HYBRID SPORTING EVENT WAGERING

Information

  • Patent Application
  • 20220415134
  • Publication Number
    20220415134
  • Date Filed
    June 23, 2021
    3 years ago
  • Date Published
    December 29, 2022
    2 years ago
Abstract
A system which enables a user to place a sporting event wager, wherein the systems evaluate the placed sporting event wager against an operator of the system, such as a bookmaker, and one or more other users of the system.
Description
BACKGROUND

In various embodiments, the systems and methods of the present disclosure pertain to evaluating a sporting event wager placed against a sportsbook and also placed against one or more other users.


Sporting event wagering terminals may enable a player to place a sporting event wager predicting the results of a sporting event.


BRIEF SUMMARY

In certain embodiments, the present disclosure relates to a system including a processor, and a memory device that stores a plurality of instructions. When executed by the processor responsive to a receipt of data associated with a placement of a sporting event wager on a first predicted final score of a first participant in a sporting event and a second predicted final score of a second participant in the sporting event, the instructions cause the processor to communicate data that results in a display, by a display device, of: the placed sporting event wager, a first operator predicted final score of the first participant in the sporting event, and a second operator predicted final score of the second participant in the sporting event. When executed by the processor responsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event being no greater than a first actual final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event being no greater than a second actual final score of the second participant in the sporting event, the instructions cause the processor to communicate data that results in a display, by the display device, of a first award. When executed by the processor responsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event trumping the first operator predicted final score of the first participant in the sporting event, and the second operator predicted final score of the second participant in the sporting event, the instructions cause the processor to communicate data that results in a display, by the display device, of a second award.


In certain embodiments, the present disclosure relates to a system including a processor, and a memory device that stores a plurality of instructions. When executed by the processor responsive to an occurrence of a sporting event wager evaluation event associated with a sporting event wager placed on an outcome of a sporting event, the instructions cause the processor to determine if the sporting event wager comprises a winning sporting event wager in accordance with a first evaluation. When executed by the processor responsive to the sporting event wager comprising the winning sporting event wager in accordance with the first evaluation, the instructions cause the processor to communicate data that results in a display, by a display device, of a first award, the first award determined based on an amount of a pari-mutuel pool, and determine if the sporting event wager comprises a winning sporting event wager in accordance with a second, different evaluation. When executed by the processor responsive to the sporting event wager comprising the winning sporting event wager in accordance with the second, different evaluation, the instructions cause the processor to communicate data that results in a display, by the display device, of a second award, the second award determined independent of any amount of any pari-mutual pool.


In certain embodiments, the present disclosure relates to a system including a processor, and a memory device that stores a plurality of instructions. When executed by the processor responsive to a receipt of data associated with a placement of a sporting event wager on a first predicted final score of a first participant in a sporting event and a second predicted final score of a second participant in the sporting event, the instructions cause the processor to communicate data that results in a display, by a display device, of: the placed sporting event wager, a first operator predicted final score of the first participant in the sporting event, a second operator predicted final score of the second participant in the sporting event, a first threshold line of a final score of the first participant in the sporting event, and a second threshold line of the final score of the second participant in the sporting event. When executed by the processor responsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event being no greater than a first actual final score of the first participant in the sporting event, the second predicted final score of the second participant in the sporting event being no greater than a second actual final score of the second participant in the sporting event, the first predicted final score of the first participant in the sporting event being no less than the first actual final score of the first participant in the sporting event modified by the first threshold line of the final score of the first participant in the sporting event, and the second predicted final score of the second participant in the sporting event being no less than the second actual final score of the second participant in the sporting event modified by the second threshold line of the final score of the second participant in the sporting event, the instructions cause the processor to communicate data that results in a display, by the display device, of a first award. When executed by the processor responsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event trumping the first operator predicted final score of the first participant in the sporting event, and the second operator predicted final score of the second participant in the sporting event, the instructions cause the processor to communicate data that results in a display, by the display device, of a second award.


Additional features are described herein, and will be apparent from the following Detailed Description and the figures.





BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS


FIG. 1 is a flow chart an example process for operating a system of one embodiment of the present disclosure that enables a user to place a hybrid sporting event wager.



FIGS. 2A and 2B are front views of one embodiment of the system of the present disclosure illustrating a mobile device displaying the placement of a hybrid sporting event wager.



FIG. 2C is a table showing a plurality of different hybrid sporting event wagers placed by a plurality of users and the results of such hybrid sporting event wagers.



FIG. 3 is a schematic block diagram of one embodiment of an electronic configuration of an example system of the present disclosure.



FIGS. 4A and 4B are perspective views of example alternative embodiments of a gaming system of the present disclosure.



FIG. 4C is a front view of an example personal gaming device of the system of the present disclosure.





DETAILED DESCRIPTION

In various embodiments, the systems of the present disclosure enable a user to place a sporting event wager which is evaluated against an operator of the system, such as a bookmaker, and one or more other users of the system.


In certain embodiments, the system enables a user to place a sporting event wager on a predicted outcome of a sporting event. In these embodiments, following a determination of the outcome of the sporting event, the system determines whether the placed sporting event wager is a winning sporting event wager associated with a first payout in accordance with a first criteria. For example, the system determines whether a prediction on an outcome of the sporting event made by the user falls within a range of predictions on the outcome of the sporting event, wherein the range of predictions is at least partially determined based on the actual outcome of the sporting event. In these embodiments, a first payout for a determined winning sporting event wager in accordance with the first criteria is determined based on a quantity of other users that also placed sporting event wagers on the outcome of the sporting event and a quantity of such other users that also won their placed sporting event wagers.


In certain embodiments, in addition to this determination, the system also determines whether the placed sporting event wager is a winning sporting event wager in accordance with a second criteria. For example, the system determines whether a prediction on an outcome of the sporting event made by the user trumps a prediction on the outcome of the sporting event made by an operator of the system, such as the bookmaker or sportsbook. In these embodiments, the second payout for a determined winning sporting event wager in accordance with the second criteria is determined based on static odds set by the operator of the system when the sporting event wager was placed.


As such, the system of the present disclosure provides that the same placed sporting event wager may qualify as: (i) a winning sporting event wager under a plurality of different evaluation regimes, (ii) a winning sporting event wager under one evaluation regime and a losing sporting event wager under another evaluation regime, or (iii) a losing sporting event wager under a plurality of different evaluation regimes, such that the same sporting event wager offers a plurality of different ways to obtain a plurality of different payouts. Accordingly and unlike certain other systems that evaluated sporting event wagers placed by a user only against sporting event wagers placed by other users on the same sporting event (e.g., pari-mutuel betting wherein the payout for a winning sporting event wager is based on how many users placed a wager on the sporting event and how many users placed winning sporting event wagers) and unlike certain other systems that evaluated sporting event wagers placed by a user only against an operator of the system (e.g., sportsbook betting wherein the payout for a winning sporting event wager is based on the odds set by the sportsbook when the sporting event wager is placed), the system of the present disclosure represents a hybrid sporting event wagering configuration providing a user multiple avenues to win from the same sporting event wager. That is, certain embodiments of the system employ elements of pari-mutuel betting for certain determinations associated with a sporting event wager placed and also employ elements of sportsbook betting for certain other determinations associated with the same sporting event wager placed, wherein the same sporting event wager may be a winning sporting event associated with a payout in accordance with zero, one or more of such determinations. The configuration of these embodiments thus provides an additional dimension to sporting event wagering that certain users find more intuitive and all users benefit from via the introduction of more ways to win for the same sporting event wager placed.


In certain embodiments and in view of the different sporting event wagers available to be placed on or otherwise associated with different sporting events and further in view of the degree of relative complication associated with certain of such sporting event wagers, the system enables a relatively novice sporting event wagerer with limited to no experience placing sporting event wagers an opportunity to place a sporting event wager predicting each participant's final score of a sporting event. For example, a user places a wager that the final score of a basketball game between Team X and Team Y will be ninety-nine points for Team X and eighty-seven points for Team Y, wherein when the sporting event wager was placed, the sportsbook was predicting ninety-six points for Team X and eighty-two points for Team Y.


In these embodiments, following the sporting event and a determination of an actual final score of a plurality of participants of the sporting event (e.g., the final scores of multiple teams of a sporting event or the final scores of multiple players (on no teams, on the same team or on different teams) participating in the sporting event), the system determines a result of a pari-mutuel portion of the sporting event wager by determining whether the predicted final score of each participant for the placed sporting event wager is less than or equal to the actual final score for that participant. In certain such embodiments, the system determines whether the wagered on predicted final score for each participant is also within a designated range of an actual final score for that respective participant, wherein the top of the range is the actual final score for that respective participant and the bottom of the range is the actual final score for that respective participant modified by a threshold value associated with that respective participant. If the wagered on predicted final score of each participant is less than or equal to the actual final score of that participant (and in certain embodiments, within the determined range of final scores), the system determines that the placed sporting event wager is a winning sporting event wager (as it pertains to the pari-mutuel portion of the sporting event wager) and determines a payout for the winning sporting event wager. Such a payout is determined based on the amounts wagered by other users on the same sporting event and how many other users also placed winning sporting event wagers. For example, if the actual final score of the basketball game between Team X and Team Y was one-hundred-seventeen points for Team X and one-hundred-one points for Team Y, since the user's prediction of ninety-nine points for Team X and eighty-seven points for Team Y were less than the actual final score for each team, the system determines a first payout. In this example, the amount of this first payout is based on an amount in a pool of wagers placed on predicting the final score of this basketball game and the number of other users who also won their respective final score prediction wagers. This example illustrates that a user wins a first payout for a placed sporting event wager that is funded by a portion of a pari-mutuel pool if the user predicts, for each participant of a sporting event, a final score of that participant which does not exceed the actual final score for that participant (and, in certain instances, is within a range of final scores for that participant which is determined relative to the actual final score for that participant). On the other hand, if the wagered on predicted final score of either participant is greater than the actual final score of that participant (or in certain instances, outside the range of final scores for that participant), the system determines that the placed sporting event wager is a losing sporting event wager (as it pertains to the pari-mutuel portion of the sporting event wager as well as the below-described non-pari-mutuel portion of the sporting event wager).


In addition to this determination of the parti-mutuel portion of the sporting event wager, the system determines a result of a non-pari-mutuel portion of the sporting event wager by determining whether the wagered on predicted final score of each participant is relatively closer to an actual final score of that participant than a final score of that participant predicted by an operator of the system, such as by a sportsbook. That is, the system determines if the user's predictions on each participant's final score beat the sportsbook's predictions on each participant's final score. If the wagered on predicted final score of each participant is relatively closer to an actual final score of that participant than a final score of that participant predicted by an operator of the system (i.e., the user beat the sportsbook), the system determines that the placed sporting event wager is a winning sporting event wager (as it pertains to the non-pari-mutuel portion of the sporting event wager) and determines a payout for the winning sporting event wager. Such a payout is based on the odds set by the operator of the system when the sporting event wager was placed. Continuing with the above example, since the actual final score of the basketball game between Team X and Team Y was one-hundred-seventeen points for Team X and one-hundred-one points for Team Y and the user's prediction of ninety-nine points for Team X and eighty-seven points for Team Y was closer to the actual final score than the sportsbook's prediction of ninety-six points for Team X and eighty-two points for Team Y, the system determines a second payout, wherein the amount of the second payout is based on the odds sets by the sportsbook when the wager was initially placed. This example illustrates that a user wins a second payout for a placed sporting event wager that is funded by an operator of the system if the user predicts, for each participant of a sporting event, a final score of that participant which does not exceed the actual final score for that participant and is closer to the final score for that participant than an operator predicted final score for that participant (and, in certain instances, is within a range of final scores for that participant which is determined relative to the actual final score for that participant). On the other hand, if the wagered on predicted final score of each participant is not relatively closer to an actual final score of that participant than a final score of that participant predicted by an operator of the system (i.e., the sportsbook beat the user), the system determines that the placed sporting event wager is a losing sporting event wager (as it pertains to the non-pari-mutuel portion of the sporting event wager).


As illustrated by the final score prediction wager example, evaluating the same sporting event wager against different criteria represents an improvement over other systems by catering to sporting event wagerers of different skill sets without having to otherwise change how it operates to account for different sporting event wagerers having different skill sets. That is, unlike other systems that employ multiple modes of operation for multiple types of users (and may result in user confusion if a novice user finds themselves trying to navigate the system running in an expert mode of operation and/or user frustration if an expert user finds themselves trying to navigate the system running in a novice mode of operation), the system of the present disclosure simultaneously caters to each of these different types of users in a single mode of operation (and thus provides a more efficient system with less resources dedicated to changing modes of operation) by offering a sporting event wager that each of these different users want to undertake.


It should be appreciated that the disclosed system utilized to employ hybrid sporting event wagers (i.e., a sporting event wager evaluated one or more times against one or more criteria with any payouts funded via one or more funding sources) may be any suitable personal gaming device, such as a mobile device executing an application through which sporting event wagers are placed, any suitable electronic gaming machine (“EGM”) (such as a sporting event wagering terminal, a slot machine, a video poker machine, a video lottery terminal, a terminal associated with an electronic table game, a video keno machine, or a video bingo machine) which may or may not also provide one or more wagering games, any suitable slot machine interface board which is in communication with an EGM and operable to employ one or more hybrid sporting event wagers, and/or any suitable combination of a sportsbook wagering server operating with a personal gaming device, an EGM, and/or a slot machine interface board associated with an EGM to offer one or more hybrid sporting event wagers.



FIG. 1 is a flowchart of an example process or method of operating the system of the present disclosure. In various embodiments, the process is represented by a set of instructions stored in one or more memories and executed by one or more processors. Although the process is described with reference to the flowchart shown in FIG. 1, many other processes of performing the acts associated with this illustrated process may be employed. For example, the order of certain of the illustrated blocks or diamonds may be changed, certain of the illustrated blocks or diamonds may be optional, or certain of the illustrated blocks or diamonds may not be employed.


In different embodiments, upon an occurrence of a sporting event wagering opportunity, the system displays one or more available sporting events (which the user may place one or more hybrid sporting event wagers on) and enables a user to select one or more of the available sporting events as indicated in blocks 102 and 104.


In certain embodiments, the system is associated with a plurality of different sporting events which may be different types of sporting events available for selection (e.g., football games and hockey games) and/or different sporting events of the same type (e.g., different college basketball games) wherein the system displays different configurations of such sporting events to the user. In different embodiments, the one or more available sporting events displayed which the user may place one or more hybrid sporting event wagers on include any suitable sporting event and/or electronic sporting event at any professional and/or amateur level including but not limited to, football, basketball, baseball, boxing, horse racing, wrestling, mixed martial arts, golf, cricket, soccer, hockey, field hockey, tennis, volleyball, table tennis, ruby, swimming, diving, archery, cycling, billiards, fishing, gymnastics, hunting, track and field, sailing, and/or car racing.


In certain embodiments, a sporting event wagering opportunity occurs upon a user depositing an amount of funds to increase a credit balance. In certain embodiments, a sporting event wagering opportunity automatically occurs if the system is not otherwise being actively engaged (e.g., if a user is not making any sporting event wagers or otherwise playing any games of the system). In certain of these embodiments, based on the historic sporting event wagering activity of a current gaming session (i.e., which types of sporting events have been wagered on during the current gaming session), the system determines certain sporting events to display and certain sporting events to not display. In certain embodiments, a sporting event wagering opportunity occurs upon a user logging into a player tracking system associated with the system. In certain of these embodiments, based on the user's historic sporting event wagering activity and/or the user's preferences, the system determines certain sporting events to display to the identified user and certain sporting events to not display to the identified user.


In certain embodiments, one or more of the available sporting events displayed include live sporting events, such as sporting events currently being played. In certain embodiments, one or more of the available sporting events displayed include future sporting events, such as sporting events that will be played at a future date and/or time. In these embodiments, the system displays identifying information regarding the sporting event, such as identifying the participants in the sporting event, information about the participants historical performance in similar sporting events, and the odds of one or more sporting event wagers available in association with such sporting events. It should be appreciated that if the system subsequently or concurrently displays one or more sporting events associated with one or more sporting event wagers, in different embodiments, the system may display a live broadcast of the sporting event or an animated or textual representation of the sporting event, and the sporting event may or may not be displayed in its entirety or portions of the sporting event may or may not be displayed periodically, such as in the form of replays or highlight reels.


In certain embodiments, one or more of the available sporting events displayed include historical sporting events, such as a prerecorded sporting event. In these embodiments, to prevent users from determining an outcome of the historic sporting event prior to placing any sporting event wagers on that historic sporting event, the system masks certain of the identifying information associated with that sporting event. That is, the system anonymizes identifying information about sporting event participants, historical sporting event participant records, and/or historical sporting event participant statistics each time that information is presented to users to select whether to wager on a given sporting event. In certain embodiments, one or more of the available sporting events displayed include a recreation of a prior sporting event, and/or a simulated sporting event (e.g., a sporting event created from different parts of different historical sporting events wherein zero, one or more results of such a simulated sporting event are randomly determined). In certain embodiments, one or more of the available sporting events displayed include virtual or electronic sport (“eSport”) events. In different embodiments, such virtual or eSports events are played by humans, by computer driven participants or by a mix of human and computer driven participants.


In certain embodiments, the selection of one or more sporting events include the selection of a type of sporting event followed by another selection of a specific sporting event of the selected type of sporting event. For example, after the selection of a “football” type of sporting event, the system enables the user to select one or more different “football” sporting events to potentially wager on. In certain other embodiments, the selection of one or more sporting events include the selection of a specific sporting event.


In certain embodiments, to assist the user in selecting one or more sporting events and/or types of sporting events, the system displays certain information regarding the different available selections of sporting events, such as a generic description of the sporting event, a generic description of the type of sporting event, one or more of the available sporting event wagers for one or more sporting events and/or the odds of such sporting event wagers. In certain embodiment, the system additionally or alternatively enables the user to select one or more parameters that assist the user in selecting the sporting event and/or type of sporting event to place one or more sporting event wagers on.


Following the selection of one or more sporting events, the system displays one or more hybrid sporting event wagers available to be placed in association with the selected sporting event as indicated in block 106 of FIG. 1. That is, for the one or more selected sporting events, the system displays one or more betting options available for the user to place a hybrid sporting event wager on. For example, as seen in FIG. 2A, a mobile device application 202 of a mobile device 204 displays one or more messages 206a that for a football game between Team A and Team B scheduled to occur on May 25, 2021 at 8:00 pm (EST), the user may make a sporting event wager predicting a final score for Team A and a final score for Team B. In this example, to aid the user in making the wager, the mobile device application displays additional information to the user that the sportsbook currently predicts that Team A will score 32 points and Team B will score 12 points and that the threshold line is −20 points for Team A and −10 points for Team B. Such a threshold line represents a minimum score for each team (calculated relative to the subsequently determined actual final score for each team) that the user's predicted final score must be equal to or greater than for the user's predicted final score to not be disqualified.


In certain embodiments, the threshold line for the predicted final score for each team is a static line, such as a set range of points that is relative to the actual final scores or a set percentage of points that is relative to the actual final scores. In certain embodiments, the threshold line for the predicted final score for each team is a dynamic or variable line that changes based on the amounts of wagers placed and the characteristics of such wagers. For example, as more wagers are placed on the same predicted final scores, the sportsbook may modify the threshold line in association with future wagers on the same predicted final scores. In certain embodiments, the threshold line for the predicted final score for each team is a dynamic or variable line that changes based on the sportsbook's predicted final scores of the wagered on sporting event.


It should be appreciated that each hybrid sporting event wager displayed to the user include any suitable sporting event wager that may be evaluated one or more times against one or more criteria with any payouts funded via one or more funding sources. In different embodiments, an available hybrid sporting event wager includes, but is not limited to, any suitable wager on an outcome of a sporting event which accounts for a point spread or final score (e.g., Team X will win the game by a predicted quantity of points), any suitable proposition wager on one or more in-game events occurring or not occurring within the sporting event (e.g., Sporting Event Participant A will make a predicted quantity of consecutive free throws), a statistical bet regarding the total statistics associated with a sporting event (e.g., a total yards one team runs for in a football game), a statistical bet regarding the individual statistics associated with a sporting event (e.g., a total number of interceptions one player throws for during a game), a statistical bet regarding the total statistics associated with multiple sporting events (e.g., a total yards one team runs for over the first month of a season), a statistical bet regarding the individual statistics associated with multiple sporting events (e.g., a total number of interceptions one player throws for over an entire season), any suitable handicap wager that accounts for one or more statistical predictions, any suitable if and reverse wager that accounts for one or more statistical predictions, any suitable total/over-under wager that accounts for one or more statistical predictions, any suitable final score prediction wager, any suitable full cover wager that accounts for one or more statistical predictions, any suitable future/outright wager that accounts for one or more statistical predictions, any suitable parlay/accumulator multiple sporting event wager that accounts for one or more statistical predictions (including but not limited to a progressive parlay wager, a teaser and pleaser wager, a grand salami wager, and/or a round robin wager) and/or any combination of these different available hybrid sporting event wagers.


In certain embodiments, the system displays to the user pertinent wagering information regarding the one or more hybrid sporting event wagers available to be placed, such as, but not limited to, the participants in the sporting event (including historic information regarding such participants in the sporting event), the odds of a particular action or event occurring in the sporting event, the amounts available to be wagered, and/or the award provided if the portion of the sporting event wager against the operator of the system is determined to be winning sporting event wager. In certain embodiments wherein the sporting event is a historic sporting event, the system anonymizes certain of the information that can be used to identify the sporting event to be wagered on. In these embodiments, the system displays to the user a list of unidentifiable sporting event participants to select and their odds of winning, and historical information about each sporting event participant, such as their performance during the chosen season. In certain other embodiment wherein the sporting event is a live or upcoming sporting event, the system displays non-anonymized information (e.g., live sportsbook information obtained via a sports betting service) regarding the live or upcoming sporting event.


In certain embodiments, the system enables the user to reject the sporting event wagers available to be placed and select another sporting event to potentially wager on. That is, similar to a sportsbook wherein a user is presented with many sporting events that they can place different wagers upon, the system enables a user to reject the sporting event wagers presented to the user such that another subset of sporting event wagers are subsequently presented to be potentially placed. In another embodiment, multiple sporting event wagers within the sporting event are presented to the user, and the system enables the user pick a subset of the sporting event wagers presented to place. In this embodiment, if the user picks more than one sporting event wager to place within one or more sporting events, the system employs a parlay bet with adjusted odds. In another embodiment, the system requires the user to place a primary sporting event wager wherein two or more subsequent sporting event wagers placed within one or more sporting events are associated with a parlay bet with adjusted odds.


In certain embodiments, the available sporting event wagers are associated with a wager amount, an unknown pari-mutuel award (i.e., win amount if that sporting event wager is determined to be a winning sporting event under a first evaluation) which is determined after all sporting event wagers have been placed, and a known static award (i.e., a win amount if that sporting event wager is determined to be a winning sporting event wager under a second evaluation). In these embodiments, the selection of a sporting event wager includes the selection of an amount to wager on the sporting event wherein a portion of all sporting event wagers of a particular type are placed together in a pool and then after the deduction of applicable fees (e.g., the vigorish) and/or taxes, the payoff odds are determined by sharing the pool among all winning bets. In certain such embodiments, the system maintains a single pool for all sporting event wagers of a particular type placed regardless of the amount of such wagers. In certain other embodiments, the system maintains separate pools for different sporting event wagers of a particular type placed, wherein different amounts of such wagers are associated with different pools. In certain other embodiments, the system additionally or alternatively maintains separate pools for different sporting event wagers of a particular type placed, wherein different users are associated with different pools based on one or more attributes of the user, such as based on the player tracking status of such users. In these embodiments, the different pools maintained for different wager amounts and/or for different users may have the same applicable fees and/or taxes, different applicable fees and/or taxes, the same wager contribution rate, different wager contribution rates, the same amounts, if any, of contributions from the operator of the system to fund such pools, and/or different amounts, if any, of contributions from the operator of the system to fund such pools.


Following the display of the available hybrid sporting event wagers, the system enables the user to select an available hybrid sporting event wager to place to potentially win a plurality of awards associated with a plurality of different evaluations as indicated in block 108 of FIG. 1. In these embodiments, such hybrid sporting event wagers are associated with awards or payouts determined both from a peer-to-peer wagering configuration (e.g., a pari-mutuel configuration wherein payouts are based on how other wagerers relatively perform) and from a wagering configuration against a sportsbook (e.g., a non-pari-mutuel configuration wherein payouts are based on one or more payout schedules set by the sportsbook when the wager is placed). As seen in FIG. 2B, the mobile device application 202 of the mobile device 204 displays one or more messages 206b confirming that the user wagered $30 that the final score for Team A will be 34 points and the final score for Team B will be 25 points. As seen in this example, the mobile device application displayed additional information explaining that: (a) if the predicted final score for each team is greater than the threshold score for that team and the predicted final score for each team does not exceed the actual score for that team, the user is eligible for a portion of a wager pool (i.e., the pari-mutuel betting configuration portion of the wager placed), and (b) if the predicted final score for each team beats the sportbook's predicted final score for that team and does not exceed the actual final score for that team, the user wins a $1500 bonus award from the sportsbook (i.e., the non-pari-mutuel betting configuration portion of the wager placed). As seen by this example, the system displays information to the user clarifying that the sporting event wager on a predicted final score for each team is a losing sporting event wager (under both evaluation regimes) if: (i) any predicted final score for any team exceeds the actual final score for that respective team, or (ii) any predicted final score for any team is less than the minimum threshold final score for that respective team.


In certain embodiments, the payout for the predicted final score for each team beating the sportbook's predicted final score for that team and not exceeding the actual final score for that team is a static amount, such as a static value or a static multiplier of the wager amount placed. In certain embodiments, the payout for the predicted final score for each team beating the sportbook's predicted final score for that team and not exceeding the actual final score for that team is a variable amount, such as a variable value or a variable multiplier of the wager amount placed, that changes based on the amounts of wagers placed and the characteristics of such wagers. For example, as more wagers are placed on the same predicted final scores, the sportsbook may decrease the payout for beating the sportsbook's predicted final score. In certain embodiments, the payout for the predicted final score for each team beating the sportbook's predicted final score for that team and not exceeding the actual final score for that team is a variable amount, such as a variable value or a variable multiplier of the wager amount placed, that changes based on the actual final scores of the wagered on sporting event. For example, if the user's predicted final scores beat or trump the sportsbook's predicted final scores and the user's predicted final scores equal the actual final scores, the system employs a paytable driven 100× multiplier of the user's wager, if the user's predicted final scores beat the sportsbook's predicted final scores and are within two points of the actual final scores, the system employs a paytable driven 50× multiplier of the user's wager, and if the user's predicted final scores beat the sportsbook's predicted final scores and are greater than two points away from the actual final scores, the system employs a paytable driven 10× multiplier of the user's wager.


In certain embodiments, as indicated above, the payout for beating the sportsbook includes a monetary amount. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a progressive award, such as a progressive award funded by a portion of one or more sporting event wagers placed. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes an entry in a drawing, such as an entry to win a progressive award. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a quantity of player tracking points. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a player tracking point (or other comp) modifier applicable to a quantity of player tracking points (or other comps) subsequently earned by the user. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a player tracking point (or other comps) modifier applicable to a quantity of player tracking points (or other comps) previously earned by the user. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a quantity of promotional credits usable to fund one or more plays of one or more games of chance (and/or games of skill). In certain other embodiments, the payout for beating the sportsbook additionally or alternatively includes a quantity of promotional credits usable to fund one or more plays of one or more online games of chance (and/or games of skill) accessible remote from a gaming establishment. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a quantity of virtual credits usable for a play of a social or non-wagering game. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a conditional award that the player becomes eligible for based on the satisfaction of one or more criteria. It should be appreciated that any suitable criteria associated with the gaming establishment, associated with an entity having a relationship with the gaming establishment or independent of the gaming establishment may be utilized to determine whether or not the player satisfies such criteria and thus becomes eligible to win the conditional award.


In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a modification of one or more subsequently placed sporting event wagers. In one such embodiment, the payout for beating the sportsbook includes a voucher for better odds on a future sporting event. In certain embodiments, the payout for beating the sportsbook additionally or alternatively includes a feature usable in association with a play of a game. That is, the payout for beating the sportsbook is associated with one or more plays of one or more games and a modification or activation to one or more game play features and/or an addition or unlocking of one or more game play features. In certain of these embodiments, the payout for beating the sportsbook includes altering or otherwise modifying one or more features, aspects or parameters of one or more subsequently played games. In these embodiments, a payout for beating the sportsbook includes any suitable feature which modifies any aspect of any game subsequently played by the user, such as, but not limited to: a feature modifying one or more symbols available to be generated for a play of a game; a feature modifying one or more wild symbols available to be generated for a play of a game; a feature modifying a quantity of reels to be used for a play of a game; a feature modifying which of a plurality of reel are to be used for a play of a game; a feature modifying a deck of playing cards to be used for a play of a game; a feature modifying a quantity of playing cards to be used for a play of a game; a feature modifying a quantity of poker hands to be dealt for a play of a game; a book-end wild symbols feature; a stacked wild symbols feature; an expanding wild symbols feature; a retrigger symbol feature; an anti-terminator symbol feature; a locking reel feature, a locking symbol position feature; a modifier, such as a multiplier, feature; a feature modifying an amount of credits of a credit balance; a feature modifying an amount of promotional credits; a feature modifying a placed wager amount (e.g., a player placed a bet of $1 which is treated by the EGM as a bet of $2); a feature modifying a placed side wager amount; a feature modifying a rate of earning player tracking points; a feature modifying a rate of earning promotional credits; a feature modifying a rate of earning virtual credits; a feature modifying a number of wagered on paylines; a feature modifying a wager placed on one or more paylines (or on one or more designated paylines); a feature modifying a number of ways to win wagered on; a feature modifying a wager placed on one or more ways to win (or on one or more designated ways to win); a feature modifying an average expected payback percentage of a play of a game; a feature modifying an average expected payout of a play of a game; a feature modifying one or more awards available; a feature modifying a range of awards available; a feature modifying a type of awards available; a feature modifying one or more progressive awards; a feature modifying which progressive awards are available to be won; a feature modifying one or more modifiers, such as multipliers, available; a feature modifying an activation of a reel (or a designated reel); a feature modifying an activation of a plurality of reels; a feature modifying a generated outcome (or a designated generated outcome); a feature modifying a generated outcome (or a designated generated outcome) associated with an award over a designated value; a feature modifying a generated outcome (or a designated generated outcome) on a designated payline; a feature modifying a generated outcome (or a designated generated outcome) in a scatter configuration; a feature modifying a winning way to win (or a designated winning way to win); a feature modifying a designated symbol or symbol combination; a feature modifying a generation of a designated symbol or symbol combination on a designated payline; a feature modifying a generation of a designated symbol or symbol combination in a scatter configuration; a feature modifying a triggering event of a play of a secondary or bonus game; a feature modifying an activation of a secondary or bonus display (such as an award generator); a feature modifying a quantity of activations of a secondary or bonus display (e.g., a feature modifying a quantity of spins of an award generator); a feature modifying a quantity of sections of a secondary or bonus display (e.g., a feature modifying a quantity of sections of an award generator); a feature modifying one or more awards of a secondary or bonus display; a feature modifying an activation of a community award generator; a feature modifying a quantity of activations of a community award generator; a feature modifying a quantity of sections of a community award generator; a feature modifying one or more awards of a community award generator; a feature modifying a generated outcome (or a designated generated outcome) in a secondary game; a feature modifying a quantity of picks in a selection game (e.g., provide a player four picks in a selection game otherwise associated with 3 picks); a feature modifying a quantity of offers in an offer and acceptance game; a feature modifying a quantity of moves in a trail game; a feature modifying an amount of free spins provided; a feature modifying a game terminating or ending condition; a feature modifying an availability of a secondary game; and/or a feature modifying a theme of a game. In different embodiments, the payout for beating the sportsbook additionally or alternatively includes one or more of a quantity of non-monetary credits, one or more comps, such as a free meal at a buffet, a free night's stay at a hotel, an upgrade for a stay at a hotel, tickets to a show, a high value product such as a car, or a low value product, one or more coupons or promotions usable within and/or outside of the gaming establishment (e.g., a $10 off coupon for a show), virtual goods associated with one or more gaming establishment components, and/or virtual goods not associated with any gaming establishment components.


In certain embodiments, the payout for beating the sportsbook is associated with one or more parameters of the placed sporting event wager. For example, if the placed sporting event wager including Team X winning a game by a certain amount of points, the payout for beating the sportsbook includes products and/or services associated with Team X. In certain embodiments, the payout for beating the sportsbook is independent of any parameters of the placed sporting event wager.


In certain embodiments, in association with the placement of a sporting event wager, the system communicates data associated with the sporting event wager to a sportsbook wagering server. For example, after a user decides to place the sporting event wager of FIGS. 2A and 2B, the mobile device (or a server in communication with the mobile device) communicates data associated with the sporting event wager to a sportsbook wagering server. In certain embodiments wherein the user is not employing a mobile device to place such sporting event wagers, an EGM and/or a component of a gaming establishment management system, such as a slot machine interface board associated with the EGM (i.e., a component of the EGM)) communicates data associated with the sporting event wager to a sportsbook wagering server. In certain embodiments, following the sportsbook wagering server receiving the data associated with the sporting event wager, the sportsbook wagering server determines whether to accept or reject the sporting event wager. If the sportsbook wagering server accepts the sporting event wager, the sportsbook wagering server associates a sporting event wager identifier with the sporting event wager and stores the sporting event wager identifier. On the other hand, if the sportsbook wagering server rejects the attempted sporting event wager, the sports book wagering server communicates a denial notification to the system to display to the user.


Following the user placing an available sporting event wager to place to potentially win a plurality of awards and the system issuing a sporting event wager ticket voucher associated with the placed sporting event wager (which may be in printed or virtual form), as indicated in diamond 110 of FIG. 1, upon an occurrence of a sporting event wager evaluation event, such as the user redeeming the sporting event wager ticket voucher, the system determines whether the placed hybrid sporting event wager is a winning sporting event wager in accordance with a first evaluation. In these embodiments, following one or more events occurring (or not occurring) in one or more sporting events and data associated with such events being received from the sportsbook wagering server (or other gaming establishment component tasked with tracking the placed sporting event wagers)), the system determines whether the placed sporting event wager is a winning sporting event wager based on a first criteria to determine winning sporting event wagers.


In one such embodiment wherein the placed sporting event wager is based on a predicted final score of each team of a sporting event relative to a final score of each team of that sporting event, the system determines if the placed sporting event wager is a winning wager (in accordance with the first evaluation) by comparing the predicted final score of each team to the actual final score of each team and the range of final scores for each team defined by the actual score of each team at the top of the range and the minimum acceptable score for each team at the bottom of the range (which is calculated for each team by subtracting the threshold line from the actual score for that team). Continuing with the above example, as seen in FIG. 2C, following the completion of the football game between Team A and Team B (in which Team A scored 47 points and Team B scored 25 points) and upon an occurrence of a sporting event wager evaluation event, the system determines if the wager placed by the user of FIGS. 2A and 2B (i.e., Bettor 5 in FIG. 2C) is a winning wager (in accordance with the first evaluation) by: (a) for Team A, comparing the predicted final score of 34 points to the actual final score of 47 points and the threshold score of 27 points (i.e., the actual final score of 47 points minus the threshold line of −20), and (b) for Team B comparing the predicted final score of 25 points to the actual final score of 25 points and the threshold score of 15 points (i.e., the actual final score of 25 points minus the threshold line of −10). In this example, since the predicted final score of 34 points for Team A is less than the actual final score of 47 points for Team A and greater than the threshold score of 27 points for Team A (i.e., the predicted final score for Team A falls within the range of 47 points to 27 points) and since the predicted final score of 25 points for Team B is equal to the actual final score of 25 points for Team B and greater than the threshold score of 15 points for Team B (i.e., the predicted final score for Team B falls within the range of 25 points to 15 points), the system determines that, in accordance with the first evaluation, the placed sporting event wager by Bettor 5 is a winning sporting event wager.


If the system determines that the placed sporting event wager is not a winning sporting event wager in accordance with the first evaluation, the system returns to block 102 awaits another occurrence of a sporting event wagering opportunity. In these embodiments, the first evaluation functions as a threshold evaluation wherein if the placed sporting event wager is not determined to be a winning sporting event wager under the first evaluation, the system automatically determines that the placed sporting event wager is a losing sporting event wager under all evaluations. In other words, if the system determines that a placed sporting event wager is a losing sporting event wager in accordance with the first evaluation, the system does not determine whether or not the placed sporting event wager is a winning sporting event wager in accordance with any other evaluations, such as a second evaluation. Such a configuration provides that the system saves resources, in certain instances, by not making any further determinations upon a finding that a placed sporting event wager is not a winning sporting event wager under a first evaluation.


In certain embodiments, the system determines, based on any predicted final score for any team being less than the minimum threshold final score for that respective team, that a placed sporting event wager is a losing sporting event wager in accordance with the first evaluation and awaits for another occurrence of a sporting event wagering opportunity. For example, as seen in FIG. 2C, for the wager placed by Bettor 1, since the predicted final score of 23 points for Team A is less than the actual final score of 47 points for Team A but less than the threshold score of 27 points for Team A (i.e., the predicted final score for Team A does not fall within the range of 47 points to 27 points), the system determines that this sporting event wager is a losing sporting event wager without having to make any determinations for Team B or any determinations under any other evaluation regimes.


In certain embodiments, the system determines, based on any predicted final score for any team exceeding the actual final score for that respective team, that a placed sporting event wager is a losing sporting event wager in accordance with the first evaluation and awaits for another occurrence of a sporting event wagering opportunity. For example, as seen in FIG. 2C, for the wager placed by Bettor 2, despite the predicted final score of 44 points for Team A being less than the actual final score of 47 points for Team A and greater than the threshold score of 27 points for Team A (i.e., the predicted final score for Team A falls within the range of 47 points to 27 points), since the predicted final score of 30 points for Team B is greater than the actual final score of 25 points for Team B, the system determines that this sporting event wager is a losing sporting event wager without having to make any determinations for the predicted final score for Team B relative to the threshold score for Team B or any determinations under any other evaluation regimes.


On the other hand, if the system determines that the placed hybrid sporting event wager is a winning sporting event wager in accordance with the first evaluation, as indicated in block 112 of FIG. 1, the system determines a pari-mutuel payout for the winning sporting event wager in accordance with the first evaluation. In these embodiments, such a payout is based on the amounts of wagers contributed to the pool associated with the placed sporting event wager and the quantity of winning sporting event wagers that need to be paid out from that pool. For example, as seen in FIG. 2C, following the determination that the wager placed by the user of FIGS. 2A and 2B (i.e., Bettor 5 in FIG. 2C) is a winning wager (in accordance with the first evaluation), the system determines that, for the first evaluation, since that user wagered $30, the $30 equates to 30 winning tickets from the pool and each winning ticket from the pool is valued at $16.50 (i.e., the $1650 value of the pool divided by the 100 winning tickets payable from the pool (not all shown in FIG. 2C)), the winning sporting event wager placed by this user is associated with a pari-mutuel payout of $495. In another example, as also seen in FIG. 2C, following the determination that the wager placed by the user identified as Bettor 4 is a winning wager (in accordance with the first evaluation), the system determines that, for the first evaluation, since that user wagered $10, the $10 equates to 10 winning tickets from the pool and each winning ticket from the pool is valued at $16.50, the winning sporting event wager placed by this user is associated with a pari-mutuel payout of $165.


In certain embodiments, if the system determines that under the first evaluation, no sporting event wagers are winning wagers (i.e., at least one predicted final score for at least one team of each sporting event wager placed by each user exceeds at least one actual final score for the at least one team and/or at least one predicted final score for at least one team of each sporting event wager placed by each user fails to fall within the threshold range of final scores for the at least one team) but the sportsbook's predicted final score for each team is less than or equal to the actual final score for that respective team and falls within the threshold range of final scores, the system determines that no users win any portion of the wager pool. In one such embodiment, the system causes part or all of the wager pool to roll over to another sporting event. In another such embodiment, the system transfers part or all of the wager pool to the operator of the system.


In certain embodiments, if the system determines that under the first evaluation, no sporting event wagers are winning wagers (i.e., at least one predicted final score for at least one team of each sporting event wager placed by each user exceeds at least one actual final score for the at least one team and/or at least one predicted final score for at least one team of each sporting event wager placed by each user fails to fall within the threshold range of final scores for the at least one team) and the sportsbook's predicted final score for each team is greater than the actual final score for that respective team and/or fails to fall within the threshold range of final scores, the system determines that no parties are entitled to any funds from the sporting event wagers placed. In one such embodiment, the system classifies the outcome as a draw and causes part or all of the wager pool to roll over to another sporting event. In another such embodiment, the system classifies the outcomes as a draw and returns the placed sporting event wagers to the users.


Following the determination the pari-mutuel payout for the winning sporting event wager, as indicated in diamond 114 of FIG. 1, the system determines whether the placed hybrid sporting event wager is a winning sporting event wager in accordance with a second, different evaluation. In these embodiments, following one or more events occurring (or not occurring) in one or more sporting events and data associated with such events being received from the sportsbook wagering server (or other gaming establishment component tasked with tracking the placed sporting event wagers)), the system determines whether the placed sporting event wager is a winning sporting event wager based on a second criteria to determine winning sporting event wagers.


In one such embodiment wherein the placed sporting event wager is based on a predicted final score of each team of a sporting event relative to a final score of each team of that sporting event, the system determines if the placed sporting event wager is a winning wager (in accordance with the second evaluation) by determining if the predicted final scores by the user beats or trumps the predicted final scores by the operator of the system, such as the sportsbook. In this embodiment, the system determines whether, in accordance with the second evaluation, the placed sporting event wager is a winning sporting event wager based on the delta between the user's predicted final scores and the actual final scores compared to the delta between the sportsbook's predicted final scores and the actual final scores. In certain embodiments, the system determines whether the predicted final scores by the user beats the predicted final scores by the operator of the system based on the predicted final scores for each team by the user beating the predicted final scores for each team by the operator of the system. For example, if a user predicted final score for one team beats the sportsbooks predicted final score for that team but a user predicted final score for another team does not beat the sportsbook predicted final score for that team, the system determines that the predicted final scores by the user fails to beat the predicted final scores by the sportsbook.


In certain embodiments, the system determines whether the predicted final scores by the user beats the predicted final scores by the operator of the system based on the collective predicted final scores by the user beating the collective predicted final scores by the operator of the system. For example, as seen in FIG. 2C, for Bettor 5, following the completion of the football game between Team A and Team B (in which Team A scored 47 points and Team B scored 25 points) and following the determinations that: (i) the predicted final score of 34 points for Team A is less than the actual final score of 47 points for Team A and greater than the threshold score of 27 points for Team A (i.e., the predicted final score for Team A falls within the range of 47 points to 27 points), and (ii) the predicted final score of 25 points for Team B is equal to the actual final score of 25 points for Team B and greater than the threshold score of 15 points for Team B (i.e., the predicted final score for Team B falls within the range of 25 points to 15 points), the system determines: (a) whether the user's predicted final score of 34 points for Team A or the sportsbook's predicted final score of 32 points for Team A is closer to the actual score of 47 points for Team A, in combination with (b) whether the user's predicted final score of 25 points for Team B or the sportsbook's predicted final score of 12 points for Team B is closer to the actual score of 25 points for Team B. In this example, since the delta between the user's predicted final score for Team A and the actual final score for Team A is 13 points (i.e., a difference between the user predicted Team A final score of 34 points and the actual Team A final score of 47 points) and the delta between the user's predicted final score for Team B and the actual final score for Team B is 0 points (i.e., a difference between the user predicted Team B final score of 25 points and the actual Team B final score of 25 points), the total delta between the user's final score predictions and the actual final score was 13 points. Additionally, since the delta between the sportsbook's predicted final score for Team A and the actual final score for Team A is 15 points (i.e., a difference between the sportsbook predicted Team A final score of 32 points and the actual Team A final score of 47 points) and the delta between the sportsbook's predicted final score for Team B and the actual final score for Team B is 13 points (i.e., a difference between the sportsbook's predicted Team B final score of 12 and the actual Team B final score of 25), the total delta between the sportsbook's final score predictions and the actual final score was 28 points. In this case, since the total difference between the user's predicted final scores and the actual final scores was 13 points and total difference between the sportsbook's predicted final scores and the actual final scores was 28 points, the user's predicted final scores were closer to the actual final scores than the sportsbooks predicted final scores and thus, in accordance with the second evaluation, the placed sporting event wager is a winning sporting event wager.


If the system determines that the placed hybrid sporting event wager is not a winning sporting event wager in accordance with the second evaluation, the system returns to block 102 awaits another occurrence of a sporting event wagering opportunity. For example, as seen in FIG. 2C, for Bettor 4, following the completion of the football game between Team A and Team B (in which Team A scored 47 points and Team B scored 25 points) and following the determinations that: (i) the predicted final score of 28 points for Team A is less than the actual final score of 47 points for Team A and greater than the threshold score of 27 points for Team A (i.e., the predicted final score for Team A falls within the range of 47 points to 27 points), and (ii) the predicted final score of 15 points for Team B is less than the actual final score of 25 points for Team B and equal to the threshold score of 15 points for Team B (i.e., the predicted final score for Team B falls within the range of 25 points to 15 points), the system determines: (a) whether the user's predicted final score of 28 points for Team A or the sportsbook's predicted final score of 32 points for Team A is closer to the actual score of 47 points for Team A, in combination with (b) whether the user's predicted final score of 15 points for Team B or the sportsbook's predicted final score of 12 points for Team B is closer to the actual score of 25 points for Team B. In this example, since the delta between the user's predicted final score for Team A and the actual final score for Team A is 19 points (i.e., a difference between the user predicted Team A final score of 28 points and the actual Team A final score of 47 points) and the delta between the user's predicted final score for Team B and the actual final score for Team B is 10 points (i.e., a difference between the user predicted Team B final score of 15 points and the actual Team B final score of 25 points), the total delta between the user's final score predictions and the actual final score was 34 points. Additionally, since the delta between the sportsbook's predicted final score for Team A and the actual final score for Team A is 15 points (i.e., a difference between the sportsbook predicted Team A final score of 32 points and the actual Team A final score of 47 points) and the delta between the sportsbook's predicted final score for Team B and the actual final score for Team B is 13 points (i.e., a difference between the sportsbook's predicted Team B final score of 12 and the actual Team B final score of 25), the total delta between the sportsbook's final score predictions and the actual final score was 28 points. In this case, since the total difference between the user's predicted final scores and the actual final scores was 34 points and total difference between the sportsbook's predicted final scores and the actual final scores was 28 points, the user's predicted final scores were not closer to the actual final scores than the sportsbooks predicted final scores and thus, in accordance with the second evaluation, the placed sporting event wager is a losing sporting event wager. In this example, while Bettor 4 receives a portion of the wager pool under the first evaluation of the sporting event wager, Bettor 4 does not receive any payout for beating the prediction of the sportsbook under the second evaluation of the sporting event wager.


On the other hand, if the system determines that the placed hybrid sporting event wager is a winning sporting event wager in accordance with the second evaluation, as indicated in block 116 of FIG. 1, the system determines a payout for the winning sporting event wager in accordance with the second evaluation, wherein the payout is based on the payout schedule determined by the operator of the system when the hybrid sporting event wager was placed. For example, as seen in FIG. 2C, following the determination that the wager placed by the user of FIGS. 2A and 2B (i.e., Bettor 5 in FIG. 2C) is a winning wager (in accordance with the second evaluation), the system determines that since that user wagered $30 and when the sporting event wager was placed, the payout (in accordance with the applicable paytable) for beating the sportsbook was a 5x multiplier of the amount of the wager placed, the system determines that, for the second evaluation, the winning sporting event wager is associated with a sportsbook beating payout of $150.


Following the determination of the payout for the winning sporting event wager in accordance with the second evaluation, the system returns to block 102 awaits another occurrence of a sporting event wagering opportunity. That is, after evaluating the same sporting event wager under multiple different evaluation regimes, the system concludes the transaction associated with the sporting event wager and updates one or more databases to account for such determinations.


Accordingly, the system of the present disclosure provides that the same placed sporting event wager may qualify as: (i) a winning sporting event wager under a plurality of different evaluation regimes, (ii) a winning sporting event wager under one evaluation regime and a losing sporting event wager under another evaluation regime, or (iii) a losing sporting event wager under a plurality of different evaluation regimes, such that the same sporting event wager offers a plurality of different ways to obtain a plurality of different payouts. Accordingly and unlike certain systems that evaluated sporting event wagers placed by a user only against sporting event wagers placed by other users on the same sporting event (e.g., pari-mutuel betting wherein the payout for a winning sporting event wager is based on how many users placed a wager on the sporting event and how many users placed winning sporting event wagers) and unlike certain other systems that evaluated sporting event wagers placed by a user only against an operator of the system (e.g., sportsbook betting wherein the payout for a winning sporting event wager is based on the odds set by the sportsbook when the sporting event wager is placed), the system of the present disclosure represents a hybrid sporting event wagering configuration providing a user multiple avenues to win from the same sporting event wager. That is, certain embodiments of the system employ elements of pari-mutuel betting for certain determinations associated with a sporting event wager placed and also employ elements of sportsbook betting for certain other determinations associated with the same sporting event wager placed, wherein the same sporting event wager may be a winning sporting event associated with a payout in accordance with zero, one or more of such determinations. The configuration of these embodiments thus provides an additional dimension to sporting event wagering that certain users find more intuitive and all users benefit from via the introduction of more ways to win for the same sporting event wager placed.


Moreover, it should be appreciated that evaluating the same sporting event wager against different criteria represents an improvement over other systems by catering to sporting event wagerers of different skill sets without having to otherwise change how it operates to account for different sporting event wagerers having different skill sets. That is, unlike other systems that employ multiple modes of operation for multiple types of users (and may result in user confusion if a novice user finds themselves trying to navigate the system running in an expert mode of operation and/or user frustration if an expert user finds themselves trying to navigate the system running in a novice mode of operation), the system of the present disclosure simultaneously caters to each of these different types of users in a single mode of operation (and thus provides a more efficient system with less resources dedicated to changing modes of operation) by offering a sporting event wager that each of these different users want to undertake.


Systems

The above-described embodiments may be implemented in accordance with or in conjunction with one or more of a variety of different types of systems, such as, but not limited to, those described below.


The present disclosure contemplates a variety of different systems each having one or more of a plurality of different features, attributes, or characteristics. A “system” or “gaming system” as used herein refers to various configurations of: (a) one or more servers; (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. Thus, in various embodiments, the system of the present disclosure includes: (a) one or more electronic gaming machines in combination with one or more servers; (b) one or more personal gaming devices in combination with one or more servers; (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 servers 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 server; and/or (j) a plurality of servers in combination with one another. 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 “server” as used herein represents one server or a plurality of servers. As noted above, in various embodiments, the system includes an EGM (or personal gaming device) in combination with a server. In such embodiments, the EGM (or personal gaming device) is configured to communicate with the server 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 system includes a plurality of EGMs that are each configured to communicate with a server through a data network.


In certain embodiments in which the system includes an EGM (or personal gaming device) in combination with a server, the server 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 server. 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 server is configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the server and the EGM (or personal gaming device). The at least one processor of the server is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the server. One, more than one, or each of the functions of the server 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 server.


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 server. In such “thin client” embodiments, the server 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 server 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).


In various embodiments in which the 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 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 system includes an EGM (or personal gaming device) and a server, computerized instructions for controlling any primary or base games displayed by the EGM (or personal gaming device) are communicated from the server 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 server in a thin client configuration.


In certain embodiments in which the system includes: (a) an EGM (or personal gaming device) configured to communicate with a server through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a data network, the data network is a local area network (LAN) in which the EGMs (or personal gaming devices) are located substantially proximate to one another and/or the server. In one example, the EGMs (or personal gaming devices) and the server are located in a gaming establishment or a portion of a gaming establishment.


In other embodiments in which the system includes: (a) an EGM (or personal gaming device) configured to communicate with a server through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a data network, the data network is 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 server. 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 server is located; or (b) in a gaming establishment different from the gaming establishment in which the server is located. In another example, the server is not located within a gaming establishment in which the EGMs (or personal gaming devices) are located. In certain embodiments in which the data network is a WAN, the system includes a server 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. Systems in which the data network is a WAN are substantially identical to systems in which the data network is a LAN, though the quantity of EGMs (or personal gaming devices) in such systems may vary relative to one another.


In further embodiments in which the system includes: (a) an EGM (or personal gaming device) configured to communicate with a server through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a data network, the data network is 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 server identifies a player before enabling that player to place any wagers on any plays of any wagering games. In one example, the server 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. The server 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 (as described below); by validating a unique player identification number associated with the player by the server; 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 server identifies the player, the server 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).


The server 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.



FIG. 3 is a block diagram of an example EGM 1000 and FIGS. 4A and 4B include two different example EGMs 2000a and 2000b. The EGMs 1000, 2000a, and 2000b are merely example EGMs, and different EGMs may be implemented using different combinations of the components shown in the EGMs 1000, 2000a, and 2000b. Although the below refers to EGMs, in various embodiments personal gaming devices (such as personal gaming device 2000c of FIG. 4C) may include some or all of the below components.


In these embodiments, the EGM 1000 includes a master gaming controller 1012 configured to communicate with and to operate with a plurality of peripheral devices 1022.


The master gaming controller 1012 includes at least one processor 1010. The at least one processor 1010 is any suitable processing device or set of processing devices, such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit, or one or more application-specific integrated circuits (ASICs), configured to execute software enabling various configuration and reconfiguration tasks, such as: (1) communicating with a remote source (such as a server that stores authentication information or game information) via a communication interface 1006 of the master gaming controller 1012; (2) converting signals read by an interface to a format corresponding to that used by software or memory of the EGM; (3) accessing memory to configure or reconfigure game conditions in the memory according to indicia read from the EGM; (4) communicating with interfaces and the peripheral devices 1022 (such as input/output devices); and/or (5) controlling the peripheral devices 1022. In certain embodiments, one or more components of the master gaming controller 1012 (such as the at least one processor 1010) reside within a housing of the EGM (described below), while in other embodiments at least one component of the master gaming controller 1012 resides outside of the housing of the EGM.


The master gaming controller 1012 also includes at least one memory device 1016, which includes: (1) volatile memory (e.g., RAM 1009, which can include non-volatile RAM, magnetic RAM, ferroelectric RAM, and any other suitable forms); (2) non-volatile memory 1019 (e.g., disk memory, FLASH memory, EPROMs, EEPROMs, memristor-based non-volatile solid-state memory, etc.); (3) unalterable memory (e.g., EPROMs 1008); (4) read-only memory; and/or (5) a secondary memory storage device 1015, such as a non-volatile memory device, configured to store gaming software related information (the gaming software related information and the memory may be used to store various audio files and games not currently being used and invoked in a configuration or reconfiguration). Any other suitable magnetic, optical, and/or semiconductor memory may operate in conjunction with the EGM of the present disclosure. In certain embodiments, the at least one memory device 1016 resides within the housing of the EGM (described below), while in other embodiments at least one component of the at least one memory device 1016 resides outside of the housing of the EGM. In these embodiments, 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.


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.


The at least one memory device 1016 is configured to store, for example: (1) configuration software 1014, such as all the conditions and settings for a game playable on the EGM; (2) associations 1018 between configuration indicia read from an EGM with one or more conditions and settings; (3) communication protocols configured to enable the at least one processor 1010 to communicate with the peripheral devices 1022; and/or (4) communication transport protocols (such as TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) configured to enable the EGM to communicate with local and non-local devices using such protocols. In one implementation, the master gaming controller 1012 communicates with other devices using a serial communication protocol. A few non-limiting examples of serial communication protocols that other devices, such as peripherals (e.g., a bill validator or a ticket printer), may use to communicate with the master game controller 1012 include USB, RS-232, and Netplex (a proprietary protocol developed by IGT).


As will be appreciated by one skilled in the art, aspects of the present disclosure may be 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.


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).


Aspects of the present disclosure are 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 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 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.


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.


In certain embodiments, the at least one memory device 1016 is configured to store program code and instructions executable by the at least one processor of the EGM to control the EGM. The at least one memory device 1016 of the EGM also stores other operating data, such as image data, event data, input data, random number generators (RNGs) or pseudo-RNGs, paytable data or information, and/or applicable game rules that relate to the play of one or more games on the EGM. In various embodiments, part or all of the program code and/or the operating data described above is stored in at least one detachable or removable memory device including, but not limited to, a cartridge, a disk, a CD ROM, a DVD, a USB memory device, or any other suitable non-transitory computer readable medium. In certain such embodiments, an operator (such as a gaming establishment operator) and/or a player uses such a removable memory device in an EGM to implement at least part of the present disclosure. In other embodiments, part or all of the program code and/or the operating data is downloaded to the at least one memory device of the EGM through any suitable data network described above (such as an Internet or intranet).


The at least one memory device 1016 also stores a plurality of device drivers 1042. Examples of different types of device drivers include device drivers for EGM components and device drivers for the peripheral components 1022. Typically, the device drivers 1042 utilize various communication protocols that enable communication with a particular physical device. The device driver abstracts the hardware implementation of that device. For example, a device driver may be written for each type of card reader that could potentially be connected to the EGM. Non-limiting examples of communication protocols used to implement the device drivers include Netplex, USB, Serial, Ethernet 175, Firewire, I/O debouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth™, near-field communications (e.g., using near-field magnetics), 802.11 (WiFi), etc. In one embodiment, when one type of a particular device is exchanged for another type of the particular device, the at least one processor of the EGM loads the new device driver from the at least one memory device to enable communication with the new device. For instance, one type of card reader in the EGM can be replaced with a second different type of card reader when device drivers for both card readers are stored in the at least one memory device.


In certain embodiments, the software units stored in the at least one memory device 1016 can be upgraded as needed. For instance, when the at least one memory device 1016 is a hard drive, new games, new game options, new conditions, new settings for existing conditions, new settings for new conditions, new device drivers, and new communication protocols can be uploaded to the at least one memory device 1016 from the master game controller 1012 or from some other external device. As another example, when the at least one memory device 1016 includes a CD/DVD drive including a CD/DVD configured to store game options, conditions, and settings, the software stored in the at least one memory device 1016 can be upgraded by replacing a first CD/DVD with a second CD/DVD. In yet another example, when the at least one memory device 1016 uses flash memory 1019 or EPROM 1008 units configured to store games, game options, conditions, and settings, the software stored in the flash and/or EPROM memory units can be upgraded by replacing one or more memory units with new memory units that include the upgraded software. In another embodiment, one or more of the memory devices, such as the hard drive, may be employed in a game software download process from a remote software server.


In some embodiments, the at least one memory device 1016 also stores authentication and/or validation components 1044 configured to authenticate/validate specified EGM components and/or information, such as hardware components, software components, firmware components, peripheral device components, user input device components, information received from one or more user input devices, information stored in the at least one memory device 1016, etc.


In certain embodiments, the peripheral devices 1022 include several device interfaces, such as: (1) at least one output device 1020 including at least one display device 1035; (2) at least one input device 1030 (which may include contact and/or non-contact interfaces); (3) at least one transponder 1054; (4) at least one wireless communication component 1056; (5) at least one wired/wireless power distribution component 1058; (6) at least one sensor 1060; (7) at least one data preservation component 1062; (8) at least one motion/gesture analysis and interpretation component 1064; (9) at least one motion detection component 1066; (10) at least one portable power source 1068; (11) at least one geolocation module 1076; (12) at least one user identification module 1077; (13) at least one player/device tracking module 1078; and (14) at least one information filtering module 1079.


The at least one output device 1020 includes at least one display device 1035 configured to display any game(s) displayed by the EGM and any suitable information associated with such game(s). In certain embodiments, the display devices are connected to or mounted on a housing of the EGM (described below). In various embodiments, the display devices serve as digital glass configured to advertise certain games or other aspects of the gaming establishment in which the EGM is located. In various embodiments, the EGM includes one or more of the following display devices: (a) a central display device; (b) a player tracking display configured to display various information regarding a player's player tracking status (as described below); (c) a secondary or upper display device in addition to the central display device and the player tracking display; (d) a credit display configured to display a current quantity of credits, amount of cash, account balance, or the equivalent; and (e) a bet display configured to display an amount wagered for one or more plays of one or more games. The example EGM 2000a illustrated in FIG. 4A includes a central display device 2116, a player tracking display 2140, a credit display 2120, and a bet display 2122. The example EGM 2000b illustrated in FIG. 4B includes a central display device 2116, an upper display device 2118, a player tracking display 2140, a credit display 2120, and a bet display 2122.


In various embodiments, the display devices include, without limitation: a monitor, a television display, a plasma display, a liquid crystal display (LCD), a display based on light emitting diodes (LEDs), a display based on a plurality of organic light-emitting diodes (OLEDs), a display based on polymer light-emitting diodes (PLEDs), a display based on a plurality of surface-conduction electron-emitters (SEDs), a display including a projected and/or reflected image, or any other suitable electronic device or display mechanism. In certain embodiments, as described above, the display device includes a touch-screen with an associated touch-screen controller. The display devices may be of any suitable sizes, shapes, and configurations.


The display devices of the EGM are configured to display one or more game and/or non-game images, symbols, and indicia. In certain embodiments, the display devices of the EGM 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 of the EGM are configured to display one or more video reels, one or more video wheels, and/or one or more video dice. In other embodiments, certain of the displayed images, symbols, and indicia are in mechanical form. That is, in these embodiments, the display device 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.


In various embodiments, the at least one output device 1020 includes a payout device. In these embodiments, after the EGM receives an actuation of a cashout device (described below), the EGM causes the payout device to provide a payment to the player. In one embodiment, the payout device is one or more of: (a) a ticket printer and dispenser configured to print and dispense a ticket or credit slip associated with a monetary value, wherein the ticket or credit slip may be redeemed for its monetary value via a cashier, a kiosk, or other suitable redemption system; (b) a bill dispenser configured to dispense paper currency; (c) a coin dispenser configured to dispense coins or tokens (such as into a coin payout tray); and (d) any suitable combination thereof. The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a ticket printer and dispenser 2136.


In certain embodiments, rather than dispensing bills, coins, or a physical ticket having a monetary value to the player following receipt of an actuation of the cashout device, the payout device is configured to cause a payment to be provided to the player in the form of an electronic funds transfer, such as via a direct deposit into a bank account, a casino account, or a prepaid account of the player; via a transfer of funds onto an electronically recordable identification card or smart card of the player; or via sending a virtual ticket having a monetary value to an electronic device of the player.


While any credit balances, any wagers, any values, and any awards are described herein as amounts of monetary credits or currency, one or more of such credit balances, such wagers, such values, and such awards may be for non-monetary credits, promotional credits, of player tracking points or credits.


In certain embodiments, the at least one output device 1020 is a sound generating device controlled by one or more sound cards. In one such embodiment, the sound generating device includes one or more speakers or other sound generating hardware and/or software configured to generate sounds, such as by playing music for any games or by playing music for other modes of the EGM, such as an attract mode. The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a plurality of speakers 2150. In another such embodiment, the EGM provides dynamic sounds coupled with attractive multimedia images displayed on one or more of the display devices to provide an audio-visual representation or to otherwise display full-motion video with sound to attract players to the EGM. In certain embodiments, the EGM displays a sequence of audio and/or visual attraction messages during idle periods to attract potential players to the EGM. The videos may be customized to provide any appropriate information.


The at least one input device 1030 may include any suitable device that enables an input signal to be produced and received by the at least one processor 1010 of the EGM.


In one embodiment, the at least one input device 1030 includes a payment device configured to communicate with the at least one processor of the EGM to fund the EGM. In certain embodiments, the payment device includes one or more of: (a) a bill acceptor into which paper money is inserted to fund the EGM; (b) a ticket acceptor into which a ticket or a voucher is inserted to fund the EGM; (c) a coin slot into which coins or tokens are inserted to fund the EGM; (d) a reader or a validator for credit cards, debit cards, or credit slips into which a credit card, debit card, or credit slip is inserted to fund the EGM; (e) a player identification card reader into which a player identification card is inserted to fund the EGM; or (f) any suitable combination thereof. The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a combined bill and ticket acceptor 2128 and a coin slot 2126.


In one embodiment, the at least one input device 1030 includes a payment device configured to enable the EGM to be funded via an electronic funds transfer, such as a transfer of funds from a bank account. In another embodiment, the EGM includes a payment device configured to communicate with a mobile device of a player, such as a mobile phone, a radio frequency identification tag, or any other suitable wired or wireless device, to retrieve relevant information associated with that player to fund the EGM. When the EGM is funded, the at least one processor determines the amount of funds entered and displays the corresponding amount on a credit display or any other suitable display as described below.


In certain embodiments, the at least one input device 1030 includes at least one wagering or betting device. In various embodiments, the one or more wagering or betting devices are each: (1) a mechanical button supported by the housing of the EGM (such as a hard key or a programmable soft key), or (2) an icon displayed on a display device of the EGM (described below) that is actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). One such wagering or betting device is as a maximum wager or bet device that, when actuated, causes the EGM to place a maximum wager on a play of a game. Another such wagering or betting device is a repeat bet device that, when actuated, causes the EGM to place a wager that is equal to the previously-placed wager on a play of a game. A further such wagering or betting device is a bet one device that, when actuated, causes the EGM to increase the wager by one credit. Generally, upon actuation of one of the wagering or betting devices, the quantity of credits displayed in a credit meter (described below) decreases by the amount of credits wagered, while the quantity of credits displayed in a bet display (described below) increases by the amount of credits wagered.


In various embodiments, the at least one input device 1030 includes at least one game play activation device. In various embodiments, the one or more game play initiation devices are each: (1) a mechanical button supported by the housing of the EGM (such as a hard key or a programmable soft key), or (2) an icon displayed on a display device of the EGM (described below) that is actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). After a player appropriately funds the EGM and places a wager, the EGM activates the game play activation device to enable the player to actuate the game play activation device to initiate a play of a game on the EGM (or another suitable sequence of events associated with the EGM). After the EGM receives an actuation of the game play activation device, the EGM initiates the play of the game. The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a game play activation device in the form of a game play initiation button 2132. In other embodiments, the EGM begins game play automatically upon appropriate funding rather than upon utilization of the game play activation device.


In other embodiments, the at least one input device 1030 includes a cashout device. In various embodiments, the cashout device is: (1) a mechanical button supported by the housing of the EGM (such as a hard key or a programmable soft key), or (2) an icon displayed on a display device of the EGM (described below) that is actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). When the EGM receives an actuation of the cashout device from a player and the player has a positive (i.e., greater-than-zero) credit balance, the EGM initiates a payout associated with the player's credit balance. The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a cashout device in the form of a cashout button 2134.


In various embodiments, the at least one input device 1030 includes a plurality of buttons that are programmable by the EGM operator to, when actuated, cause the EGM to perform particular functions. For instance, such buttons may be hard keys, programmable soft keys, or icons icon displayed on a display device of the EGM (described below) that are actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a plurality of such buttons 2130.


In certain embodiments, the at least one input device 1030 includes a touch-screen coupled to a touch-screen controller or other touch-sensitive display overlay to enable interaction with any images displayed on a display device (as described below). One such input device is a conventional touch-screen button panel. The touch-screen and the touch-screen controller are connected to a video controller. In these embodiments, signals are input to the EGM by touching the touch screen at the appropriate locations.


In embodiments including a player tracking system, as further described below, the at least one input device 1030 includes a card reader in communication with the at least one processor of the EGM. The example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B each include a card reader 2138. The card reader is configured to read a player identification card inserted into the card reader.


The at least one wireless communication component 1056 includes one or more communication interfaces having different architectures and utilizing a variety of protocols, such as (but not limited to) 802.11 (WiFi); 802.15 (including Bluetooth™); 802.16 (WiMax); 802.22; cellular standards such as CDMA, CDMA2000, and WCDMA; Radio Frequency (e.g., RFID); infrared; and Near Field Magnetic communication protocols. The at least one wireless communication component 1056 transmits electrical, electromagnetic, or optical signals that carry digital data streams or analog signals representing various types of information.


The at least one wired/wireless power distribution component 1058 includes components or devices that are configured to provide power to other devices. For example, in one embodiment, the at least one power distribution component 1058 includes a magnetic induction system that is configured to provide wireless power to one or more user input devices near the EGM. In one embodiment, a user input device docking region is provided, and includes a power distribution component that is configured to recharge a user input device without requiring metal-to-metal contact. In one embodiment, the at least one power distribution component 1058 is configured to distribute power to one or more internal components of the EGM, such as one or more rechargeable power sources (e.g., rechargeable batteries) located at the EGM.


In certain embodiments, the at least one sensor 1060 includes at least one of: optical sensors, pressure sensors, RF sensors, infrared sensors, image sensors, thermal sensors, and biometric sensors. The at least one sensor 1060 may be used for a variety of functions, such as: detecting movements and/or gestures of various objects within a predetermined proximity to the EGM; detecting the presence and/or identity of various persons (e.g., players, casino employees, etc.), devices (e.g., user input devices), and/or systems within a predetermined proximity to the EGM.


The at least one data preservation component 1062 is configured to detect or sense one or more events and/or conditions that, for example, may result in damage to the EGM and/or that may result in loss of information associated with the EGM. Additionally, the data preservation system 1062 may be operable to initiate one or more appropriate action(s) in response to the detection of such events/conditions.


The at least one motion/gesture analysis and interpretation component 1064 is configured to analyze and/or interpret information relating to detected player movements and/or gestures to determine appropriate player input information relating to the detected player movements and/or gestures. For example, in one embodiment, the at least one motion/gesture analysis and interpretation component 1064 is configured to perform one or more of the following functions: analyze the detected gross motion or gestures of a player; interpret the player's motion or gestures (e.g., in the context of a casino game being played) to identify instructions or input from the player; utilize the interpreted instructions/input to advance the game state; etc. In other embodiments, at least a portion of these additional functions may be implemented at a remote system or device.


The at least one portable power source 1068 enables the EGM to operate in a mobile environment. For example, in one embodiment, the EGM 300 includes one or more rechargeable batteries.


The at least one geolocation module 1076 is configured to acquire geolocation information from one or more remote sources and use the acquired geolocation information to determine information relating to a relative and/or absolute position of the EGM. For example, in one implementation, the at least one geolocation module 1076 is configured to receive GPS signal information for use in determining the position or location of the EGM. In another implementation, the at least one geolocation module 1076 is configured to receive multiple wireless signals from multiple remote devices (e.g., EGMs, servers, wireless access points, etc.) and use the signal information to compute position/location information relating to the position or location of the EGM.


The at least one user identification module 1077 is configured to determine the identity of the current user or current owner of the EGM. For example, in one embodiment, the current user is required to perform a login process at the EGM in order to access one or more features. Alternatively, the EGM is configured to automatically determine the identity of the current user based on one or more external signals, such as an RFID tag or badge worn by the current user and that provides a wireless signal to the EGM that is used to determine the identity of the current user. In at least one embodiment, various security features are incorporated into the EGM to prevent unauthorized users from accessing confidential or sensitive information.


The at least one information filtering module 1079 is configured to perform filtering (e.g., based on specified criteria) of selected information to be displayed at one or more displays 1035 of the EGM.


In various embodiments, the EGM includes a plurality of communication ports configured to enable the at least one processor of the EGM to communicate with and to operate with external peripherals, such as: 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, SCSI ports, solenoids, speakers, thumbsticks, ticket readers, touch screens, trackballs, touchpads, wheels, and wireless communication devices.


As generally described above, in certain embodiments, such as the example EGMs 2000a and 2000b illustrated in FIGS. 4A and 4B, the EGM has a support structure, housing, or cabinet that provides support for a plurality of the input devices and the output devices of the EGM. Further, the EGM is configured such that a player may operate it while standing or sitting. In various embodiments, the EGM is positioned on a base or stand, or is configured as a pub-style tabletop game (not shown) that a player may operate typically while sitting. As illustrated by the different example EGMs 2000a and 2000b shown in FIGS. 4A and 4B, EGMs may have varying housing and display configurations.


In certain embodiments, the EGM is a device that has obtained approval from a regulatory gaming commission, and in other embodiments, the EGM is a device that has not obtained approval from a regulatory gaming commission.


The EGMs described above are merely three examples of different types of EGMs. Certain of these example EGMs may include one or more elements that may not be included in all systems, and these example EGMs may not include one or more elements that are included in other systems. For example, certain EGMs include a coin acceptor while others do not.


In various embodiments, an EGM may be implemented in one of a variety of different configurations. In various embodiments, the EGM may be implemented as one of: (a) a dedicated EGM in which computerized game programs executable by the EGM for controlling any primary or base games (referred to herein as “primary games”) and/or any secondary or bonus games or other functions (referred to herein as “secondary games”) displayed by the EGM are provided with the EGM before delivery to a gaming establishment or before being provided to a player; and (b) a changeable EGM in which computerized game programs executable by the EGM for controlling any primary games and/or secondary games displayed by the EGM are downloadable or otherwise transferred to the EGM through a data network or remote communication link; from a USB drive, flash memory card, or other suitable memory device; or in any other suitable manner after the EGM is physically located in a gaming establishment or after the EGM is provided to a player.


As generally explained above, in various embodiments in which the system includes a server and a changeable EGM, the at least one memory device of the server stores different game programs and instructions executable by the at least one processor of the changeable EGM to control one or more primary games and/or secondary games displayed by the changeable EGM. More specifically, each such executable game program represents a different game or a different type of game that the at least one changeable EGM is configured to operate. In one example, certain of the game programs are executable by the changeable EGM to operate games having the same or substantially the same game play but different paytables. In different embodiments, each executable game program is associated with a primary game, a secondary game, or both. In certain embodiments, an executable game program is executable by the at least one processor of the at least one changeable EGM as a secondary game to be played simultaneously with a play of a primary game (which may be downloaded to or otherwise stored on the at least one changeable EGM), or vice versa.


In operation of such embodiments, the server is configured to communicate one or more of the stored executable game programs to the at least one processor of the changeable EGM. In different embodiments, a stored executable game program is communicated or delivered to the at least one processor of the changeable EGM by: (a) embedding the executable game program in a device or a component (such as a microchip to be inserted into the changeable EGM); (b) writing the executable game program onto a disc or other media; or (c) uploading or streaming the executable game program over a data network (such as a dedicated data network). After the executable game program is communicated from the server to the changeable EGM, the at least one processor of the changeable EGM executes the executable game program to enable the primary game and/or the secondary game associated with that executable game program to be played using the display device(s) and/or the input device(s) of the changeable EGM. That is, when an executable game program is communicated to the at least one processor of the changeable EGM, the at least one processor of the changeable EGM changes the game or the type of game that may be played using the changeable EGM.


In certain embodiments, the gaming system randomly determines any game outcome(s) (such as a win outcome) and/or award(s) (such as a quantity of credits to award for the win outcome) for a play of a primary game and/or a play of a secondary game based on probability data. In certain such embodiments, this random determination is provided through utilization of an RNG, such as a true RNG or a pseudo RNG, or any other suitable randomization process. In one such embodiment, each game outcome or award is associated with a probability, and the gaming system generates the game outcome(s) and/or the award(s) to be provided based on the associated probabilities. In these embodiments, since the gaming system generates game outcomes and/or awards randomly or based on one or more probability calculations, there is no certainty that the gaming system will ever provide any specific game outcome and/or award.


In certain embodiments, the gaming system maintains one or more predetermined pools or sets of predetermined game outcomes and/or awards. In certain such embodiments, upon generation or receipt of a game outcome and/or award request, the gaming system independently selects one of the predetermined game outcomes and/or awards from the one or more pools or sets. The gaming system flags or marks the selected game outcome and/or award as used. Once a game outcome or an award is flagged as used, it is prevented from further selection from its respective pool or set; that is, the gaming system does not select that game outcome or award upon another game outcome and/or award request. The gaming system provides the selected game outcome and/or award.


In certain embodiments, the gaming system determines a predetermined game outcome and/or award based on the results of a bingo, keno, or lottery game. In certain such embodiments, the gaming system utilizes one or more bingo, keno, or lottery games to determine the predetermined game outcome and/or award provided for a primary game and/or a secondary game. The gaming system is provided or associated with a bingo card. Each bingo card consists of a matrix or array of elements, wherein each element is designated with separate indicia. After a bingo card is provided, the gaming system randomly selects or draws a plurality of the elements. As each element is selected, a determination is made as to whether the selected element is present on the bingo card. If the selected element is present on the bingo card, that selected element on the provided bingo card is marked or flagged. This process of selecting elements and marking any selected elements on the provided bingo cards continues until one or more predetermined patterns are marked on one or more of the provided bingo cards. After one or more predetermined patterns are marked on one or more of the provided bingo cards, game outcome and/or award is determined based, at least in part, on the selected elements on the provided bingo cards.


In certain embodiments in which the gaming system includes a server and an EGM, the EGM is configured to communicate with the server for monitoring purposes only. In such embodiments, the EGM determines the game outcome(s) and/or award(s) to be provided in any of the manners described above, and the server monitors the activities and events occurring on the EGM. In one such embodiment, the gaming system includes a real-time or online accounting and gaming information system configured to communicate with the server. In this embodiment, the accounting and gaming information system includes: (a) a player database configured to store player profiles, (b) a player tracking module configured to track players (as described below), and (c) a credit system configured to provide automated transactions.


As noted above, in various embodiments, the gaming system includes one or more executable game programs executable by at least one processor of the gaming system to provide one or more primary games and one or more secondary games. The primary game(s) and the secondary game(s) may comprise any suitable games and/or wagering games, such as, but not limited to: electro-mechanical or video slot or spinning reel type games; video card games such as video draw poker, multi-hand video draw poker, other video poker games, video blackjack games, and video baccarat games; video keno games; video bingo games; and video selection games.


In certain embodiments in which the primary game is a slot or spinning reel type game, the gaming system includes one or more reels in either an electromechanical form with mechanical rotating reels or in a video form with simulated reels and movement thereof. Each reel displays a plurality of indicia or symbols, such as bells, hearts, fruits, numbers, letters, bars, or other images that typically correspond to a theme associated with the gaming system. In certain such embodiments, the gaming system includes one or more paylines associated with the reels. In certain embodiments, one or more of the reels are independent reels or unisymbol reels. In such embodiments, each independent reel generates and displays one symbol.


In various embodiments, one or more of the paylines is horizontal, vertical, circular, diagonal, angled, or any suitable combination thereof. In other embodiments, each of one or more of the paylines is associated with a plurality of adjacent symbol display areas on a requisite number of adjacent reels. In one such embodiment, one or more paylines are formed between at least two symbol display areas that are adjacent to each other by either sharing a common side or sharing a common corner (i.e., such paylines are connected paylines). The gaming system enables a wager to be placed on one or more of such paylines to activate such paylines. In other embodiments in which one or more paylines are formed between at least two adjacent symbol display areas, the gaming system enables a wager to be placed on a plurality of symbol display areas, which activates those symbol display areas.


In various embodiments, the gaming system provides one or more awards after a spin of the reels when specified types and/or configurations of the indicia or symbols on the reels occur on an active payline or otherwise occur in a winning pattern, occur on the requisite number of adjacent reels, and/or occur in a scatter pay arrangement.


In certain embodiments, the gaming system employs a ways to win award determination. In these embodiments, any outcome to be provided is determined based on a number of associated symbols that are generated in active symbol display areas on the requisite number of adjacent reels (i.e., not on paylines passing through any displayed winning symbol combinations). If a winning symbol combination is generated on the reels, one award for that occurrence of the generated winning symbol combination is provided.


In various embodiments, the gaming system includes a progressive award. Typically, a progressive award includes an initial amount and an additional amount funded through a portion of each wager placed to initiate a play of a primary game. When one or more triggering events occurs, the gaming system provides at least a portion of the progressive award. After the gaming system provides the progressive award, an amount of the progressive award is reset to the initial amount and a portion of each subsequent wager is allocated to the next progressive award.


As generally noted above, in addition to providing winning credits or other awards for one or more plays of the primary game(s), in various embodiments the gaming system provides credits or other awards for one or more plays of one or more secondary games. The secondary game typically enables an award to be obtained addition to any award obtained through play of the primary game(s). The secondary game(s) typically produces a higher level of player excitement than the primary game(s) because the secondary game(s) provides a greater expectation of winning than the primary game(s) and is accompanied with more attractive or unusual features than the primary game(s). The secondary game(s) may be any type of suitable game, either similar to or completely different from the primary game.


In various embodiments, the gaming system automatically provides or initiates the secondary game upon the occurrence of a triggering event or the satisfaction of a qualifying condition. In other embodiments, the gaming system initiates the secondary game upon the occurrence of the triggering event or the satisfaction of the qualifying condition and upon receipt of an initiation input. In certain embodiments, the triggering event or qualifying condition is a selected outcome in the primary game(s) or a particular arrangement of one or more indicia on a display device for a play of the primary game(s), such as a “BONUS” symbol appearing on three adjacent reels along a payline following a spin of the reels for a play of the primary game. In other embodiments, the triggering event or qualifying condition occurs based on a certain amount of game play (such as number of games, number of credits, amount of time) being exceeded, or based on a specified number of points being earned during game play. Any suitable triggering event or qualifying condition or any suitable combination of a plurality of different triggering events or qualifying conditions may be employed.


In other embodiments, at least one processor of the gaming system randomly determines when to provide one or more plays of one or more secondary games. In one such embodiment, no apparent reason is provided for providing the secondary game. In this embodiment, qualifying for a secondary game is not triggered by the occurrence of an event in any primary game or based specifically on any of the plays of any primary game. That is, qualification is provided without any explanation or, alternatively, with a simple explanation. In another such embodiment, the gaming system determines qualification for a secondary game at least partially based on a game triggered or symbol triggered event, such as at least partially based on play of a primary game.


In various embodiments, after qualification for a secondary game has been determined, the secondary game participation may be enhanced through continued play on the primary game. Thus, in certain embodiments, for each secondary game qualifying event, such as a secondary game symbol, that is obtained, a given number of secondary game wagering points or credits is accumulated in a “secondary game meter” configured to accrue the secondary game wagering credits or entries toward eventual participation in the secondary game. In one such embodiment, the occurrence of multiple such secondary game qualifying events in the primary game results in an arithmetic or exponential increase in the number of secondary game wagering credits awarded. In another such embodiment, any extra secondary game wagering credits may be redeemed during the secondary game to extend play of the secondary game.


In certain embodiments, no separate entry fee or buy-in for the secondary game is required. That is, entry into the secondary game cannot be purchased; rather, in these embodiments entry must be won or earned through play of the primary game, thereby encouraging play of the primary game. In other embodiments, qualification for the secondary game is accomplished through a simple “buy-in.” For example, qualification through other specified activities is unsuccessful, payment of a fee or placement of an additional wager “buys-in” to the secondary game. In certain embodiments, a separate side wager must be placed on the secondary game or a wager of a designated amount must be placed on the primary game to enable qualification for the secondary game. In these embodiments, the secondary game triggering event must occur and the side wager (or designated primary game wager amount) must have been placed for the secondary game to trigger.


In various embodiments in which the system includes a plurality of EGMs, the EGMs are configured to communicate with one another to provide a group gaming environment. In certain such embodiments, the EGMs enable players of those EGMs to work in conjunction with one another, such as by enabling the players to play together as a team or group, to win one or more awards. In other such embodiments, the EGMs enable players of those EGMs to compete against one another for one or more awards. In one such embodiment, the EGMs enable the players of those EGMs to participate in one or more gaming tournaments for one or more awards.


In various embodiments, the system includes one or more player tracking systems. Such player tracking systems enable operators of the system (such as casinos or other gaming establishments) to recognize the value of customer loyalty by identifying frequent customers and rewarding them for their patronage. Such a player tracking system is configured to track a player's gaming activity. In one such embodiment, the player tracking system does so through the use of player tracking cards. In this embodiment, a player is issued a player identification card that has an encoded player identification number that uniquely identifies the player. When the player's playing tracking card is inserted into a card reader of the system to begin a gaming session, the card reader reads the player identification number off the player tracking card to identify the player. The system timely tracks any suitable information or data relating to the identified player's gaming session. The system also timely tracks when the player tracking card is removed to conclude play for that gaming session. In another embodiment, rather than requiring insertion of a player tracking card into the card reader, the system utilizes one or more portable devices, such as a mobile phone, a radio frequency identification tag, or any other suitable wireless device, to track when a gaming session begins and ends. In another embodiment, the system utilizes any suitable biometric technology or ticket technology to track when a gaming session begins and ends.


In such embodiments, during one or more gaming sessions, the system tracks any suitable information or data, such as any amounts wagered, average wager amounts, and/or the time at which these wagers are placed. In different embodiments, for one or more players, the player tracking system includes the player's account number, the player's card number, the player's first name, the player's surname, the player's preferred name, the player's player tracking ranking, any promotion status associated with the player's player tracking card, the player's address, the player's birthday, the player's anniversary, the player's recent gaming sessions, or any other suitable data. In various embodiments, such tracked information and/or any suitable feature associated with the player tracking system is displayed on a player tracking display. In various embodiments, such tracked information and/or any suitable feature associated with the player tracking system is displayed via one or more service windows that are displayed on the central display device and/or the upper display device.


In various embodiments, the system includes one or more servers configured to communicate with a personal gaming device—such as a smartphone, a tablet computer, a desktop computer, or a laptop computer—to enable web-based game play using the personal gaming device. In various embodiments, the player must first access a gaming website via an Internet browser of the personal gaming device or execute an application (commonly called an “app”) installed on the personal gaming device before the player can use the personal gaming device to participate in web-based game play. In certain embodiments, the one or more servers and the personal gaming device operate in a thin-client environment. In these embodiments, the personal gaming device receives inputs via one or more input devices (such as a touch screen and/or physical buttons), the personal gaming device sends the received inputs to the one or more servers, the one or more servers make various determinations based on the inputs and determine content to be displayed (such as a randomly determined game outcome and corresponding award), the one or more servers send the content to the personal gaming device, and the personal gaming device displays the content.


In certain such embodiments, the one or more servers must identify the player before enabling game play on the personal gaming device (or, in some embodiments, before enabling monetary wager-based game play on the personal gaming device). In these embodiments, the player must identify herself to the one or more servers, such as by inputting the player's unique username and password combination, providing an input to a biometric sensor (e.g., a fingerprint sensor, a retinal sensor, a voice sensor, or a facial-recognition sensor), or providing any other suitable information.


Once identified, the one or more servers enable the player to establish an account balance from which the player can draw credits usable to wager on plays of a game. In certain embodiments, the one or more servers enable the player to initiate an electronic funds transfer to transfer funds from a bank account to the player's account balance. In other embodiments, the one or more servers enable the player to make a payment using the player's credit card, debit card, or other suitable device to add money to the player's account balance. In other embodiments, the one or more servers enable the player to add money to the player's account balance via a peer-to-peer type application, such as PayPal or Venmo. The one or more servers also enable the player to cash out the player's account balance (or part of it) in any suitable manner, such as via an electronic funds transfer, by initiating creation of a paper check that is mailed to the player, or by initiating printing of a voucher at a kiosk in a gaming establishment.


In certain embodiments, the one or more servers include a payment server that handles establishing and cashing out players' account balances and a separate game server configured to determine the outcome and any associated award for a play of a game. In these embodiments, the game server is configured to communicate with the personal gaming device and the payment device, and the personal gaming device and the payment device are not configured to directly communicate with one another. In these embodiments, when the game server receives data representing a request to start a play of a game at a desired wager, the game server sends data representing the desired wager to the payment server. The payment server determines whether the player's account balance can cover the desired wager (i.e., includes a monetary balance at least equal to the desired wager).


If the payment server determines that the player's account balance cannot cover the desired wager, the payment server notifies the game server, which then instructs the personal gaming device to display a suitable notification to the player that the player's account balance is too low to place the desired wager. If the payment server determines that the player's account balance can cover the desired wager, the payment server deducts the desired wager from the account balance and notifies the game server. The game server then determines an outcome and any associated award for the play of the game. The game server notifies the payment server of any nonzero award, and the payment server increases the player's account balance by the nonzero award. The game server sends data representing the outcome and any award to the personal gaming device, which displays the outcome and any award.


In certain embodiments, the one or more servers enable web-based game play using a personal gaming device only if the personal gaming device satisfies one or more jurisdictional requirements. In one embodiment, the one or more servers enable web-based game play using the personal gaming device only if the personal gaming device is located within a designated geographic area (such as within certain state or county lines or within the boundaries of a gaming establishment). In this embodiment, the geolocation module of the personal gaming device determines the location of the personal gaming device and sends the location to the one or more servers, which determine whether the personal gaming device is located within the designated geographic area. In various embodiments, the one or more servers enable non-monetary wager-based game play if the personal gaming device is located outside of the designated geographic area.


In various embodiments, the system includes an EGM configured to communicate with a personal gaming device—such as a smartphone, a tablet computer, a desktop computer, or a laptop computer—to enable tethered mobile game play using the personal gaming device. Generally, in these embodiments, the EGM establishes communication with the personal gaming device and enables the player to play games on the EGM remotely via the personal gaming device. In certain embodiments, the system includes a geo-fence system that enables tethered game play within a particular geographic area but not outside of that geographic area.


Social Network Integration

In certain embodiments, the system is configured to communicate with a social network server that hosts or partially hosts a social networking website via a data network (such as the Internet) to integrate a player's gaming experience with the player's social networking account. This enables the system to send certain information to the social network server that the social network server can use to create content (such as text, an image, and/or a video) and post it to the player's wall, newsfeed, or similar area of the social networking website accessible by the player's connections (and in certain cases the public) such that the player's connections can view that information. This also enables the system to receive certain information from the social network server, such as the player's likes or dislikes or the player's list of connections. In certain embodiments, the system enables the player to link the player's player account to the player's social networking account(s). This enables the system to, once it identifies the player and initiates a gaming session (such as via the player logging in to a website (or an application) on the player's personal gaming device or via the player inserting the player's player tracking card into an EGM), link that gaming session to the player's social networking account(s). In other embodiments, the system enables the player to link the player's social networking account(s) to individual gaming sessions when desired by providing the required login information.


For instance, in one embodiment, if a player wins a particular award (e.g., a progressive award or a jackpot award) or an award that exceeds a certain threshold (e.g., an award exceeding $1,000), the system sends information about the award to the social network server to enable the server to create associated content (such as a screenshot of the outcome and associated award) and to post that content to the player's wall (or other suitable area) of the social networking website for the player's connections to see (and to entice them to play). In another embodiment, if a player joins a multiplayer game and there is another seat available, the system sends that information to the social network sever to enable the server to create associated content (such as text indicating a vacancy for that particular game) and to post that content to the player's wall (or other suitable area) of the social networking website for the player's connections to see (and to entice them to fill the vacancy). In another embodiment, if the player consents, the system sends advertisement information or offer information to the social network server to enable the social network server to create associated content (such as text or an image reflecting an advertisement and/or an offer) and to post that content to the player's wall (or other suitable area) of the social networking website for the player's connections to see. In another embodiment, the system enables the player to recommend a game to the player's connections by posting a recommendation to the player's wall (or other suitable area) of the social networking website.


Certain of the gaming systems described herein, such as EGMs located in a casino or another gaming establishment, include certain components and/or are configured to operate in certain manners that differentiate these systems from general purpose computing devices, i.e., certain personal gaming devices such as desktop computers and laptop computers.


For instance, EGMs are highly regulated to ensure fairness and, in many cases, EGMs are configured to award monetary awards up to multiple millions of dollars. To satisfy security and regulatory requirements in a gaming environment, hardware and/or software architectures are implemented in EGMs that differ significantly from those of general purpose computing devices. For purposes of illustration, a description of EGMs relative to general purpose computing devices and some examples of these additional (or different) hardware and/or software architectures found in EGMs are described below.


At first glance, one might think that adapting general purpose computing device technologies to the gaming industry and EGMs would be a simple proposition because both general purpose computing devices and EGMs employ processors that control a variety of devices. However, due to at least: (1) the regulatory requirements placed on EGMs, (2) the harsh environment in which EGMs operate, (3) security requirements, and (4) fault tolerance requirements, adapting general purpose computing device technologies to EGMs can be quite difficult. Further, techniques and methods for solving a problem in the general purpose computing device industry, such as device compatibility and connectivity issues, might not be adequate in the gaming industry. For instance, a fault or a weakness tolerated in a general purpose computing device, such as security holes in software or frequent crashes, is not tolerated in an EGM because in an EGM these faults can lead to a direct loss of funds from the EGM, such as stolen cash or loss of revenue when the EGM is not operating properly or when the random outcome determination is manipulated.


Certain differences between general purpose computing devices and EGMs are described below. A first difference between EGMs and general purpose computing devices is that EGMs are state-based systems. A state-based system stores and maintains its current state in a non-volatile memory such that, in the event of a power failure or other malfunction, the state-based system can return to that state when the power is restored or the malfunction is remedied. For instance, for a state-based EGM, if the EGM displays an award for a game of chance but the power to the EGM fails before the EGM provides the award to the player, the EGM stores the pre-power failure state in a non-volatile memory, returns to that state upon restoration of power, and provides the award to the player. This requirement affects the software and hardware design on EGMs. General purpose computing devices are not state-based machines, and a majority of data is usually lost when a malfunction occurs on a general purpose computing device.


A second difference between EGMs and general purpose computing devices is that, for regulatory purposes, the software on the EGM utilized to operate the EGM has been designed to be static and monolithic to prevent cheating by the operator of the EGM. For instance, one solution that has been employed in the gaming industry to prevent cheating and to satisfy regulatory requirements has been to manufacture an EGM that can use a proprietary processor running instructions to provide the game of chance from an EPROM or other form of non-volatile memory. The coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction. Any changes to any part of the software required to generate the game of chance, such as adding a new device driver used to operate a device during generation of the game of chance, can require burning a new EPROM approved by the gaming jurisdiction and reinstalling the new EPROM on the EGM in the presence of a gaming regulator. Regardless of whether the EPROM solution is used, to gain approval in most gaming jurisdictions, an EGM must demonstrate sufficient safeguards that prevent an operator or a player of an EGM from manipulating the EGM's hardware and software in a manner that gives him an unfair, and in some cases illegal, advantage.


A third difference between EGMs and general purpose computing devices is authentication—EGMs storing code are configured to authenticate the code to determine if the code is unaltered before executing the code. If the code has been altered, the EGM prevents the code from being executed. The code authentication requirements in the gaming industry affect both hardware and software designs on EGMs. Certain EGMs use hash functions to authenticate code. For instance, one EGM stores game program code, a hash function, and an authentication hash (which may be encrypted). Before executing the game program code, the EGM hashes the game program code using the hash function to obtain a result hash and compares the result hash to the authentication hash. If the result hash matches the authentication hash, the EGM determines that the game program code is valid and executes the game program code. If the result hash does not match the authentication hash, the EGM determines that the game program code has been altered (i.e., may have been tampered with) and prevents execution of the game program code.


A fourth difference between EGMs and general purpose computing devices is that EGMs have unique peripheral device requirements that differ from those of a general purpose computing device, such as peripheral device security requirements not usually addressed by general purpose computing devices. For instance, monetary devices, such as coin dispensers, bill validators, and ticket printers and computing devices that are used to govern the input and output of cash or other items having monetary value (such as tickets) to and from an EGM have security requirements that are not typically addressed in general purpose computing devices. Therefore, many general purpose computing device techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry.


To address some of the issues described above, a number of hardware/software components and architectures are utilized in EGMs that are not typically found in general purpose computing devices. These hardware/software components and architectures, as described below in more detail, include but are not limited to watchdog timers, voltage monitoring systems, state-based software architecture and supporting hardware, specialized communication interfaces, security monitoring, and trusted memory.


Certain EGMs use a watchdog timer to provide a software failure detection mechanism. In a normally-operating EGM, the operating software periodically accesses control registers in the watchdog timer subsystem to “re-trigger” the watchdog. Should the operating software fail to access the control registers within a preset timeframe, the watchdog timer will timeout and generate a system reset. Typical watchdog timer circuits include a loadable timeout counter register to enable the operating software to set the timeout interval within a certain range of time. A differentiating feature of some circuits is that the operating software cannot completely disable the function of the watchdog timer. In other words, the watchdog timer always functions from the time power is applied to the board.


Certain EGMs use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the EGM may result. Though most modern general purpose computing devices include voltage monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the general purpose computing device. Certain EGMs have power supplies with relatively tighter voltage margins than that required by the operating circuitry. In addition, the voltage monitoring circuitry implemented in certain EGMs typically has two thresholds of control. The first threshold generates a software event that can be detected by the operating software and an error condition then generated. This threshold is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry. The second threshold is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the EGM.


As described above, certain EGMs are state-based machines. Different functions of the game provided by the EGM (e.g., bet, play, result, points in the graphical presentation, etc.) may be defined as a state. When the EGM moves a game from one state to another, the EGM stores critical data regarding the game software in a custom non-volatile memory subsystem. This ensures that the player's wager and credits are preserved and to minimize potential disputes in the event of a malfunction on the EGM. In general, the EGM does not advance from a first state to a second state until critical information that enables the first state to be reconstructed has been stored. This feature enables the EGM to recover operation to the current state of play in the event of a malfunction, loss of power, etc. that occurred just before the malfunction. In at least one embodiment, the EGM is configured to store such critical information using atomic transactions.


Generally, an atomic operation in computer science refers to a set of operations that can be combined so that they appear to the rest of the system to be a single operation with only two possible outcomes: success or failure. As related to data storage, an atomic transaction may be characterized as series of database operations which either all occur, or all do not occur. A guarantee of atomicity prevents updates to the database occurring only partially, which can result in data corruption.


To ensure the success of atomic transactions relating to critical information to be stored in the EGM memory before a failure event (e.g., malfunction, loss of power, etc.), memory that includes one or more of the following criteria be used: direct memory access capability; data read/write capability which meets or exceeds minimum read/write access characteristics (such as at least 5.08 Mbytes/sec (Read) and/or at least 38.0 Mbytes/sec (Write)). Memory devices that meet or exceed the above criteria may be referred to as “fault-tolerant” memory devices.


Typically, battery-backed RAM devices may be configured to function as fault-tolerant devices according to the above criteria, whereas flash RAM and/or disk drive memory are typically not configurable to function as fault-tolerant devices according to the above criteria. Accordingly, battery-backed RAM devices are typically used to preserve EGM critical data, although other types of non-volatile memory devices may be employed. These memory devices are typically not used in typical general purpose computing devices.


Thus, in at least one embodiment, the EGM is configured to store critical information in fault-tolerant memory (e.g., battery-backed RAM devices) using atomic transactions. Further, in at least one embodiment, the fault-tolerant memory is able to successfully complete all desired atomic transactions (e.g., relating to the storage of EGM critical information) within a time period of 200 milliseconds or less. In at least one embodiment, the time period of 200 milliseconds represents a maximum amount of time for which sufficient power may be available to the various EGM components after a power outage event has occurred at the EGM.


As described previously, the EGM may not advance from a first state to a second state until critical information that enables the first state to be reconstructed has been atomically stored. After the state of the EGM is restored during the play of a game of chance, game play may resume and the game may be completed in a manner that is no different than if the malfunction had not occurred. Thus, for example, when a malfunction occurs during a game of chance, the EGM may be restored to a state in the game of chance just before when the malfunction occurred. The restored state may include metering information and graphical information that was displayed on the EGM in the state before the malfunction. For example, when the malfunction occurs during the play of a card game after the cards have been dealt, the EGM may be restored with the cards that were previously displayed as part of the card game. As another example, a bonus game may be triggered during the play of a game of chance in which a player is required to make a number of selections on a video display screen. When a malfunction has occurred after the player has made one or more selections, the EGM may be restored to a state that shows the graphical presentation just before the malfunction including an indication of selections that have already been made by the player. In general, the EGM may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.


Game history information regarding previous games played such as an amount wagered, the outcome of the game, and the like may also be stored in a non-volatile memory device. The information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the EGM and the state of the EGM (e.g., credits) at the time the game of chance was played. The game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won. The game history information may be used to reconstruct the state of the EGM before, during, and/or after the disputed game to demonstrate whether the player was correct or not in the player's assertion.


Another feature of EGMs is that they often include unique interfaces, including serial interfaces, to connect to specific subsystems internal and external to the EGM. The serial devices may have electrical interface requirements that differ from the “standard” EIA serial interfaces provided by general purpose computing devices. These interfaces may include, for example, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc. In addition, to conserve serial interfaces internally in the EGM, serial devices may be connected in a shared, daisy-chain fashion in which multiple peripheral devices are connected to a single serial channel.


The serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry. For example, IGT's Netplex is a proprietary communication protocol used for serial communication between EGMs. As another example, SAS is a communication protocol used to transmit information, such as metering information, from an EGM to a remote device. Often SAS is used in conjunction with a player tracking system.


Certain EGMs may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface. In both cases, the peripheral devices are assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General purpose computing device serial ports are not able to do this.


Security monitoring circuits detect intrusion into an EGM by monitoring security switches attached to access doors in the EGM cabinet. Access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the EGM. When power is restored, the EGM can determine whether any security violations occurred while power was off, e.g., via software for reading status registers. This can trigger event log entries and further data authentication operations by the EGM software.


Trusted memory devices and/or trusted memory sources are included in an EGM to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not enable modification of the code and data stored in the memory device while the memory device is installed in the EGM. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the EGM that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the EGM computer and verification of the secure memory device contents is a separate third party verification device. Once the trusted memory device is verified as authentic, and based on the approval of the verification algorithms included in the trusted device, the EGM is enabled to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives.


In at least one embodiment, at least a portion of the trusted memory devices/sources may correspond to memory that cannot easily be altered (e.g., “unalterable memory”) such as EPROMS, PROMS, Bios, Extended Bios, and/or other memory sources that are able to be configured, verified, and/or authenticated (e.g., for authenticity) in a secure and controlled manner.


According to one embodiment, when a trusted information source is in communication with a remote device via a network, the remote device may employ a verification scheme to verify the identity of the trusted information source. For example, the trusted information source and the remote device may exchange information using public and private encryption keys to verify each other's identities. In another embodiment, the remote device and the trusted information source may engage in methods using zero knowledge proofs to authenticate each of their respective identities.


EGMs storing trusted information may utilize apparatuses or methods to detect and prevent tampering. For instance, trusted information stored in a trusted memory device may be encrypted to prevent its misuse. In addition, the trusted memory device may be secured behind a locked door. Further, one or more sensors may be coupled to the memory device to detect tampering with the memory device and provide some record of the tampering. In yet another example, the memory device storing trusted information might be designed to detect tampering attempts and clear or erase itself when an attempt at tampering has been detected.


Mass storage devices used in a general purpose computing devices typically enable code and data to be read from and written to the mass storage device. In a gaming environment, modification of the gaming code stored on a mass storage device is strictly controlled and would only be enabled under specific maintenance type events with electronic and physical enablers required. Though this level of security could be provided by software, EGMs that include mass storage devices include hardware level mass storage data protection circuitry that operates at the circuit level to monitor attempts to modify data on the mass storage device and will generate both software and hardware error triggers should a data modification be attempted without the proper electronic and physical enablers being present.


It should be appreciated that the terminology used herein is for the purpose of describing particular aspects only and is not intended to be limiting of the disclosure. For example, the singular forms “a”, “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. In another example, the terms “including” and “comprising” and variations thereof, 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. Additionally, a listing of items does not imply that any or all of the items are mutually exclusive nor does a listing of items imply that any or all of the items are collectively exhaustive of anything or in a particular order, unless expressly specified otherwise. Moreover, as used herein, the term “and/or” includes any and all combinations of one or more of the associated listed items. It should be further appreciated that headings of sections provided in this document and the title are for convenience only, and are not to be taken as limiting the disclosure in any way. Furthermore, unless expressly specified otherwise, devices that are in communication with each other need not be in continuous communication with each other and may communicate directly or indirectly through one or more intermediaries.


Various changes and modifications to the present embodiments described herein will be apparent to those skilled in the art. For example, a description of an embodiment with several components in communication with each other does not imply that all such components are required, or that each of the disclosed components must communicate with every other component. On the contrary a variety of optional components are described to illustrate the wide variety of possible embodiments of the present disclosure. As such, these changes and modifications can be made without departing from the spirit and scope of the present subject matter and without diminishing its intended technical scope. It is therefore intended that such changes and modifications be covered by the appended claims.

Claims
  • 1. A system comprising: a processor; anda memory device that stores a plurality of instructions that, when executed by the processor, cause the processor to: responsive to a receipt of data associated with a placement of a sporting event wager on a first predicted final score of a first participant in a sporting event and a second predicted final score of a second participant in the sporting event, communicate data that results in a display, by a display device, of: the placed sporting event wager, a first operator predicted final score of the first participant in the sporting event, and a second operator predicted final score of the second participant in the sporting event, andresponsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event being no greater than a first actual final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event being no greater than a second actual final score of the second participant in the sporting event: communicate data that results in a display, by the display device, of a first award, andresponsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event trumping the first operator predicted final score of the first participant in the sporting event, and the second operator predicted final score of the second participant in the sporting event, communicate data that results in a display, by the display device, of a second award.
  • 2. The system of claim 1, wherein the first award comprises a pari-mutuel award funded from a pari-mutuel pool.
  • 3. The system of claim 2, wherein the second award comprises an award funded independent of the pari-mutuel pool.
  • 4. The system of claim 3, wherein when the sporting event wager is placed, a value of the first award is undetermined and a value of the second award is determined.
  • 5. The system of claim 1, wherein the first operator predicted final score of the first participant in the sporting event comprises a sportsbook predicted final score of the first participant in the sporting event and the second operator predicted final score of the second participant in the sporting event comprises a sportsbook predicted final score of the second participant in the sporting event.
  • 6. The system of claim 1, wherein the memory device stores a plurality of further instructions that, when executed by the processor responsive to a receipt of data associated with at least one of: the first predicted final score of the first participant in the sporting event being greater than the first actual final score of the first participant in the sporting event, and the second predicted final score of the second participant in the sporting event being greater than the second actual final score of the second participant in the sporting event, cause the processor to communicate data that results in a display, by the display device, of an indication that the placed sporting event wager comprises a losing sporting event wager.
  • 7. The system of claim 1, wherein the first predicted final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event trump the first operator predicted final score of the first participant in the sporting event, and the second operator predicted final score of the second participant in the sporting event if: a difference between the first predicted final score of the first participant in the sporting event and the actual final score of the first participant in the sporting event is less than a difference between the first operator predicted final score of the first participant in the sporting event and the actual final score of the first participant in the sporting event, anda difference between the second predicted final score of the second participant in the sporting event and the actual final score of the second participant in the sporting event is less than a difference between the second operator predicted final score of the second participant in the sporting event and the actual final score of the second participant in the sporting event.
  • 8. The system of claim 1, wherein the first predicted final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event trump the first operator predicted final score of the first participant in the sporting event, and the second operator predicted final score of the second participant in the sporting event if a total difference between the first predicted final score of the first participant in the sporting event and the actual final score of the first participant in the sporting event and between the second predicted final score of the second participant in the sporting event and the actual final score of the second participant in the sporting event is less than a total difference between the first operator predicted final score of the first participant in the sporting event and the actual final score of the first participant in the sporting event, and between the second operator predicted final score of the second participant in the sporting event and the actual final score of the second participant in the sporting event.
  • 9. The system of claim 1, wherein the sporting event is any of a live sporting event, a historic sporting event, a recreated sporting event, and an electronic sporting event.
  • 10. The system of claim 1, wherein the first participant in the sporting event comprises a first sports team of the sporting event and the second participant in the sporting event comprises a second sports team of the sporting event.
  • 11. The system of claim 1, wherein the first participant in the sporting event comprises a first individual participating in the sporting event and the second participant in the sporting event comprises a second individual participating in the sporting event.
  • 12. A system comprising: a processor; anda memory device that stores a plurality of instructions that, when executed by the processor responsive to an occurrence of a sporting event wager evaluation event associated with a sporting event wager placed on an outcome of a sporting event, cause the processor to: determine if the sporting event wager comprises a winning sporting event wager in accordance with a first evaluation, andresponsive to the sporting event wager comprising the winning sporting event wager in accordance with the first evaluation: communicate data that results in a display, by a display device, of a first award, the first award determined based on an amount of a pari-mutuel pool,determine if the sporting event wager comprises a winning sporting event wager in accordance with a second, different evaluation, andresponsive to the sporting event wager comprising the winning sporting event wager in accordance with the second, different evaluation, communicate data that results in a display, by the display device, of a second award, the second award determined independent of any amount of any pari-mutuel pool.
  • 13. The system of claim 12, wherein the outcome of the sporting event comprises an outcome of an in-game event of the sporting event.
  • 14. The system of claim 12, wherein when the sporting event wager is placed, a value of the first award is undetermined and a value of the second award is determined.
  • 15. The system of claim 15, wherein the second award is determined based on static odds set by a sportsbook when the sporting event wager is placed.
  • 16. The system of claim 12, wherein the sporting event is any of a live sporting event, a historic sporting event, a recreated sporting event, and an electronic sporting event.
  • 17. A system comprising: a processor; anda memory device that stores a plurality of instructions that, when executed by the processor, cause the processor to: responsive to a receipt of data associated with a placement of a sporting event wager on a first predicted final score of a first participant in a sporting event and a second predicted final score of a second participant in the sporting event, communicate data that results in a display, by a display device, of: the placed sporting event wager, a first operator predicted final score of the first participant in the sporting event, a second operator predicted final score of the second participant in the sporting event, a first threshold line of a final score of the first participant in the sporting event, and a second threshold line of the final score of the second participant in the sporting event, andresponsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event being no greater than a first actual final score of the first participant in the sporting event, the second predicted final score of the second participant in the sporting event being no greater than a second actual final score of the second participant in the sporting event, the first predicted final score of the first participant in the sporting event being no less than the first actual final score of the first participant in the sporting event modified by the first threshold line of the final score of the first participant in the sporting event, and the second predicted final score of the second participant in the sporting event being no less than the second actual final score of the second participant in the sporting event modified by the second threshold line of the final score of the second participant in the sporting event: communicate data that results in a display, by the display device, of a first award, andresponsive to a receipt of data associated with the first predicted final score of the first participant in the sporting event and the second predicted final score of the second participant in the sporting event trumping the first operator predicted final score of the first participant in the sporting event, and the second operator predicted final score of the second participant in the sporting event, communicate data that results in a display, by the display device, of a second award.
  • 18. The system of claim 17, wherein the first award comprises a pari-mutuel award funded from a pari-mutuel pool, and the second award comprises an award funded independent of the pari-mutuel pool, and
  • 19. The system of claim 17, wherein the memory device stores a plurality of further instructions that, when executed by the processor responsive to a receipt of data associated with at least one of: the first predicted final score of the first participant in the sporting event being greater than the first actual final score of the first participant in the sporting event, the second predicted final score of the second participant in the sporting event being greater than the second actual final score of the second participant in the sporting event, the first predicted final score of the first participant in the sporting event being less than the first actual final score of the first participant in the sporting event modified by the first threshold line of the final score of the first participant in the sporting event, and the second predicted final score of the second participant in the sporting event being less than the second actual final score of the second participant in the sporting event modified by the second threshold line of the final score of the second participant in the sporting event, cause the processor to communicate data that results in a display, by the display device, of an indication that the placed sporting event wager comprises a losing sporting event wager.
  • 20. The system of claim 17, wherein the sporting event is any of a live sporting event, a historic sporting event, a recreated sporting event, and an electronic sporting event.