U.S. patent application number 17/212174 was filed with the patent office on 2022-09-29 for system and methods of recommendation memberships in a casino environment.
The applicant listed for this patent is IGT. Invention is credited to Elisabeth Kiss, Susanne Kiss, Julia-Ines Lerchbaumer, Michael Russ.
Application Number | 20220309873 17/212174 |
Document ID | / |
Family ID | 1000005495925 |
Filed Date | 2022-09-29 |
United States Patent
Application |
20220309873 |
Kind Code |
A1 |
Russ; Michael ; et
al. |
September 29, 2022 |
SYSTEM AND METHODS OF RECOMMENDATION MEMBERSHIPS IN A CASINO
ENVIRONMENT
Abstract
The present disclosure relates generally to gaming systems,
computational devices, and methods. An illustrative method includes
receiving a code request message from a computational device, where
the code request message includes information describing a code
requestor and a code parameter defined by the code requestor. The
method may further include determining that the requestor is
permitted to receive the shareable code with the code parameter
defined by the code requestor, generating the shareable code,
storing an electronic record indicating that the shareable code has
been generated, where the electronic record includes an identifier
of the shareable code and an identifier of the code requestor, and
transmitting a code delivery message to the computational device,
where the code delivery message includes the shareable code.
Inventors: |
Russ; Michael; (Graz,
AT) ; Kiss; Elisabeth; (Unterpremstatten, AT)
; Kiss; Susanne; (Oberwart, AT) ; Lerchbaumer;
Julia-Ines; (Spielfeld, AT) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
|
|
Family ID: |
1000005495925 |
Appl. No.: |
17/212174 |
Filed: |
March 25, 2021 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3225 20130101;
A63F 13/30 20140902; A63F 13/85 20140902; G07F 17/3267 20130101;
G07F 17/3218 20130101; G07F 17/3223 20130101; G07F 17/3237
20130101; A63F 13/35 20140902; G07F 17/3227 20130101; G07F 17/3272
20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A system, comprising: a processor; and a computer memory device
coupled with the processor and comprising instructions stored
thereon that, when executed by the processor, enable the processor
to: receive a code request message from a computational device,
wherein the code request message comprises information describing a
code requestor and a code parameter defined by the code requestor;
analyze the information describing the code requestor to determine
that the code requestor is permitted to receive a shareable code;
determine that the requestor is permitted to receive the shareable
code with the code parameter defined by the code requestor;
generate, in response to determining that the code requestor is
permitted to receive the shareable code with the code parameter
defined by the code requestor, the shareable code; store an
electronic record indicating that the shareable code has been
generated, wherein the electronic record comprises an identifier of
the shareable code and an identifier of the code requestor; and
transmit a code delivery message to the computational device,
wherein the code delivery message comprises the shareable code.
2. The system of claim 1, wherein the computer memory device
further comprises instructions that, when executed by the
processor, enable the processor to: receive a code usage message
from a second computational device, wherein the code usage message
comprises the identifier of the shareable code; reference the
electronic record to determine that the shareable code has been
redeemed by a person other than the code requestor; and update the
electronic record to increment a number of sharing events
associated with the shareable code.
3. The system of claim 2, wherein the computer memory device
further comprises instructions that, when executed by the
processor, enable the processor to: determine the number of sharing
events associated with the shareable code exceeds a predetermined
sharing threshold; in response to determining that the number of
sharing events associated with the shareable code exceeds the
predetermined sharing threshold, determine a reward for the code
requestor; generate a rewards message that includes an
identification of the reward; and transmit the rewards message to
the computational device.
4. The system of claim 3, wherein the code parameter comprises an
expiration associated with the shareable code and wherein the
computer memory device further comprises instructions that, when
executed by the processor, enable the processor to: determine a
time at which the code usage message is received; compare the time
at which the code usage message is received with the expiration
associated with the shareable code; and condition the reward for
the code requestor on the code usage message being received prior
to the expiration associated with the shareable code.
5. The system of claim 3, wherein the code parameter comprises
player distribution criteria and wherein the computer memory device
further comprises instructions that, when executed by the
processor, enable the processor to: determine whether or not the
person other than the code requestor satisfies the player
distribution criteria; and condition the reward for the code
requestor on the person other than the code requestor satisfying
the player distribution criteria.
6. The system of claim 5, wherein the player distribution criteria
comprises an identifier of a particular game to be played by the
person other than the code requestor as well as a type of
computational device to be used for playing the particular
game.
7. The system of claim 6, wherein the reward for the code requestor
comprises at least one of a free play, a free spin, and a credit to
use for playing the particular game.
8. The system of claim 6, wherein the type of computational device
comprises an Electronic Gaming Machine (EGM) and wherein the code
parameter further defines a location in which the EGM is required
to be located.
9. The system of claim 1, wherein the shareable code is used by the
code requestor to generate a pool of players for a game defined by
the code parameter, wherein the code parameter further defines that
each player to join the pool of players comprises a mobile device
that is within a predetermined distance of the computational
device, and wherein the code parameter further defines an amount of
time that a player has to join the pool of players before the game
is initiated.
10. The system of claim 9, wherein the shareable code expires after
a predetermined number of players have joined the pool of
players.
11. The system of claim 1, wherein determining that the requestor
is permitted to receive the shareable code with the code parameter
defined by the code requestor comprises analyzing a membership
level associated with the code requestor and determining that the
code parameter is allowable for persons comprising the membership
level.
12. A computational device, comprising: a networking interface; a
processor coupled with the networking interface; and a computer
memory device coupled with the processor and comprising
instructions stored thereon that are executable by the processor,
wherein the instructions comprise instructions that: receive a
shareable code, wherein the shareable code comprises a code
parameter that defines a game to be played; generate a code usage
message, wherein the code usage message comprises an identifier of
the shareable code; transmit, via the networking interface, the
code usage message to an authentication server; receive, via the
networking interface in response to transmitting the code usage
message, a game initiation message, wherein the game initiation
message comprises an identifier of the game and instructions that
initiate the game; and automatically initiate the game based on
receiving the game initiation message comprising the identifier of
the game and the instructions that initiate the game.
13. The computational device of claim 12, further comprising: a
user interface that provides a user of the computational device
with an ability to interact with the game, wherein the shareable
code is used by a code requestor to generate a pool of players for
the game, wherein the instructions that initiate the game comprise
instructions that pair the computational device with a
computational device being used by the code requestor.
14. The computational device of claim 13, wherein the game uses an
output of a random number generator that is executed at the
computational device being used by the code requestor, wherein the
computational device being used by the code requestor comprises an
Electronic Gaming Machine (EGM), wherein the networking interface
wirelessly pairs with a networking interface of the EGM, and
wherein the user interface displays information describing other
players in the pool of players.
15. The computational device of claim 12, wherein the game is also
executed at an Electronic Gaming Machine (EGM) other than the
computational device and wherein a code requestor associated with
the EGM is provided with an additional game award in response to
the processor automatically initiating the game.
16. The computational device of claim 12, wherein receiving the
shareable code comprises obtaining an image of the shareable
code.
17. The computational device of claim 12, wherein receiving the
shareable code comprises receiving an electronic message that
contains the shareable code.
18. A method, comprising: receiving, at a processor, a code request
message from a computational device, wherein the code request
message comprises information describing a code requestor and a
code parameter defined by the code requestor; analyzing, at the
processor, the information describing the code requestor to
determine that the code requestor is permitted to receive a
shareable code; determining, at the processor, that the requestor
is permitted to receive the shareable code with the code parameter
defined by the code requestor; generating, at the processor and in
response to determining that the code requestor is permitted to
receive the shareable code with the code parameter defined by the
code requestor, the shareable code; storing, in a computer memory
device, an electronic record indicating that the shareable code has
been generated, wherein the electronic record comprises an
identifier of the shareable code and an identifier of the code
requestor; and transmitting a code delivery message to the
computational device, wherein the code delivery message comprises
the shareable code.
19. The method of claim 18, wherein the shareable code is used by
the code requestor to generate a pool of players for a game defined
by the code parameter, wherein the code parameter further defines
that each player to join the pool of players comprises a mobile
device that is within a predetermined distance of the computational
device, and wherein the code parameter further defines an amount of
time that a player has to join the pool of players before the game
is initiated.
20. The method of claim 18, wherein the code parameter comprises
player distribution criteria and wherein the method further
comprises: determining, at the processor, whether or not a person
other than the code requestor satisfies the player distribution
criteria; and conditioning a reward for the code requestor on the
person other than the code requestor satisfying the player
distribution criteria.
Description
BACKGROUND
[0001] The present disclosure is generally directed to gaming
environments and, in particular, toward structuring interactions in
a gaming environment.
[0002] Many casino patrons enjoy the social aspects associated with
gaming in a casino. Part of the allure for many patrons is to have
a shared experience with other people they knew prior to entering
the casino or that they met while playing at the casino. Limited
access in casinos, either due to capacity limits or due to lack of
machine availability, may frustrate the casino experience for some
patrons.
BRIEF SUMMARY
[0003] In certain embodiments, the present disclosure relates to a
system, computational device, and method. In some embodiments, a
system is provided, comprising: a processor; and a computer memory
device coupled with the processor and including instructions stored
thereon that, when executed by the processor, enable the processor
to: receive a code request message from a computational device,
where the code request message includes information describing a
code requestor and a code parameter defined by the code requestor;
analyze the information describing the code requestor to determine
that the code requestor is permitted to receive a shareable code;
determine that the requestor is permitted to receive the shareable
code with the code parameter defined by the code requestor;
generate, in response to determining that the code requestor is
permitted to receive the shareable code with the code parameter
defined by the code requestor, the shareable code; store an
electronic record indicating that the shareable code has been
generated, wherein the electronic record comprises an identifier of
the shareable code and an identifier of the code requestor; and
transmit a code delivery message to the computational device,
wherein the code delivery message comprises the shareable code.
[0004] In some embodiments, a computational device is provided,
comprising: a networking interface; a processor coupled with the
networking interface; and a computer memory device coupled with the
processor and including instructions stored thereon that are
executable by the processor, where the instructions include
instructions that: receive a shareable code, where the shareable
code includes a code parameter that defines a game to be played;
generate a code usage message, where the code usage message
includes an identifier of the shareable code; transmit, via the
networking interface, the code usage message to an authentication
server; receive, via the networking interface in response to
transmitting the code usage message, a game initiation message,
wherein the game initiation message includes an identifier of the
game and instructions that initiate the game; and automatically
initiate the game based on receiving the game initiation message
including the identifier of the game and the instructions that
initiate the game.
[0005] In some embodiments, a method is provided, comprising:
receiving, at a processor, a code request message from a
computational device, where the code request message includes
information describing a code requestor and a code parameter
defined by the code requestor; analyzing, at the processor, the
information describing the code requestor to determine that the
code requestor is permitted to receive a shareable code;
determining, at the processor, that the requestor is permitted to
receive the shareable code with the code parameter defined by the
code requestor; generating, at the processor and in response to
determining that the code requestor is permitted to receive the
shareable code with the code parameter defined by the code
requestor, the shareable code; storing, in a computer memory
device, an electronic record indicating that the shareable code has
been generated, where the electronic record includes an identifier
of the shareable code and an identifier of the code requestor; and
transmitting a code delivery message to the computational device,
where the code delivery message includes the shareable code.
[0006] Additional features and advantages are described herein and
will be apparent from the following Description and the
figures.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0007] FIG. 1 is a block diagram of a system accordance with
embodiments of the present disclosure;
[0008] FIG. 2 is a block diagram depicting details of a
computational device in accordance with embodiments of the present
disclosure;
[0009] FIG. 3 is a block diagram depicting details of a game
management system in accordance with embodiments of the present
disclosure;
[0010] FIG. 4A is a block diagram illustrating a first player pool
in accordance with embodiments of the present disclosure;
[0011] FIG. 4B is a block diagram illustrating a second player pool
in accordance with embodiments of the present disclosure;
[0012] FIG. 4C is a block diagram illustrating a third player pool
in accordance with embodiments of the present disclosure;
[0013] FIG. 4D is a block diagram illustrating a fourth player pool
in accordance with embodiments of the present disclosure;
[0014] FIG. 5 is a flow diagram illustrating a method of generating
a shareable code in accordance with embodiments of the present
disclosure;
[0015] FIG. 6 is a flow diagram illustrating a method of
authorizing code usage in accordance with embodiments of the
present disclosure;
[0016] FIG. 7 is a flow diagram illustrating a method of confirming
code validity in accordance with embodiments of the present
disclosure;
[0017] FIG. 8 is a flow diagram illustrating a method of
constructing a pool of players with a shareable code in accordance
with embodiments of the present disclosure; and
[0018] FIG. 9 is a flow diagram illustrating a method of defining
code parameters for a shareable code in accordance with embodiments
of the present disclosure.
DETAILED DESCRIPTION
[0019] Embodiments of the present disclosure will be described in
connection with computational devices, which may be in the form of
Electronic Gaming Machines (EGMs), personal computing devices,
and/or mobile devices. Some or all of these devices may be
configured to interact with one another in a way that facilitates
enhanced group interactions between players. As will be described
herein, a shareable code may provide a conduit to facilitate device
interactions and to coordinate an improved user experience across a
large number of devices.
[0020] Embodiments of the present disclosure recognize the
desirability to enable players to establish, in an ad-hoc fashion,
player pools or groups across one or many devices, particularly for
the purposes of sharing experiences. This is especially useful in a
casino environment where access to the casino or to machines in the
casino are limited.
[0021] Embodiments described herein provide a solution that enables
a player (e.g., an originating player, a code requestor, etc.) to
initiate the generation of a code for sharing among a number of
other players (e.g., code consumers). Illustratively, the code
generation may be predicated upon the originating player or code
request purchasing a subscription, applying for a rewards
membership, or otherwise enrolling in a defined system. The feature
of enabling code generation may be used to incentivize players to
purchase application subscriptions or memberships and may also
encourage gameplay (by both the originating player and players with
whom the code is shared). The code, when generated, may initially
bestow certain benefits to the originating player or code requestor
and may further generate additional benefits for the originating
player as the code is shared and used by other players. The act of
code sharing and code use may be treated separately for purposes of
awarding additional benefits to the originating player. For
instance, a predetermined number of code shares may provide the
originating player with some benefit or reward, regardless of
whether or not the shared code is used for gameplay. If the shared
code is later used for gameplay, then additional or alternative
benefits/rewards may be provided to the originating player.
[0022] A player may be allowed to purchase a subscription or
membership (which may or may not require a loyalty account) for
purposes of generating a code that can be shared with multiple
other people. By purchasing the membership, the player can share
their code with friends, colleagues, etc. The code may be in a
number of different forms. Illustratively and without limitation,
the code may be provided as a string, number, picture, encoded
image, barcode, QR code, alphanumeric string, string of bits, etc.
The code may be universally unique, unique to the originating
player or code generator, unique to a combination of the
originating player and a game, unique to a game, unique to a game
promotion, etc. In some embodiments, the code may generate randomly
(e.g., using input from a Random Number Generator (RNG)), pseudo
randomly, or deterministically (e.g., based on combining known
values such as a player identification number, game identification
number, device identification number, etc.).
[0023] The code may be shared by texting the code to other persons
or by utilizing a share function within a mobile device
application. The code itself may be used by all players (including
the originating player and the players that received the code from
the originating player) to play a particular game, which may or may
not be the subject of a particular promotion. As each player plays
a game using the code, player progress and achievements are logged
within the system. The originating player may be informed of the
progress of participating players and may further by awarded
benefits or rewards (e.g., free spins, bonus spins, additional play
credits, improved odds for a sports wager, etc.) based on other
players utilizing the shared code. Thus, if multiple other people
use the shared code, then the originating player gets a benefit or
reward. It may also be possible to enable further sharing of the
code. Referrals of the code to additional players may result in
benefits for the originating player as well as the referring
player. In this way, a shared play experience is created based on
the sharing of the code.
[0024] In some implementations, the code may be used to create a
pool of players that can share the benefits of the code's
distribution and use. For instance, a number of originating players
may be identified when a code is generated. As the code is shared
and used by other players, then each of the originating players may
receive some benefits associated with use of the code. Again,
benefits awarded to some or all of the players in the pool of
players may include awarding particular symbol sets, awarding free
spins, awarding free food/drink, awarding cinema tickets, awarding
in-game features, awarding improved odds for sports wagers, etc.
The number of players in the pool may determine the number and
types of awards given to each of the players.
[0025] Different codes may be suggested to players at various
intervals. The codes may correspond to predefined promotions and
may, therefore, have particular game play requirements associated
therewith along with particular benefits associated therewith.
Other implementations may enable the originating player(s) to
select features or restrictions of the code when generating the
code. In some embodiments, shareable codes may be generated to
include one or more code parameters (e.g., features or restrictions
of the code). For instance, an originating player or code generator
may define one or more code parameters, which may include: the
games with which the code will work (or not work); sharing
thresholds required to obtain benefits or rewards; game play
achievements required to obtain benefits or rewards; the particular
benefits associated with gameplay or sharing achievements; and
combinations thereof. In some implementations, the system may
automatically define or restrict the code parameters that can be
selected by the originating player or code generator, possibly
based on a membership level possessed by the originating player or
code generator.
[0026] The shareable code may have an expiration associated
therewith. Again, the expiration, time-to-live, or shelf-life of a
code may be programmatically defined or may be defined by the
originating player. The expiration of a shareable code may be
determined, at least in part, upon a membership level associated
with the originating player or code generator. In some embodiments,
a shareable code may expire upon one or more events occurring
(e.g., a game starting, a tournament starting, etc.). In some
embodiments, a shareable code may expire upon being shared and used
more than a predetermined number of time.
[0027] The originating player may be allowed to specifically
identify the other players with which the code will be shared.
Alternatively, the system may recommend players to receive the
code. Such recommendations may correspond to specific
recommendations of individuals or to groups of individuals that
meet certain criteria (e.g., players that are currently playing a
particular game and have their mobile device paired to an EGM,
players that are not involved in a gaming session with an EGM but
have their mobile device paired to a common EGM, etc.). In this
way, the system may help the originating player further distribute
a newly-created code.
[0028] In some embodiments, a shareable code may be generated and
shared using the following process. An originating player may
download a predetermined application (e.g., Cesar's application) on
their mobile device. After downloading the application, the
originating player is provided with a subscription/membership
opportunity, which may include the ability to generate shareable
codes. The originating player purchases a subscription/membership
and based on the purchase level (e.g., silver, gold, platinum,
etc.), the flexibility and benefits associated with code sharing
are determined. Eventually, the originating player utilizes the
application to generate a first code. During the process, the
originating player is allowed to define parameters of the first
code including initial recipients (individuals or groups), possible
rewards for the originating player and/or for players that
eventually receive and used the shared code, thresholds to obtain
rewards, time/game limitations, further sharing permissions, etc.
The code is then generated by the system backend with the defined
parameters. Once generated, the code is sent to the originating
player's mobile device as well as any initially-defined recipients.
As the code is used and shared, the originating player is provided
with rewards as thresholds are met/exceeded.
[0029] While examples and embodiments will be described herein with
reference to an originating player or code generator, it should be
appreciated that codes may be generated by a group of players
rather than an individual. Thus, reference to an originating player
or code generator may include reference to an individual that is
part of a group and the group may have defined the code parameters
associated with the shareable code.
Gaming System
[0030] With reference initially to FIG. 1, details of an
illustrative gaming system 100 will be described in accordance with
at least some embodiments of the present disclosure. The components
of the system 100, while depicted as having particular instructions
and devices, are not necessarily limited to the examples depicted
herein. Rather, a system according to embodiments of the present
disclosure may include one, some, or all of the components depicted
in the system 100 and does not necessarily have to include all of
the components in a single device.
[0031] The gaming system 100 is shown to include one or more
communication networks 104 that interconnect and facilitate
machine-to-machine communications between one or multiple gaming
machines 108, one or more mobile devices 124, and a game management
system 116. As will be described in further detail herein, the game
management system 116 may include one or multiple servers that are
configured to facilitate gameplay and/or facilitate the generation,
distribution, and rewarding associated with the consumption of
shareable codes.
[0032] It should be appreciated that a communication network 104
may correspond to one or many communication networks without
departing from the scope of the present disclosure. In some
embodiments, the gaming machines 108, mobile devices 124, and game
management system 116 may be configured to communicate using
various nodes or components of a communication network 104. The
communication network 104 may comprise any type of known
communication medium or collection of communication media and may
use any type of protocols to transport messages between endpoints.
The communication network 104 may include wired and/or wireless
communication technologies. The Internet is an example of the
communication network 104 that constitutes an Internet Protocol
(IP) network consisting of many computers, computing networks, and
other communication devices located all over the world, which are
connected through many telephone systems and other means. Other
examples of the communication network 104 include, without
limitation, a standard Plain Old Telephone System (POTS), an
Integrated Services Digital Network (ISDN), the Public Switched
Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area
Network (WAN), a cellular network, and any other type of
packet-switched or circuit-switched network known in the art. In
addition, it can be appreciated that the communication network 104
need not be limited to any one network type, and instead may be
comprised of a number of different networks and/or network types.
Moreover, the communication network 104 may comprise a number of
different communication media such as coaxial cable, copper
cable/wire, fiber-optic cable, antennas for transmitting/receiving
wireless messages, and combinations thereof.
[0033] In some embodiments, the gaming machines 108 may be
distributed throughout a single property or premises (e.g., a
single casino floor) or the gaming machines 108 may be distributed
among a plurality of different properties. In a situation where the
gaming machines 108 are distributed in a single property or
premises, the communication network 104 may include at least some
wired connections between network nodes. As a non-limiting example,
the nodes of the communication network 104 may communicate with one
another using any type of known or yet-to-be developed
communication technology. Examples of such technologies include,
without limitation, Ethernet, SCSI, PCIe, RS-232, RS-485, USB,
ZigBee, WiFi, CDMA, GSM, HTTP, TCP/IP, UDP, etc.
[0034] The gaming machines 108 may utilize the same or different
types of communication protocols to connect with the communication
network 104. It should also be appreciated that the gaming machines
108 may or may not present the same type of game or wagering
interface to a player 112. For instance, a first gaming machine 108
may correspond to a gaming machine that presents a slot game to the
player 112, the second gaming machine 108 may correspond to a
sports betting terminal, and other gaming machines 108 may present
other types of games or a plurality of different games for
selection and eventual play by a player 112. It may be possible for
the some of the gaming machines 108 to communicate with one another
via a communication network 104.
[0035] A gaming machine 108 may correspond to a type of device that
enables player interaction in connection with making wagers,
communicating, watching live competitive contests, playing games of
chance, and/or playing games of skill. For instance, the gaming
machines 108 may correspond to a type of device that enables a
first player 112 to interact with a second player 112 at respective
gaming machines 108. In other embodiments, each player 112 may be
enabled to play a game individually at a gaming machine 108.
[0036] As will be discussed in further detail herein, a player 112
may be allowed to carry a mobile device 124 and/or a credential
128. The mobile device 124 may correspond to a mobile communication
device such as a cellular phone, a smart phone, a laptop, a tablet,
a wearable device, etc. As will be discussed in further detail
herein, a mobile device 124 may also be configured to facilitate
gameplay with a player 112. In other words, components depicted and
described as being included in a gaming machine 108 may also be
included in a mobile device 124 without departing from the scope of
the present disclosure.
[0037] In some embodiments, the credential 128 may correspond to a
player loyalty card, a player tag, a wristband, a wearable device,
or any other device that can be used by the player 112 to indicate
their identity to a gaming machine 108 and/or to indicate a
membership level to a gaming machine 108. Although one of the
players 112 is depicted as carrying two physically separate devices
(e.g., a mobile device 124 and a credential 128), it should be
appreciated that the player 112 may carry a single device that
provides the combined functionality of a mobile device 124 and a
credential 128. In other words, a mobile device 124 may be
considered a credential 128 or include components of a credential
128 without departing from the scope of the present disclosure.
Presentation of a mobile device 124 and/or credential 128 to a
gaming machine 108 may enable the player 112 to create a player
account, login or register their presence at a particular gaming
machine 108 with respect to the game management system 116,
generate a shareable code at the gaming machine 108, consume a
shareable code at the gaming machine 108, or perform other
functions with respect to a particular game management system 116.
As will be discussed in further detail herein, one or more of the
credentials may be used to log the player 112 into a game
management system 116 in addition to enabling the player 112 to
create, receive, use, and/or distribute a shareable code.
[0038] A player 112 does not necessarily need to carry a mobile
device 124 and credential 128 to create, receive, use, generate,
and/or distribute a shareable code. Rather, some or all of these
capabilities associated with a shareable code may be facilitated by
the gaming machine 108. Alternatively or additionally, a player 112
may be allowed to create, receive, use, generator, and/or
distribute a shareable code entirely with their mobile device
124.
[0039] In some embodiments, a player 112 may login to the game
management system 116 by presenting their mobile device 124 and/or
credential 128 to a gaming machine 108, which causes components of
the gaming machine 108 to initiate a login process with the game
management system 116 on behalf of the player 112.
[0040] In some embodiments, the game management system 116 may
correspond to a system used within a casino to manage slot games,
video poker games, bingo games, keno games, or the like that are
played on one or more of the gaming machines 108. Alternatively or
additionally, the game management system 116 may correspond to a
system used within the casino to manage sports wagers placed by
players 112 either at a sports desk or at a gaming machine 108. It
should be appreciated that the game management system 116 may
include one or multiple servers that execute instructions in
connection with managing the games or wager capabilities made
available at the gaming machines 108. It should also be appreciated
that the game management system 116 may include one or multiple
servers that execute instructions in connection with managing the
generation, distribution, and usage of shareable codes.
[0041] The act of logging into the game management system 116 may
enable the player 112 to receive additional playing benefits (e.g.,
loyalty benefits), maintain or track wager activity, purchase
additional wager or gameplay credits, generate shareable codes, use
shareable codes, and the like. Furthermore, if a player account
does not exist for the player 112 within a particular game
management system, then the gaming machine 108 and/or mobile device
124 may be configured to facilitate the creation of a player
account for the player 112 within the game management system 116.
The creation of the player account within any particular game
management system may or may not utilize at least some of the
information also used to log the player 112 into their other player
account established with the other game management system.
[0042] As shown in FIG. 1, the game management system 116 may
utilize one or more databases 120 to track player 112 activity with
respect to the gaming machine 108, with respect to shareable codes,
and the like. For instance, if the game management system 116
corresponds to a Patron Tracking System (PTS), then games played at
the gaming machines 108, credits wagered in a slot game, credits
won in a slot game, etc. may correspond to the types of player 112
activities tracked by the game management system 116. Similarly,
the game management system 116 may utilize the database 120 to
track player 112 activity with respect to sports wagers, shareable
codes, group gaming events, etc.
[0043] The illustrative database 120 is shown to include data
fields used to track player 112 activity with respect to games of
chance, games of skill played, sports wagering games, as well as
information associated with shareable codes. The illustrative, but
non-limiting, data fields may include a tag ID field 132, a player
information field 136, a shareable code(s) field 140, a player ID
field 144, a group status field 148, a login status field 152. The
tag ID field 132 may correspond to a field used to store an
identification number or string that uniquely identifies a
credential 128, mobile device 124, or application on a mobile
device 124 carried by the player 112 from among other devices used
by other players 112. The format of the identification number or
string used to in the tag ID field 132 may be specific to the game
management system 116 and can correspond to any alphanumeric
sequence or any length (e.g., 1 bit, 2 bits, . . . N bits).
[0044] The player information field 136 may be used to store
information describing a player 112 with respect to the game
management system 116. For instance, the player information field
136 may be used to store information describing whether or not the
player 112 has a loyalty status with a particular casino, has
downloaded a particular application on their mobile device 124,
whether the player 112 is a VIP within the casino, historical
gameplay information for the player 112 (e.g., casino visit times,
durations, winnings, losses, etc.). In some embodiments, the
information maintained in the player information field 144 may be
unique to particular games played by the player 112 at gaming
machines 108 and may describe the types of games historically
played by the player 112.
[0045] The shareable code(s) field 140 may include information
describing or identifying shareable codes that have been generated
or requested by the player 112, shareable codes that have been
shared by the player 112, a use or sharing status associated with
shareable codes, a consumption history for shareable codes, whether
the player 112 has consumed shareable codes generated by other
players 112, whether the player 112 is included in a player pool
that was generated with the help of a shareable code, etc. The
shareable code(s) field 140 may alternatively or additionally store
code parameters for codes that have been created by the player
112.
[0046] The player ID field 144 may be used to store an
identification number or string that uniquely identifies the player
112 from among other players. As an example, the player ID field
144 may store a player loyalty identification number and may have a
particular format associated therewith (e.g., a required length, a
number of bits, permissible symbols, etc.) In some embodiments, the
player ID assigned to a player 112 may be uniquely assigned by a
casino that administers the game management system 116.
[0047] The group status field 148 may be used to store a current
status of a pool of players 112 that have been established with a
shareable code 140. Group status information that may be contained
in the group status field 148 may include a number of players 112
that have redeemed or consumed a shareable code to join a pool of
players, a number of spots available for a pool of players, an
amount of time left until a shareable code is no longer redeemable
and the pool of players becomes closed, an identification of
players 112 that have joined a pool of players, etc. The group
status field 148 may also be used to store historical group
information for the player 112 and with respect to historical
activities associated with codes previously shared by the player
112 to create a pool of players.
[0048] The gameplay status field 152 may be used to store
information describing a player's 112 gameplay status at a gaming
machine 108. For instance, the gameplay status field 152 may store
information describing wager history, credit in information, credit
out information, duration of a gaming session with a particular
gaming machine 108, and other information that is known to be
tracked by the first game management system 116.
[0049] As mentioned above, a gaming machine 108 may include any
type of known device such as a slot machine, a sports wagering
terminal, an electronic table game (e.g., video poker), a
skill-based game, etc. The gaming machine 108 can be in the form of
an EGM, virtual gaming machine, video game gambling machine, etc.
Similarly, a mobile device 124 may be configured to facilitate
gameplay or gaming sessions between the player 112 and a game. In
some embodiments, a player 112 may use their mobile device 124
and/or a gaming machine 108 to generate a shareable code.
Similarly, in some embodiments, a player 112 may use a mobile
device 124 and/or a gaming machine 108 to redeem or consume a
shareable code generated by another player 112. Details of
gameplay, gaming sessions, code generation, code sharing, and code
consumption will be described as being facilitated by a
computational device, which may include a gaming machine 108, a
mobile device 124, and/or any other suitable machine that contains
the components and provides the functions associated with a
shareable code described herein.
Computational Device
[0050] With reference now to FIG. 2, additional details of a
computational device 200 will be described in accordance with at
least some embodiments of the present disclosure. While depicted as
a single computational device 200, it should be appreciated that
some or all of the components of a single computational device 200
may be distributed across multiple devices (e.g., gaming machines
108 (of the same or different type), mobile device 124, etc.)
without departing from the scope of the present disclosure. Again,
it should also be appreciated that one or more features of a
computational device 200 may be provided in a player's 112 mobile
device 124, in a gaming machine 108, or a combination thereof
without departing from the scope of the present disclosure.
[0051] The computational device 200 is shown to include memory 204,
a processor 236, a communication interface 240, a reader 244, a
reader driver 248, a cash-in device 256, a cash-out device 260, a
ticket acceptance device 264, a ticket issuance device 268, and one
or more user interface devices 252.
[0052] The processor 236 may include one or multiple computer
processing devices. In some embodiments, the processor 236 may
include a microprocessor, a Central Processing Unit (CPU), a
Graphics Processing Unit (GPU), a microcontroller, or the like. The
processor 236 may also be configured to execute one or more
instructions stored in memory 204.
[0053] The memory 204 may include one or multiple computer memory
devices that are volatile or non-volatile. Non-limiting examples of
memory 204 include Random Access Memory (RAM), Read Only Memory
(ROM), flash memory, Electronically-Erasable Programmable ROM
(EEPROM), Dynamic RAM (DRAM), etc. The memory 204 may be configured
to store instructions that enable player 112 interaction with the
computational device 200, that enable the computational device 200
to interact with the game management system 116, that enable the
player 112 to create a player account with the game management
system 116, that enable the computational device 200 to provide a
player 112 with the ability to login to the game management system
116, and/or enable the player 112 to request/receive/share/consume
shareable codes with other players 112. Examples of instructions
that may be stored in the memory 204 include game instructions 208,
User Interface (UI) instructions 216, game login instructions 220,
and code management instructions 224.
[0054] The game instructions 208, when executed by the processor
236, may enable the computational device 200 to facilitate one or
more games of chance or skill and produce interactions between the
player 112 and the game of chance or skill. In some embodiments,
the game instructions 208 may include subroutines that present one
or more graphics to the player 112 via a user interface,
subroutines that calculate whether a particular game wager has
resulted in a win or loss during the game of chance or skill,
subroutines for determining payouts for the player 112 in the event
of a win, subroutines for exchanging communications with the game
management system 116 via the communication interface 240, and any
other subroutine or set of instructions that facilitate gameplay at
or in association with the computational device 200. Alternatively
or additionally, the game instructions 208 may include instructions
that enable the player 112 to place wagers on sporting events,
watch live sporting events via the computational device 200, track
a status of wagers placed on sporting events, track a status of
events occurring in sporting events, and the like.
[0055] The UI instructions 216, when executed by the processor 236,
may enable the computational device 200 to render or present
various information and prompts to the player 112 via one or more
user interface devices 252 of the computational device 200. For
instance, the UI instructions 216 may enable the computational
device 200 to present prompts to the player 112 via the one or more
user interface devices 252. Examples of user interface device(s)
252 include, without limitation, user input devices (e.g., buttons,
microphones, touch-sensitive sensors, optical sensors, motion
sensors, proximity sensors, etc.), user output devices (e.g.,
display screens, lights, speakers, haptic feedback devices, etc.),
and combination user input/output devices (e.g., touch-sensitive
displays, etc.). The UI instructions 216 may also include drivers
for the user interface device(s) 252 and/or other firmware that
enables control of the user interface device(s) 252 in accordance
with inputs received from other instructions stored in memory
204.
[0056] The game login instructions 220, when executed by the
processor 236 and/or reader driver 248 and/or communication
interface 240, may enable the computational device 200 to initiate
a login process for a player 112 with the game management system
116. In some embodiments, the login process for the game management
system 116 may be initiated automatically in response to a card
read event occurring at the reader 244. In some embodiments, the
login process for the game management system 116 may be initiated
in response to registering a credential read event at the reader
244. Alternatively or additionally, the login process for the game
management system 116 may be initiated in response to reading data
from the mobile device 124 and/or credential 128 and confirming a
validity of the data read from the mobile device 124 and/or
credential 128.
[0057] The code management instructions 224, when executed by the
processor 236, may enable the computational device 200 to interact
with the game management system 116 for purposes of requesting,
generating, receiving, sharing, and/or consuming shareable codes.
In some embodiments, the code management instructions 224 may be
configured to receive shareable codes, store shareable codes in
memory 204 for later use, access shareable codes created by another
player 112 when redemption or consumption of the shareable codes is
desired, access shareable codes previously generated by the player
112 for purposes of sharing the shareable codes, determine a
sharing status associated with shareable codes, and perform any
other function associated with a shareable code. As a non-limiting
example, the code management instructions 224 may be configured to
receive a shareable code, generate a code usage message when the
shareable code is being used in connection with game instructions
208, transmit a code usage message to the game management game
management system 116 when the shareable code is being used in
connection with game instructions 208, receive a game initiation
message from the game management session in response to a shareable
code being redeemed or consumed, and automatically initiate game
instructions 208 based on information contained in a game
initiation message. For instance, the code management instructions
224 may be configured to receive a shareable code which includes an
identifier of a game and instructions that automatically initiate
the game when the shareable code is consumed. Thus, the code
management instructions 224 may be configured to call the game
instructions 208 based on information contained in a shareable code
(e.g., information like an identifier of a game and/or instructions
contained in a shareable code to initiate the game).
[0058] The credit meter 232 may correspond to a device or
collection of devices that facilitates a tracking of wager activity
or available wager credits at the computational device 200. Such
credits may be made available for wagers or bets placed on a game
managed by the game management system 116. In some embodiments, the
credit meter 232 may be used to store or log information related to
various player 112 activities and events that occur at the
computational device 200. The types of information that may be
maintained in the credit meter 232 include, without limitation,
player information, available credit information, wager amount
information, and other types of information that may or may not
need to be recorded for purposes of accounting for wagers placed at
the computational device 200 and payouts made for a player 112
during a game of chance or skill played at the computational device
200. In some embodiments, the credit meter 232 may be configured to
track coin-in activity, coin-out activity, coin-drop activity,
jackpot paid activity, bonus paid activity, credits applied
activity, external bonus payout activity, ticket/voucher in
activity, ticket/voucher out activity, timing of events that occur
at the computational device 200, and the like. Some or all of the
data within the credit meter 232 may be reported to the game
management system 116. As an example, the number, value, and timing
of wagers placed by a particular player 112 and payouts on such
wagers may be reported.
[0059] The cash-in device 256 may include a bill acceptor, a coin
acceptor, a chip acceptor or reader, or the like. In some
embodiments, the cash-in device 256 may also include credit card
reader hardware and/or software. The cash-out device 260 may
operate and issue cash, coins, tokens, or chips based on an amount
indicated within the credit meter 232. In some embodiments, the
cash-out device 260 may include a coin tray or the like and
counting hardware configured to count and distribute an appropriate
amount of coins or tokens based on a player's 112 winnings or
available credit within the credit meter 232.
[0060] The computational device 200 may also be provided with a
ticket acceptance device 264 that is configured to accept or scan
physically-printed tickets/vouchers and extract appropriate
information therefrom. In some embodiments, the ticket acceptance
device 264 may include one or more machine vision devices (e.g., a
camera, IR scanner, optical scanner, barcode scanner, etc.), a
physical ticket acceptor, a shredder, etc. The ticket acceptance
device 264 may be configured to accept physical tickets and/or
electronic tickets without departing from the scope of the present
disclosure. An electronic ticket/voucher may be accepted by
scanning a one-dimensional barcode, two-dimensional barcode, or
other type of barcode or quick response (QR) code displayed by a
player's 112 mobile device 124, for example.
[0061] The ticket issuance device 268 may be configured to print or
provide physical tickets/vouchers to players 112. In some
embodiments, the ticket issuance device 268 may be configured to
issue a ticket/voucher consistent with an amount of credit
available to a player 112, possibly as indicated within the credit
meter 232.
[0062] As mentioned above, the user interface device(s) 272 may
correspond to any type of mechanical or software-based input and/or
output device. In some embodiments, the user interface device(s)
272 may be provided on a common panel or portion of the
computational device 200 and may be used to initiate a
predetermined function in response to being pressed by the player
112. In addition to the examples of user interface devices 272
described above, it should be appreciated that a user interface
device 272 may alternatively or additionally take the form of one
or more depressible buttons, a lever or "one armed bandit handle,"
etc.
[0063] The illustrative computational device 200 is also shown to
include a communication interface 240. In the depicted embodiment,
the reader 244 is in direct communication with the communication
interface 240. It should be appreciated, however, that such a
direct connection is not required. Rather, for example, the reader
244 may be directly connected to the processor 236. In some
embodiments, the communication interface 240 may correspond to a
component of the computational device 200 that has the reader 244
integrated therewith. As a more specific but non-limiting example,
the communication interface 240 may correspond to a SMIB and the
reader 244 may be integrated with the SMIB. In some embodiments,
the communication interface 240 communicates with the processor 236
using a Slot Accounting System (SAS) protocol. The communication
interface 240 may enable the computational device 200 to interact
with the game management system 116. All elements of the
computational device 200 may be considered to be coupled to one
another, regardless of whether or not such coupling is direct or
indirect. For instance, the processor 236 may be considered to be
coupled to the reader 244 via the communication interface 240. In
other words, "coupling" as used herein does not necessarily require
a direct communication between components.
[0064] The nature of the communication interface 240 may depend
upon the protocol and/or networking requirements of the game
management system 116. Examples of a suitable communication
interface 240 include, without limitation, an Ethernet port, a USB
port, an RS-232 port, an RS-485 port, a NIC, an antenna, a driver
circuit, a modulator/demodulator, etc. The communication interface
240 may include one or multiple different network interfaces
depending upon whether one or multiple network connections are
required to facilitate interactions with the game management system
116 or the network 104. For instance, the computational device 200
may be provided with both a wired network interface and a wireless
network interface without departing from the scope of the present
disclosure. In some embodiments, the communication interface 240
may include different communications ports that interconnect with
various input/output lines.
[0065] The reader 244 may be configured to read credentials of
different types. For instance, the reader 244 may be configured to
read the credential 128 or similar cards that operate with a
similar protocol or utilize a similar data format. The reader 244
may also be configured to read cards or credentials of other types
(e.g., the mobile device 124). For instance, the reader 244 may be
configured to wirelessly or by contact read a mobile device 124
and/or credential 128.
[0066] The format or form factor of a credential 128 should not be
limited to any particular type of format or form factor. Examples
of suitable form factors that may be used for a credential 128
include, without limitation, magstripe cards, chip-based cards,
contactless/wireless cards, key fobs, mobile communication devices
(e.g., mobile device 124), optically-readable cards, or the like.
It should be appreciated that one or both of the mobile device 124
and credential 128 may be capable of being read by a reader 244
when brought within a predetermined distance of the reader 244
(e.g., if the reader 244 includes an antenna and is utilize a
contactless communication protocol like Near Field Communications
(NFC) or Bluetooth). Alternatively or additionally, a credential
128 may be capable of being read by a reader 244 when inserted to a
slot of a card reader 244 or swiped through a card reader 244. To
the extent that the form factor of a credential 128 can vary and is
not limited, it should be appreciated that the reader 244 may be
provided with any number of hardware and/or software components to
enable interactions with a credential 128. More specifically, each
a reader 244 may include one or multiple readers, each of which may
be provided with appropriate hardware and/or software components to
enable the reader 244 to extract/read data that is stored on a
credential 128. As an example, a reader 244 may be configured to
read or extract a shared code from a credential 128 or from a
mobile device 124.
[0067] In some embodiments, when the reader 244 is used to read
data from a credential 128, the data read from the credential 128
may be provided directly to the communication interface 240. The
communication interface 240 may be configured to provide some or
all of the data from the credential 128 directly to the game
management system 116 (e.g., without providing the data first to
the processor 236). The communication interface 240 may then
provide some or all of the data from the credential 128 to the
processor 236 or may inform the processor 236 of a card read event.
In some embodiments, the communication interface 240 may not
necessarily provide any data from the credential 128 to the game
management system 116. Rather, upon reading data from the
credential 128, the communication interface 240 may automatically
initiate a login process for the player 112 that presented the
credential 128 to the reader 244. Alternatively or additionally,
upon reading a shared code from the credential 128, the
communication interface 240 may automatically initiate a code
redemption process for the player 112 by sending a code usage
message to the game management system 116.
Game Management System
[0068] With reference now to FIG. 3, additional details of a game
management system 116 will be described in accordance with at least
some embodiments of the present disclosure. While depicted as a
single device (e.g., as a single server), it should be appreciated
that some or all of the components of a game management system 116
may be distributed across multiple devices without departing from
the scope of the present disclosure. For instance, the game
management system 116 may include one or more servers for tracking
player progress, one or more different servers for managing code
usage and sharing (e.g., a code authentication server), one or more
different servers for managing pools of players 112 established
with a shared code, etc.
[0069] The game management system 116 is shown as a server to
include a processor 304, memory 308, and a network interface 312.
These resources may enable functionality of the game management
system 116 as will be described herein. For instance, the network
interface 312 provides the game management system 116 with the
ability to send and receive communication packets or the like over
the communication network 104. The network interface 312 may be
provided as a network interface card (NIC), a Slot Machine
Interface Board (SMIB), a network port, a modem, drivers for the
same, and the like. Communications between the components of the
game management system 116 and other devices connected to the
communication network 104 may all flow through the network
interface 312.
[0070] The processor 304 may correspond to one or many computer
processing devices. For instance, the processor 304 may be provided
as silicon, as a Field Programmable Gate Array (FPGA), an
Application-Specific Integrated Circuit (ASIC), any other type of
Integrated Circuit (IC) chip, a collection of IC chips, or the
like. As a more specific example, the processor 304 may be provided
as a microprocessor, a CPU, a GPU, or plurality of microprocessors
that are configured to execute the instructions sets stored in
memory 308. Upon executing the instruction sets stored in memory
308, the processor 304 enables various game management, player
authentication, code authentication, code generation, code
distribution, and wager management functions of the game management
system 116.
[0071] The memory 308 may include any type of computer memory
device or collection of computer memory devices. Non-limiting
examples of memory 308 include RAM, ROM, flash memory, EEEPROM,
DRAM, etc. The memory 308 may be configured to store the
instructions depicted in addition to temporarily storing data for
the processor 304 to execute various types of routines or
functions. As an example, the memory 308 may a player profile
management instruction set 324 that enables the processor 304 to
store data into a player profile in database 120.
[0072] In addition to managing player profile information, the game
management system 116 may also be provided with a code generation
and distribution instruction set 316 that, when executed by the
processor 304, enable the game management system 116 to receive
code request messages, analyze information contained in code
request messages, and respond to code request messages as
appropriate. The code generation and distribution instruction set
316 may alternatively or additionally be configured to
automatically distribute a shareable code generated for one player
112 among a number of other players 112 (e.g., where the code
request message identified specific players 112 to receive the
shareable code or where the code request message identified
criteria for distributing the shareable code to qualified players
112). In this way, the game management system 116 may be configured
to generate and distribute shareable codes to code requestors
and/or players 112 that will eventually consume or redeem the
code.
[0073] The memory 308 may also include code usage instructions 320.
While depicted as being separate from the code generation and
distribution instruction set 316, it should be appreciated that
functionality of the code usage instructions 320 could be
implemented as part of the code generation and distribution
instructions 316. The code usage instructions 320, when executed by
the processor 304, may enable the game management system 116 to
track a number of players 112 that have redeemed or used a code,
track an expiration associated with a code, analyze a code usage
message indicating a player's 112 attempt to redeem or consume a
code, and update electronic record(s) in the database 120 to
reflect whether and when a code has been redeemed by a qualified
player 112.
[0074] The memory 308 is also depicted to include a game management
instruction set 328. The game management instruction set 328, when
executed by the processor 304, may enable the game management
system 116 to facilitate various gameplay features and functions at
the gaming machines 108, mobile devices 124, or any other
computational device 200. For instance, the game management
instruction set 328 may be configured to manage wagers placed by
players 112 at computational devices 200, track game states at
computational devices 200, determine outputs to provide to the
player 112 via a computational device 200, and/or manage game
rules, settings, or preferences within the gaming system 100.
[0075] The player profile management instruction set 324, when
executed by the processor 304, may enable the game management
system 116 to manage one or more data fields for a player profile,
for example, stored in the database 120. In some embodiments, the
player profile management instruction set 324 may be configured to
create and manage one or more player profiles and associated data
structures within the database 120. A player profile, in some
embodiments, may include player 112 identification information and
a wager account record for the player as well as shareable codes
that have been provided to the player 112 or distributed on behalf
of the player 112. In some embodiments, the player profile
management instruction set 324 may be responsible for managing
electronic records of all players 112 within the gaming system 100
or a subset of players 112 within the gaming system 100. In some
embodiments, the player profile management instruction set 324 may
be responsible for updating a player profile to indicate that an
associated player 112 is attempting to earn a bonus or jackpot
based on an aggregation of events that can occur within the gaming
system 100. The player profile management instruction set 324 may
be configured to work in synchronization with the code usage
instruction set 320 to update a player profile in response to a
player 112 distributing a shareable code and/or in response to
other players consuming or redeeming a code generated by the player
112.
Player Groups and Player Pools
[0076] With reference now to FIGS. 4A-4D, additional details of
ways in which a shareable code can be used to facilitate player 112
interactions will be described in accordance with at least some
embodiments of the present disclosure. Referring initially to FIG.
4A, a first pool of players 412 is created when a first player 404
(e.g., an originating player or code requestor) initiates the
generation of a shareable code and when a number of second players
408 (e.g., players 112 other than the first player 404) consume or
redeem the code created by the first player 404. As shown in FIG.
4A, the pool of players 412 may include some players that have a
mobile device 124 and others that do not. In this particular
example, the first player 404 may have defined that the code can
only be redeemed or used with a particular gaming machine 108, a
particular type of gaming machine 108, or a particular game offered
by a gaming machine 108. In such a situation, to become part of the
player pool 412, other second players 408 are required to redeem or
use the code at a particular gaming machine 108 that complies with
the restrictions defined in the code. Thus, a second player 408
that does not have access to a qualified gaming machine 108 may not
be allowed to join the pool of players 412.
[0077] FIG. 4A also illustrates that the second players 408 do not
necessarily need a mobile device 124 or the like to redeem the
code. Instead, the second players 408 may enter or redeem the code
directly at the gaming machine 108. In some embodiments, the game
management instructions 328 may manage a common game played by the
pool of players 412 (e.g., a slot tournament, a fantasy sports
match, a friendly side-wager, etc.) that are playing the game on
different gaming machines 108. In some embodiments, when each of
the second players 408 redeems or enters a code at a qualified
gaming machine 108, the appropriate game (e.g., the game
instructions 208) may be automatically invoked by the code
management instructions 224.
[0078] Referring now to FIG. 4B, a second possible configuration of
a pool of players 412 is illustrated. In this configuration some of
the second players 408 have joined the pool of players 412 at a
gaming machine 108 while others of the second players 408 have
joined the pool of players 412 at a mobile device 124. In this
situation the code created by the first player 404 may have defined
a particular game that is needed to redeem the code/join the pool
of players 412, but the code may be agnostic with respect to the
type of computational device 200 that is used to redeem the code.
Thus, as long as a mobile device 124 includes a qualified game, the
mobile device 124 may be used for code redemption by a second
player 408.
[0079] FIG. 4C illustrates another possible configuration of a pool
of players 412. This particular configuration shows that the first
player 404 is positioned at a gaming machine 108 and does not
necessarily use a mobile device 124 to generate a shareable code.
Instead, the first player 404 may use the gaming machine 108 to
request/generate the shareable code and then the second players 408
may redeem the shareable code with a mobile device 124. In some
embodiments, the first player 404 may require that the code be
redeemed only by second players 408 within a predetermined
proximity (e.g., a wireless communication range, within the same
building/casino, within view, within a certain distance, etc.) of
their gaming machine 108. In some embodiments, the code may be
created such that the code generation and distribution instructions
316 only distributes/shares the code with players 112 that are
within the predetermined proximity of the gaming machine 108 at
which the first player 404 is positioned. The code may be pushed by
the game management system 116 to mobile devices 124 of qualified
second players 408 and those second players 408 may be allowed to
redeem the code at their mobile device 124. The code may further
define that the second player 408 are only allowed to remain a part
of the pool of players 412 as long as they remain within a
predetermined proximity of the gaming machine 108.
[0080] When part of the pool of players 412, the first player 404
and second players 408 may be allowed to play a common game (e.g.,
a game hosted at the gaming machine 108) or to play different
games. Moreover, in some embodiments, the players in the pool of
players 412 may be allowed to work as a team toward completing
certain achievements in a game hosted at the gaming machine 108.
For example, all players in the pool of players 412 may play an
instance of the game at their own personal computational device
200, but the credits/rewards earned by any of the players in the
pool of players 412 may be contributed to a shared rewards pool
that is later distributed among all players in the pool of players
412. As more second players 408 join the pool of players 412, the
first player 404 may be provided with additional rewards or
opportunities during their gaming session at the gaming machine
108. If some second players 408 refer or share the code with other
second players 408, then the referring second players 408 may
receive additional rewards or opportunities during the gaming
session in addition to providing more rewards or opportunities to
the first player 404.
[0081] In some embodiments, the pool of players 412 may exist for a
predetermined amount of time or until a predetermined event occurs.
An advantage of allowing the first player 404 to generate and share
a code using the gaming machine 108 is that other players 408 are
allowed to enjoy a game hosted by the gaming machine 108 even
though the first player 404 is physically using the gaming machine
108. In other words, the physical availability of the gaming
machine 108 does not limit the first player 404 and/or the gaming
machine 108 from facilitating gameplay with a game hosted at the
gaming machine 108 among a number of other players 408.
[0082] FIG. 4D illustrates yet another possible configuration for a
pool of players 412. In this configuration the first player 404 is
using a mobile device 124 as are the second players 408. The first
player 404 may be playing a game on their mobile device 124 similar
to the situation described in connection with FIG. 4C.
Additionally, the first player 404 may use their mobile device 124
to generate/request the code that is eventually shared with the
second players 408. In some embodiments, each player 404, 408 may
be allowed to play a game or redeem the code using their own mobile
device 124. In some embodiments, the game may be hosted at a mobile
device 124 of one player and the mobile devices 124 of the other
players may receive updates or notifications about the game. In
some embodiments, the first player 404 may define code parameters
that limit code redemption or code usage to other players 408
within a predetermined proximity (e.g., a wireless communication
range, within the same building/casino, within view, within a
certain distance, etc.) of the first player 404. The code
parameters may alternatively or additionally require that the
second players 408 have a predetermined application on their mobile
device 124 or have the ability to play a predetermined game on
their mobile device 124.
Methods
[0083] With reference now to FIGS. 5 to 9, various methods will be
described in accordance with at least some embodiments of the
present disclosure. It should be appreciated that the disclosed
methods may be performed by one, some, or all of the devices
depicted and described herein. Said another way, any device within
the system 100 may be used to perform some or all of a method
depicted and described herein. Moreover, although certain steps are
depicted as being performed in a certain order or in connection
with a particular method, it should be appreciated that any method
step depicted and described herein may be performed in combination
with any other method step depicted and described herein.
[0084] Referring initially to FIG. 5, a method of generating a
shareable code and distributing the shareable code will be
described in accordance with embodiments of the present disclosure.
The method begins when a code request message is received at the
game management system 116 (step 504). The code request message may
have been transmitted by a computational device 200 being used by a
first player 404. In some embodiments, the code request message may
originate from a predetermined application on a mobile device 124.
In some embodiments, the code request message may originate from
code management instructions 224 of a computational device 200. The
code request message may include information describing the first
player 404 (e.g., a player 112 identification number, a username, a
player 112 membership status, an identifier of an application or
mobile device 124 associated with the player 112, a location of the
player 112, etc.). The code request message may also include one or
more code parameters. As described herein, the code parameter(s)
may be defined by the player 112. Definition of a code parameter by
the player 112 may be based on player 112 inputs provided during
generation of the code request, based on a membership level of the
player 112, based on preferences defined by the player 112, based
on casino preferences or rules, or combinations thereof.
[0085] The method may continue with the code generation and
distribution instructions 316 analyzing the code request message.
Specifically, in some embodiments, the code generation and
distribution instructions 316 may invoke a routine where the
information describing the code requestor is analyzed (step 508).
Based on the analysis of the information describing the code
requestor, the code generation and distribution instructions 316
may determine that the code requestor is permitted or authorized to
receive a shareable code (step 512). Alternatively or additionally,
the code generation and distribution instructions 316 may determine
that the code requestor is permitted to generate the shareable
code, but the shareable code is directly transmitted by the game
management system 116 to other players 408. The analysis in step
508 and the determination in step 512 may include analyzing a
casino membership level associated with the code requestor,
analyzing whether the code requestor has a particular application
on their mobile device 124, whether the code requestor has the
ability/permissions to request and receive a shareable code, etc.
The analysis may also include determining whether the requested
code parameters are permitted to be provided to the code
requestor.
[0086] Upon determining that the code requestor is permitted to
create/receive the shareable code with the code parameters defined
by the code requestor (e.g., as contained in the code request
message), the method may continue with the game management system
116 invoking the code generation and distribution instructions 316
to generate the shareable code with the requested code parameter(s)
(step 516). The code generation and distribution instructions 316
may then invoke the player profile management instructions 324 to
store one or more electronic records in the database 120 that
indicate the shareable code has been generated for the code
requestor (step 520). The electronic record may also indicate
circumstances surrounding the generation of the shareable code
(e.g., time of code generation, identification of code requestor,
identification of code parameter(s), identification of targets or
other players 112 to receive the code, etc.).
[0087] The method may also involve invoking the code generation and
distribution instructions 316 to send a code delivery message to
the computational device associated with the code requestor (step
524). In some embodiments, the code delivery message may include
the shareable code, an identifier of the shareable code, and
identifier of the code requestor, a descriptor of the code
parameter(s), etc. Thus, the shareable code may be communicated to
the code requestor, who can then share the code with other players
112 as desired.
[0088] Alternatively or additionally, the code generation and
distribution instructions 316 may be configured to automatically
send the shareable code via one or more code delivery messages to
players 112 other than the code requestor. For instance, the
shareable code may be automatically transmitted to
specifically-identified players 112 (e.g., friends of known
acquaintances of the code requestor), to players 112 that meet
requirements defined by the code parameter(s) of the shareable code
(e.g., players 112 playing a certain game, players 112 having a
certain membership level, players 112 within a predetermined
proximity of the code requestor, players 112 that have their mobile
device 124 paired with the computational device 200 that
transmitted the code request message, players 112 that have their
mobile device 124 paired with a predetermined gaming machine 108,
players 112 playing a particular gaming machine 108, or
combinations thereof).
[0089] With reference now to FIG. 6, a method of authorizing code
usage will be described in accordance with embodiments of the
present disclosure. The method may begin when a code usage message
is received at the game management system 116 (step 604). The code
usage message may be received from a computational device 200 being
used by a player 112 other than the player that generated or
requested the shareable code.
[0090] The method may continue with the code usage instructions 320
referencing the electronic record associated with the code
identified in the code usage message (step 608) to confirm that the
code is being redeemed by a qualified player 112 (step 612). In
some embodiments, a qualified consumer of a shareable code may
correspond to a player 112 that satisfies any or all restrictions
placed on the shareable code. Such restrictions may be defined as
code parameters and may have been determined at the time of
generating the shareable code. In some embodiments, qualification
to redeem a code may also depend upon a validity or non-expiration
of the code.
[0091] If the query of step 612 is answered negatively, then the
method continues with the code usage instructions 320 generating
and transmitting a message indicating that the code
usage/redemption was denied (step 616). This particular step may
involve sending a code denial message to the player 112 that
requested to redeem the code and/or to the player 112 that
originated the creation of the code.
[0092] If the query of step 612 is answered positively, then the
method may continue with the code usage instructions 320 generating
a message indicating that the code usage has been approved (step
620). The message may be transmitted to the computational device
200 that transmitted the code usage message and/or to a
computational device 200 associated with the original code
requestor. The message may be transmitted over the communication
network 104. The method may also include the code usage
instructions 320 invoking the player profile management
instructions 324 to update the electronic record associated with
the shareable code in the database 120 (step 624). As an example,
the shareable code field 140 and/or group status field 148 may be
updated to reflect that the shareable code has been redeemed. The
electronic record may also be updated/incremented to indicate that
a new sharing event (e.g., a code redemption) has occurred for the
code.
[0093] Tracking the sharing events associated with the code may
result in the code usage instructions 320 determining that the code
creator has qualified for a particular reward or benefit. In some
embodiments, the code usage instructions 320 may be configured to
determine the number of sharing events associated with the
shareable code and further determine if the number of sharing
events exceeds a predetermined sharing threshold (step 628). If the
number of sharing events associated with the shareable code exceeds
the predetermined sharing threshold, then a reward may be
determined for the code requestor (step 636). In some embodiments,
the reward(s) for the code requestor may depend upon the nature and
extent of the sharing event. For instance, certain sharing events
may result in one type of reward for the code requestor whereas
other sharing events may result in a different type of reward for
the code requestor. The code usage instructions 320 may then
generate a rewards message that includes an identification of the
reward. The rewards message may be sent to the computational device
associated with the code requestor (step 640). The rewards message
may alternatively or additionally be sent to the player 112 that
just redeemed or used the shareable code.
[0094] Referring back to step 628, if the number of sharing events
has not yet exceeded the predetermined sharing threshold, then the
code usage instructions 320 may notify the code requestor of the
update to the electronic record, but not provide a reward to the
code requestor (step 632). For instance, the code requestor may be
notified of the increment in the number of times the shareable code
has been redeemed and a number of sharing events remaining until a
reward is earned.
[0095] With reference now to FIG. 7, a method of confirming code
validity will be described in accordance with embodiments of the
present disclosure. The method begins when a code usage message is
received (step 704). This particular step may be similar or
identical to step 604. The method continues with the code usage
instructions 320 determining a time at which the code usage message
was received (step 708). In some embodiments, the time at which the
code message is received may substantially or roughly correspond to
a time at which the code is redeemed. To determine the time of code
redemption more accurately, the code usage instructions 320 may
analyze a timestamp of the code usage message to determine when the
message was sent by the computational device 200.
[0096] The code usage instructions 320 may then compare the time at
which the code usage message is received (or sent) with the
expiration of the shareable code (step 712). In particular, the
shareable code may have a code parameter that defines an expiration
or time-to-live for the sharable code. In such a situation, the
code usage instructions 320 may condition the code redemption and
any rewards for the code requestor based on the code being used
prior to the expiration of the code (e.g., as defined in the code
parameter of the code) (step 716). In other words, the code may not
be redeemed or may not result in a reward for the code requestor if
the code is attempted to be redeemed after expiration.
[0097] With reference now to FIG. 8, a method of constructing a
pool of players 412 with a shareable code will be described in
accordance with embodiments of the present disclosure. The method
begins when a code usage message is received (step 804). This step
may be similar or identical to step 604 and/or step 704. The method
continues by determining a number of players 112 that have already
joined a player pool 412 by redeeming the shareable code identified
in the code usage message (step 808). The determination made in
step 808 may be made by the code usage instructions 320 referencing
the shareable code field 140 or group status field 148 in the
database 120.
[0098] The code usage instructions 320 may then determine whether
or not the pool of players 412 is already full (step 812). In some
embodiments, the shareable code may have a code parameter that
defines a maximum size of the pool of players 412 (e.g., a maximum
number of players 112 that can join the pool of players 412). In
some embodiments, the shareable code may have a timer or particular
event associated therewith that defines when the pool of players
412 will be closed (e.g., upon a game starting, upon receiving a
command from the code requestor that the pool of players 412 is
sufficiently sized, etc.). If the pool of players 412 is not yet
full or is still subject to having additional players 112 added
thereto, then the method may continue with the code usage
instructions 320 allowing the newest redeeming player 112 to join
the pool of players 412 (step 820). This step may involve invoking
the method described in connection with FIG. 6.
[0099] If the pool of players 412 is already full, then the player
112 that attempted to redeem the code may be notified that the pool
of players 412 is already full and the player 112 may be denied
admission to the pool of players 412 (step 816). I some
embodiments, it may also be possible to setup an automated
notification that can be transmitted to the player 112 when another
player 112 leaves the pool of players 412, thereby creating
capacity for another player 112 to be added to the pool of players
412.
[0100] Referring now to FIG. 9, a method of defining code
parameters for a shareable code will be described in accordance
with embodiments of the present disclosure. The method begins when
a code request message is received at the game management system
116 (step 904). This particular step may be similar or identical to
step 504. Upon receiving the code request message, the code
generation and distribution instructions 316 may be invoked to
analyze information describing the code requestor (step 908) and
code parameter(s) being requested for the code (step 912). In some
embodiments, the options for code parameter(s) may be limited when
the code requestor is initially generating a request for the
shareable code, in which case the method of FIG. 9 may be
controlled at the computational device 200 of the code requestor.
In some embodiments, the options for code parameter(s) may be
presented to the code requestor at the computational device 200
without knowledge of the code requestor's permissions for
generating a code with particular restrictions on code
parameters.
[0101] The method may continue with the code generation and
distribution instructions 316 determining allowable code
parameter(s) for the code requestor (step 916). The determination
made in this step may be made with reference to player information
contained in the player information field 136 and/or a player
identification contained in the player identification field 144.
Specifically, a player 112 may have code parameter(s) that are
limited, restricted, bounded, or otherwise defined based on a
membership level of the player 112, based on a particular identity
of the player 112, based on based on a device being used by the
player 112, or combinations thereof.
[0102] The method may continue with the code generation and
distribution instructions 316 determining if the requested code
parameter(s) are allowable for the code requestor (step 920). If
any of the requested code parameter(s) are not allowable, then the
method may continue with the code generation and distribution
instructions 316 notifying the code requestor of the discrepancy
(step 924). The code generation and distribution instructions 316
may also attempt to help the code requestor resolve the
discrepancy, for example, by providing the code requestor with
alternative code parameter(s) that are allowable.
[0103] If the requested code parameters are determined to be
allowable, then the method may continue with the code generation
and distribution instructions 316 generating a shareable code with
the code parameters defined by the code requestor (step 928). In
some embodiments, the shareable code generated with the requested
parameters may be used, distributed, and/or redeemed in accordance
with the code parameters. One or more code parameters may also be
used to automatically initiate or trigger game instructions 208 of
a computational device 200 to start playing a game for the player
112 when the shareable code is redeemed. For example, the shareable
code may be generated with code parameters that identify a
particular game to be played with the code and instructions that
automatically initiate the game on the computational device 200
when the shareable code is redeemed. The instructions that initiate
the game may also include instructions that pair the computational
device 200 of the player redeeming the code with a computational
device 200 being used by the code requestor. As a more specific,
but non-limiting example, the redemption of the code may cause the
second player's 408 mobile device 124 to automatically initiate a
game in addition to automatically pairing with the computational
device 200 of the code generator (e.g., the first player 404). This
automatic pairing may help to enforce a code parameter that
requires the second player 408 to be within a predetermined
proximity of the first player 404 to redeem the code.
[0104] In some embodiments, the game played by players 112 in the
pool of players 412 may be hosted on one computational device 200
belonging to one player 112 in the pool of players 412. In some
embodiments, each computational device 400 of each player 112 in
the pool of players 412 may execute game instructions 208 to host
the game. Any computational device 200 that is hosting or running
the game for the pool of players 412 may use an output of a RNG
that is executed at the computational device 200. As a non-limiting
example, the computational device 200 being used by the code
requestor may host the game and the RNG of that computational
device 200 may be used to drive game outcomes for all games being
played by all players 112 in the pool of players 412. When two or
more computational devices 200 are wirelessly paired with one
another (e.g., WiFi pairing, Bluetooth pairing, NFC pairing, etc.),
the user interface of one computational device 200 may display
information describing information about all other players in the
pool of players 412. Each computational device 200 may also display
which computational device(s) 200 are hosting the game being played
by the pool of players 412 (e.g., by graphically displaying all
computational devices 200 or identifiers of computational devices
200 and highlighting the computational device(s) 200 that is
hosting the game).
[0105] A number of variations and modifications of the disclosure
can be used. It would be possible to provide for some features of
the disclosure without providing others.
[0106] The present disclosure contemplates a variety of different
gaming systems each having one or more of a plurality of different
features, attributes, or characteristics. A "gaming system" as used
herein refers to various configurations of: (a) one or more central
servers, central controllers, or remote hosts; (b) one or more
electronic gaming machines such as those located on a casino floor;
and/or (c) one or more personal gaming devices, such as desktop
computers, laptop computers, tablet computers or computing devices,
personal digital assistants, mobile phones, and other mobile
computing devices. Moreover, an EGM as used herein refers to any
suitable electronic gaming machine which enables a player to play a
game (including but not limited to a game of chance, a game of
skill, and/or a game of partial skill) to potentially win one or
more awards, wherein the EGM comprises, but is not limited to: a
slot machine, a video poker machine, a video lottery terminal, a
terminal associated with an electronic table game, a video keno
machine, a video bingo machine located on a casino floor, a sports
betting terminal, or a kiosk, such as a sports betting kiosk.
[0107] In various embodiments, the gaming system of the present
disclosure includes: (a) one or more electronic gaming machines in
combination with one or more central servers, central controllers,
or remote hosts; (b) one or more personal gaming devices in
combination with one or more central servers, central controllers,
or remote hosts; (c) one or more personal gaming devices in
combination with one or more electronic gaming machines; (d) one or
more personal gaming devices, one or more electronic gaming
machines, and one or more central servers, central controllers, or
remote hosts in combination with one another; (e) a single
electronic gaming machine; (f) a plurality of electronic gaming
machines in combination with one another; (g) a single personal
gaming device; (h) a plurality of personal gaming devices in
combination with one another; (i) a single central server, central
controller, or remote host; and/or (j) a plurality of central
servers, central controllers, or remote hosts in combination with
one another.
[0108] For brevity and clarity and unless specifically stated
otherwise, "EGM" as used herein represents one EGM or a plurality
of EGMs, "personal gaming device" as used herein represents one
personal gaming device or a plurality of personal gaming devices,
and "central server, central controller, or remote host" as used
herein represents one central server, central controller, or remote
host or a plurality of central servers, central controllers, or
remote hosts.
[0109] As noted above, in various embodiments, the gaming system
includes an EGM (or personal gaming device) in combination with a
central server, central controller, or remote host. In such
embodiments, the EGM (or personal gaming device) is configured to
communicate with the central server, central controller, or remote
host through a data network or remote communication link. In
certain such embodiments, the EGM (or personal gaming device) is
configured to communicate with another EGM (or personal gaming
device) through the same data network or remote communication link
or through a different data network or remote communication link.
For example, the gaming system includes a plurality of EGMs that
are each configured to communicate with a central server, central
controller, or remote host through a data network.
[0110] In certain embodiments in which the gaming system includes
an EGM (or personal gaming device) in combination with a central
server, central controller, or remote host, the central server,
central controller, or remote host is any suitable computing device
(such as a server) that includes at least one processor and at
least one memory device or data storage device. As further
described herein, the EGM (or personal gaming device) includes at
least one EGM (or personal gaming device) processor configured to
transmit and receive data or signals representing events, messages,
commands, or any other suitable information between the EGM (or
personal gaming device) and the central server, central controller,
or remote host. The at least one processor of that EGM (or personal
gaming device) is configured to execute the events, messages, or
commands represented by such data or signals in conjunction with
the operation of the EGM (or personal gaming device). Moreover, the
at least one processor of the central server, central controller,
or remote host is configured to transmit and receive data or
signals representing events, messages, commands, or any other
suitable information between the central server, central
controller, or remote host and the EGM (or personal gaming device).
The at least one processor of the central server, central
controller, or remote host is configured to execute the events,
messages, or commands represented by such data or signals in
conjunction with the operation of the central server, central
controller, or remote host. One, more than one, or each of the
functions of the central server, central controller, or remote host
may be performed by the at least one processor of the EGM (or
personal gaming device). Further, one, more than one, or each of
the functions of the at least one processor of the EGM (or personal
gaming device) may be performed by the at least one processor of
the central server, central controller, or remote host.
[0111] In certain such embodiments, computerized instructions for
controlling any games (such as any primary or base games and/or any
secondary or bonus games) displayed by the EGM (or personal gaming
device) are executed by the central server, central controller, or
remote host. In such "thin client" embodiments, the central server,
central controller, or remote host remotely controls any games (or
other suitable interfaces) displayed by the EGM (or personal gaming
device), and the EGM (or personal gaming device) is utilized to
display such games (or suitable interfaces) and to receive one or
more inputs or commands. In other such embodiments, computerized
instructions for controlling any games displayed by the EGM (or
personal gaming device) are communicated from the central server,
central controller, or remote host to the EGM (or personal gaming
device) and are stored in at least one memory device of the EGM (or
personal gaming device). In such "thick client" embodiments, the at
least one processor of the EGM (or personal gaming device) executes
the computerized instructions to control any games (or other
suitable interfaces) displayed by the EGM (or personal gaming
device).
[0112] In various embodiments in which the gaming system includes a
plurality of EGMs (or personal gaming devices), one or more of the
EGMs (or personal gaming devices) are thin client EGMs (or personal
gaming devices) and one or more of the EGMs (or personal gaming
devices) are thick client EGMs (or personal gaming devices). In
other embodiments in which the gaming system includes one or more
EGMs (or personal gaming devices), certain functions of one or more
of the EGMs (or personal gaming devices) are implemented in a thin
client environment, and certain other functions of one or more of
the EGMs (or personal gaming devices) are implemented in a thick
client environment. In one such embodiment in which the gaming
system includes an EGM (or personal gaming device) and a central
server, central controller, or remote host, computerized
instructions for controlling any primary or base games displayed by
the EGM (or personal gaming device) are communicated from the
central server, central controller, or remote host to the EGM (or
personal gaming device) in a thick client configuration, and
computerized instructions for controlling any secondary or bonus
games or other functions displayed by the EGM (or personal gaming
device) are executed by the central server, central controller, or
remote host in a thin client configuration.
[0113] In certain embodiments in which the gaming system includes:
(a) an EGM (or personal gaming device) configured to communicate
with a central server, central controller, or remote host through a
data network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a
communication network, the communication network may include a
local area network (LAN) in which the EGMs (or personal gaming
devices) are located substantially proximate to one another and/or
the central server, central controller, or remote host. In one
example, the EGMs (or personal gaming devices) and the central
server, central controller, or remote host are located in a gaming
establishment or a portion of a gaming establishment.
[0114] In other embodiments in which the gaming system includes:
(a) an EGM (or personal gaming device) configured to communicate
with a central server, central controller, or remote host through a
data network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a
communication network, the communication network may include a wide
area network (WAN) in which one or more of the EGMs (or personal
gaming devices) are not necessarily located substantially proximate
to another one of the EGMs (or personal gaming devices) and/or the
central server, central controller, or remote host. For example,
one or more of the EGMs (or personal gaming devices) are located:
(a) in an area of a gaming establishment different from an area of
the gaming establishment in which the central server, central
controller, or remote host is located; or (b) in a gaming
establishment different from the gaming establishment in which the
central server, central controller, or remote host is located. In
another example, the central server, central controller, or remote
host is not located within a gaming establishment in which the EGMs
(or personal gaming devices) are located. In certain embodiments in
which the communication network includes a WAN, the gaming system
includes a central server, central controller, or remote host and
an EGM (or personal gaming device) each located in a different
gaming establishment in a same geographic area, such as a same city
or a same state. Gaming systems in which the communication network
includes a WAN are substantially identical to gaming systems in
which the communication network includes a LAN, though the quantity
of EGMs (or personal gaming devices) in such gaming systems may
vary relative to one another.
[0115] In further embodiments in which the gaming system includes:
(a) an EGM (or personal gaming device) configured to communicate
with a central server, central controller, or remote host through a
data network; and/or (b) a plurality of EGMs (or personal gaming
devices) configured to communicate with one another through a
communication network, the communication network may include an
internet (such as the Internet) or an intranet. In certain such
embodiments, an Internet browser of the EGM (or personal gaming
device) is usable to access an Internet game page from any location
where an Internet connection is available. In one such embodiment,
after the EGM (or personal gaming device) accesses the Internet
game page, the central server, central controller, or remote host
identifies a player before enabling that player to place any wagers
on any plays of any wagering games. In one example, the central
server, central controller, or remote host identifies the player by
requiring a player account of the player to be logged into via an
input of a unique player name and password combination assigned to
the player. The central server, central controller, or remote host
may, however, identify the player in any other suitable manner,
such as by validating a player tracking identification number
associated with the player; by reading a player tracking card or
other smart card inserted into a card reader; by validating a
unique player identification number associated with the player by
the central server, central controller, or remote host; or by
identifying the EGM (or personal gaming device), such as by
identifying the MAC address or the IP address of the Internet
facilitator. In various embodiments, once the central server,
central controller, or remote host identifies the player, the
central server, central controller, or remote host enables
placement of one or more wagers on one or more plays of one or more
primary or base games and/or one or more secondary or bonus games,
and displays those plays via the Internet browser of the EGM (or
personal gaming device). Examples of implementations of
Internet-based gaming are further described in U.S. Pat. No.
8,764,566, entitled "Internet Remote Game Server," and U.S. Pat.
No. 8,147,334, entitled "Universal Game Server."
[0116] The central server, central controller, or remote host and
the EGM (or personal gaming device) are configured to connect to
the data network or remote communications link in any suitable
manner. In various embodiments, such a connection is accomplished
via: a conventional phone line or other data transmission line, a
digital subscriber line (DSL), a T-1 line, a coaxial cable, a fiber
optic cable, a wireless or wired routing device, a mobile
communications network connection (such as a cellular network or
mobile Internet network), or any other suitable medium. The
expansion in the quantity of computing devices and the quantity and
speed of Internet connections in recent years increases
opportunities for players to use a variety of EGMs (or personal
gaming devices) to play games from an ever-increasing quantity of
remote sites. Additionally, the enhanced bandwidth of digital
wireless communications may render such technology suitable for
some or all communications, particularly if such communications are
encrypted. Higher data transmission speeds may be useful for
enhancing the sophistication and response of the display and
interaction with players.
[0117] As should be appreciated by one skilled in the art, aspects
of the present disclosure have been illustrated and described
herein in any of a number of patentable classes or context
including any new and useful process, machine, manufacture, or
composition of matter, or any new and useful improvement thereof.
Accordingly, aspects of the present disclosure may be implemented
entirely hardware, entirely software (including firmware, resident
software, micro-code, etc.) or combining software and hardware
implementation that may all generally be referred to herein as a
"circuit," "module," "component," or "system." Furthermore, aspects
of the present disclosure may take the form of a computer program
product embodied in one or more computer readable media having
computer readable program code embodied thereon.
[0118] Any combination of one or more computer readable media may
be utilized. The computer readable media may be a computer readable
signal medium or a computer readable storage medium. A computer
readable storage medium may be, for example, but not limited to, an
electronic, magnetic, optical, electromagnetic, or semiconductor
system, apparatus, or device, or any suitable combination of the
foregoing. More specific examples (a non-exhaustive list) of the
computer readable storage medium would include the following: a
portable computer diskette, a hard disk, a random access memory
(RAM), a read-only memory (ROM), an erasable programmable read-only
memory (EPROM or Flash memory), an appropriate optical fiber with a
repeater, a portable compact disc read-only memory (CD-ROM), an
optical storage device, a magnetic storage device, or any suitable
combination of the foregoing. In the context of this document, a
computer readable storage medium may be any tangible medium that
can contain, or store a program for use by or in connection with an
instruction execution system, apparatus, or device.
[0119] A computer readable signal medium may include a propagated
data signal with computer readable program code embodied therein,
for example, in baseband or as part of a carrier wave. Such a
propagated signal may take any of a variety of forms, including,
but not limited to, electro-magnetic, optical, or any suitable
combination thereof. A computer readable signal medium may be any
computer readable medium that is not a computer readable storage
medium and that can communicate, propagate, or transport a program
for use by or in connection with an instruction execution system,
apparatus, or device. Program code embodied on a computer readable
signal medium may be transmitted using any appropriate medium,
including but not limited to wireless, wireline, optical fiber
cable, RF, etc., or any suitable combination of the foregoing.
[0120] Computer program code for carrying out operations for
aspects of the present disclosure may be written in any combination
of one or more programming languages, including an object oriented
programming language such as Java, Scala, Smalltalk, Eiffel, JADE,
Emerald, C++, C#, VB.NET, Python or the like, conventional
procedural programming languages, such as the "C" programming
language, Visual Basic, Fortran 2003, Perl, COBOL 2002, PHP, ABAP,
dynamic programming languages such as Python, Ruby and Groovy, or
other programming languages. The program code may execute entirely
on the user's computer, partly on the user's computer, as a
stand-alone software package, partly on the user's computer and
partly on a remote computer or entirely on the remote computer or
server. In the latter scenario, the remote computer may be
connected to the user's computer through any type of network,
including a local area network (LAN) or a wide area network (WAN),
or the connection may be made to an external computer (for example,
through the Internet using an Internet Service Provider) or in a
cloud computing environment or offered as a service such as a
Software as a Service (SaaS).
[0121] Aspects of the present disclosure have been described herein
with reference to flowchart illustrations and/or block diagrams of
methods, apparatuses (systems) and computer program products
according to embodiments of the disclosure. It should be understood
that each block of the flowchart illustrations and/or block
diagrams, and combinations of blocks in the flowchart illustrations
and/or block diagrams, can be implemented by computer program
instructions. These computer program instructions may be provided
to a processor of a general purpose computer, special purpose
computer, or other programmable data processing apparatus to
produce a machine, such that the instructions, which execute via
the processor of the computer or other programmable instruction
execution apparatus, create a mechanism for implementing the
functions/acts specified in the flowchart and/or block diagram
block or blocks.
[0122] These computer program instructions may also be stored in a
computer readable medium that when executed can direct a computer,
other programmable data processing apparatus, or other devices to
function in a particular manner, such that the instructions when
stored in the computer readable medium produce an article of
manufacture including instructions which when executed, cause a
computer to implement the function/act specified in the flowchart
and/or block diagram block or blocks. The computer program
instructions may also be loaded onto a computer, other programmable
instruction execution apparatus, or other devices to cause a series
of operational steps to be performed on the computer, other
programmable apparatuses or other devices to produce a computer
implemented process such that the instructions which execute on the
computer or other programmable apparatus provide processes for
implementing the functions/acts specified in the flowchart and/or
block diagram block or blocks.
[0123] The term "a" or "an" entity refers to one or more of that
entity. As such, the terms "a" (or "an"), "one or more," and "at
least one" can be used interchangeably herein. It is also to be
noted that the terms "comprising," "including," and "having" can be
used interchangeably.
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