the
premises of the casino in order for a player of the mobile gaming
device to be allowed to engage in gaming activities. Thus, if there
is a disruption in the communication, the mobile gaming device may
be prevented from allowing the player to game. A disruption in
communication might then present a good opportunity for the
presentation of promotions, since the player may not be able to
play games.
[0240] 4.10. Amount of battery life left. In various embodiments,
the amount of battery life left in a mobile gaming device might
influence whether or not a promotion is presented. In various
embodiments, the amount of battery life left in a mobile gaming
device may influence which promotion is presented. In various
embodiments the amount of battery life left in a mobile gaming
device might influence the manner in which a promotion is
presented. Presenting a promotion may require battery power. For
example, audio associated with a promotion may require that a
speaker of a mobile gaming device be powered in order to generate
the audio output. As another example, presenting a promotion
between games may require power for illuminating the display
screen. As another example, in various embodiments, presenting a
promotion may first require downloading the promotion from a casino
server. For instance, the casino server may transmit to the mobile
gaming device image and audio files to be played as part of the
promotion. The downloading process may require wireless
communication, which may use up battery power of the mobile gaming
device. In situations where remaining battery power is low, the
conservation of such battery power might allow a player to play
extra games at the mobile gaming device before the battery runs
out. This may result in extra revenue for the casino, as well as
reduced frustration for the player. Therefore, in various
embodiments, when the power left in a battery goes below a certain
threshold, a promotion may be suppressed. In various embodiments,
when the power left in a battery goes below a certain threshold, a
promotion which requires less battery power to present may be
favored for presentation over a promotion that requires more
battery power to present. Given two promotions of equal priority,
the mobile gaming device may be less likely to present the one
which requires more power the less battery life there is remaining.
In various embodiments, based on the battery power remaining in the
battery of a mobile gaming device, the mobile gaming device may
vary the manner in which a promotion is presented. In various
embodiments, if the battery power is low, images associated with
the promotion may be dimmed. In various embodiments, if battery
power is low, audio associated with the promotion may be played at
a low volume or may not be played at all. In various embodiments,
if battery power is low, a promotion may be truncated, or otherwise
compressed. For example, a five-second version of a video
advertisement may be played rather than the full-length 15-second
version. In various embodiments, battery life remaining, battery
power remaining, energy remaining, and other metrics may all be
used in determining whether or not a promotion should be presented,
which of two or more promotions should be presented, and the manner
in which a promotion will be presented. In various embodiments, if
battery life is below a certain threshold, promotions that are
stored locally on the mobile gaming device may be favored over
promotions that must be newly downloaded from the casino server or
from some other device. In this fashion, the power costs associated
with downloading a promotion may be saved.
[0241] 4.11. Amount of money left. In various embodiments, the
amount of money a player has remaining may influence what promotion
is presented. The amount of money a player has remaining may also
influence whether or not a promotion is presented. In various
embodiments, if a player has a relatively small amount of money
left, promotions may be presented to the player which offer the
player monetary benefits or discounted gambling opportunities. For
example, if a player has less than $5 left, a promotion may be
presented to the player, offering the player 5 free spins if he'll
agree to be mailed an information packet about a new retirement
savings vehicle. In various embodiments, if a player has a
relatively large amount of money left (e.g., more than $500), then
the player may be presented with promotions which advertise
relatively expensive products or services, such as cars or
jewelry.
[0242] 4.12. Alerts and Messaging. In various embodiments, an alert
or message may be sent to player of a mobile gaming device. In
various embodiments, the same alert or message may be sent to
multiple different players of mobile gaming devices. If there are
many players using mobile gaming device, then the mobile gaming
devices may serve as an effective mass communication medium for
messages, such as messages to be communicated to casino patrons.
Various circumstances may trigger alerts or messages. If an alert
is accompanied by sounds, then the when the alert is sent to
multiple mobile gaming devices in a casino, the sounds of
simultaneous mobile gaming devices around the casino making sounds
may add emphasis and excitement to the occasion of the alert (e.g.,
to the occasion where some player has won a large jackpot).
[0243] 4.12.1. When someone wins the progressive, every player's
mobile device can vibrate and/or beep. A message can also be
displayed on the mobile device. In various embodiments, a first
player of a mobile gaming device may be alerted when a second
player wins a significant payout. A significant payout may include
a jackpot, a top prize, a prize of more than X amount (e.g., of
more than $1000), and so on. In various embodiments, an alert may
take the form of beeping, vibrations of the mobile gaming device,
flashing lights, and so on. An alert may indicate the name of the
second player, the amount won by the second player, the game the
second player was playing when he won, the home state of the second
player, or any other information. The alert or message may take the
form of a text message, an audio message, or any other kind of
message.
[0244] 4.12.2. The alert can also happen in response to other
events, like a daily bonus, someone winning more than $100 on a
slot machine, or any other significant event, or any other event.
In various embodiments, an alert may inform one or more players
when a drawing for a prize is about to occur. For example, an alert
may inform one or more players when a keno drawing will occur. In
various embodiments, an alert may inform one or more players when a
drawing is in the process of occurring. The alert may inform a
player of partial outcomes. For example, an alert may be sent from
the casino server to a mobile gaming device. The alert may detail
one or more numbers which have been drawn in a game of keno. The
alert may include less than all the numbers that are to be drawn
for the game of keno. This may allow a player who is viewing the
alert to follow the game of keno as it is in progress. In various
embodiments, an alert may inform one or more players that a
drawing, chance event, contest, or other event is about to occur,
is in the process of occurring, or has occurred. For example, a
casino may run a general promotion where three players per day who
visit the casino can win a car in a daily drawing. The drawing may
occur every day at a particular time, such as at 4:00 pm.
Accordingly, the casino may send an alert to one or more players
prior to the time of the drawing. The alert may get the player(s)
in an anticipatory mood for the drawing and help the drawing to
have its intended effect of promoting the casino. The casino may
send an alert as the drawing is occurring. The casino may send an
alert after the drawing has occurred. The alert may include winning
names drawn, for example. The alert may include images, and
descriptions of people who won. In various embodiments, any alerts
regarding winners of prizes, drawings, contests, or other events
may include information about the winners, such as pictures,
hometowns, and so on.
[0245] 4.12.3. The setting (what events trigger the alert) can be
configurable by the user. In various embodiments, a player may
indicate circumstances under which he would like to receive an
alert. In various embodiments, a player might indicate triggers for
an alert. A player may provide such indications at various times.
For example, when a player first checks out a mobile device, the
player may provide indications of what types of alerts he would
like to receive. A player may provide indications when playing. For
example, a player may access a menu on the display screen of his
mobile gaming device. The menu may allow the player to configure
what alerts he would like to receive. The menu may list categories
of alerts. For example, one category of alert may be an alert that
is sent when someone a jackpot is won. Another category of alert
may be an alert that is sent when a jackpot reaches a certain
level. Another category of alerts may be alerts that are sent when
a drawing or other event is set to occur. A player may select a
category of alert, e.g., by checking a box or selecting a menu
item. A player may also be able to configure a numerical level for
a prize before an alert will be sent. For example, a player may
specify that he would only like to receive alerts when a payout of
more than $1000 has been won in the casino. In various embodiments,
a player may configure alerts over the internet. For example, a
player may visit a web page of the casino server. On the web page,
the player may decide what types of alerts he would like to
receive. The player may navigate menus, check boxes, enter text, or
otherwise indicate the types of alerts he is interested in
receiving. Once a player has checked out a mobile gaming device or
otherwise obtained a mobile gaming device, the player's alert
selections may be communicated to the mobile gaming device. The
mobile gaming device may thereupon only display alerts for which
the player has indicated interest.
[0246] In various embodiments, a player may receive an alert. The
player may then indicate whether he would like to continue
receiving alerts of the same type or category. For example, an
alert may be presented to a player in a pop-up window. The player
may check a box in the pop-up window indicating that he would no
longer like to receive alerts of the type just received.
[0247] 4.12.4. A player may be unable to deactivate alerts
following certain events (e.g., a player cannot change the fact
that the progressive win gives him an alert). In various
embodiments, a player has the option of suppressing certain alerts.
For example, a player may indicate that he would not like to see
alerts about upcoming keno drawings. Accordingly, the mobile gaming
device of the player may cease presenting to the player alerts
about keno drawings. In various embodiments, a player does not have
the option of suppressing alerts. For example, alerts may be
presented by the mobile gaming device of a player even if the
player does not wish to receive such alerts, and even if the player
has indicated that he does not wish to receive such alerts. In
various embodiments, a player is prevented from ignoring alerts or
other promotions by having to react in some way to the promotions.
For example, when a promotion is presented to a player, the player
may be required to press a button, touch an area of the screen,
answer a question about the promotion, or otherwise respond to the
promotion. If the player does not respond, the player may be
prevented from playing further games on his mobile gaming device.
For example, an image associated with a promotion may occupy the
entire screen area of a mobile gaming device until the player
reacts to the promotion. Only then may the promotion disappear and
allow the player to view graphics associated with a game.
[0248] 4.12.5. Alerts when friends or family or group members get a
good result. In various embodiments, a player may receive alerts or
messages when one of a group of people achieves a particular
outcome. The group of people may include people with some relation
to the player. For example, the group of people may consist of
friends, family, work colleagues, members of the same club, members
of the same religious institution, classmates, fraternity brothers,
and so on. A player may indicate to the casino server who is in his
group. For example, when first checking out a mobile gaming device
from the casino, a player may provide the names of his fellow group
members. In various embodiments, when one member of a group
indicates the names or identifiers of other members of the group,
the two or more members of the group (e.g., all members of the
group) may receive messages or alerts relating to other members of
the group. For example, when one member of the group receives a
high-paying outcome, all other members of the group may receive
alerts. In various embodiments, alerts may be sent to a player when
a member of his group who is not using a mobile gaming device
achieves a significant or noteworthy outcome. For example, if a
fellow group member at a stationary slot machine wins a $1000
payout, then a player may receive an alert saying, "Your friend
just won $1000!!".
[0249] 4.12.5.1. Sharing promotions with friends or family or group
members after a good result. Friends may know each other's
interests best. Accordingly, if one player is shown a promotion
that he believes another friend would like, he may share the
promotion with the friend (e.g., by selecting the friend from a
list of friends through an interface on the device). In some
implementations, such sharing may be encouraged after the friend
wins a large/progressive outcome. The sharing may allow for example
a friend to share a promotion for an item with a winning friend if
the first friend either wants the item or believes the winning
friend would want the item.
[0250] 4.12.6. Reserving poker tables. Getting alerts for poker
tables. Reserve a place in a buffet line. Reserve a taxi.
[0251] 4.12.6.1. Tables. In various embodiments, a player may use a
mobile gaming device to reserve a spot at a gaming table. Gaming
tables may include poker tables, blackjack tables, or other tables.
To reserve a spot at a table, a player may communicate with the
casino server. For example, the player may use his mobile gaming
device to access a scheduling system of the casino server. The
scheduling system may include a Web page interface, or other type
of interface. The scheduling system may list gaming tables within
the casino. For example, the scheduling system may list a set of
poker tables, each poker table described by the game and the
betting limits at the table. The scheduling system may further list
names, initials, or other identifiers for players waiting to play
at such tables. When visiting the scheduling system, a player may
add his name to one or more lists of players waiting to play at
tables. For example, a player may add his name to a list of players
waiting to play a game of Texas Hold'em with betting limits of $2
and $4 (e.g., 2-4 Texas Hold'em). Once a player's name is added to
a list of players waiting for a game, the player may be eligible to
sit for the game once all players ahead of him in the list have
either been seated or declined to participate in the game. For
example, as seats in a game (e.g., a game of Blackjack; e.g., a
game of poker) open up, the player at the top of a list of players
waiting to play in that game may be offered a seat at the game. The
player at the top of the list may then be removed from the list,
leaving the previously second player now at the top of the
list.
[0252] In various embodiments, a player may use a mobile gaming
device to access a scheduling system for a game. The scheduling
system may allow a player to secure a place in line for a table
game, for a slot machine game, or for any other game. The
scheduling system may allow a player to reserve a spot in line for
any other event or activity for which space or availability may be
limited.
[0253] In various embodiments, a player may use a mobile gaming
device to view available games or tables in a casino. For example,
a map of a casino may visually indicate gaming tables, including
which tables have openings for players. If there is currently an
opening, a player may use his mobile gaming device to reserve the
opening for himself. For example, a player may touch an area on a
diagram of a casino floor. The area may be a representation of a
poker table. Having touched the area, the mobile gaming device may
ask the player whether he would like to reserve a spot at the
table. The player may indicate affirmation by touching a button on
the screen of his mobile gaming device, such as by touching a
button labeled "yes". The mobile gaming device may inform the
player of any time limits associated with claiming the spot. For
example, the mobile gaming device may inform the player that the
player has 10 minutes in which to claim the spot before the spot
will be given to someone else. In various embodiments, when a
player reserves a spot at a gaming table, the player may indicate
the amount for which he would like to buy in at the gaming table.
The player may indicate that amount of cash he would initially like
to convert into gaming chips prior to starting play at the gaming
table. The player may indicate the amount of gaming chips with
which he would like to begin play at the gaming table. After the
player has indicated a number of chips with which he would like to
begin, a casino representative may arrange to have the chips placed
at the gaming table pending the arrival of the player. Thus, when
the player arrives at the gaming table, chips may have been counted
out for the player already.
[0254] In various embodiments, a player may wish to reserve a seat
at a gaming table. However, the gaming table may currently be in
full use. The player may accordingly interact with a scheduling
system in order to place himself in line for a seat at the table.
In various embodiments, the casino (e.g., the casino server) may
indicate to the player an estimate of the amount of time it will
take before a seat opens up for the player at the gaming table. For
example, the casino server may transmit to the player's mobile
gaming device an estimate that the wait will be one hour. The
waiting time may then be displayed for the player on the screen of
the player's mobile gaming device. The casino server may use
various algorithms to estimate a waiting time. The casino server
may have historical data indicating the rate at which spots open up
at a particular type of game, at particular betting limits, at
particular times of day, and so on. Using such data and using data
about the number of people ahead of a player for a table, the
casino server may estimate how long it will take for a player to
get a seat at a table. For example, the estimated time before a
player will be seated at a table may be equal to the average time
it takes a seat to vacate multiplied by one plus the number of
people who are ahead of the player in line for a seat.
[0255] In various embodiments, the casino may inform the player of
any future gaming tables that will open up. For example, the casino
may inform the player that a new poker table will be opening up in
half an hour. The player may, accordingly, place himself on a wait
list for the new table.
[0256] In various embodiments, a player may play a game on a mobile
gaming device. The mobile gaming device, or another device, may
subsequently offer the player an opportunity to play the same game
at a stationary gaming device and/or at a physical gaming table.
For example, it may be assumed that if a player has played a game
for a period of time on a mobile gaming device, the player might
also be interested in playing the same game at a stationary device
and/or at a gaming table. In various embodiments, a player may play
a game of poker on a mobile gaming device. For example, the player
may play a game of Texas Hold'em. The mobile gaming device may then
display a message asking the player whether or not the player would
like to sit down at a poker table to play a game of poker with a
live dealer, with physical cards, and with live opponents. The
player may indicate that he is interested. The player's indication
of interest may be transmitted to the casino server. The casino
server may then send instructions, e.g., to a casino
representative, to have a spot at the table reserved for the
player. In various embodiments, a player may be engaged in a slot
machine game on his mobile gaming device, e.g., the player may play
a game with simulated slot machine reels on the display of the
mobile gaming device. An offer may then be presented to the player
to play the same game on a stationary slot machine. The player may
accept the offer. The slot machine may be subsequently reserved for
the player. In various embodiments, when a player plays a
particular type of game on a mobile gaming device, and when a spot
or space opens up for a similar game at a stationary gaming device
or at a gaming table, the spot or space may be offered to the
player of the mobile gaming device.
[0257] 4.12.7. Win a spot at a poker table or blackjack table while
playing. In various embodiments, a player who is waiting for a spot
at a gaming table, at a game, or in some other activity must play
continuously in order to maintain his spot in line. Continuous play
may, in various embodiments, be defined differently. For example,
continuous play may mean that a player must play one game at least
every thirty seconds. As another example, continuous play may mean
that a player must make at least $3 in wagers every minute. In
various embodiments, a player who does not maintain continuous play
may fall back in a line. For example, for every two-minute gap in
the play of a player, the player may fall back one place in line.
If the player was fifth in line for a spot at a gaming table, the
player may fall back to sixth in line for a spot at the gaming
table.
[0258] In various embodiments, a player may win a place in line
while playing a game. For example, a player may play a game on a
mobile gaming device. The player may win an outcome which advances
him one place in line for a spot at a gaming table. A player may
also fall back in line based on certain outcomes. For example, a
player waiting for a spot at a gaming table may achieve a "fall
back" outcome when playing another game on his mobile gaming
device. The player's place in line may accordingly fall back. In
some embodiments, players may compete for a spot when the spot
opens up. For example, five players may be waiting for a spot at a
poker table. When a spot at the table opens up, each of the waiting
players may play a game on his or her respective mobile gaming
device. The player with the best performance in the game may get
the open spot at the gaming table. For example, the player who wins
the most money in the game may get the spot at the gaming
table.
[0259] 4.12.8. The act of playing as an entry into any contest or
lottery. In various embodiments, play of a game may make a player
eligible for entry into a contest or lottery. For example, for each
game played on a mobile gaming device, a player may receive an
entry into a raffle drawing for a new car. The car may be raffled
off to a player who has played a mobile gaming device within a
sponsoring casino. In various embodiments, a player must meet a
minimum threshold of play before receiving entry into a contest or
lottery. For example, a player must play at least one hundred games
to receive entry. For example, a player must wager at least $250 in
order to receive entry. In various embodiments, a player may
receive a number of entries to a contest or lottery which is
proportional to an amount the player has wagered. For example, a
player may receive entries into a drawing for show tickets, where
the number of entries is proportional to an amount wagered by the
player. In various embodiments, play of a mobile gaming device may
confer to a player entry into a state lottery, inter-state lottery,
national lottery, and so on. In various embodiments, play of a
mobile gaming device may confer to a player entry into a contest or
lottery which is in addition to the game played on the mobile
gaming device. In various embodiments, play of a mobile gaming
device may confer to a player entry into a contest or lottery which
is independent from the game played on the mobile gaming
device.
[0260] 4.12.9. Play poker against other people waiting for an
actual spot at the tables. In various embodiments, a player may use
a mobile gaming device to simulate play of a table game. In various
embodiments, a player with a mobile gaming device may simulate play
of a table game with or against other players who have mobile
gaming devices. For example, several players with mobile gaming
devices may compete against one another in a game of poker. As
another example, several players with mobile gaming devices may
participate in a game of blackjack using a common dealer and a
common deck of cards, e.g., just as the players would if they were
at a physical blackjack table. In various embodiments, a player may
ask to be seated at a table or at a game. For example, a player may
ask to be seated for a poker game. The player may be informed that
there are no seats available for the poker game. However, the
player may be offered the opportunity to play a game using a mobile
gaming device. The player may be offered the opportunity to play
the same version of poker as the one for which he had asked to be
seated. The player may, accordingly, receive the mobile gaming
device and begin play of the game of poker. When a seat becomes
available at the physical game of poker, the mobile gaming device
of the player may alert the player that the seat has become
available. For example, a casino representative may key a message
for the player into a terminal. The message may be forwarded (e.g.,
via the casino server) to the mobile gaming device of the player.
The player may thereby be informed that a spot for him at the
physical poker table is now available. In various embodiments, a
player who is waiting for a seat at a physical gaming table may
compete with a mobile gaming device against other players with
mobile gaming devices. Players waiting for the same table may
compete against one another. For example, five players waiting for
seats at a poker table with limits of $4 and $8 may compete in a
poker game on their respective mobile gaming devices. The players
may compete on their mobile gaming devices in a game with limits of
$4 and $8. Thus, in various embodiments, players waiting to play at
a physical gaming table which features a particular game may use
mobile gaming device to play the same or a similar game. In various
embodiments, a player who is waiting for a spot at a table may use
a mobile gaming device to play a game with or against other players
who are physically seated at the table. Thus, a player with a
mobile gaming device may play an electronic version of a game that
is being played with real cards, dice, or other playing tokens at a
physical gaming table.
[0261] 5. Indications that there is a promotion. Various signals
may be used to get a player's attention so as to inform the player
that there is a promotion for him to peruse. In various
embodiments, such signals may be generated if it is unclear whether
a player would be currently looking at his mobile gaming device.
For example, if the player has been engaged in a game in the past
five seconds, it may be assumed that the player is currently
viewing his mobile gaming device. Thus, a signal of a promotion may
not be sent. However, if the player has not been engaged in a game
in the last five seconds, a signal may be generated to indicate
that a promotion is being presented.
[0262] 5.1. Vibration. In various embodiments, a mobile gaming
device may vibrate to indicate that there is a promotion for the
player. The vibrations may be effective if the mobile gaming device
is, for example, in physical contact with the player, such as being
in the player's pocket. In various embodiments, vibrations
associated with a promotion may be distinct from vibrations
associated with a phone call, or an email. For example, the mobile
gaming device may vibrate at one frequency to signal an incoming
call, and at another frequency to signal that a promotion is being
presented.
[0263] 5.2. Beeping. In various embodiments, a mobile gaming device
may beep to signal that a promotion is or is about to be presented.
In various embodiments, a beep that signals the presentation of a
promotion may be distinct from a beep that signals some other
event, such as an email.
[0264] 5.3. Ringing. In various embodiments, a mobile gaming device
may ring to signal the presentation of a promotion. The ring
associated with a promotion may be distinct from rings signaling
other events, such as a phone call.
[0265] 6. Player responds to an advertisement, e.g., the player
shows interest. In various embodiments, a player may respond to a
promotion. The player may respond in such a way as to indicate
interest in the product, service, event, etc. being promoted. The
player may express interest in buying the product or service or in
finding out more information about the product or service, for
example. The player may respond in a number of ways. During, or
following a promotion, the player may have the opportunity to press
or click on a button labeled "learn more" "get more information" or
the like. Pressing such a button, e.g., on his mobile gaming
device, may send a signal to the casino server. The casino server
may then forward more information about the product, service,
event, etc. to the player. For example, the casino may transmit to
the player a text message describing further details about a
product. As another example, the casino may transmit to the player
more images of the product or service in which the player has
expressed interest. The casino server may have further information
related to a promotion stored at the casino server. For example,
information about the subject of a promotion may be stored in a
casino database in associated with the promotion itself. The casino
server may receive further information relating to a promotion when
a marketer submits a promotion. When submitting a promotion, a
marketer may provide additional information. Additional information
may include: (a) further description of the product, service,
event, or other subject of the promotion; (b) information about
where to buy the product or service being promoted; (c) information
about the company or marketer making the promotion; (d) safety
information; (e) information about related products or services;
(f) information about other products being sold by the same
company; (g) information about other products made by the same
manufacturer; (h) pricing information for the product or service;
(i) shipping information for the product (e.g., to what states does
the product ship; e.g., how much does shipping cost); (j)
information about availability of the product; (k) information
about where the product can be purchased; (l) information about
when the product or service may be purchased; (m) reviews for the
product or service; and any other information pertaining to the
promotion or to the product, service, event, etc. being
promoted.
[0266] 6.1. More information about the product mailed or emailed to
the player. When a player expresses interest in the subject of a
promotion, further information about the subject of the promotion
may be sent to the player. The information may be sent via
electronic mail. If the information is sent via electronic mail,
the player may have a chance to look at the information later when
he is not in the midst of a gaming session. The casino server may
have the player's email address on file. For example, the casino
may have collected the player's email address (and other contact
information and other information about the player) when the player
signed up for a player tracking card, when the player checked out
his mobile gaming device, when the player registered at the casino
hotel, etc. If the casino does not have contact information for the
player, the player may enter such information at the time he
expresses interest in a promotion. In various embodiments,
additional information pertaining to promotion may be mailed to a
player at a postal address. The postal address may be on file with
the casino or may be provided by the player when requesting
additional information on a promotion.
[0267] 6.2. More information shown to the player on the mobile
device. In various embodiments, if a player expresses interest in
the subject of a promotion, more information about the promotion
may be presented to the player on his mobile gaming device. More
information may be shown to the player in the form of text, audio,
video, still images, cartoons, or in any other presentation format.
The additional information may have been previously received by the
casino from the marketer and stored with the casino. In various
embodiments, when a player expresses interest in the subject of a
promotion, the casino may transmit to the marketer an indication
that the player has expressed interest. The marketer may then send
information to the player. The marketer may send information
directly to e.g., an email address or postal address of the player.
In various embodiments, the marketer may transmit information about
the subject of a presentation to the casino. The casino may then
transmit the information to the mobile gaming device of the player.
Using his mobile gaming device, a player may repeatedly ask for
further information about the subject of a promotion. As the player
asks for more information, more information may be transmitted to
the player's mobile gaming device and presented to the player from
the mobile gaming device.
[0268] In various embodiments, a player may request more
information about the subject of a promotion. However, in order to
provide additional information, a marketer may have to pay the
casino. The marketer may have to pay the casino in order to
compensate the casino for space taken up on the mobile gaming
device of the casino with the additional information and/or for
potentially diverting the attention of the player away from the
player's gaming session. Thus, in various embodiments, when the
player requests more information, a marketer must first confirm
that it wishes to provide the additional information and must
confirm that it is willing to pay to provide such additional
information.
[0269] In various embodiments, when a player expresses interest in
the subject of a promotion, additional information may be presented
for the player using the same slots that are used for original
promotions. For example, a promotion may be an advertisement for a
car. The promotion may consist of a still image of the car which
replaces a symbol on the reels of a slot machine. A player may
express interest in the car. Thus, subsequently, additionally
images of the car may appear as replacement symbols. These
additional images may show the car from other angles, may show the
interior of the car, may show the car in different colors and
styles, and may show any other depiction of the car. In various
embodiments, further information provided about a promotion may
take the form of follow-on or add-on promotions.
[0270] 6.3. More information shown to the player on a nearby slot
machine. In various embodiments, additional information related to
a promotion may be presented to a player using a nearby gaming
device. The nearby gaming device may provide a large screen area on
which to display promotions. Further the gaming device may not be
in use. Therefore, the entire screen area may be available to
display promotions. Further, the nearby gaming device may be able
to display promotions for a player even while the player continues
to play at his mobile gaming device.
[0271] In various embodiments, additional information shown to a
player may be shown on a stationary gaming device. However, the
player may be on the move while additional information is being
shown. For example, the player may be walking. Therefore, in
various embodiments, information shown to the player may move so as
to follow the player. For example, a player may walk alongside a
row of slot machines. When the player is in front of a first slot
machine, the first slot machine may display a promotional message.
As the player walks, he may become nearer to a second slot machine
and less near to the first slot machine. Accordingly, the second
slot machine may now display the same promotional message. The
message may disappear from the first slot machine. Accordingly, the
message may follow the player. Information shown to the player may
be shown on the nearest available stationary gaming device to the
player at any given time. An available gaming device may include a
gaming device that is not in use, a gaming device that has
capabilities to display information of the type necessary, and so
on. In various embodiments, information shown to the player may be
displayed on the nearest available stationary gaming device to the
player that is also facing in the direction of the player. In
various embodiments, a display of information may transfer from one
gaming device to another according to which gaming devices are
adjacent to one another. For example, a player may walk with two
gaming devices to his left. As he walks, a display may move from a
first of the gaming devices to a second of the gaming devices. In
the meantime, the player may walk near to a gaming device that is
on his right. However, the display of information may be maintained
on the gaming devices to the player's left so as to provide a more
continuous viewing experience and so as to avoid making the player
turn his head from left to right. The location of the player may be
tracked in various ways so that information about promotions may be
displayed near to the player. For example, the mobile gaming device
of the player may communicate its location to the casino server.
The casino server may thereby deduce the location of the player,
assuming the player is currently holding the mobile gaming
device.
[0272] In various embodiments, more information related to a
promotion may be shown to a player on a stationary gaming device
only if the player plays at the gaming device. For example,
additional information may be shown to the player only if the
player makes bets in at least three games every minute.
[0273] In various embodiments, a player may be presented with
additional information related to a promotion, the additional
information presented at a stationary gaming device. After the
additional information has been presented to the player, the player
may be encouraged to begin play at the stationary gaming device.
For example, the stationary gaming device may display a message for
the player saying, "Hey, while you're here, how would you like to
play a few games." The stationary gaming device may even offer the
player an incentive to play at the stationary gaming device. For
example, the stationary gaming device may present a message to the
player saying that if the player makes 8 spins at the stationary
gaming device, then the last two spins will be free.
[0274] In various embodiments, additional information related to a
promotion may be presented, on a stationary gaming device to a
first player with a mobile gaming device. The stationary gaming
device may be chosen from among several stationary gaming devices,
e.g., from stationary gaming devices that are all within a
predetermined distance of the first player. Additionally, the
stationary gaming device may choose to be near to a second player.
The second player may be a player who is at an adjacent stationary
gaming device to the one being used to present the additional
information about the promotion.
[0275] 6.4. Casino attendant brings more information to show the
player. In various embodiments, a casino attendant may bring to a
player of a mobile gaming device additional information about the
promotion. For example, the player may use his mobile gaming device
to request additional information. The casino server may then send
a page or email notification to a casino representative to go find
the player. The casino server may indicate to the casino
representative the location of the player. For example, the casino
server may indicate that the player is near to a stationary gaming
device number 924, or that the player is near to the east entrance.
The casino representative may, in any event, find the player. The
casino representative may bring additional information related to
the promotion. The additional information may include brochures,
coupons, paper advertisements, gift certificates, or any other
information. The additional information may include storage media,
such as universal serial bus drives, CDs, DVDs, and so on. In
various embodiments, the casino attendant may bring to the player a
sample of the product. For example, if the promotion is for a new
lipstick, the casino representative may bring to the player a
sample of the lipstick.
[0276] 6.5. Player information sent to the marketer. In various
embodiments, player information may be sent to a marketer. The
player information may be sent to the marketer who originated the
promotion sent to the player. The player's contact information may
be forwarded to the marketer so that the marketer may later contact
the player to provide the player with more information about the
product.
[0277] 6.6. More information delivered to the player where he is
(e.g., by a casino representative). A person may deliver
information (e.g., a pamphlet, etc.) to a user directly using a
location or the mobile gaming device to find the user. In addition
to or as an alternative to delivering a physical embodiment of the
information, the person may discuss the information verbally with
the user. In some implementations, the person may take the user to
see a product (e.g., take a test drive of a car, see a piece of
jewelry, etc.).
[0278] 6.7. More information left for the player in his casino
hotel room. Information may be sent to a hotel room of a player.
For example, upon a next cleaning, information may be left in the
room, information may be placed under a door, etc.
[0279] 6.8. More information for the player when he checks out of
the hotel (e.g., a departure package). When a player checks out,
information may be given to the player at a front desk.
[0280] 7. Reformatting an advertisement that was meant for a big
slot machine screen for a mobile device screen. Some embodiments
may allow an advertiser to use a single advertisement for multiple
displays. For example, an advertiser may submit an advertisement
that for use on a large monitor, a physical slot machine, and so
on. The advertisement (e.g., image, video, sound, etc.) may be
converted for use on one or more other devices, such as a mobile
gaming device. Conversion may include converting formats,
converting size of images, converting amount of storage size needed
(e.g., compressing, lowering fidelity, lowering resolution, etc.),
converting colors, and so on. By so converting, an advertiser may
have an easier time interfacing with the devices because the
advertiser would not need to submit an advertisement formatted for
each possible device.
[0281] 8. Showing marketers available marketing opportunities
(e.g., who is playing now). In various embodiments, the casino
server may show to potential marketers a current audience that is
available for viewing promotions. The current audience may include
players currently gaming on mobile gaming device, players in
possession of mobile gaming devices, players with money remaining
with which to play on mobile gaming devices, people within viewing
range of mobile gaming devices (e.g., people who might be able to
see a promotion shown on a mobile gaming device, people within
hearing range of an mobile gaming device, and so on. A potential
audience may include people within a limited geographic region. For
example, a marketer with retail stores in Nevada might only be
interested in sending promotions to people currently in Nevada. A
potential audience may include only people within a certain age
range. For example, a casino server may show to a marketer only
people between the ages of 18 and 35, as such people may be the
marketer's main target audience. In various embodiments, a
potential audience may include only people with certain demographic
characteristics, such as only married people, such as only French
speakers, such as only people with incomes over $150,000, and so
on. A potential audience may be presented to a marketer in the form
of one or more aggregate statistics. For example, a marketer may be
told that there are currently 3500 people playing mobile gaming
device who are between 18 and 25 years old.
[0282] In various embodiments, a potential marketer may be shown
available advertising mediums. For example, a marketer may be told
that there are currently 1258 places where their product logo can
be used as a symbol on reel. As another example, a marketer may be
told that there are currently 100 slots open where promotions will
be inserted between games played on mobile gaming devices. As will
be appreciated, any statistic describing available slots or media
for promotions may be presented to a marketer.
[0283] In various embodiments, a marketer may be shown available
slots for promotions for a particular target audience. For example,
a marketer may be told that there 200 mobile gaming devices in
which the marketer's promotion may be used in background graphics
and where the mobile gaming devices are being played by players of
the marketer's target audience.
[0284] 8.1. The number of active handhelds nationwide is tracked.
In various embodiments, the casino server may track the number of
mobile gaming device that are currently in use across a particular
location or geographic region. The casino server, for example, may
track the number of mobile gaming device active within a room,
within a casino, within a neighborhood (e.g., the Las Vegas strip),
within casinos of the same management, within a state, or within an
entire country. Thus, in various embodiments, a casino server may
track the number of mobile gaming devices in use nationwide. A
statistic describing the number of active mobile gaming devices may
be presented to a marketer.
[0285] 8.1.1. How many handhelds of a particular demographic. In
various embodiments, the casino server may track the number of
mobile gaming devices that are being used by players of a
particular demographic. For example, the casino server may count
584 people that are using mobile gaming device and who are between
the ages of 60 and 65. As another example, the casino server may
count 2690 people that are using mobile gaming devices and who are
also gun owners.
[0286] 8.1.2. How many handhelds playing a particular denomination.
In various embodiments, a casino server may track the number of
mobile gaming devices on which players are playing games of a
certain denomination. For example, the casino server may track the
number of mobile gaming devices on which players are playing games
with required wagers of $1.
[0287] In various embodiments, the casino server may track the
number of mobile gaming devices on which a particular type of game
is being played. For example, the casino server may track the
number of mobile gaming devices on which Triple Play Video Poker is
being played. In various embodiments, the casino server may track
the number of mobile gaming devices on which games by a certain
game developer are being played.
[0288] In various embodiments, any group that is tracked may have
its playing characteristics represented by one or more statistics.
Such statistics may be presented to a marketer. Based on such
statistics, a marketer may decide whether or not to promote to the
group.
[0289] 8.2. Space is made instantly available. In various
embodiments, slots, space, or media for promotions may be made
available to marketers in a rapid, instant, or real-time basis. For
example, a marketer might make a decision to have a promotion
presented one minute before it is actually presented. The central
server may, for example, list available slots for promotions into
the future. A marketer may browse such available slots. The
marketer might select one or more slots, even if such slots are to
occur within minutes or less. The promotion may then occur on
schedule. If a marketer's promotion is not already stored with the
casino server (e.g., if image and audio data is not already stored
with the casino server), the marketer may be required to upload a
promotion to the casino server before it can be presented. Once
uploaded, a promotion may be transmitted from a casino server to
one or more mobile gaming devices for presentation.
[0290] 8.3. We allow advertisers to immediately distribute ads on
the fly to all, or to all that meet certain criteria. Immediate
means display this and now. In various embodiments, a marketer may
specify one or more criteria. The criteria may include criteria
defining a target audience, such as demographic criteria. The
criteria may also define games being played, outcomes achieved, and
so on. The criteria may also define current locations of the target
audience. For example, the criteria defined by a marketer may
specify that the target audience includes only people within the
state of Mississippi. Once a marketer has specified a target
audience, or criteria that a member of the target audience must
meet, promotions from the marketer may be presented to the target
audience. Promotions may be presented to all of the target
audience, or to some fraction of the target audience. For example,
1000 people may currently satisfy criteria defined by the marketer.
The promotion of the marketer may, accordingly, be presented to all
1000 people meeting the criteria. In some embodiments, however, the
marketer may not wish to pay to reach the entire target audience.
Instead, for example, the marketer may decide to pay to reach only
a fraction of the target audience, such as one third of the target
audience. Once a marketer has defined a target audience for a
promotion, the promotion may be presented to members of the target
audience substantially immediately. Alternatively, the promotion
may be presented to members of the target audience at a later time,
such as at a time desired by the marketer.
[0291] 8.4. Advertisers get to see a list of who is located near to
the product, e.g., to a coke store. In various embodiments, a
marketer may view data indicative of how many players of mobile
gaming devices are near to the product of the marketer. For
example, a marketer may wish to see a count of the number of
players of mobile gaming devices who are near to a fast-food
restaurant which the marketer represents. The marketer may then
decide whether to have a promotion presented to some or all of such
players.
[0292] 8.5. Mechanism to allow advertisers to find out what's
available and to insert bids. The advertiser has a mechanism to
acquire an advertising block. An advertiser has a mechanism to
place an ad in the black. In various embodiments, a marketer may
view a list or other description of available slots or media in
which promotions may be inserted. The list may include a list of
slots by time of day, by game, by game denomination, by demographic
of the player, and so on. For example, a listing of a slot may
indicate that there is a 5-second slot open for 500 gamers between
the ages of 50 and 55. The marketer may have the opportunity to
purchase that slot and to have his promotion presented during that
slot. Thus, the marketer may have his promotion presented to 500
gamers. The marketer may be able to place a bid for that slot. A
marketer who places the highest bid may have the opportunity to
have a promotion placed in a slot. In various embodiments, a
marketer may be able to have a promotion presented to a first
number of gamers. The marketer may submit the high bid to have a
promotion presented to a second number of gamers, where the second
number of gamers is less than the first number of gamers. For
example, 500 gamers may be currently playing mobile gaming devices.
A marketer may bid to have his promotion presented to 200 of the
gamers. If the marketer has submitted the high bid, the marketer
may succeed in having his promotion presented to the 200 gamers.
The marketer who has submitted the next highest bid may have the
opportunity to have his promotion presented to gamers from among
the remaining group of gamers. Thus, in various embodiments, a
marketer may submit a bid where the bid includes not only a time of
day, a game, a length of a promotion, a size of a promotion, etc.,
but also a number of players to which the promotion will be
presented.
[0293] In various embodiments, a marketer may purchase a slot for a
promotion or submit bids to have a promotion placed using a Web
site of the casino server. The casino server Web site may list
available slots, highest bids, any restrictions on which types of
promotions may be shown, and so on. The marketer may use the Web
site to submit bids, to make purchases, to make payment (e.g., by
submitting a credit card number), to submit the actual promotion
(e.g., image data; e.g., video data; e.g., audio data), and so on.
A marketer may submit bids and other information in many other
ways, as will be appreciated. For example, a marketer may submit
bids via phone, fax, email, postal mail, and so on.
[0294] Bidding may take place over time. In some implementations,
the bidding for a slot may continue until the time for that slot
occurs. As the time for the slot nears, more information about the
slot may be known (e.g., information about what players are in the
area, information about how much those players have won, and so
on). Accordingly, bidding on slots may accelerate as the time of
the slot draws near. Real time bidding may be used so that bidders
may quickly submit bids at any time up to the time of the slot and
the slot may automatically be filled at the time of the slot by the
highest bidder who may be automatically charged. Bidders may be
authorized up to a maximum bid amount before a bid begins. In some
embodiments, automatic betting, reverse auction methods, automatic
buyout levels, and/or any other auction methods may be used. For
example, in one implementation, bidders may submit their highest
levels up to the end of the auction time and the bidder with the
highest level may win the auction at the price of the bidder with
the second highest level.
[0295] In some embodiments, one or more derivative markets
regarding slots may be formed. For example, a futures market for
slots may be created. The futures market may allow trading of
futures use of a slot. For example, a purchaser of a futures
contract may be purchasing the right to use the slot at the time of
the slot. If the price of the slot increases above the price paid
for the future, the seller of the futures contract may lose the
difference and be required to purchase the slot for the use of the
purchaser of the futures contract. If the price of the slot does
not increase to above the price paid for the future, the seller of
the futures contract may make the difference between and be
required to purchase the slot for use of the purchaser of the
futures contract. Accordingly, who believe they have knowledge of
the prices of slots may buy and sell futures based on that
knowledge. In some embodiments, a same entity that sells the slots
may also sell the futures.
[0296] The advertisers may be able to specify the parameters of
displaying their ads--for how much money, to whom, in what games,
when, & in what context. In some embodiments, advertisers may
create advertising campaigns. Advertising campaigns may set
parameters for when a promotion should be displayed (e.g., after X,
Y, Z events, to people in A, B, C demographic groups, etc.), in
certain games, on certain devices, and so on. A duration of the
campaign may be specified. An amount of money to be spent on a
campaign may be specified. The advertiser may be charged for each
display of the promotion up to the amount of money or the end of
the duration and the campaign may then be ended. In certain
embodiments, more directed ads (e.g., ads with more restriction on
who and when they should be viewed) may cost more per running. In
some embodiments, ads related to popular demographic groups and or
events may cost more. In some embodiments, a maximum and/or minimum
cost per display of an ad may be a parameter of a campaign.
[0297] 9. Pricing schemes for advertisers. In various embodiments,
the casino may charge marketers a variable price for presenting the
marketers' promotions. The price charged may depend on a number of
factors.
[0298] 9.1. By real-estate space. The price of a promotion may
depend on the amount of physical space taken up by the promotion.
The physical space taken up may include space taken up on a display
screen. For example, a first promotion that takes up 1 square inch
may cost 5 cents per viewer, while a second promotion that takes up
4 square inches may cost 15 cents per viewer. Physical space may be
measured in a number of ways. Physical space may be measured in
square inches, square centimeters, in pixels, and in portions or
percentages of total screen space (e.g., a promotion may take up
25% of the space of a display screen; e.g., a promotion may take up
2 quadrants of a display screen). Physical space may be measured in
terms of other items. For example, physical space may be measured
in terms of symbols. Thus, for example, a promotion may take up the
space of two symbols. In various embodiments, the price of a
promotion increases monotonically with the amount of space taken up
by the promotion, all else being equal. A promotion may take up
space in the sense that images associated with the promotion take
up space. For example, the space taken up by a promotion may be the
space taken up by images or videos associated with the
promotion.
[0299] 9.2. By time shown. In various embodiments, the price of a
promotion may depend on the amount of time taken up by the
promotion. For example, a promotion may be presented for 1 second,
five seconds, or for thirty seconds. For example, an image
associated with a promotion may be displayed for 1 second, five
seconds, or for thirty seconds. A promotion which is presented for
a longer period of time may cost more money for a marketer.
[0300] 9.3. By which customers got to see the ad. In various
embodiments, the price of a promotion may depend on the target
audience for the promotion. The price of a promotion may increase
as the income level of the target audience increases. The price of
a promotion may increase as the average bet amount of the target
audience increases. The price of a promotion may increase as the
skill level of the target audience increases. The price of a
promotion may increase as the age of the target audience decreases.
The price of a promotion may be higher for a target audience of
city dwellers versus suburban dwellers. In various embodiments, a
target audience may include a set of players who have achieved
similar results. For example, a target audience may include all
players who have won money in the last hour. In various
embodiments, the price of a promotion may be higher for a target
audience of players who have won money in the last hour than for a
target audience of players who have not won money in the last hour.
In various embodiments, a marketer may pay more to reach people who
have had better luck (e.g., in the form of winning outcomes) than
to reach people who have had worse luck (e.g., in the form of
losing outcomes). In various embodiments, the price of a promotion
to jackpot winners may be higher than the price of a promotion to
people who have not won jackpots, or to people who have not just
won jackpots.
[0301] 9.4. Advertisers are charged more for customers with more
money.
[0302] In various embodiments, the price of a promotion may depend
on the amount of money that the viewing audience has. A promotion
that is shown to a player with a credit balance of $900 may cost
the marketer more than a promotion that is shown to a player with a
credit balance of $40. A promotion that is shown to a player with
income of $200,000 may cost the marketer more than does a promotion
that is shown to a player with an income of $50,000. A promotion
that is shown to a player with a hotel room costing $300 per night
may cost the marketer more than does a promotion that is shown to a
player with a hotel room costing $50 per night.
[0303] 9.5. Advertisers are charged more for customers with
particular demographics. In various embodiments, the price of a
promotion may depend on one or more demographics of the target
audience. For example, a marketer may have to pay more to show a
promotion to a player with one child than to a player with two
children.
[0304] 9.6. There can be a straight price. In various embodiments,
the price of a promotion with certain characteristics (e.g., to be
presented to a particular target audience, for a particular period
of time, etc.) may be fixed. That is, the price may be posted and
may not be subject to change or negotiation. The price may be
quoted in various ways. For example, the price of a promotion may
be quoted on a per-player basis (e.g., the price of a promotion is
5 cents per player to which it is shown). The price of a promotion
may be quoted on the basis of a block of players who are to view
the promotion. For example, the price of a promotion may be quoted
as the price to show a promotion to 500 people.
[0305] 9.7. There can be a bidding process. If a marketer is the
winning bidder, the marketer gets the ad space. In various
embodiments, marketers may bid against one another for the
opportunity to present a promotion. An opportunity to present a
promotion may include an opportunity to present a promotion under a
particular set of circumstances. The circumstances for presenting a
promotion may include one or more of the following: (a) a time of
day during which the promotion will be presented; (b) a player to
whom the promotion will be presented; (c) a set of players to whom
the promotion will be presented; (d) a game with which a promotion
will be presented (e.g., a promotion will be presented on the face
of a card in a game of video poker); (e) an amount of time for
which the promotion may be presented; (f) an amount of space that
will be taken up by a promotion; (g) a type or model of mobile
gaming device on which the promotion will be presented (e.g., the
promotion may be presented on a model of mobile gaming device with
a particular large and bright screen); (h) a location in which a
promotion will be presented (e.g., a promotion may be presented
only to players who are in a particular restaurant; e.g., a
promotion may be presented only to players who are within 20 feet
of a particular jewelry store; e.g., a promotion may be presented
only to players who are by the pool); and any. As will be
appreciated, the circumstances surrounding the presentation of a
promotion may influence the desirability of presenting the
promotion and may thus influence the amount that a marketer might
be willing to pay to present the promotion.
[0306] In various embodiments, marketers may bid for the
opportunity to present a promotion under a particular set of
circumstances. For example, the casino may post a set of
circumstances. The posting may allow a marketer to present a
30-second promotion on 4 square inches of screen space, sometime
between 2:30 pm and 2:35 pm on Sunday, to 300 female players aged
35-55. In other words, the winning marketer's promotion would be
shown to 300 different players as described, with each promotion
shown to a player on her respective mobile gaming device.
[0307] When the opportunity is posted, marketers may have the
opportunity to bid so as to present a promotion under the posted
circumstances. Marketers may become aware of the posting by
checking a web page of the casino server. For example, marketers
may register with the casino server and may thereby receive access
to a Web site where opportunities to present promotions are
presented. In various embodiments, marketers may become aware of
the opportunity through an email or other alert sent by the casino.
For example, anytime the casino posts an opportunity for presenting
promotions, the casino may alert marketers on its mailing list of
the opportunity.
[0308] A marketer may enter, in various ways, a bid for an
opportunity to present a promotion. In various embodiments, a
marketer may key in a price he would be willing to pay. The
marketer may key his bid into a Web page run by the casino server.
In various embodiments, a marketer may phone a casino
representative to convey his bid.
[0309] In various embodiments, a marketer may submit a bidding
strategy to the casino. For example, the bidding strategy may
dictate that the marketer will always place a bid that is $10
higher than any competing bid, until the bidding level reaches
$300. Accordingly, the casino may enter bids for the marketer
automatically in keeping with the marketer's bidding strategy.
[0310] In various embodiments, a marketer may bid for only a
portion of the promotional opportunities being offered. For
example, the casino may post an opportunity to display a still
image to 300 people from the Midwest between 3:00 pm and 3:05 pm. A
marketer may wish to have a promotion presented to Midwesterners
between 3:00 .mu.m and 3:05 pm. However, the marketer may wish to
promote to only 100 people. Accordingly, the marketer may bid for
the opportunity to present a promotion to 100 of the 300 people
from the Midwest. Another marketer may wish to present to only 200
people from the Midwest between 3:00 .mu.m and 3:05 pm. Therefore,
it is possible that both the first marketer and the second marketer
get their wishes. In various embodiments, all winning bidders pay
the same price per person. For example, a marketer who successfully
bids to have a promotion presented to 200 of 300 people available
may pay the same price per person as does a marketer who
successfully bids to have a promotion presented to 100 of 300
people available. The amount paid per person by both marketers may
be based on the lower bid. The amount paid per person by both
marketers may be based on the higher bid. The amount paid per
person by both marketers may be an average or weighted average
(e.g., where weightings are proportional to the number of people
who will view the each of the marketers' respective promotions) of
both bids.
[0311] 9.8. An advertiser has an exclusive to a particular "slot"
(a medium like a card). The advertiser may pay extra for this. In
various embodiments, a marketer may gain exclusive use of a slot,
medium, or other advertising venue or opportunity. A marketer may
gain exclusive rights to: (a) a particular mobile gaming device
(e.g., a marketer may have exclusive rights to present promotions
on the particular mobile gaming device for some period of time);
(b) a particular symbol (e.g., a marketer may have exclusive rights
to present promotions on the jack of spades; e.g., a marketer may
have exclusive rights to present promotions at the third symbol
position of the second reel of a gaming device); (c) a particular
area of a screen (e.g., a marketer may have exclusive rights to
present promotions in the upper right corner of a display screen of
a mobile gaming device; e.g., a marketer may have exclusive rights
to present promotions below the playing area on a display screen of
a mobile gaming device); (d) a particular display monitor (e.g., a
marketer may have exclusive rights to present promotions on a
display monitor located above a heavily trafficked corridor in a
casino); (e) a particular gaming device (e.g., a marketer may have
exclusive rights to present promotions on a particular gaming
device; (f) a particular location (e.g., a marketer may have
exclusive rights to present promotions to players when the players
are at a certain location); (g) a particular time of day (e.g., a
marketer may have exclusive rights to present promotions during a
particular time of day); (h) a particular group of people (e.g., a
marketer may have exclusive rights to present promotions to a
particular demographic of people in a casino; e.g., a marketer may
have exclusive rights to present promotions to a defined set of
people, such as the Jones family; e.g., a marketer may have
exclusive rights to present promotions to any person who has won
more than $500 in the last hour); or to any other category of
promotional opportunity.
[0312] In various embodiments, when a marketer gains exclusive use
of a slot, medium, or other advertising venue or opportunity, other
marketers may be excluded from presenting promotions in the venue
while the period of exclusivity persists. In various embodiments,
the marketer with exclusive rights may allow other marketers to
present promotions at his discretion. The marketer who allows other
marketers to present promotions may receive fees from the other
marketers.
[0313] In various embodiments, a marketer may pay extra for the
exclusive right to use a particular slot, medium, venue, etc. For
example, suppose the cost per square inch per minute of promotional
space on a mobile gaming device is ordinarily 10 cents. If a
marketer desires to purchase every square inch of screen space on a
mobile gaming device for an hour, the marketer may pay 12 cents per
square inch per minute.
[0314] In various embodiments, a marketer may gain exclusive rights
to a particular slot, medium, venue, etc., with respect to a group
of marketers. The group of marketers may be a group of competing
marketers, for example. For example, a marketer may gain the
exclusive right to present promotions related to airlines on a
particular mobile gaming device. As another example, a marketer may
gain the exclusive right to present promotions related to food
during the hour of 12:00 .mu.m to 1:00 pm on all mobile gaming
devices within a casino. In various embodiments, a marketer may pay
extra for exclusive rights to present a particular type of
promotion, or for rights to exclude a particular group of other
marketers from presenting promotions.
[0315] 9.9. Where several advertisers want a slot, every time the
slot appears in a game one of the ads is selected at random. An
advertiser can pay more to have a greater probabilistic weighting
applied to his ad. For example, f four advertisers pay 2, 5, 6 and
10 respectively, then their respective weights can be 2/23, 5/23,
6/23 and 10/23. In various embodiments, a marketer may pay for a
chance or probability of having his promotion presented. For
example, a marketer may pay 5 cents and thereby have a 50% chance
of having his promotion presented in a particular slot. In various
embodiments, various marketers may pay to have a promotion
presented in the same slot. For each marketer, a chance that the
promotion will be presented in that slot may be determined. For
example, the chance that marketer 1's promotion will be presented
may be determined to be 40%, the chance that marketer 2's promotion
will be presented may be determined to be 20%, and the chance that
marketer 32's promotion will be presented may be determined to be
20%. The chance that each marketer's promotion will be presented
may be based on the amounts paid by each marketer. In various
embodiments, the chance that a marketer's promotion will be
presented is set in proportion to the amount paid by the marketer.
Thus, if marketer 1 pays twice as does marketer 2 to have his
promotion presented in a particular slot, then the chance that
marketer 1's promotion will be presented may be set twice as high
as that of marketer 2.
[0316] In various embodiments, a slot may include a number of
presentation opportunities. For example, a slot may include an
opportunity to present a promotion to 100 people during a
particular five-minute time window. If multiple marketers pay to
have a promotion presented during the same slot, the presentation
opportunities may be divided among the marketers. For example, one
marketer may present his promotion to 60 of the 100 people, while
another marketer may present his promotion to 40 of the 100 people.
In various embodiments, the number of presentation opportunities
given each marketer may be proportional to the amount paid by the
marketer. For example, if marketer 1 pays $7, and marketer 2 pays
$3, then marketer 1 may have his promotion presented to 70 people
while marketer 2 may have his promotion presented to 30 people.
[0317] In various embodiments, a slot may include an opportunity to
present a promotion on (or in place of) a particular symbol when
the symbol arises in a game. As will be appreciated, the symbol may
arise multiple times over the course of multiple games. If multiple
marketers pay to have a promotion presented in that slot, then one
of the marketers' promotions may be chosen at random each time
there is an opportunity arises (e.g., each time the symbol arises
in a game). The probability that a marketer's promotion will be
presented each time an opportunity arises may be proportional to
the amount paid by the marketer. In various embodiments, the
promotions presented may alternate among all marketers who have
paid to have promotions presented in a particular slot. Marketers
who have paid more may have their promotions presented more
frequently. For example, suppose a first marketer has paid twice as
much as a second marketer to present promotions in a particular
slot. Then, for every three opportunities to present promotions in
that slot, the first marketer may be given the first and third
opportunities, while the second marketer may be given the second
opportunity.
[0318] 9.10. There can also be a secondary market for ad space. The
ad space can be transferred, for example, with the central service
getting a small cut. In various embodiments, a marketer may
purchase slots, venues, etc. directly from the casino. In various
embodiments, a first marketer may purchase slots, venues, etc. from
another marketer or from any other third party. In various
embodiments, slots, venues, and other promotional opportunities may
be purchased and resold. A secondary market may exist for
promotional opportunities.
[0319] In various embodiments, the casino may run an exchange for
promotional opportunities. In various embodiments, the exchange may
be run by a third part. In various embodiments, the exchange may
have no individual governing authority. The exchange may allow a
marketer to post offers to sell promotional opportunities. The
exchange may allow a marketer to post offers to buy promotional
opportunities. Offers to buy may include quantities and prices. For
example, an offer to buy may specify a number of people to which a
promotion will be presented as well as a price that will be paid
for the promotional opportunity. Likewise, an offer to buy may
specify a price and quantity as well.
[0320] In various embodiments, offers to buy and offers to sell may
include descriptions of the opportunity being bought or sold. A
description may include: (a) a number of people to which a
promotion will be presented; (b) a time of day during which the
promotion will be presented; (c) a number of mobile gaming devices
on which the promotion will be presented; (d) the demographic of
the people to whom the promotion will be presented; (e) the amount
of time that the promotion will occupy (e.g., the promotion must be
a 30-second spot) (f) the form of the promotion (e.g., still image;
e.g., video; e.g., audio); (g) the amount of screen or display
space the promotion may occupy; (i) the game that the promotion
will accompany (e.g., the promotion will be made while players play
video poker; (j) the symbol that a promotion will represent or
replace (e.g., the promotion will represent a jackpot symbol); and
any other descriptors of promotions or the circumstances under
which promotions will be presented.
[0321] The description of the opportunity being bought or sold may
be provided by the casino. The casino may, in fact, be the
originator of the opportunity and so may possess a description of
the opportunity which it has come up with. In various embodiments,
each opportunity may receive a unique identifier. For example, the
opportunity to promote to 100 people between the ages of 55 and 65,
each with incomes over $100,000, between 11:00 am and 11:05 am in a
30-second video spot taking up half of a screen may have a unique
identifier of 1112223453. In various embodiments, identical or
fungible opportunities may receive the same identifier. For
example, the opportunity to present to a first person from
Tennessee at 9:00 pm may be indistinguishable from the opportunity
to present to a second person from Tennessee at 9:00 pm. Thus the
two opportunities may have identical identifiers. However, any
opportunity which is different in some way may receive a different
identifier. Associated with each identifier may be a description of
the opportunity. A marketer who is interested in purchasing a
particular opportunity, for example, may use the identifier
associated with the opportunity to access a description of the
opportunity. For example, the casino may store a database
containing descriptions of opportunities in association with
identifiers. If a marketer submits an identifier to the database,
the casino may retrieve the description and present the description
to the marketer. The description may be presented to a marketer,
e.g., on a Web interface to the exchange.
[0322] In various embodiments, a quantity specified by a marketer
may refer to a number of a particular opportunity that is
associated with an identifier. For example, a marketer may wish to
purchase 100 of the opportunity with identifier 1112223999. This
may correspond to the opportunity to present a still image to 100
people who are in a particular restaurant at a casino between the
hours of 12:00 pm and 2:00 pm on Sunday.
[0323] In various embodiments, an opportunity may include the
opportunity to present a 10-second video clip to a particular
individual sometime between 6:00 .mu.m and 9:00 .mu.m. There may be
100 such opportunities available, meaning that the same individual
will have 100 10-second video clips presented on his mobile gaming
device between 6:00 .mu.m and 9:00 pm. However, as the particular
times that the video clips are presented may be chosen at random,
each individual opportunity from among the 100 may be a priori
indistinguishable from each other opportunity. Therefore each of
the 100 opportunities may have the same identifier. Thus, for
example, a marketer may bid on 10 such opportunities to present to
the player. If the marketer should find a seller to give him the 10
opportunities, the marketer would have the ability to present 10
10-second video clips to the person sometime between 6:00 .mu.m and
9:00 .mu.m.
[0324] In various embodiments, one purpose of the exchange may be
to match buyers and sellers of the same opportunity. If a buyer
bids a certain price for a certain quantity of a particular
opportunity, and a seller offers the same price for the same
quantity of the same particular opportunity, the buyer and seller
may be matched. A sale may take place. The buyer may thus acquire
the opportunities to present promotions, and the seller may give up
such opportunities. In exchange, the seller may receive payment
from the buyer based on the bid and offer amounts. The casino, or
other authority in charge of the exchange may receive a transaction
fee for matching the buyer and seller. For example, the casino may
receive a transaction fee from either the buyer, seller, or both.
The fee may come from the last of the buyer or seller to match the
price of the other. The fee may come from the first of the buyer
and seller to post the price at which the transaction took place.
The fee may take the form of a percentage of the sale price and may
be deducted from the amount that the seller collects from the
buyer.
[0325] In various embodiments, a potential buyer may pay a fee just
for posting a bid. In various embodiments, a potential seller may
pay a fee just for posting an offer. In various embodiments,
participants in the exchange may pay a fixed fee, a fixed fee per
period of time, or a fixed fee per transactions completed, in order
to participate on the exchange.
[0326] When an opportunity has come into the hands of a buyer, the
buyer's name or other identifying information may be stored in
association with the opportunity. Thus, the casino may maintain a
record of which marketers own which opportunities for presenting
promotions. When it comes time for presenting promotions, the
casino may allow the owners of the promotional opportunities to
present their promotions during those times.
[0327] In various embodiments, an owner of a promotional
opportunity must submit a promotion to the casino within a
predetermined time of coming into possession of the opportunity.
For example, within 1 hour after buying a promotional opportunity,
a buyer may be required to submit an advertisement to the casino.
The casino may subsequently approve the advertisement before it can
be shown. In various embodiments, an owner of a promotional
opportunity must submit a promotion to the casino within a
predetermined period of time of the promotion's showing, or first
potential showing. For example, suppose a promotion has a 10%
chance of being shown as early as 8:00 .mu.m. Then the owner of the
promotional opportunity may be required to submit the promotion by
7:00 pm. If the promotion is not submitted on time, the owner of
the promotional opportunity may lose the opportunity and may be
unable to have his promotion shown. In various embodiments, if an
owner of an opportunity does not submit his promotion in time, the
opportunity may return to the market, for potential acquisition by
a new owner.
[0328] In various embodiments, contingency opportunities for
presenting promotions may be sold. A contingency opportunity may
include ability of a second marketer to present a promotion if a
first marketer with priority over the second marketer decides not
to present a promotion. For example, a first marketer may purchase
the opportunity to present a promotion to a particular person at a
particular time. A second marketer may purchase the opportunity to
present to the same person at the same time if the first marketer
does not.
[0329] In various embodiments, an identifier for an opportunity may
include a ticker symbol. The ticker symbol may be a compact way of
representing or identifying the opportunity. For example, the
ticker symbol may consist of four letters.
[0330] Futures
[0331] [Do futures make sense in this context? There is no cost of
carry.
[0332] So a future is the same as the underlying in value at
least?]
[0333] 9.11. By the presentation means (audio versus video). In
various embodiments, the price of a promotional opportunity may
depend on the type of signal used to broadcast the promotion. For
example, promotions that employ visual or light-based presentations
may be priced differently than promotions that employ audio or
sound-based presentations. A promotion that uses video and audio
may be priced differently than is a promotion which uses only
video. A promotion that uses video and audio may be priced
differently than is a promotion which uses only audio. A promotion
which uses vibrations or other touch stimuli may be priced
differently from a promotion that does not use touch stimuli. A
promotion that uses smell may be priced differently from a
promotion that does not use smell.
[0334] 10. Criteria. The advertiser has certain types of criteria
for what type of ad space they want. Do they want a picture, a
video? Do they want high resolution or low resolution? Check on the
available content. Does the available content match the criteria
for an ad? So there is a process of discerning what type of ad
space an advertiser wants and matching the ad space to the
available content. Advertisers may prefer video, still image,
audio, and/or any other specific format for a promotion.
Accordingly, advertisers may filter out slot purchases and/or ad
campaign purchases by the type of device through which the
promotion will be run so that only devices that are suited for the
type of promotion are used. For example, if an audio only promotion
is desired, an advertiser may not want to purchase a campaign that
includes a slot on a video monitor. Accordingly, campaigns may be
paired only with devices that match the promotion media and/or
advertisers may select devices by filtering out those that are
designed for certain media but no other media.
[0335] 10.1. Feedback/review process. The advertiser gets to see
what his ad will look like when actually shown. In some
embodiments, when an advertiser submits information about a
promotion, the advertiser may be given the opportunity to see an
example of how the promotion will look and/or sound. The example
may include a simulation of an image and or video displayed through
a mobile gaming device, on a monitor, on a ticker, on a kiosk, and
so on. The simulation may be presented through a computer interface
(e.g., a web interface, a flash interface, and so on). The
simulation may include elements form a simulated casino with the
promotion in effect (e.g., slot machines, tables and so on). In
some embodiments, audio may be played to simulate the promotion. In
some embodiments, advertisers may be able to move through a
simulated 3d environment to see and hear how a promotion may be
perceived at different locations within an environment.
[0336] 10.2. A debugger for an active dynamic campaign. In some
embodiments, an advertising campaign may include a plurality of
different triggers for display of a promotion, rules for
determining what types of devices to display a promotion on, and a
casino or other public space may be filled with a plurality of
people engaging in a plurality of activities, so that the execution
of a promotion over the activities may result in a complex number
of rules being triggered and displays and sounds be made that
change nearly continuously. It may be beneficial to an advertiser
or administrator of an advertising system to be able to simulate an
advertising campaign being executed in a public space with a
simulated set of people moving interacting in the simulated space
in order to debug or otherwise appreciate how the campaign might be
executed. A simulation may include a plurality of simulated people
in a simulated public space. The simulated people may have
simulated demographics, engage in simulated activities, engage in
simulated games, and so on. The simulation may include simulated
devices that correspond to real devices on which a promotion may be
made (e.g., simulated mobile gaming devices held by simulated
people, simulated monitors positioned where a real device might be
positioned in a real environment, simulated slot machines, and so
on). The simulation may display what devices are being used for
what portion of a promotion and why in some implementations. The
simulation may display rules or triggers being fired (e.g., a
person wins and is shown an ad) and/or other characteristics being
used to determine how the promotion would be made if the simulated
people were real people.
[0337] 11. Data about players that is available for reference. In
various embodiments, a casino may store various data related to a
player. Data may be received in various ways. A player may provide
data about himself to the casino. For example, a player may provide
data when making a reservation or when signing up for a player
tracking card. The casino may receive data about a player when
performing a check on the player, such as when performing a check,
on a player prior to granting credit to the player. The casino may
receive data about a player by tracking its interaction with a
player. For example, through the player's interaction with the
casino, the casino may gather data about a player's wins and
losses, recent outcomes, and so on.
[0338] In various embodiments, data about a player may be used by
marketers to select a target audience for their promotions. For
example, a marketer may decide that he wishes to advertise only to
players with high skill levels at video poker. In various
embodiments, a marketer may select a target audience by navigating
through a series of menus. One menu may relate to age. Using the
menu, a marketer may select an age range for his target audience.
Another menu may relate to income. Using the menu, the marketer may
select an income range for his target audience.
[0339] In various embodiments, having selected a target audience, a
marketer may indicate that he wishes his promotions to go to the
target audience. In various embodiments, having indicated a target
audience, the marketer may first view statistics describing how
many of his target audience are currently available for viewing
promotions. For example, the marketer may view statistics
describing how many of his target audience are currently using
mobile gaming devices. If the marketer is satisfied with the number
of his target audience that are available, then the marketer may
indicate he wishes his promotion(s) shown to the target
audience.
[0340] In various embodiments, one or more of the following types
of data may be available with respect to a player: (a) name; (b)
address; (c) gender; (d) date of birth; (e) data derived from games
the player has played; (f) a skill level of the player at a game;
(g) a skill level of the player at Blackjack; (h) a skill level of
the player at video poker; (i) transaction data for the player; (j)
an average deposit size for the player; (k) a bet amount made by
the player; (l) an average bet amount made by the player; (m) a bet
limit for the player (e.g., a maximum amount that a player is
allowed to bet per game; e.g., a maximum total that a player is
allowed to bet over a plurality of games, such as over a session of
games); (n) a bet limit for the player that has been self-imposed
by the player (e.g., a maximum amount that a player is allowed to
bet per game by request of the player); (o) a loss limit for the
player (e.g., a maximum amount that a player is allowed to lose
over some period of time, beyond which the player will be prevented
from further gaming); (p) a deposit limit for the player (e.g., a
maximum amount that a player is allowed to deposit in a gaming
machine; e.g., a maximum amount of chips that a player is allowed
to buy at a gaming table).
[0341] In various embodiments, one or more of the following types
of data may be available with respect to a player: (a) residential
address; (b) residential address city; (c) residential address
country; (d) residential address preferred; (e) residential address
street; (f) residential address suburb; (g) residential address
zip; (h) postal address; (i) postal address city; (j) postal
address country; (k) postal address preferred; (l) postal address
street; (m) postal address suburb; (n) postal address zip; (o)
contact details; (p) email; (q) secondary email; (r) fax number;
(s) mobile (e.g., the phone number for the player's mobile device);
(t) pager (e.g., the contact number for the players' pager); (u)
preferred contact method; (v) business number (e.g., the phone
number for the player's business); (w) home number (e.g., the phone
number for the player's home); (x) credit cards details; (y)
personal details; (z) agent code; (aa) date of birth; (bb) first
name; (cc) last name; (dd) middle name; (ee) national id; (ff)
nationality (e.g., the player's country of origin; e.g., the
country in which the player has citizenship); (gg) promotional
code; (hh) sex; (ii) title; (jj) authentication question and
answers (e.g., questions about the player's mother's maiden name
and answers to such questions); (kk) bank account details; (ll)
bank name; (mm) bank_account_id; (nn) branch_address; (oo)
branch_code; (pp) branch_country; (qq) account_name; and (rr)
account_no.
[0342] 12. Screening. Make sure there are no inappropriate
promotions, promotions which violate copyrights, etc. In some
embodiments, advertisers may submit promotions through a portal or
otherwise. Before those promotions are shown or otherwise
transmitted to users of a mobile gaming device, a process of
verifying that the promotions adhere to a set of standards may be
performed. The process, for example, may search for vulgar,
pornographic, indecent, copyright infringing, or otherwise unwanted
material. The process may include human actions, computerized
actions and/or other actions. For example, a computer algorithm may
search for certain offensive words in a promotion, search for a
color hue that corresponds to human flesh colors, and so on. If
such offensive material is found, the promotion may be rejected,
the promotion may be sent for review by a human, and so on.
[0343] 12.1. All promotions inspected by casino employees. In some
implementations, all promotion may be inspected for offensive
material by a casino employee or other person before the promotions
are run. If offensive material is found, the promotion may be
rejected, the advertiser may be notified to correct the promotion,
the employee may work with the advertiser to remove the material,
the material may be censored and the promotion may run without the
material, and so on.
[0344] 12.2. Advertisers sign term sheets detailing the limitations
of promotions. In some embodiments, an advertiser may be asked to
sign a release or terms of service agreement before a promotion is
run. The agreement may include limitations about materials that may
be included in the promotion. Such limitations may vary from
location to location within a casino (e.g., bars areas may allow
some material that is not allowed in restaurants), from time to
time for when the promotion is to run (e.g., some material may be
allowed later in the night that is not allowed during the day), and
so on.
[0345] 12.2.1. Penalties for violation. In some embodiments, if an
advertiser violates the agreement, a penalty may be assessed. The
penalty may include removal of the promotion, a fine, censorship of
the material, banishment from the advertising service, decreased
priority for running promotions, increased fees in the future,
removal from certain devices, and any so on.
[0346] 12.3. Wait period between when promotions are submitted and
when they are approved. In some embodiments, after an advertiser
submits material for a promotion, there may be a waiting period
before that material may be used. The waiting period may be used to
verify that no offensive material is included in the promotion.
Accordingly, in a bidding process for a slot, advertisers may
submit material for approval before the end point of the bidding
process if the end point is near the time of the slot so that there
is little, or no delay and the slot may be utilized for the
promotion. The wait period may be any amount of time that may be
used to verify a promotion (e.g., one day, one hour, one minute).
The waiting period may be a minimum time, an actual time needed, a
standard time, a random time, and so on.
[0347] 13. Allocation. Who do we present the advertisements to? How
do we allocate ads to the people viewing the ads? In some
embodiments, promotions may be presented to users of mobile gaming
devices. Promotions may also be presented to users of stationary
gaming devices that carry mobile gaming devices, or other mobile
devices that allow tracking (e.g., cell phones, PDAs, etc.) with
them.
[0348] 13.1. The ads can be based on the player. Promotions shown
on a mobile gaming device or on another device may be based on
information about a single player or on information about a
plurality of players. For example, a promotion for Coke may be
shown to a player that has a known affinity to caffeinated sugary
beverages. Such a promotion may be shown on a mobile gaming device
directly to the player. As another example, if a group of people
with the same affinity are in an area, the promotion for Coke may
be shown to all of them through another device, such as a monitor
facing the group of people.
[0349] 13.1.1. The ads can be based on the demographic of the
player. In some embodiments, the promotions shown to the player or
players may be based on demographic information about the player or
players. For example, some promotions may be targeted to specific
genders, ages, incomes, etc. Those promotions may be shown to
players that match some or all of those criteria.
[0350] 13.2. The ads can be selective to certain locations in the
world. In other words, the ads can be put only in certain locations
without trying to figure out necessarily who goes there or not. In
some embodiments, promotions may be placed in a specific area of a
world (e.g., a casino floor or a virtual gaming world). The
promotion may be placed there so that any person passing may view
the promotion.
[0351] 13.3. The ads are based on how a game proceeds. An ad might
come up only on a winning hand. The ad can come up if the game is
simply likely to turn out a certain way (e.g., if the game is
likely to be a winning game) even if the game hasn't finished yet.
In some embodiments, the progress of a game being played on a
mobile gaming device may be monitored and that information may be
used to direct promotions. In some embodiments, the progress of a
live game m ay be monitored (e.g., by cameras, casino personnel,
etc.) and that information may be used to direct promotions. Events
related to a game may be used to influence what promotions are
shown to a player or players. For example, a win in a game, a loss
in a game, a win of a threshold amount over one or more games, a
loss of a threshold amount over one or more games, a jackpot win, a
particular hand in a card game (e.g., black jack, royal flush,
etc.), a chance of winning above a threshold (e.g., a player is 70%
likely to win the ongoing game of blackjack), a particular card or
symbol is played, and any other events may trigger a promotion
being shown to a player or group of players. In some
implementations, for example, good events or wins may trigger
promotions for spending money or celebration, bad events or losses
may trigger events for saving money or free play.
[0352] 13.4. A factor determining whether or which ad is played
could be a player's balance. If the balance increases over some
period of time, an ad can be shown. In some embodiments, a player's
balance of money may be a used to determine which promotions to
show the player. For example, if a player wins over time,
opportunities to spend the winnings may be shown. If a player loses
over time, opportunities to save money may be shown. Some
promotions may be shown only to players with balance over a
threshold amount. Such balance limitation may prevent promotions
for expensive luxury items from being shown to players that could
not afford those items.
[0353] 13.5. Ads shown could correlate with the size of a
progressive jackpot. In some embodiments, a size of a progressive
jackpot may influence the promotions shown to players. The size may
influence, for example, promotions shown to people playing a game
related to the progressive jackpot, to players near a game device
that is related to the progressive jackpot, to players that are
choosing which game to play, and so on. As a jackpot increases,
promotions for more expensive and luxurious things may be shown.
Such promotions may have the effect of both incentivizing players
to play the game and to buy the item if they win the jackpot.
[0354] 13.6. A factor determining which ads are shown on the mobile
device is the location of the mobile device. In some embodiments,
promotions may be shown based on a location of a mobile gaming
device and/or player. For example, some promotions may be shown in
a particular casino or based on a player's location within a
casino. Each casino may have its own ad server from which
promotions are transmitted to devices. Ads may be distributed from
the central service to the ad servers at the casino based e.g., on
which casino the promotion is targeted to.
[0355] 14. Downloading advertisements to the mobile device. It
should be recognized that material related to a promotion may be
stored on a mobile device and/or transmitted to a mobile device in
any way.
[0356] 14.1. Downloading ads when the mobile device is docked
(e.g., for charging, e.g., for playing on the large screen). In
some embodiments, material (e.g., images, sound, video, etc.)
related to one or more promotions may be transferred to and/or
stored on a mobile gaming device when the mobile gaming device is
docked for charging. In some implementations, the mobile gaming
device may dock to a power and data transfer station that allows
recharging and transferring of data to and/or from the mobile
gaming device. A set of information about promotions that may be
used to display promotions for a period of time may be stored on
the mobile gaming device (e.g., transferred from a central server)
when the mobile gaming device docks. Accordingly, when promotions
are to be displayed, the data may already be stored on the mobile
gaming device. The docking may be performed, for example, by a
casino employee between uses by a customer, by a customer between
gaming sessions (e.g., at a docking station in a hotel room), and
so on.
[0357] 14.2. Downloading on the fly (e.g., downloading wirelessly).
In some embodiments, material (e.g., images, sound, video, etc.)
related to one or more promotions may be transferred to and/or
stored on a mobile gaming device when the promotion is to be
displayed (e.g., streaming) or when it is determined that the
promotion is to be displayed soon. Such transferring of material
may take place wirelessly over a communication network connecting
the mobile gaming device to a content server.
[0358] 14.3. Having a casino rep deliver a memory stick with more
advertisements on it. In some embodiments, material (e.g., images,
sound, video, etc.) related to one or more promotions may be
transferred to and/or stored on a mobile gaming device by a
physical connection to a memory device (e.g., card, stick, etc.).
The memory device may be connected and/or delivered to the device
by a casino employee.
[0359] 15. Report to advertisers after their ad has been shown. In
some embodiments, a report regarding promotions shown to players
may be given to advertisers. The report may identify which
promotions were shown to which players, why the promotions were
shown, an effectiveness of the promotions, a charge for the
promotions, and any other information to information the
advertisers about the promotion. The report may provide advertisers
with detailed information regarding promotions, for how much money,
to whom, in which games, when, & in what context (possibly
storing screen shots or data that permits the screen image to be
recreated). In some implementations this information may be
captured by a central server that feeds promotion material to
devices. In other implementations, the mobile device may be
operating independently of the central server at times. The mobile
device may record what promotions have been shown and later report
those to the central server.
[0360] In various embodiments, a mobile gaming device may inform
the casino server when a promotion has been presented. For example,
the mobile gaming device may inform the casino server of date and
time when a promotion was presented. The mobile gaming device may
further provide an identifier for the promotion. The casino server
may then bill the marketer who sent the promotion for the
presentation of the promotion. In various embodiments, a mobile
gaming device may transmit one or more of the following pieces of
information to the casino server: (a) the date of a promotion's
presentation; (b) the time of a promotion's presentation; (c) an
indication of which promotion was presented (e.g., an identifier
for a promotion; e.g., "The Ford Promotion"); (d) a format in which
a promotion was presented (e.g., a promotion was presented only as
a still image; e.g., a promotion was presented in its abbreviated 3
second form; e.g., a promotion was presented in its full 20 second
form; e.g., a promotion was presented as audio only); (e) a sponsor
of a promotion; (f) a length of a promotion; (g) a game during
which a promotion was presented; (h) a location on a display screen
where a promotion was presented; (i) one or more outcomes which
occurred on the player's mobile gaming device preceding the
promotion (e.g., a promotion may cost a marketer more if the
promotion was made following a string of winning outcomes for the
player); (j) a player's reaction to a promotion (e.g., the player
wished to find out more information; e.g., the player was bored
with the promotion); (k) and any other pertinent information.
[0361] In various embodiments, the casino server may include
accounting software. The software may track when promotions have
been presented, how much is owed to the casino based on such
presentations, how many remaining presentations of a promotion must
be made, how much has already been paid by a marketer, who a
promotion has been presented to, and any other information related
to a promotion, amounts
[0362] In various embodiments, a mobile gaming device may verify
with the casino server that a promotion should be presented before
actually presenting the promotion. For example, the mobile gaming
device may send an identifier associated with the promotion to the
casino server. The casino server may check a record of promotions
that had been transmitted to the mobile gaming device. If the
record does not contain the identifier transmitted to the casino
server by the mobile gaming device, then the casino server may
instruct the mobile gaming device not to present the promotion that
the mobile gaming device had indicated.
[0363] 16. What rewards can advertisers give? In some embodiments,
advertisers may provide players with rewards for viewing
promotions, and/or taking some action related to the promotions.
For example, an advertiser may provide a reward for viewing a sales
pitch related to a product, for purchasing a product, for clicking
on a sponsored link, and so on. The rewards may include rewards
that change game play, sponsored game play, physical objects, and
so on.
[0364] 16.1. Free symbols, such as wild cards. In some embodiments,
an advertiser may reward a player by changing a game to include a
new symbol (e.g., a new card, a new slot symbol, and so on). The
new symbol may have beneficial properties that increase payouts or
increase winning odds, for example. In some implementations, the
new symbols may include wild cards or wild symbols.
[0365] 16.2. Extra pay-lines. In some embodiments, an advertiser
may reward a player by sponsoring or otherwise adding pay-lines to
a slot machine or hands to a card game. The added pay-lines may act
similar to normal pay-lines and/or have different rules or
payouts.
[0366] 16.3. Moving your bet to a higher category (e.g., a 50-cent
bet becomes a 75-cent bet). In some embodiments, an advertiser may
reward a player by increasing a bet made by the player and/or
increasing a bet to a higher category of bets that might not be
available for an amount bet normally. For example, a 50-cent bet
may qualify for a first set of odds, and a 75-cent bet may qualify
for second set of odds. The advertiser may reward a player by
increasing the odds of a 50-cent bet to those of a 75-cent bet
and/or by providing a supplemental 25 cents for such a bet.
[0367] 16.4. Free moves of a game piece. In some embodiments an
advertiser may reward a player by allowing the player to make a
move in a game that would not normally be allowed. For example, a
free move of a game piece that would normally require a payment or
a waiting period may be provided.
[0368] 16.5. Give a better pay table (e.g., double jackpot payout,
higher payout percentage on slot machine). In some embodiments, an
advertiser may reward a player by improving terms of a game. For
example, the advertiser may increase odds or increase payouts of a
game.
[0369] 16.6. Give a do over/mulligan (e.g., replace the last card
drawn with a new draw). In some embodiments, an advertiser may
reward a player by allowing a player to replay a game or a portion
of a game. The replay may include replaying with new game elements
(e.g., new cards in a deck) or replaying with the same game
elements. For example, a player may be able to replay an action in
a blackjack game that caused the player to bust. The player may,
for example be offered the option to receive a new card and/or may
be offered the option to take back the hit and choose to stand.
[0370] 16.7. Give advice on game play (e.g., "you should stand
now"). In some embodiments, an advertiser may reward a player by
offering the player advice on a game. The advice may include
advising the player how to play according to a desirable strategy
(e.g., basic strategy). The advice may be based on knowledge that
players do not have (e.g., knowledge of odds, knowledge of upcoming
cards in a deck, and so on).
[0371] 16.8. Rewards particular to a mobile device. In some
embodiments, a reward may include customization or other addons to
a mobile device such as a cell phone or mobile gaming device. The
customization or addons may relate to the promotion (e.g., games
branded with the promotion, etc.). In some embodiments, a reward
may include a free ring tone, software (e.g., games, applications),
free cell phone minutes, free music downloads, free video
downloads, and so on.
[0372] 17. Public Service Games/Announcements. In some embodiments,
a device may offer a public service-related game and/or display
public service announcements similar to the display of promotions.
Rather than advertisers, public organizations, such as police, the
FBI, and so on may submit material to be used for such
announcements.
[0373] 17.1. An "America's Most Wanted Slot Machine." Real and
current criminals may be used in a slot machine game or card game.
Missing children or other people can be put on the reels of slot
machines or card games in other implementations. If a player
recognizes one, the player can contact the FBI (perhaps through the
slot machine, or perhaps through a separate channel). The slot
machine thereby provides a public service. The criminals can be
tailored to the locality. For example, people who are wanted
criminals in Tennessee can be put on the reels of slot machines
located in Tennessee. A player may be given a reward or bonus if
the player helps to capture a criminal or find a missing
person.
[0374] 17.2. The gaming network could disseminate useful
information. Information from civilian broadcasts (e.g., about
disaster alert, etc., weather, news items, casino images from a web
cam, and any other information may be distributed similar to
promotions discussed above.
[0375] 18. Regulatory approval of advertisements. Game
modifications typically require approval by the regulators. In some
embodiments, each promotion may be separately approved by
regulators for inclusion in a game. In other embodiments, games may
be designed so that some or all promotions are run separately from
the running of a game (e.g., by a separate processor, by a separate
processing thread, and so on). Accordingly, regulatory approval of
each new promotion added may not need regulatory approval. In some
embodiments, promotional material may be preapproved for inclusion
in certain spots in a game or certain spots in a game may be
approved for use in promotions that meet certain criteria.
[0376] In various embodiments, a casino may seek regulatory
approval to feature or insert a promotion into a game. In various
embodiments, a casino may seek regulatory approval to feature or
insert a graphic associated with a promotion into a game. In
various embodiments, a casino may seek regulatory approval to
feature or insert any graphic into a game. The game may be a game
of chance played for money, such as a slot machine game or video
poker game. In various embodiments, a casino may receive blanket
approval to insert any one of several graphics, at the casino's
discretion, into a game. For example, the casino may desire
regulatory approval to insert any one of 50 different graphics into
a game. For example, the casino may desire regulatory approval to
insert any one of 50 graphics as a symbol into a game. The
graphics, or any data related to a promotion, may be shown in
advance to regulators. The regulators may approve all the graphics,
or other data, and may then allow the casino to insert any one of
such graphics, at its discretion, into the game.
[0377] Terms of regulatory approval for inserting a graphic into a
game may include any one or more of the following: (a) the presence
of a graphic has no effect on the game when compared to how the
game would be played if the graphic were not present; (b) the
presence of a graphic has no effect on the payout of the game when
compared to what the payout of the game would be if the graphic
were not present; (c) the graphic in no way indicates or represents
something that is not true (e.g., a graphic cannot say "winner" if
the graphic does not form part of a winning outcome); (d) the
graphic in no way indicates or represents anything about the game
itself (e.g., the graphic does not suggest an amount of a payout, a
winning or losing outcome, an entry into a bonus round, etc. The
graphic may simply convey a message that is independent of the game
play); (e) the graphic is not offensive; (f) the graphic cannot be
confused for another graphic that is already part of the game; (g)
the graphic cannot be confused for a graphic that is part of any
game (e.g., a graphic of a clown might be forbidden because it
might be confused with a joker symbol); (h) the graphic may not
appeal to children or minors (e.g., the graphic may not show toys
or brands which appeal to children); and so on. It will be
appreciated that the foregoing terms may apply to video, cartoons,
animation, audio, or any other information which may be featured in
a promotion.
[0378] Obtaining regulatory approval on the foregoing may allow a
casino to solicit promotions which may be obtained from marketers
and then which may be incorporated into games. A new promotion may
be received and then incorporated without the necessity of
obtaining regulatory approval between the time the promotion is
received and the time the promotion is incorporated. This may allow
for marketers to enjoy a rapid turnaround time between when
promotions are submitted and when the promotions are
incorporated.
[0379] 19. Ads appear on the mobile gaming device (or music player)
and disable all other functionality. In some embodiments gaming or
menu components may disappear or be disabled when a promotion is
displayed. The user may be forced to click on the promotion in
order to continue doing what he had been doing or wants to do. For
example, the user must click on the promotion to play games or to
access a menu where he can select music to listen to. The user may
thereby have his games sponsored by the advertiser. In turn, the
advertiser pays according to the number of clicks. For example, the
advertiser pays a fixed rate for 100 clicks, showing that the ad
has been viewed 100 times.
[0380] 20. Choosing among multiple promotions to show. In some
embodiments, if multiple promotions may be shown, the one that
shows a particular product may be favored if that product's sponsor
has paid more for the privilege. In some implementations, the
proportion of times a promotion is shown may be related to the
amount paid for the promotion related to the amount other
advertisers paid for their promotions. For example, a slot machine
may determine that a player should win 10 coins. There may be two
promotions that one could show the player. One would include two
"Ford" symbols. Another would include two generic symbols, such as
two "cherry" symbols. The more Ford has paid, the more the former
outcome might be shown. In other words, the company that has paid
more may have their symbols shown more often.
[0381] 21. Only display ads in the slot machine when there is a
win. In some embodiments, promotions may only be shown in a game
after a win. Limiting such promotions to a win may provide good
will to the advertisers associated with the promotions similar to a
sponsorship of the win.
[0382] 22. Non-competition among promotions. In some embodiments,
when one advertiser has a sponsored outcome in a game (e.g., a Ford
slot symbol) that wins X for a player, the company may require, or
a central server may ensure that no competitor has another outcome
that wins more than X for the player. For example, Toyota in the
above example may not be allowed to have a higher winning outcome
because that may make the Ford look bad. In some embodiments, a
determination of whether two advertisers are competitors may be
made. The determination may be made based on information submitted
by the advertisers (e.g., indications of competitors). In some
embodiments, if two advertisers are competitors only one promotion
may be shown, but if they are not competitors both promotions may
be shown.
[0383] 23. Incentives based on where you are in the casino,
particularly in relation to where you are in relation to the gaming
zone. In some embodiments, promotions may be based on location of a
mobile gaming device within a casino. The location may include
proximity to a vendor, as discussed above. The location may also
include location with respect to the gaming area. The promotions
may be targeted to keep a player within a gaming area.
[0384] 23.1. Types of incentives. Promotions may include incentives
to play more games, such as sponsored play, new game types, rewards
from advertisers, as discussed above, and so on. Promotions may
include incentives to stay in an area (e.g., to talk to a
representative for a product you should stay where you are) to walk
through an area (e.g., go talk to a representative in the middle of
the gaming area or on the other side of the gaming area, go to a
store on the other side of the gaming area or away from the cage,
etc.).
[0385] 23.2. Critical areas of the casino. Promotions may be
directed to move players away from certain area or keep players in
certain areas of a casino.
[0386] 23.2.1 The cage. Players visit the cage to exchange chips or
other winnings for cash. As a player moves towards the cage,
promotions may be presented that incentive the player to move away
from the cage and/or continue gaming.
[0387] 23.2.2. Edge of gaming zone. To leave a gaming area, players
must cross over an edge of the gaming area. As a player moves to
the edge of a gaming area, promotions that incentivize the player
to stay within the gaming area, move away from the edge of the
gaming area, and/or continue gaming may be shown to the player.
[0388] 24. Tracking the player's path. In some embodiments, a
player's players path may be tracked and or estimated. Promotions
may be presented based on a path (e.g., along a path, in order to
alter a path).
[0389] 24.1. Obtaining the path data. Path data may be determined
from a change of a location of a mobile gaming device within a
casino. Path data may be estimated by extrapolating a past path in
a continuous direction, by analyzing historic path data of people
that have taken a current path of a player, and so on.
[0390] 24.2. Correlating path data with other data. Path data may
correlate with other actions or preferences of a player. For
example, a player that moves towards a bar may likely desire a
drink, a player that moves towards a casino cage may want to stop
gambling, and so on. Such information may be used to direct
promotions to the player.
[0391] 24.2.1. Put path data together with gaming data. E.g., has
person stopped gaming for the last five minutes, and now is up and
walking? In some embodiments, gaming activity and or any other
activity may be combined with path data to determine what
promotions to direct to a player. If a player stops gambling after
a period of gambling, for example, and walks towards an edge of a
gaming area, promotions to keep the player in the gaming area and
continue gaming may be presented to the player. If a player wins a
big win and heads towards a shopping area, promotions for large
luxury items may be presented to the player.
[0392] 24.3. Correlation in paths of separate people. Conclude they
are together. In some embodiments, a correlation in behavior among
multiple players may be determined (e.g., players walk together,
players arrive together, players sit at a table together, players
play a same game, they are at a plurality of same locations, and so
on). If player behavior correlates to a threshold extent (e.g.,
they stay together for 10 minutes at a bar, they play more than one
game together, they walk around a casino together, etc.) the
players may be deemed to be part of a party. Promotions may be
directed to correlated players in a coordinated fashion (e.g.,
similar promotions may be shown, complimentary promotions may be
shown, preferences of one player may be attributed to another
player, and so on), In some embodiments a promotion related to a
first player may be shown to a second player if the two players are
determined to be related.
[0393] 24.3.1. Build Relationship profiles based on correlations
and other information. In some embodiments, the amount and type of
correlation between activities and paths of people may be used to
develop profiles about the relationships of those people. For
example, if genders are known, we may be able to estimate if two
people are friends hanging out for a night or a couple out for a
date, etc. If two people are staying in a hotel room, we may know
the type of room and number of rooms (e.g., one bed or two, one
room or two) and may use that to determine a relationship type
(e.g., one bed indicates a romantic relationship, two rooms
indicate friends). Also, a social network may be developed. For
example, if A and B correlate, then B and C correlate. We may
determine that there is some link between A and C. Such a link and
information may be developed over multiple visits by multiple
people and may be used at any date to direct promotions. So, for
example, person A and B may enjoy one type of entertainment and
gaming one night, so that when person A and C arrive together,
similar preferences may be attributed to person C.
[0394] 24.3.2. Relative movement as trigger for promotions. In some
embodiments, if two players are determined to be related in some
way, a relative movement of the two players may be used to trigger
promotions. For example, if two players move closer together (e.g.,
based on the location of mobile gaming device used by the players)
a promotion related to a group activity may be shown. As another
example, if two players move farther apart, a promotion related to
individual activities may be shown.
[0395] 24.4. Feedback to player based on his path. In some
embodiments, feedback may be provided to a player to put a player
on a path associated with a promotion. For example, directions to
get to an area related to a promotion may be provided, audio
feedback may be provided telling a player if they are moving in the
right direction, visual data displaying arrows or other images
indicating a direction may be provided, and so on.
[0396] 24.5. Estimating a path. In some embodiments, a location of
a mobile device may be determined. A change in the location may be
determined. In some embodiments, a path along which a player using
the mobile device is likely to travel along may be determined based
on the location and the change in location. The path may be an
estimate of a path along which the player is likely to travel in a
predetermined period of time (e.g., within the next minute, etc.).
The path may be determined based on data collected about the
player's prior movements and/or data collected about other players'
prior movements. Historically collected data may be used, for
example, to determine that players starting in a first location
that make a move in a first direction typically travel along the
path. In some implementations, demographic information may be used
to more accurately predict the path by limiting the sample of
historic paths to paths taken by players similar to the player.
[0397] 24.5.1. Activating promotions along an estimated path. In
some embodiments, promotions may be shown along an estimated path
(e.g., on one or more devices along the path). In some embodiments,
devices may be selected for showing a promotion based on a
direction the device faces. For example, a device may be selected
if the device faces along the path in the direct of the player.
[0398] 24.6. Putting physical ads, people, or other items along an
anticipated or well-traveled path. In some embodiments, collected
information about paths taken by players may be used to determine
typical paths taken by different players at different times.
Promotions may be placed along those paths in anticipation of
similar paths being used by similar people in the future. For
example, a path around a card game area may be determined to be
travelled by people between the age of 25 and 40 between 5 and 9
frequently, so promotions targeted at that demographic group may be
placed along the path.
[0399] 24.6.1. Block off a path that typically means a player will
stop playing. In some embodiments, a correlation may be determined
between a path travelled and a player not gambling anymore. In some
implementations, such information may be used to adjust paths so
that the particular path is blocked off or adjusted to direct
players to a different path (e.g., one not correlated with an end
of gaming).
[0400] 25. The player chooses a type of ad at the time when he
checks out a mobile device. In various embodiments, a player may
make one or more designations at the time when he receives a mobile
device. Such designations may influence the promotions and
advertisements shown to the player. For example, such designations
may influence the types of companies that advertise to the player
or the types of products that are advertised to the player.
[0401] A player may receive a mobile device in a number of ways. In
various embodiments, a player may receive a mobile device at a cage
at a casino, at a vending machine, or at a front desk at a casino
hotel. In various embodiments, a player may receive a mobile device
from a casino representative. For example, a player may be situated
at a slot machine and wish to move around the casino while
continuing to engage in gaming. Accordingly, the player may request
that a casino representative provide the player with mobile device
for gaming. A player may also be in possession of a mobile device
of his own (e.g., the player may be in possession of a personal
cell phone). A player already in possession of a mobile device may
make one or more designations pertaining to advertisements at the
time he configures or enables his mobile device for the purposes of
gaming.
[0402] When receiving or configuring a mobile device, a player may
make a number of designations. The player may indicate: (a) a
product (e.g., Coke); (b) a category of products (e.g., soft
drinks; e.g., leisure cruises); (c) a brand; (d) a company; (e) a
manufacturer; (f) a purpose for a product (e.g., as a wedding
present; e.g., something to clean a bathroom); (g) a price range
(e.g., a price range for a product that the player may be willing
to buy; (h) a budget range (e.g., an amount the player may have
available to spend); (i) a desired sales representative or type of
sales representative that the player may be interested in
communicating with (e.g., a life insurance agent). Such
designations by the player may allow a marketer to determine the
desirability of sending advertisements or promotions to a player.
For example, if a player has designated the product category of a
particular marketer, then the marketer may be more willing to pay
to have the player view an advertisement for the marketer's
product. The designations may also aid the casino in selling
advertising space to marketers. For example, the casino may be able
to convince cruise lines to advertise on the mobile devices of
players if the casino can show cruise line marketers that a number
of such players are interested in vacations on cruise lines.
[0403] When receiving or configuring a mobile device, a player may
also indicate characteristics about himself/herself. The player may
indicate an age, race, income level, place of residence, family
status, gender, political preference, occupation, or any other
piece of information. Such information may further aid marketers in
deciding which players to advertise to, how much to pay to provide
advertisements, and in deciding what advertisements to send to one
or more players.
[0404] 26. Bonus round on a separate device. In various
embodiments, a player may engage in part of a game on a mobile
gaming device, and part of the same game on another device. The
other device may be a gaming device that is not a mobile device.
For example, the other device may be a slot machine, video poker
machine, video blackjack machine, or the like. In some embodiments,
the gaming device may offer an experience to the player that is not
available on the mobile gaming device. Thus, it may be more
exciting or otherwise pleasing for the player to play a portion of
a game on the other gaming device rather than playing the entire
game on the mobile gaming device. In some embodiments, a player may
reach a bonus round of a game while playing on a mobile gaming
device. The bonus round of the game may feature random event
embodied in a physical process. For example, the bonus round may
feature the spinning of a wheel. While it is possible that the
spinning of a wheel may be visually simulated using a display
screen of a mobile gaming device, for example, it may be more
exciting for a player if he actually sees a physical wheel spin.
Thus, a player may play out the bonus round portion of his game
using a gaming device that is not mobile. The gaming device used
for the bonus round may include a physical spinning wheel. The
wheel may spin to reveal the player's prize in the bonus round.
[0405] In various embodiments, when a first portion of a game is
played on a mobile gaming device, and a second portion of a game is
played on another device, the outcome of the game may be determined
in several ways. The outcome of the game may be determined solely
based on random numbers or events generated by the mobile gaming
device. The outcome of the game may be determined solely based on
random numbers or events generated by the other device (e.g., by a
gaming device that is not mobile). The outcome of the game may be
determined solely by a third device, such as by a casino server.
The outcome of the game may be determined based on random numbers
or events generated by both the mobile gaming device and the other
device (e.g., the gaming device that is not mobile). For example,
entry into a bonus round may be determined based on random numbers
generated on a mobile gaming device. The outcome of the bonus round
may be based on random numbers generated at the other device (e.g.,
at the gaming device that is not mobile). The outcome of the game
may be determined based on random numbers or events generated at
the mobile gaming device and at the third device (e.g., the casino
server). The outcome of the game may be determined based on random
numbers or events generated at the other device (e.g., at the
gaming device that is not mobile) and at the third device (e.g., at
the casino server). The outcome of the game may be determined based
on random numbers or events generated at the mobile gaming device,
at the other device (e.g., at the gaming device that is not
mobile), and at the third device (e.g., at the casino server).
[0406] 27. 100% Payback device. In various embodiments, a game on a
mobile gaming device may have a house edge of 0%. In various
embodiments, a game on a mobile gaming device may have a negative
house edge. As will be appreciated, games with 0% house edge may
fail to yield profits for a casino. As will be appreciated, games
with a negative house edge may potentially cost a casino money.
Thus, in various embodiments, a casino may use revenue from
presenting promotions in order to supplement costs associated with
games that have 0% or less house edge.
[0407] In various embodiments, a casino may present enough
promotions on a mobile gaming device to create a desired positive
house edge when earnings from promotions are counted. For example,
for each $1 game played on a mobile gaming device, the mobile
gaming device may present 5 promotions. For example, the five
promotions may include five products which take the place of
symbols on simulated slot machine reels. For each promotion
presented, the marketer sponsoring the promotion may pay the casino
one cent. Thus, the casino may earn five cents from marketers for
each $1 game played. Even if the house edge on the game itself is
0%, the casino may effectively maintain a 5% house edge when
earnings from promotions are taken into account. In order to attain
a desired effective house edge, a casino may adjust the number of
promotions presented per game played and/or adjust the fees charged
to marketers per promotion. For instance, in the foregoing example,
if the casino wished to receive a 6% house edge, the casino may
have caused the presentation of 6 promotions per game rather than
5.
[0408] In various embodiments, a player of a game may be required
to view or otherwise peruse one or more promotions in order play
games with a zero or negative house edge. As a player views
promotions, a player may accumulate points, tokens, or other scrip.
The player may be required to accumulate a certain number of points
in order to play games with a zero or negative house edge. As the
player approaches a target number of points, the house edge may get
smaller and smaller, reaching zero when the player achieves the
target number of points. For example, a game may conventionally
have a house edge of 10%. However, when a player has viewed half of
the promotions required to play games with a 0% house edge, the
house edge may decline to 5%. In various embodiments, as a player
accumulates points, the player may use such points to play a game
with a 0% or negative house edge. Once the player uses up points,
the player may be required to earn further points (e.g., by viewing
more promotions) in order to play further game with a 0% or
negative house edge.
[0409] In various embodiments, a meter or other gauge may indicate
a player's progress towards being able to play games with a 0%
house edge. As a player views more promotions, for example, the
meter may more closely approach a target. When the target is
reached, the player may be able to play games with a 0% house edge.
In various embodiments, a player may be required to continually,
periodically, or sporadically view additional promotions in order
to maintain the privilege of playing games with a 0% or negative
house edge. If the player fails to view promotions at the desired
rate, the player may lose points and/or the meter may move away
from its target range. The player may then be left to play games
with a positive house edge until such time as the player views
additional promotions.
[0410] 28. Providing Information and Encouraging Other Activity. In
various embodiments, a mobile gaming device may display a promotion
that serves to encourage a player to play at a stationary gaming
device. For example, a player may be holding a mobile gaming device
as he walks through a casino. The mobile gaming device may start
buzzing and then display a message. The message may inform the
player that a stationary gaming device of a certain type is nearby.
For example, the message may read, "There is a great game called
Jackpot Jungle" to your right. It is very lucky today!". In various
embodiments, a mobile gaming device may detect the presence of a
nearby stationary device, or vice versa. The mobile gaming device
may then encourage the player to visit the nearby stationary gaming
device. There may be any of a number of triggering conditions which
trigger the display of a message to a player encouraging the player
to visit a stationary gaming device. Triggering conditions may
include the following: (a) the stationary gaming device is within a
predetermine distance of the mobile gaming device; (b) the
stationary gaming device has a higher betting limit than the mobile
gaming device; (c) the stationary gaming device supports the same
game that the player has been playing on his mobile gaming device;
(d) the stationary gaming device supports the same game that the
player had played in the past; (e) the stationary gaming device
supports a game on which the player had experienced good results in
the past (e.g., a game on which the player had won more than $100
in the past); (f) the stationary gaming device features a new game
(e.g., a new game that the casino wishes to test; e.g., a new game
that a manufacture wishes to test; e.g., a new game that the casino
wishes to popularize); and any other triggering conditions.
[0411] In various embodiments, a mobile gaming device, or any
mobile device, may serve as an information display or information
conduit for nearby objects, people, or other things or entities. In
various embodiments, a player may hold the mobile gaming device
close to a stationary gaming device in order to find out
information about the stationary gaming device. For example, a
player may hold up a mobile gaming device close to a stationary
gaming device in order to find out historical gaming results at the
stationary gaming device. Information that may be revealed on a
mobile gaming device about a stationary gaming device may include
the following: (a) the last outcome; (b) the last payout; (c) the
last 10 outcomes; (d) the last 10 payouts; (e) the last X outcomes;
(f) the last X payouts; (g) the last time a bonus round was
reached; (g) the net winnings of the prior player at the stationary
gaming device; (h) the gross winnings of the prior player at the
stationary gaming device; (i) the amount won at the stationary
gaming device in the last hour; (j) the amount won at the
stationary gaming device in the last X period of time; (k) the last
time a jackpot was won; (l) the largest payout to be won in the
last hour; (m) the identity of any celebrity that has played at the
stationary gaming device; and any other information about the
stationary gaming device.
[0412] In various embodiments, a mobile gaming device may reveal
information about a gaming table. The mobile gaming device may
reveal results or outcomes at the table. For example, the mobile
gaming device may display representations of cards that are
currently in play at the table. For example, the mobile gaming
device may display representations of the community cards that are
currently in play in a game of Texas Hold'em. In various
embodiments, a mobile gaming device may display representations of
current pot sizes or beta amounts at a table. The mobile gaming
device may display representations of hidden or secret cards. For
example, a mobile gaming device may show representations of cards
that a player holds in his hand, or representations of cards yet to
be deal. In various embodiments, a mobile gaming device may show:
(a) the identify of one or more players at a table; (b) a gaming
history of one or more players at a table (e.g., the most recent
outcome achieved by a player at the table; e.g., the winnings for
the player at the table in the last hour); (c) the identity of the
dealer at the table; (d) the stakes at the table; (e) the betting
limit at the table; (f) the last X cards dealt at the table; (g)
the manufacturer of the table; (h) the availability of a seat at
the table (e.g., the mobile gaming device may show that there is
one seat available at the table; e.g., the mobile gaming device may
show that there are 3 people in line to sit at the table); (i)
information about a dealer at the table; (j) information about how
much players have won when playing with this dealer; and any other
information about the game at the table, the outcomes at the table,
the players at the table; and any other information about the
table.
[0413] In various embodiments, a mobile gaming device may display
information about a restaurant. The mobile gaming device may
display information including: (a) an indication of one or more
menu items that are in the restaurant; (b) an indication of prices
in the restaurant; (c) in indication of ratings or reviews for the
restaurant; (c) an indication of the available seating in the
restaurant; (d) information about a chef at a the restaurant; (e)
an indication of an expected wait time; (f) an indication of an
expected time to be served dinner; (g) an indication of any special
items being served; (h) an indication of any promotion associated
with the restaurant (e.g., a current promotion may offer drinks at
half price); and any other information about the restaurant.
[0414] In various embodiments, a mobile gaming device may display
information about a store or other retail establishment. A mobile
gaming device may display information including: (a) product
listings; (b) product prices; (c) promotions (e.g., a promotion may
offer 50% on all items in the store); (d) product reviews; (e)
product sizes (e.g., sizes for clothes); (f) number available of
every product, and any other information about the store.
[0415] In various embodiments, a mobile gaming device may have
different settings in terms of what types of information or how
much information it may reveal about a stationary gaming device,
about a person, or about any other entity. In various embodiments,
different settings may allow a player to view information about
different time periods. A first setting may allow a player to view
information from a particular time in the past. A second setting
may allow a player to view information from another, more distant
time in the past. For example, a first setting may allow a player
to view historical game information about a stationary gaming
device up to 10 minutes in the past. In other words, the player may
be able to see what outcomes have occurred at the gaming device in
the past ten minutes. However, outcomes which had occurred at the
gaming device more than ten minutes ago may not be available for
viewing by the player. A second setting of a mobile gaming device
may allow a player to view historical gaming results from a
stationary gaming device up to one hour in the past. In various
embodiments, a setting may determine the range over which a mobile
gaming device may display information about a stationary gaming
device or other person, object, or entity. At a first setting, the
mobile gaming device may be able to display information about a
stationary gaming device that is up to 10 feet away. At a second
setting, the mobile gaming device may be able to display
information about a stationary gaming device that is up to 50 feet
away. If a player has a mobile gaming device at the second setting,
the player may be able to sweep the mobile gaming device in an arc
with his hand and to thereby find out information about many
different stationary gaming devices without having to move his
feet. In various embodiments, settings may determine the type of
stationary gaming device, person, object, or other entity about
which a mobile gaming device may display information. For example,
in a first setting, a mobile gaming device may display information
only about stationary gaming devices that feature video poker. In a
second setting a mobile gaming device may display information only
about stationary gaming devices that feature slot machine
games.
[0416] In various embodiments, prior to displaying information
about a stationary gaming device, person, or other object or
entity, a mobile gaming device must first detect the stationary
gaming device. Further, in various embodiments, it must be decided
which stationary gaming device among several proximate gaming
devices will be the one for which information will be displayed on
the mobile gaming device. For example, the mobile gaming device may
be proximate to several stationary gaming devices. It must then be
determined which of the several proximate stationary devices will
be the one for which information is displayed on the mobile gaming
device. In various embodiments, a mobile gaming device will display
information about the stationary gaming device to which it is
closest. In various embodiments, a mobile gaming device will
display information about the stationary device to which it is most
nearly being pointed. For example, a mobile gaming device may have
side or face which may be assumed to constitute the front of the
mobile gaming device. When the front of the mobile gaming device is
facing or pointing towards a particular stationary gaming device,
then the mobile gaming device may display information about the
stationary gaming device. In various embodiments, a mobile gaming
device may display information about a stationary gaming device
which is facing in the direction of the mobile gaming device. Thus,
for example, the mobile gaming device may display information about
a first stationary gaming device that is further away than is a
second stationary gaming device if the first stationary gaming
devices faces in the direction of the mobile gaming device and the
second stationary gaming device faces in a different direction.
[0417] In various embodiments, a player may pay to have particular
settings on his mobile gaming device, where such settings determine
the amount of information that may be displayed on the mobile
gaming device. For example, a player may pay $5 per day for a first
setting in which he can hold his mobile gaming device up to a
stationary gaming device and see the last 10 outcomes of the
stationary gaming device displayed on his mobile gaming device. The
player may pay $10 per day for a second setting in which he can
hold his mobile gaming device up to a stationary gaming device and
see the last 100 outcomes of the stationary gaming device displayed
on his mobile gaming device. In various embodiments, a mobile
gaming device may receive information such that it is capable of
displaying the information available for any possible setting.
However, the mobile gaming device may withhold information or not
display certain information that it has received based on its
current setting. For example, a mobile gaming device may be in a
first setting where it may only display the last 10 outcomes that
have occurred on a stationary gaming device. The stationary gaming
device may, in fact, communicate to the mobile gaming device the
last 100 outcomes that have occurred at the stationary gaming
device. However, the mobile gaming device may only display 10 of
those outcomes because of its current setting. Were the mobile
gaming device in a second setting, the mobile gaming device might
display all 100 of those outcomes. In various embodiments, a mobile
gaming device may request from a stationary gaming device, from the
casino server, or from any other source only the information that
it may communicate to a player based on the current setting of the
mobile gaming device.
[0418] 29. Tailored Ads in Virtual Game Environments. Various
virtual game environments, interactive environments, role-playing
environments, virtual worlds, virtual communities and other
environments currently exist or may exist in the future. Examples
include Second Life, EverQuest, World of Warcraft, and Guild Wars.
Such environments may include slots, mediums, or other
opportunities to display promotions, such as advertisements. The
promotions may pertain to the virtual world or to the real world.
For example, the promotions may be advertisements for products in
the real world. For example, a virtual world billboard may
advertise a soft drink that is actually sold and drunk in the real
world.
[0419] In various embodiments, players or patrons of a virtual
environment may register or otherwise supply information about
themselves. For example, a player may provide a name and email
address when registering to play in a virtual gaming environment.
Other information about the player may be derived in other ways.
For example, information about the player may be collected from his
playing habits. For example, information about the player may be
collected detailing times of day when the player is active in the
virtual community. From such information, for example, the player's
sleeping hours and eating hours may be deduced. In various
embodiments, information about a player may be derived from
interacting with his computer. For example, the interaction of the
player's computer with the server operating the virtual environment
may provide information about the player's physical location.
[0420] In various embodiments, information about a player or
participant in a virtual environment may be used in selecting which
promotions will be presented to the player. In various embodiments,
information about a player or participant in a virtual environment
may be used in conjunction with current circumstances, such as time
of day, in presenting promotions to the player.
[0421] In various embodiments, a particular location in a virtual
world may display different promotions depending on which players
are currently viewing that location. For example, suppose a player
is driving on a road in a virtual world. The road may include a
billboard which displays advertisements to passing cars. The
player's real address may be on record with the server operating
the virtual world. The real address may be in West Virginia, for
example. Accordingly, the virtual world may present a promotion on
the billboard that relates to a business in West Virginia. For
example, the promotion may be an advertisement for a take-out
restaurant near to the player's house in West Virginia. When a
second player drives by the same billboard in the virtual world, a
different promotion may be displayed to the second player. The
different promotion may be a promotion that is tailored to
information about the second player, such as to the second player's
home address in the real world. In various embodiments, two players
may see the same virtual location, but may see different promotions
at the same location. Thus, it may be as if the two players are in
parallel virtual universes in that they are in the same place at
the same time but see different things. The promotions shown to the
players may be tailored to the players' respective information.
[0422] In various embodiments, promotions shown to a player may be
chosen (e.g., by the game server) based on the time of day. For
example, if it is local noon for a player in the real world, a
promotion may be shown for a fast-food restaurant. If it is the
evening, a promotion may be shown for a prime-time TV show.
[0423] 30. Pay a person to receive ads on his cell phone--In
various embodiments, a user of a mobile device, such as of a cell
phone or mobile gaming device, may be paid to receive promotions at
his mobile device. The person may receive payment from his wireless
carrier and/or from marketers. As payment, a person may receive
cash, discounts off a cell phone bill (e.g., the person may have
his cell phone bill reduced from $40 to $35), gift certificates
(e.g., gift certificates for the products being promoted by a
marketer providing promotions to the person), and any other
benefit. A person may agree to have a certain quantity of
promotions downloaded to his mobile device. The quantity may
include some quantity of playing time. For example, the quantity
may include 1 hours' worth of promotions per month. The quantity
may include some total number of promotions (e.g., 20 promotions
per month). The quantity may include some total bit or byte
quantity of promotions. For example, the quantity may include 30
megabytes worth of promotions downloaded per month. A person may
receive differing payments or benefits depending on the quantity of
promotions downloaded. For example, a person who has 20 minutes of
promotions downloaded per week may receive a $10 benefit per month,
while a person who has 10 minutes of promotions downloaded per week
may receive a $4 benefit per month.
[0424] In various embodiments, promotions downloaded may include
ring tones. One possible benefit of a ring tone is that it may be
heard not only by the owner of mobile device (e.g., a cell phone),
but it may also be heard by others in the vicinity of the owner
when the device rings. Thus, if the ring tone promotes a particular
product or service, the promotion may reach more than just one
person. In various embodiments, a person may be paid or may receive
a benefit for downloading a particular ring tone. In various
embodiments, a person may receive a benefit for using a particular
ring tone. For example, a cellular phone may report to the wireless
carrier (or to any other business or authority) on the usage of a
particular ring tone. A person may be paid according to this
reported usage. In various embodiments, a person may be paid
according to the number of phone calls he receives and according to
the number of times a particular ring tone is thereby played. In
various embodiments, a person may be paid according to his or her
location at the time that a ring tone is played from his cellular
phone. For example, a person may be paid more if his ring tone goes
off in a crowded or frequently trafficked area than if the ring
tone goes off in an isolated area. In various embodiments, a person
may be paid according to the time of day that a ring tone goes off.
For example, a person may be paid more if a ring tone goes off
during a busy time of day (e.g., during a lunch hour) than during a
time of day when most people are at home or are at work in a
particular area.
[0425] 31. Software which prevents or discourages the mobile device
from presenting unauthorized ads (or other things). In various
embodiments, a party that is not affiliated with the casino may
attempt to transmit data for a promotion to a mobile gaming device.
The party may wish to have a promotion presented on the mobile
gaming device. In doing so, however, the party may be circumventing
the casino, and may thereby be avoiding making payments to the
casino that are rightfully owed to the casino.
[0426] In various embodiments, a mobile gaming device may include
software to prevent the presentation of unauthorized
promotions.
[0427] In various embodiments, data for an authorized promotion may
include a tag, label, or other associated data. The tag may be an
authorization code, for example. A mobile gaming device may include
software which can determine whether a tag is valid or not. For
example, a valid tag may include a digital signature from the
casino server. The mobile gaming device may include software that
can check whether the tag is a valid digital signature of the
casino server. In various embodiments, a digital signature may
incorporate data from a promotion. Thus, another party may be
unable to effectively take a digital signature from an authorized
promotion and move it to an unauthorized promotion.
[0428] In various embodiments, data associated with a promotion may
include a time stamp. The time stamp may indicate, for example,
when a promotion was approved by the casino server or by some other
authoritative body. A mobile gaming device may include software for
determining whether a time stamp represents a time in the recent
past. If the time represented by a time stamp is too far in the
past, then the mobile gaming device may prevent the promotion from
being displayed. In various embodiments, a promotion must be
displayed within a certain amount of time of receiving a time
stamp. Thus, a party that attempts to intercept an old-time stamp,
attach it to an unauthorized promotion, and then display the
promotion, may be foiled. In some embodiments, a time stamp
provided by an authorized body, such as by the casino server, may
incorporate the data of the promotion. Thus, another party may be
unable to take a time stamp associated with one promotion and use
it for another.
[0429] In various embodiments, data associated with a promotion may
be encrypted enroute to a mobile gaming device. For example, the
casino server may use its private key to encrypt data associated
with a promotion. The mobile gaming device may then use the casino
server's public key to decrypt data associated with the promotion,
and to then present the unencrypted promotion. A party that
attempts to transmit an unauthorized promotion to a mobile gaming
device may not have access to the casino server's private key.
Therefore, the party may not be able to pass off the unauthorized
promotion as a legitimate promotion.
[0430] In various embodiments, a human screener may view a
presentation of a promotion before it is presented to a person via
a mobile gaming device. If the promotion does not meet certain
criteria, the human screener may prevent the promotion from being
presented. The human screener may flag the promotion, for instance,
with a tag that prevents the casino server from transmitting the
promotion to a mobile gaming device.
[0431] 32. Player Reactions In various embodiments, a player may
have the opportunity to indicate a reaction to a promotion. The
player may indicate, for example, that he liked the promotion, that
the promotion was funny, that the promotion was relevant to him,
that the promotion was of the right length, that the promotion was
of the right volume, that the promotion was for a product or
service about which the player would like to learn more, and so on.
The player may rate the promotion using a numerical rating, for
example. For instance, the player may give the promotion a rating
of 1 to 5 on a scale of relevance. In various embodiments, a player
may furnish a negative reaction as well. A player may indicate that
a promotion was offensive, irrelevant, too long, too distracting,
or in any other way undesirable.
[0432] A player's reaction to a promotion may be forwarded by the
casino server to the marketer that originated the promotion. The
marketer may thereby have an opportunity to design a better
promotion. The player's reaction may also be used to build a
profile for the player. The profile may include a set of
preferences of the player. The profile may be used to determine
future promotions that should be presented to the player.
[0433] A player's reaction to a promotion may be used in preventing
a promotion from being presented to other players. A player may
flag a promotion as offensive or inappropriate, for example. The
casino server may then decide not to present the promotion any
further. In some embodiments, if a player flags a promotion, a
casino representative may view the promotion. The casino
representative may then decide whether or not to continue
presenting the promotion. In various embodiments, a promotion may
no longer be presented if it is flagged by a predetermined number
of players. For example, if three or more players tag a promotion
as inappropriate, the casino server may cease presentation of the
promotion. The casino server may halt the presentation of a
promotion by failing to transmit data for the promotion to any
further mobile gaming devices. The casino server may halt the
presentation of a promotion by sending a signal to one or more
mobile gaming devices with data describing the promotion already
stored locally on the mobile gaming devices. The casino server may
instruct the mobile gaming devices not to present such promotions.
The casino server may instruct the mobile gaming devices to delete
such promotions.
[0434] 33. Prevent presentation of promotions that are confusing
and look like symbols; compliance of promotion with standards. In
various embodiments, certain types of promotions may be barred from
presentation because of the possibility that the promotions would
be confusing or misleading. As an illustration, a promotion may be
presented in place of a symbol. If the promotion looks like a
jackpot symbol, then a player may believe he has won a large prize
when the promotion lines up with several real jackpot symbols. The
player would be sorely disappointed to find that he had not won as
much as he thought.
[0435] In various embodiments, the casino server may contain
software for analyzing images associated with promotions. The
software may use image recognition or image comparison algorithms
to ensure that images shown in promotions look sufficiently
distinct from images typically seen in a game. For example, image
processing algorithms may be used to determine a border for a
symbol. Image processing algorithms may similarly be used to
determine a border for a graphic in a promotion. The two borders
may be represented with looped black lines, for example. The two
borders may then be overlain on top of one another. If the two
borders fall within a predetermined distance of one another (e.g.,
within three pixels) over their entire lengths, then the borders
may be construed to define similar shapes. The promotion may be
barred based on the fact that it contains a graphic which is shaped
similarly to a symbol. In various embodiments, coincidence of both
shape and color may be sufficient reason to bar a promotional
graphic. As will be appreciated, many other algorithms may be used
to perform image recognition and/or image comparison.
[0436] In various embodiments, comparisons of promotional images
with images used in a game may be performed on a mobile gaming
device. For example, a mobile gaming device may store software for
performing image comparisons and/or image recognition. In various
embodiments, comparisons of promotional images with images used in
a game may be performed on a stationary gaming device.
[0437] In various embodiments, promotions may be restricted such
that the promotions may be presented only with certain games. The
restrictions may be based on a comparison between images in a
promotion and between images in a game. If images in a promotion
look too similar to the images in a game, presentation of the
promotion may be unallowable in conjunction with a game. However,
if images in a promotion do not look too similar to images in a
game, then the presentation of the promotion may be allowed in
conjunction with a game. Thus, in various embodiments, it may be
permissible to present a given promotion in conjunction with a
first game, but not in conjunction with a second game. For example,
suppose a promotion comprises an image that is presented on the
reels of a slot machine game. The promotion may be presented with a
first slot machine game, but not with a second slot machine
game.
[0438] In various embodiments, it may be permissible to present a
promotion at a certain location on a display screen, but not at
another location. It may be impermissible to present a promotion in
a first location on a display screen if images in the promotion
might be confused with standard game elements or images. For
example, if an image in a promotion looks like a symbol used in a
game, it may be impermissible to present the promotion within the
game area (e.g., on the reel symbols; e.g., in an area where cards
are typically dealt). However, it may still be permissible to
present the promotion in another area of the screen. For example,
it may still be permissible to present the promotion to the right
of the game area. As another example, a promotion may include
images which show numerals (e.g., "5% APR on a new credit card!").
It may be impermissible to present such a promotion in a location
where numerals are typically presented as part of a game. For
example, a presenting a promotion with images of numerals may be
impermissible near an area where a player's credit balance is
typically displayed. Thus, in various embodiments, software may
compare images in promotions to images typically seen at different
areas of a display screen. Image comparison algorithms may be used.
If the images of a promotion are too similar to those of standard
game elements in a particular area of a display screen, then it may
be made impermissible for the promotion to be presented in that
area. On the other hand, if there is not too much similarity
between the images in the promotion and between the images of
typical game elements in an area, then the promotion may be
presented in that area. In various embodiments, humans may visually
compare images, or may otherwise make a determination as to whether
it is permissible for a promotion to be displayed in a particular
area of a display screen. The foregoing may be understood with
respect to a mobile gaming device or to a gaming device, in various
embodiments.
[0439] In various embodiments, it may be permissible to present a
promotion at one time during a game, but not at another time. For
example, certain images associated with a game may typically arise
only during a single stage of the game. Such images may not arise
at other points in the game. Accordingly, the presentation of
promotions showing similarly looking images may be permissible only
during those stages when the game images are not typically
displayed. For example, a slot machine game may include a bonus
round. The bonus round may include images that are not seen in the
earlier stages of the game. Thus, presentation of promotions which
include images similar to those shown in the bonus round may be
impermissible during the bonus round, but permissible during other
stages of the game.
[0440] In various embodiments, certain colors may be impermissible
in a promotion. Such colors may be the same colors as symbols or
other game elements. In various embodiments, certain shapes may be
impermissible in a promotion. Such shapes may be shapes used as
symbols or other game elements. In various embodiments, a list,
table, or other indicator of prohibited shapes may be published,
posted, transmitted to marketers, or otherwise made available.
[0441] In various embodiments, game developers may submit graphics
or indications of graphics used in their games. The game developers
may submit such graphics to a regulator, to a marketer, to a casino
server, or to another party. Graphics from different games may be
stored together or may be stored in association with one another,
such as being stored in a single database or set of linked
databases. Marketers may then refer to the graphics in order to
design promotions that have dissimilar graphics. A regulator or
casino server may similarly compare game graphics to promotional
graphics to ensure there is not a conflict.
[0442] In various embodiments, a consulting company or other
company may have access to a database or other conglomeration of
graphics used in games. The company may help marketers design
promotions that do not use graphics too similar to those used in
games. In various embodiments, the consulting company may have
private access to the conglomeration of symbols, e.g., so game
developers do not have to share knowledge of graphics with
competing developers.
[0443] In various embodiments, humans may be used to compare
graphics used in promotions to graphics used in a game. In various
embodiments, a human tester may play a game that features
promotions. The human may later be asked whether they were ever
confused or mislead by a promotion. For example, the human may ask
whether they ever thought they had won something when they did not.
If the human reports that they were not confused, then the
promotions may be permitted as part of the game. In various
embodiments, a test may require a certain number of people to
report that they were not confused. For example, a test must
involve at least six people, and all must report that they were not
confused by a promotion.
[0444] In various embodiments, sounds associated with a promotion
may be compared to the sounds featured in a game. In various
embodiments, an algorithm may be used to compare the sounds of a
promotion with the sounds featured in a game. The algorithm may
compare tones, tempos, rhythms, musical keys, volume, instrumental
sounds (e.g., violin, e.g., plano), or any other feature of sounds.
In various embodiments, if the sounds of a promotion are deemed to
be too similar to sounds featured in a game, presentation of the
promotion may made impermissible in the game. In various
embodiments, if sounds in a promotion are deemed to be too similar
to those in a game, the promotion may be presented, but without the
sounds. For example, the promotion may be presented using only
graphics.
[0445] In various embodiments, humans may listen to sounds from a
promotion and from a game. The human may use his own judgment to
determine whether the sounds of the promotion might be confused
with the sounds of the game. In various embodiments, a group of
test subjects listens to both sounds. Only if none, or less than a
predetermined number of the test subjects says that the sounds
would not be confusing may the promotion be allowed for
presentation in the game. In various embodiments, one or more test
subjects is allowed to play a game in which a promotion was
presented. The test subjects are then asked whether they were
confused by the promotion, e.g., whether they at any time thought
that sounds from the promotion had something to do with the game.
Only if the subjects report no confusion may the promotion be used
in the game, in various embodiments.
[0446] In various embodiments, it may be impermissible to show
faces in promotions. In various embodiments, it may be
impermissible to show a face in a promotion without having received
prior approval from the face's owner. In various embodiments,
software or a human may analyze graphics associated with a
promotion to determine whether there are any faces in the
promotion. For example, face recognition algorithms may be used to
detect faces in promotions. In various embodiments, the use of
certain celebrity faces may be impermissible in promotions. For
example, the celebrities may have failed to supply permission for
appearing in promotions. Humans or algorithms, such as face
recognition algorithms, may be used to compare faces appearing in
promotions to known faces of celebrities so as to ensure that the
celebrities do not appear in the promotions.
[0447] In various embodiments, humans or software may be used to
ensure a promotion does not contain certain words. For example,
software may check for vulgar or obscene words.
[0448] In various embodiments, software may ensure that data for a
promotion is in a satisfactory format. For example, software may
check that data for an image meets certain dimensions or pixel
constraints. For example, the software may verify that image data
represents an image of exactly 100 pixels by 200 pixels. As another
example, software may verify that an image contains the proper
color encoding. For example, software may verify that an image for
a promotion uses eight bits to describe each of the three primary
colors. In various embodiments, software may verify that data
describing a promotion is not excessive. For example, a promotion
may be limited to 10 megabytes or to any other limit.
[0449] 34. Location limited ads. In various embodiments the casino
server may transmit instructions to a mobile gaming device. The
instructions may tell the mobile gaming device to present a
promotion when, or only when the mobile gaming device is in a
particular area of a casino. For example, the casino server may
instruct the mobile gaming device to present a promotion only when
the mobile gaming device is within ten feet of a particular
restaurant. As another example, the casino server may instruct the
mobile gaming device to present a promotion only when the mobile
gaming device is in the swimming area of a casino.
[0450] 35. Offering to transfer a player from a mobile gaming
device to a stationary gaming device. In various embodiments, a
player may be involved in gaming on a mobile gaming device. The
player may wish to play the same game at a stationary gaming
device. For example, the stationary gaming device may afford the
player a place to sit, may feature a larger display screen, may
feature improved sound, or may have any other advantage or
convenience. In various embodiments, the casino server may offer
the player the chance to transfer from playing a game at a mobile
gaming device to playing a game at a stationary gaming device. The
player may have the chance to transfer to a stationary gaming
device and pay the same game that he had been playing at a mobile
gaming device.
[0451] 36. Product or Store placement on mobile device. In some
embodiments, as a player moves near a product or a store, an image
or video associated with the product or store may be placed on the
mobile device. In some embodiments, the store and/or manufacturer
may pay for such placement each time it happens. In some
embodiments, the image or video may be part of a game, such as a
symbol on a slot machine. If the symbol comes up on the slot
machine or other game, a coupon for the product or store may be
provided to the player. The store or manufacturer may provide
and/or pay for the coupon in some implementations. The casino may
pay for the coupon in other implementations. In some embodiments, a
mobile gaming device may sense an RFIP tag on a product in a store
and use the information identifying the product to determine what
promotion to show.
[0452] 37. Preferences are triggered when you walk near a store
that carries the preferred items. In some embodiments, a player may
identify a set of preferences and or a set of player preferences
may be obtained (e.g., for a remote system such as Amazon.com,
Google.com, etc.). In one implementation, for example, an
Amazon.com wish list may be obtained by the mobile device. When the
mobile device is near an item from the wish list, a store related
to an item from the wish list, an item related to an item from the
wish list, etc. a promotion may be triggered on the mobile gaming
device.
[0453] 38. Derive Information from Game Play. In some embodiments,
information about a player may be derived from game play on a
mobile gaming device. For example, some demographic groups may
exhibit common game play patterns (e.g., high income players wager
more, older players play more slot games, etc.). An observed
pattern of game play may be used to place a player in an estimated
demographic group, which may be used to direct promotion to the
player.
[0454] 39. Sharing information with Advertisers. In some
embodiments, information obtained about a player (e.g., demographic
information entered by a player, identification information,
preference data obtained by observing behavior, and so on) may be
shared and or sold to advertisers.
[0455] 40. Tracking activity not on a mobile device. Some modern
casino chips have RFID or other trackable components. Some modern
casino tables have the ability to track such chips as they are
played. In some embodiments, a mobile gaming device may communicate
with such a table to track the play of a player at a casino
table.
[0456] Accordingly, mobile gaming devices may track which tables a
player is playing at and how the player is performing at the
tables. Such information may be used to direct promotions to the
player as described herein.
[0457] 41. Images of player. In some embodiments, an image of the
player may be captured with one or more cameras in a casino
environment. Location information from a mobile gaming device may
be used to identify the location of a player so that the cameras
may target the player. The image information may be used to direct
advertising at the player. For example, the image may be used to
determine a player's mood, age, etc. In some embodiments, an image
may be verified through a reference image of the player, such as an
image from a driver's license or other ID used to check into a
hotel room, etc.
[0458] 42. ADS FROM THE INTERNET ARE DIVERTED TO A MOBILE GAMING
DEVICE In various embodiments, marketers, advertisers, or other
parties wishing to place advertisements may determine a particular
group or type of people who would make a desirable audience for an
advertisement. For example, a marketer of luxury cars may wish to
target advertisements to high income individuals, while a marketer
of chewing gum may wish to target advertisements to teenagers. An
advertiser on the Internet may choose to place banner ads or other
ads that will be shown in conjunction with published content, such
as with news articles, web logs (blogs), encyclopedia entries,
pictures, or other content. An advertiser on the Internet may
choose to place banner ads or other ads that will be shown in
conjunction with search results, such as in conjunction with the
results of a Google or Yahoo search.
[0459] In some embodiments, an advertiser, marketer, or other party
may decide to show ads on the Internet. The advertiser may
designate a target audience for one or more of the ads. The
advertiser may explicitly or implicitly designate the target
audience. If the designation is explicit, the advertiser may
specify an age, income level, home region, or any other demographic
information or any other information about a desired target
audience. If the designation is implicit, the advertiser may
specify a particular place, time, piece of content, or other
circumstance under which an ad will be shown. The circumstances
specified by the marketer may favor a particular target audience.
For example, if the ad is to be placed in an online game of combat,
then the ad may be most likely to be seen by males aged 15 to 35.
Therefore, such an audience may be implicitly targeted.
[0460] In various embodiments, a target demographic may be
determined for an advertiser, marketer, or other party who intends
to place ads on the Internet. For example, the advertiser may have
specified the target audience, or the advertiser may have specified
where his ads are to be placed, thereby allowing an inference as to
the advertiser's target audience. In various embodiments, one or
more players of mobile gaming devices may be found at a casino such
that the players are part of the target demographic. The players
may be found based on information obtained about the players, such
as based on information provided by the players when registering at
a casino hotel or when signing up for a player tracking card. Once
players have been found who fall within a target demographic for an
advertiser, the ads of the advertiser may be shown to such players.
The ads may be shown to the players while the players engage in
play at a mobile gaming device. For example, ads may be shown on
the reels of slot machines in games played by the players. In
various embodiments, ads that were intended to be shown on the
Internet may instead by shown to players using mobile gaming
devices. The players may be of a demographic being targeted by the
ads.
[0461] The advertiser may originally submit ads to an advertising
network on the Internet. The advertising network may include a
business, Web site, exchange, or other entity that receives
advertisements and places (or "serves") the advertisements with
appropriate publishers or content providers. Thus, the advertising
network may be a middleman between purchasers of advertising space
(e.g., advertisers) and sellers of advertising space (e.g., content
publishers). When ad advertiser submits ads to an advertising
network with a particular target audience specified (e.g., with a
particular demographic specified), the ads may be diverted from the
Internet to being used on gaming devices, such as on mobile gaming
devices. The ads may otherwise receive similar treatment to what
they would have received had they been shown on the Internet. For
example, if an advertiser has purchased 1000 impressions on the
Internet for his advertisement, the advertisement may instead be
shown 1000 times to players of mobile gaming devices. If an
advertiser has purchased a large or prominent display area for his
ad on the Internet, the ad may instead be shown in a large or
prominent portion of a display screen of a mobile gaming device. In
various embodiments, an advertiser may be asked whether he agrees
to have his ads shown on a mobile gaming device. The advertiser may
agree or may decline and indicate that he wishes for his ads to be
shown only on the Internet.
[0462] In various embodiments, ad advertiser may visit an
advertising network or other place where he can buy advertising
space. The advertisers may find on the advertising network that one
category of available advertising space includes advertising space
on mobile gaming device. The advertiser may then have the
opportunity to purchase such space.
[0463] 43. Follow a person with Ads. In some embodiments,
promotions targeted at a single person may follow a person's
movements through a casino. For example, as a person moves along a
path, devices along the path may display promotions directed at the
person. The promotions may include personalized information, such
as a name of the person, his friends, his address, any information
obtained about his preferences or events he has been involved in,
and so on. The promotions may include audio directed at the person,
such as a reference to the person by name, a jingle, and so on.
[0464] 44. Embodiments herein are combinable It should be
recognized that while some embodiments are described as separate
embodiments, that some or all embodiments and concepts described
herein may be combined in any way.
XII. More Embodiments
[0465] The following should be interpreted as embodiments, not as
claims.
[0466] A. A method comprising:
[0467] receiving data based on which a first promotion associated
with a first advertiser may be displayed on a mobile gaming device,
in which the data includes a first set of criteria identifying when
the first promotion should be displayed;
[0468] receiving data based on which a second promotion associated
with a second advertiser may be displayed on the mobile gaming
device, in which the data includes a second set of criteria
identifying when the second promotion should be displayed;
[0469] identifying a set of criteria that occur on the mobile
device, in which the set of criteria meet the first set of criteria
and the second set of criteria;
[0470] determining if the first advertiser is a competitor of the
second advertiser;
[0471] if the first advertiser is a competitor of the second
advertiser, displaying only one of the first and the second
promotions on the mobile device.
[0472] A.1. The method of claim A, further comprising:
[0473] if the first advertiser is not a competitor of the second
advertiser, displaying both the first and the second promotions on
the mobile device.
[0474] A.2. The method of claim A, in which the first and second
set of criteria include at least one of: an event happening on the
mobile gaming device, demographic information about a player of the
mobile gaming device, and a location of the mobile gaming
device.
[0475] A.3. The method of claim A, further comprising receiving an
indication from the first advertiser that the second advertiser is
a competitor.
[0476] A.4. The method of claim A, further comprising receiving an
indication from the second advertiser that the first advertiser is
a competitor.
[0477] B. A method comprising:
[0478] receiving an indication of a location of a first mobile
gaming device that is operated by a first player;
[0479] receiving an indication of a change in the location of the
first mobile gaming device;
[0480] based on the location and the change in the location,
identifying a path for the first player, in which the path includes
an estimated path along which the player may travel; and
[0481] transmitting data to a first device along the path, in which
the data instructs the device to display a promotion directed at
the player.
[0482] B.1. The method of claim B, in which the estimated path
includes a distance that the player is likely to travel within a
predetermined period of time.
[0483] B.2. The method of claim B, in which identifying the path
includes identifying the path based on historical data of paths
along which the player has traveled in the past.
[0484] B.3. The method of claim B, in which identifying the path
includes identifying the path based on historical data of paths
along which other players have traveled in the past.
[0485] B.4. The method of claim B, further comprising:
[0486] identifying a plurality of devices along the path;
[0487] identifying a direction in which each of the plurality of
devices faces;
[0488] and selecting the device from the plurality device based, at
least in part, on the direction that the device faces.
[0489] B.4.1. The method of claim B.4, in which the direction that
the device face
[0490] includes a direction that is along the path toward the
player.
[0491] B.5. The method of claim B, in which the device includes at
least one of a slot machine, a monitor, a kiosk, and a ticker.
[0492] C. A method comprising:
[0493] receiving an indication of a plurality of locations of a
first mobile gaming
[0494] device that is operated by a first player;
[0495] receiving an indication of a plurality of locations of a
second mobile gaming device that is operated by a second
player;
[0496] determining if the first plurality of locations and the
second plurality of locations correlate;
[0497] if the first plurality and second plurality of locations
correlate, determining that the first player and the second player
are related; and
[0498] if the first player and the second player are determined to
be related, directing a promotion to at least one of the first
player and the second player based on the relationship between the
first player and the second player.
[0499] C.1. The method of claim C, further comprising determining a
type of relationship based on at least one of demographic
information about at least one of the first and the second player,
and hotel accommodation information about at least one of the first
and the second player; and in which directing the promotion
includes directing the promotion based on the type of
relationship.
[0500] C.2. The method of claim C, further comprising receiving an
indication of a movement of at least one of the first mobile gaming
device and the second mobile gaming device, and in which directing
the promotion includes directing the promotion based on the
movement.
[0501] C.2.1. The method of claim C.2, in which the movement
includes at least one of a movement that brings the mobile gaming
device closer together, and a movement that brings the mobile
gaming device farther apart.
[0502] C.3. The method of claim C.3, in which directing the
promotion includes at least one directing the promotion to both the
first and the second player, directing the promotion to the first
player, in which the promotion is related to the second player, and
directing the promotion to the second player, in which the
promotion is related to the first player.
* * * * *