Embodiments described herein relate to game play features with wagering games, and in particular to social gaming interaction features employing cryptographic tokens and token functionality, and related devices, systems, and methods. Some network-connected gaming devices may have the ability to record and store gameplay activity locally and/or across a network. There is a need for providing additional options for player interaction and enjoyment to encourage wagering game play.
According to some embodiments, a system includes a processor circuit and a memory coupled to the processor circuit. The memory comprises machine readable instructions that, when executed by the processor circuit, cause the processor circuit to capture gameplay of a first wagering game by a first player, and generate a gameplay video stream comprising the gameplay of the first wagering game. The instructions further cause the processor circuit to associate the gameplay video stream with a first cryptographic token. The first cryptographic token includes identifier indicative of the first cryptographic token being part of a plurality of cryptographic tokens and a player identifier indicative of the player associated with the first cryptographic token. The instructions further cause the processor circuit to transmit the gameplay video stream to a network device for provision to a plurality of viewers.
According to some embodiments, a gaming device includes a display device, an image capture device. a network interface device, a processor circuit, and a memory coupled to the processor circuit. The memory includes machine-readable instructions that, when executed by the processor circuit, cause the processor circuit to capture gameplay of a first wagering game by a first player, cause the image capture device to capture a player video stream of the first player during the gameplay, and generate a gameplay video stream comprising the gameplay of the first wagering game and the player video stream. The instructions further cause the processor circuit to associate the gameplay video stream with a first cryptographic token. The first cryptographic token includes a common identifier indicative of the first cryptographic token being part of a plurality of cryptographic tokens, and a player identifier indicative of the player associated with the first cryptographic token. The instructions further cause the processor circuit to transmit, by the network interface device, the gameplay video stream to a network device for provision to a plurality of viewers.
According to some embodiments, a method includes capturing, by a processor circuit, gameplay of a first wagering game by a first player, and generating, by the processor circuit, a gameplay video stream comprising the gameplay of the first wagering game. The method further includes associating, by the processor circuit, the gameplay video stream with a first cryptographic token. The first cryptographic token includes a common identifier indicative of the first cryptographic token being part of a plurality of cryptographic tokens, and a player identifier indicative of the player associated with the first cryptographic token. The method further includes transmitting, by the processor circuit, the gameplay video stream to a network device for provision to a plurality of viewers.
According to some embodiments, cryptographic tokens may be associated with gaming and social media platforms to provide unique interactivity options for players and viewers. In some examples, cryptographic tokens may be generated for use in a gaming platform. Holders of the cryptographic tokens may share game activity and progress, may earn additional value and/or additional tokens through gameplay and participating in interactive experiences, such as gifting, earning, sharing and other activities.
In some embodiments, a live streaming platform may be integrated with a cryptographic token system. The live streaming system may be directly integrated with the token system and operated by a common operator, or can be separately operated. The live streaming platform may facilitate streamers to live broadcast and/or provide pre-recorded video streams, such as game play sessions for wagering games, e.g., at EGMs or on an online wagering platform, for example. As used herein, cryptographic token refers to a digital or physical token containing machine readable code for authenticating the token and executing transactions using cryptographic techniques, such as via a blockchain, for example.
A user may create an account associated with a cryptographic token, and may use the account to perform streaming and broadcasting. The account can be tied to player tracking and used across various platforms and channels. For example, when a player sites down at a camera-enabled EGM, the camera may be used to broadcast themselves and EGM may broadcast the game play simultaneously. In another example, the player may use a mobile device such as a phone or tablet to broadcast to a stream in combination with a mobile gaming app and/or a land-based EGM. For example, the mobile device could be paired with the EGM to allow for the streaming of the camera to the EGM, which may then combine the camera feed with captured game play and transmit the combined stream to a hosting service for the video stream. In another example, the stream may be stored locally and allow for the user to download the stream to their mobile device from the EGM and upload the stream the hosting service.
In some embodiments, viewers may view cryptographic tokens held by different users, which may include active streamers. Viewers may follow a streamer and/or an associated token, which may facilitate notification of the viewer when the streamer is live or has uploaded a video. Viewers may also subscribe to a streamer's account and/or token by paying a subscription fee, e.g., periodically and/or as a one-time fee for different timeframes. Subscriptions may be gifted or transferred among different viewers. Streamers may enable have live chat to allow viewers to communicate and/or provide information or feedback. Streamers and/or moderators may have the capability of banning, blocking, reporting, and/or muting disruptive viewers. In some examples, a streamer may share revenue with a moderator and/or operator, or the moderator may be compensated directly by a streaming operator.
While a streamer is streaming a game, a virtual wager interface may appear around the streaming window on the viewers' interface. This interface may allow the viewer to place a wager, gift money to cover future wagers of the streamer, and/or send public or private messages to the streamer. In some examples, a streamer may place a wager on behalf of himself and multiple viewers simultaneously. In another example, the viewers may have an option to vote on the streamer's wagering choices, with the streamer viewing the results of the viewers' choices on screen and making the appropriate action automatically or manually in response to the voting results.
In some embodiments, the streamer may customize a virtual casino venue with personalized decorations, layouts and/or game selections. Ownership of the virtual casino and customization options thereof may be tied to their own cryptographic tokens, which may allow streamers and other users to create a unique venue in which to interact with their viewers. For example, lighting and color schemes of the virtual casino may have special borders and flourishes which may be unlocked based upon the number of viewers that follow the streamer, as well as ranking of the streamer, for example. Viewers may have access to a portal in which they can see different virtual casinos associated with different streamers.
In some embodiments, both the streamer and the viewers can add information of the user account (e.g., using REST API calls), and may also add user profile images, which can be used across social media and other platforms. The user profile may include information such as collected tokens, including quality and value information, username, player ranking, viewer count, viewer subscriber count, cosmetic benefits (e.g., flourishes or badges) based on owned tokens, and/or links to additional content, such as social media information and/or a gateway to a user's personalized virtual casino. In some examples, the information may be text based, and/or embedded in an image.
In some examples, streamers and viewers may create communities that may be joined by other streamers and/or viewers. Different communities may have different access standards, such as restrictions or membership limits based on competitive play, for example. For example, when a community is in an active competition, the community may be grouped with others in a similar competition category, e.g., table games, mechanical games, slot games, etc., and may compete against or in cooperation with each other, e.g., most winnings, largest win, longest winning streak, number of hours played, number of wagers, etc., in a given event. Such events can be single events or recurring events, and may provide additional cryptographic tokens and/or token enhancements as awards for participation in, placement in, or winning the event. Communities may have designated or selected leaders as well as rankings within the communities which also can award cryptographic tokens and/or token enhancements that are associated with the ranking level.
In some embodiments, viewers may earn cryptographic tokens and/or token enhancements by viewing streams, and may interact with the streamer and/or other viewers by gifting and/or exchanging cryptographic tokens and/or token enhancements. Streams may be viewable via computing devices, mobile devices, and/or dedicated gaming devices, such as an EGM in a casino environment. In some examples, cryptographic tokens can be used and/or redeemed to participate in gameplay with the streamer, join the stream, and/or purchase a one-on-one session with the streamer. Viewers may also use cryptographic tokens and/or token enhancements to wager on gameplay by the streamer and/or the streamer's gaming performance.
According to some examples, a streamer may earn cryptographic tokens and/or token enhancements by streaming and interacting with viewers. For example, streamers may earn tokens through play, and may use or redeem tokens for access to benefits, such as higher bandwidth streams, larger pools of viewers, etc., streams and recordings on different platforms, etc. For example, a sponsored streamer may award tokens to viewers following the streamer in other social media channels. Token awards may be criteria based, such as by playing certain games, by meeting viewership milestones, watching or providing advertisements in connection with the stream, etc. Awarded tokens may be used or redeemed for game play of certain games or in certain properties, e.g., casino properties or chains. Streamers may share a percentage of winnings with viewers of the stream, and/or with viewers who may use or redeem tokens in exchange for streamer interaction. In some examples, two streamers may co-stream together or engage in competitive play with each other, such as by competing for gifted amounts of tokens received from viewers.
In some embodiments, the streamer may provide a virtual casino associated with a cryptographic token which may be customized and branded by the streamer. For example, the streamer may direct viewers to the virtual casino via the stream and/or social media channels or portals. The virtual casino may be an area within a larger metaverse, e.g., run by a casino or game provider. Access to the virtual casino can be awarded as a cryptographic token, e.g., as a reward for gameplay and/or social interaction. The virtual casino may be modified or influenced by a number of viewers or subscribers for the stream, such as unlocking available assets for the virtual casino if certain viewership or subscription milestones are met.
In some embodiments, token progress may be shared with a social media platform, such as a platform associated with the token or a third party platform. Additional tokens, token features, or token value may be unlocked or earned through sharing. In some examples, a social media platform may permit viewing and ranking tokens and may be integrated into an EGM or other dedicated gaming device. Social media interactions may include voting on token designs or features, and/or a competition to create different tokens. Users may upload their own tokens, and a winner of the competition may receive an award, such as a monetary award, additional tokens or token features, or other awards. In some examples, a competition may include a ranking of gifting of tokens or token features by viewers of a stream, with a top gifter receiving an award from the streamer.
In some embodiments, shared communities can earn tokens or token features together. Some tokens may be community specific, and may have different token features or modifiers that can be shared among community members. Each community may compete among themselves and/or with different communities for an amount of tokens earned and/or minted, with a leaderboard showing individual and community progress. For example, during game play, wagers may be collectively pooled for a ranking the community against other communities.
In some embodiments, a video of a significant or interesting win can be saved by a player at a gaming device, and can be associated with a token for later retrieval. For example, replay information may normally only be valid for some specified period of time, but if a player purchases or otherwise acquires a token to preserve the replay information, the replay information may permanently or indefinitely be supported and/or stored by the associated replay system.
In some examples, replay data associated with a significant game result may be collected and formatted into a data interchange format, encrypting the formatted data, and converting the encrypted data into a machine-readable code such as a QR code that can be tokenized. The code may be provided to a server, e.g., a server hosting a standalone version of the game, and can use the data to replay the exact game outcome represented by the code.
Before describing these and other features in greater detail, reference is now made to
A wireless access point 60 provides wireless access to the data communication network 50. The wireless access point 60 may be connected to the data communication network 50 as illustrated in
A player tracking server 45 may also be connected through the data communication network 50. The player tracking server 45 may manage a player tracking account that tracks the player's gameplay and spending and/or other player preferences and customizations, manages loyalty awards for the player, manages funds deposited or advanced on behalf of the player, and other functions. Player information managed by the player tracking server 45 may be stored in a player information database 47.
As further illustrated in
The gaming devices 100 communicate with one or more elements of the gaming system 10 to coordinate providing wagering games and other functionality. For example, in some embodiments, the gaming device 100 may communicate directly with the ticket server 90 over a wireless interface 62, which may be a WiFi link, a Bluetooth link, a near field communications (NFC) link, etc. In other embodiments, the gaming device 100 may communicate with the data communication network 50 (and devices connected thereto, including other gaming devices 100) over a wireless interface 64 with the wireless access point 60. The wireless interface 64 may include a WiFi link, a Bluetooth link, an NFC link, etc. In still further embodiments, the gaming devices 100 may communicate simultaneously with both the ticket server 90 over the wireless interface 66 and the wireless access point 60 over the wireless interface 64. Some embodiments provide that gaming devices 100 may communicate with other gaming devices over a wireless interface 64. In these embodiments, wireless interface 62, wireless interface 64 and wireless interface 66 may use different communication protocols and/or different communication resources, such as different frequencies, time slots, spreading codes, etc.
Embodiments herein may include different types of gaming devices. One example of a gaming device includes a gaming device 100 that can use gesture and/or touch-based inputs according to various embodiments is illustrated in
Gaming devices 100 typically include a number of standard features, many of which are illustrated in
The gaming device 100 illustrated in
The player tracking display 142 may be used to display a service window that allows the player to interact with, for example, their player loyalty account to obtain features, bonuses, comps, etc. In other embodiments, additional display screens may be provided beyond those illustrated in
The gaming device 100 may further include a number of input devices 130 that allow a player to provide various inputs to the gaming device 100, either before, during or after a game has been played. The gaming device may further include a game play initiation button 132 and a cashout button 134. The cashout button 134 is utilized to receive a cash payment or any other suitable form of payment corresponding to a quantity of remaining credits of a credit display.
In some embodiments, one or more input devices of the gaming device 100 are one or more game play activation devices that are each used to initiate a play of a game on the gaming device 100 or a sequence of events associated with the gaming device 100 following appropriate funding of the gaming device 100. The example gaming device 100 illustrated in
In some embodiments, one or more input device 130 of the gaming device 100 may include wagering or betting functionality. For example, a maximum wagering or betting function may be provided that, when utilized, causes a maximum wager to be placed. Another such wagering or betting function is a repeat the bet device that, when utilized, causes the previously-placed wager to be placed. A further such wagering or betting function is a bet one function. A bet is placed upon utilization of the bet one function. The bet is increased by one credit each time the bet one device is utilized. Upon the utilization of the bet one function, a quantity of credits shown in a credit display (as described below) decreases by one, and a number of credits shown in a bet display (as described below) increases by one.
In some embodiments, as shown in
Referring briefly to
Referring again to
The display devices 116, 118, 140 and video controller 30 of the gaming device 100 are generally configured to display one or more game and/or non-game images, symbols, and indicia. In certain embodiments, the display devices 116, 118, 140 of the gaming device 100 are configured to display any suitable visual representation or exhibition of the movement of objects; dynamic lighting; video images; images of people, characters, places, things, and faces of cards; and the like. In certain embodiments, the display devices 116, 118, 140 of the gaming device 100 are configured to display one or more virtual reels, one or more virtual wheels, and/or one or more virtual dice. In other embodiments, certain of the displayed images, symbols, and indicia are in mechanical form. That is, in these embodiments, the display device 116, 118, 140 includes any electromechanical device, such as one or more rotatable wheels, one or more reels, and/or one or more dice, configured to display at least one or a plurality of game or other suitable images, symbols, or indicia.
The gaming device 100 also includes various features that enable a player to deposit credits in the gaming device 100 and withdraw credits from the gaming device 100, such as in the form of a payout of winnings, credits, etc. For example, the gaming device 100 may include a bill/ticket dispenser 136, a bill/ticket acceptor 128, and a coin acceptor 126 that allows the player to deposit coins into the gaming device 100.
As illustrated in
The gaming device 100 may further include one or more speakers 150 controlled by one or more sound cards 28 (
In various embodiments, the gaming device 100 may generate dynamic sounds coupled with attractive multimedia images displayed on one or more of the display devices 116, 118, 140 to provide an audio-visual representation or to otherwise display full-motion video with sound to attract players to the gaming device 100 and/or to engage the player during gameplay. In certain embodiments, the gaming device 100 may display a sequence of audio and/or visual attraction messages during idle periods to attract potential players to the gaming device 100. The videos may be customized to provide any appropriate information.
The gaming device 100 may further include a card reader 138 that is configured to read magnetic stripe cards, such as player loyalty/tracking cards, chip cards, and the like. In some embodiments, a player may insert an identification card into a card reader of the gaming device. In some embodiments, the identification card is a smart card having a programmed microchip or a magnetic strip coded with a player's identification, credit totals (or related data) and other relevant information. In other embodiments, a player may carry a portable device, such as a cell phone, a radio frequency identification tag or any other suitable wireless device, which communicates a player's identification, credit totals (or related data) and other relevant information to the gaming device. In some embodiments, money may be transferred to a gaming device through electronic funds transfer. When a player funds the gaming device, the processing circuit determines the amount of funds entered and displays the corresponding amount on the credit or other suitable display as described above.
In some embodiments, the gaming device 100 may include an electronic payout device or module configured to fund an electronically recordable identification card or smart card or a bank or other account via an electronic funds transfer to or from the gaming device 100.
Various components of the gaming device 100 are illustrated in
The gaming device 100 further includes a memory device 14 that stores one or more functional modules 20. Various functional modules 20 of the gaming device 100 will be described in more detail below in connection with
The memory device 14 may store program code and instructions, executable by the processing circuit 12, to control the gaming device 100. The memory device 14 may also store other data such as image data, event data, player input data, random or pseudo-random number generators, pay-table data or information and applicable game rules that relate to the play of the gaming device. The memory device 14 may include random access memory (RAM), which can include non-volatile RAM (NVRAM), magnetic RAM (ARAM), ferroelectric RAM (FeRAM) and other forms as commonly understood in the gaming industry. In some embodiments, the memory device 14 may include read only memory (ROM). In some embodiments, the memory device 14 may include flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical and/or semiconductor memory may operate in conjunction with the gaming device disclosed herein.
The gaming device 100 may further include a data storage 22, such as a hard disk drive or flash memory. The data storage 22 may store program data, player data, audit trail data or any other type of data. The data storage 22 may include a detachable or removable memory device, including, but not limited to, a suitable cartridge, disk, CD ROM, Digital Video Disc (“DVD”) or USB memory device.
The gaming device 100 may include a communication adapter 26 that enables the gaming device 100 to communicate with remote devices over a wired and/or wireless communication network, such as a local area network (LAN), wide area network (WAN), cellular communication network, or other data communication network. The communication adapter 26 may further include circuitry for supporting short range wireless communication protocols, such as Bluetooth and/or NFC that enable the gaming device 100 to communicate, for example, with a mobile communication device operated by a player.
The gaming device 100 may include one or more internal or external communication ports that enable the processing circuit 12 to communicate with and to operate with internal or external peripheral devices, such as eye tracking devices, position tracking devices, cameras, accelerometers, arcade sticks, bar code readers, bill validators, biometric input devices, bonus devices, button panels, card readers, coin dispensers, coin hoppers, display screens or other displays or video sources, expansion buses, information panels, keypads, lights, mass storage devices, microphones, motion sensors, motors, printers, reels, Small Computer System Interface (“SCSI”) ports, solenoids, speakers, thumb drives, ticket readers, touch screens, trackballs, touchpads, wheels, and wireless communication devices. In some embodiments, internal or external peripheral devices may communicate with the processing circuit through a USB hub (not shown) connected to the processing circuit 12.
In some embodiments, the gaming device 100 may include a sensor, such as a camera 127, in communication with the processing circuit 12 (and possibly controlled by the processing circuit 12) that is selectively positioned to acquire an image of a player actively using the gaming device 100 and/or the surrounding area of the gaming device 100. In one embodiment, the camera 127 may be configured to selectively acquire still or moving (e.g., video) images and may be configured to acquire the images in either an analog, digital or other suitable format. The display devices 116, 118, 140 may be configured to display the image acquired by the camera 127 as well as display the visible manifestation of the game in split screen or picture-in-picture fashion. For example, the camera 127 may acquire an image of the player and the processing circuit 12 may incorporate that image into the primary and/or secondary game as a game image, symbol or indicia.
Various functional modules of that may be stored in a memory device 14 of a gaming device 100 are illustrated in
In some embodiments, a gaming device 100 includes a personal device, such as a desktop computer, a laptop computer, a mobile device, a tablet computer or computing device, a personal digital assistant (PDA), or other portable computing devices. In some embodiments, the gaming device 100 may be operable over a wireless network, such as part of a wireless gaming system. In such embodiments, the gaming machine may be a hand-held device, a mobile device or any other suitable wireless device that enables a player to play any suitable game at a variety of different locations. It should be appreciated that a gaming device or gaming machine as disclosed herein may be a device that has obtained approval from a regulatory gaming commission or a device that has not obtained approval from a regulatory gaming commission.
For example, referring to
Although illustrated as certain gaming devices, such as electronic gaming machines (EGMs) and mobile gaming devices, functions and/or operations as described herein may also include wagering stations that may include electronic game tables, conventional game tables including those involving cards, dice and/or roulette, and/or other wagering stations such as sports book stations, video poker games, skill-based games, virtual casino-style table games, or other casino or non-casino style games. Further, gaming devices according to embodiments herein may be implemented using other computing devices and mobile devices, such as smart phones, tablets, and/or personal computers, among others.
Referring now to
In this example, each blockchain block 308 may include one or more different types of data. For example, each blockchain block 308 may include cryptographic hash data 310 indicative of a result of the hashing function 304 associated with a common blockchain, token identifier data 312 indicative of an identity of a cryptographic token 314 associated with the block 308, common identifier data 316 indicative of the cryptographic token 314 being part of a plurality of cryptographic tokens, e.g., a defined subset of tokens based on different criteria, associated with the common blockchain, player identifier data 318 indicative of an identity of a player associated with the cryptographic token 314, transaction identifier data 320 associated with the unique transaction on the blockchain, which may include a sending address 322 associated with a provider of the cryptographic token 314 and a receiving address 324 associated with the player identifier data 318.
In some examples, each block 308 may further include benefit identifier data 332 associated with a game benefit being provided to the player associated with the cryptographic token 314. Alternatively or in addition, the cryptographic token 314 may include a benefit identifier 334 corresponding to the benefit and/or benefit identifier data 332. Each cryptographic token 314 may be a fungible token that is fungible with other cryptographic tokens, and/or may further include a unique identifier 336, which may correspond to the token identifier data 312 of the block 308, such that the cryptographic token 314 is a non-fungible token that is not fungible with other cryptographic tokens.
The cryptographic token 314 may include some or all of the data structure of the respective associated block 308 and/or may contain a block identifier 325 referring to the associated block 308, which allows the cryptographic token 314 to be securely and transparently authenticated against the blockchain. In some examples, the cryptographic token 314 may include a common identifier 326 corresponding to the common identifier data 316 and indicative of the cryptographic token 314 being part of the plurality of cryptographic tokens, and a player identifier 328 corresponding to the player identifier data 318 and indicative of a player associated with the cryptographic token 314. The cryptographic token 314 may include a unique transaction identifier 330 associated with a unique transaction on the blockchain, i.e., a unique block 308, and may include the sending address 322 and/or the receiving address 324.
For example, a new transaction for the cryptographic token may include transmitting a transaction indication of the new transaction including a sending address 322 and receiving address 324, and, based on the transaction indication, modifying the player identifier data 318 in a new block 308 and/or the player identifier 328 of the cryptographic token 314 to be indicative of a different player.
In some examples, each block 308 may further include benefit identifier data 332 associated with a game benefit being provided to the player associated with the cryptographic token 314. Alternatively or in addition, the cryptographic token 314 may include a benefit identifier 334 corresponding to the benefit and/or benefit identifier data 332. Each cryptographic token 314 may be a fungible token that is fungible with other cryptographic tokens, and/or may further include a unique identifier 336, which may correspond to the token identifier data 312 of the block 308, such that the cryptographic token 314 is a non-fungible token that is not fungible with other cryptographic tokens.
As a general principle, a validation process may be performed to ensure that each new blockchain block 308 meets the criteria for inclusion into the blockchain data structure. In a blockchain configuration, there are varying consensus algorithms that can be used. For example, a private blockchain may choose an algorithm such as Practical Byzantine Fault Tolerance (PBFT). The PBFT mechanism may be useful for small networks, such as networks having fewer than about 100 nodes. Other examples include a Proof of Work (PoW) consensus algorithm and/or a Proof of Stake (POS) consensus algorithm, which may be used as the value of an underlying data block and/or value changes.
Referring now to
As shown in
In some examples, a camera device of the gaming device 401 or another device may capture a player video stream 418 of the player, which may be included in the gameplay video stream 414. In some examples, an audio capture device of the gaming device 401 or another device may capture a player audio stream of the player, which may be included in the gameplay video stream 414.
In some examples, a second cryptographic token, indicated by a second token indicator 420, may be generated based on the gameplay 412, which may be provided to the player of the wagering game. For example, the second cryptographic token may include authorization for the first player to provide a virtual casino with another wagering game to the plurality of viewers. In some embodiments, the second cryptographic token may be mined or minted during the gameplay 412 of the first wagering game and awarded to the first player based on the gameplay 412.
In some examples, a third cryptographic token, indicated by a third token indicator 422, may be generated based on gameplay of the second wagering game by one or more of the plurality of viewers. For example, the third cryptographic token may award a portion of revenue from gameplay of the second wagering game by viewers to the first player.
In some examples, the gameplay video stream 414 may be stored on a storage device indefinitely or for a predetermined amount of time, so that the gameplay video stream 414 may be retrieved for playback at a later time. In some examples, it may be determined whether the gameplay video stream 414 is associated with a cryptographic token. Based on a determination that the gameplay video stream 414 is not associated with a cryptographic token, the gameplay video stream 414 may be stored on the storage device for a first amount of time and, based on a determination that the gameplay video stream 414 is associated with the cryptographic token, the gameplay video stream 414 may be stored on the storage device for second, longer amount of time.
For example, the customized cryptographic token 530 may be customized, e.g., with a customized graphic element 532 based on input received from the player via an input device of the gaming device 501. The customized cryptographic token 530 may be shared over the network, e.g., with viewers of the player's stream for example, and the player may receive feedback messages 534 from viewers associated with the customized cryptographic token 530.
Embodiments described herein may be implemented in various configurations for gaming devices 100, including but not limited to: (1) a dedicated gaming device, wherein the computerized instructions for controlling any games (which are provided by the gaming device) are provided with the gaming device prior to delivery to a gaming establishment; and (2) a changeable gaming device, where the computerized instructions for controlling any games (which are provided by the gaming device) are downloadable to the gaming device through a data network when the gaming device is in a gaming establishment. In some embodiments, the computerized instructions for controlling any games are executed by at least one central server, central controller or remote host. In such a “thin client” embodiment, the central server remotely controls any games (or other suitable interfaces), and the gaming device is utilized to display such games (or suitable interfaces) and receive one or more inputs or commands from a player. In another embodiment, the computerized instructions for controlling any games are communicated from the central server, central controller or remote host to a gaming device local processor and memory devices. In such a “thick client” embodiment, the gaming device local processor executes the communicated computerized instructions to control any games (or other suitable interfaces) provided to a player.
In some embodiments, a gaming device may be operated by a mobile device, such as a mobile telephone, tablet or other mobile computing device. For example, a mobile device may be communicatively coupled to a gaming device and may include a user interface that receives user inputs that are received to control the gaming device. The user inputs may be received by the gaming device via the mobile device.
In some embodiments, one or more gaming devices in a gaming system may be thin client gaming devices and one or more gaming devices in the gaming system may be thick client gaming devices. In another embodiment, certain functions of the gaming device are implemented in a thin client environment and certain other functions of the gaming device are implemented in a thick client environment. In one such embodiment, computerized instructions for controlling any primary games are communicated from the central server to the gaming device in a thick client configuration and computerized instructions for controlling any secondary games or bonus functions are executed by a central server in a thin client configuration.
The present disclosure contemplates a variety of different gaming systems each having one or more of a plurality of different features, attributes, or characteristics. It should be appreciated that 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 gaming devices; and/or (c) one or more personal gaming devices, such as desktop computers, laptop computers, tablet computers or computing devices, PDAs, mobile telephones such as smart phones, and other mobile computing devices.
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 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 gaming device, and the 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 gaming device are communicated from the central server, central controller, or remote host to the gaming device and are stored in at least one memory device of the gaming device. In such “thick client” embodiments, the at least one processor of the gaming device executes the computerized instructions to control any games (or other suitable interfaces) displayed by the gaming device.
In some embodiments in which the gaming system includes: (a) a gaming device configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of gaming devices configured to communicate with one another through a data network, the data network is an internet or an intranet. In certain such embodiments, an internet browser of the 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 internet game page is accessed, the central server, central controller, or remote host identifies a player prior to 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 username and password combination assigned to the player. It should be appreciated, however, that the central server, central controller, or remote host may 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 (as described below); by validating a unique player identification number associated with the player by the central server, central controller, or remote host; or by identifying the 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 gaming device.
It should be appreciated that the central server, central controller, or remote host and the 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. It should be appreciated that 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 gaming devices to play games from an ever-increasing quantity of remote sites. It should also be appreciated that 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.
In the above description of various embodiments, various aspects may be illustrated and described herein in any of a number of patentable classes or contexts including any new and useful process, machine, manufacture, or composition of matter, or any new and useful improvement thereof. Accordingly, various embodiments described herein may be implemented entirely by hardware, entirely by software (including firmware, resident software, micro-code, etc.) or by combining software and hardware implementation that may all generally be referred to herein as a “circuit,” “module,” “component,” or “system.” Furthermore, various embodiments described herein may take the form of a computer program product including one or more computer readable media having computer readable program code embodied thereon.
Any combination of one or more computer readable media may be used. 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 medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
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, radio frequency (“RF”), etc., or any suitable combination of the foregoing.
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, Common Business Oriented Language (“COBOL”) 2002, PHP: Hypertext Processor (“PHP”), Advanced Business Application Programming (“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).
Various embodiments were described herein with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), devices and computer program products according to various embodiments described herein. It will 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 processing circuit 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 processing circuit 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.
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 operations 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.
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various aspects of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which includes one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The terminology used herein is for the purpose of describing particular aspects only and is not intended to be limiting of the disclosure. As used herein, the singular forms “a”, “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms “comprises” and/or “comprising,” when used in this specification, specify the presence of stated features, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, steps, operations, elements, components, and/or groups thereof. As used herein, the term “and/or” includes any and all combinations of one or more of the associated listed items and may be designated as “/”. Like reference numbers signify like elements throughout the description of the figures.
Many different embodiments have been disclosed herein, in connection with the above description and the drawings. It will be understood that it would be unduly repetitious and obfuscating to literally describe and illustrate every combination and subcombination of these embodiments. Accordingly, all embodiments can be combined in any way and/or combination, and the present specification, including the drawings, shall be construed to constitute a complete written description of all combinations and subcombinations of the embodiments described herein, and of the manner and process of making and using them, and shall support claims to any such combination or subcombination.