A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
Casinos typically enroll players in loyalty programs, such as player clubs. Player tracking systems are used to monitor the gaming activities of players enrolled in player clubs on a casino floor. A common method for monitoring casino players is via a player tracking system. Typically, these systems use cards to identify a player. The player inserts the card before playing a game on the casino gaming machine. The player tracking system uses the information stored on the card to identify the player. Once the player tracking system identifies the player, the system then monitors the player's gaming habits. This includes recording player wagered amounts and the rate at which the player plays the games, and the like. Data relating to the player's gaming habits is then stored in a player tracking system database and/or on the player tracking card.
Currently, there is no real incentive for players in a player club to accumulating points in their player's account other than receiving a “comp” from the casino. There is no competition among players within a player club and play within the player club is generally private and lonely. What is needed is a system and method that encourages players to play more than normal at the gaming devices to earn more points on a player's account during a finite period of time. Providing incentives to move up the rungs of the ladder will translate into players spending more time and money gaming at the benefit of the casino.
Briefly, and in general terms, various embodiments are directed to a casino player club gaming system including a player club ladder. The system includes a plurality of gaming devices in communication with a player club server or a player club module. The player club server stores in memory groupings of players participating in a player club along with individual player information. In one embodiment, a main group of players registered in the player club is segmented into sub-groups of players, and only players within the same sub-group compete against one another during a player club. The player club server includes a processor for ranking the players within each grouping or sub-group based on points accumulated while playing the gaming devices during a challenge period. Also, the player club server is capable of sending real-time ranking information to the individual players during and after a player club event. In one embodiment, players will receive a list of rankings in their own sub-group. The information sent from the player club server to the players may be accessed via the Internet or at the individual gaming devices themselves. In other embodiments, emails or text messages may be sent to individual players with updated player club information including rankings.
Sub-groups are sized so that players feel that they have a chance to win their sub-group, which creates competition and more excitement to participate in the player club. The size of the sub-groups can also provide a player with a feeling that even a small amount of play will help advancement in the sub-group's standings. Formation of the sub-groups can be based on any criteria, however, in one embodiment, the sub-groups are formed so that players with similar point accumulation are pitted against one another. When certain players in each sub-group become competitive, these players will likely play more than normal during a challenge period. Each sub-group can be seen as a rung of a ladder, with players in higher rungs competing for higher valued prizes.
The system may also include a management console that is in communication with the player club server, and the management console has a user interface for inputting player information during enrollment of the players into the player club. Players' information may also be changed or updated using the management console. Further, an administrator can set the player club period, set prizes for each sub-group, register players for the player clubs, set the size of each sub-group, re-rank or order players into separate sub-groups, and cause player club information and rankings to be sent out to the individual players, among other functions.
In one embodiment, the system also includes a player tracking system that is in communication with the plurality of gaming devices to monitor players' gaming activity. The player tracking system can also be in communication with the player club server to transfer players' gaming activity to the player club server. Typically the player tracking system includes a player tracking device and/or display that is embedded within the gaming machines. In another embodiment, the player club server tracks the gaming activity of the players.
In one embodiment, during the challenge period, the player club server or other server converts each gaming device base game play data created by participating players into a normalized player club score to substantially equalize differences resulting from the base game that have differing sets of parameters. The player club server is then able to rank players within each sub-group based on each player's score acquired during the challenge period. In one embodiment, normalization of the player club score includes normalizing for player wager amounts. Creating a normalized player club score allows players to compete in certain player clubs on different gaming machines with different base games. This allows players to play their favorite base game during challenge periods.
In another embodiment, the system may stagger the challenge period start dates and durations, thereby allowing a casino or administrator to offer multiple ladder player clubs to a single player at the same time.
Other features will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, which illustrate by way of example, the features of the various embodiments.
Generally, various embodiments disclosed herein are directed to a casino gaming system and method including a player club ladder. The player club ladder consists of several rungs or sub-groups, with each rung containing a number of players. Players in each sub-group compete against one another for a chance to win prizes and advance into a higher rung of the player club ladder. Higher rungs on the player club ladder offer bigger prizes or bonuses.
During existing player clubs, players merely accumulate points in player accounts, and there is no real incentive to accumulate points, other than receiving a “comp,” such as a free meal or room upgrade at the hotel. In the player club ladder system, players accumulate points to stay ahead in the standings and win prizes in each sub-group. Players receive and can view standings of all players in the same sub-group during a set period of time or challenge period, thereby making the player clubs more competitive and public versus existing player clubs that are somewhat lonely and private. The player club ladder system encourages players to earn more points (by playing slot machines in a regular mode) during a finite period because they are competitive with their peers in the same sub-group.
Referring now to the drawings, wherein like reference numerals denote like or corresponding parts throughout the drawings, there are shown various embodiments of a casino player club gaming system including a player club ladder. In one embodiment shown in
The sub-groups 22 should be sized so that a player feels that even a small amount of play will help advancement in the standing within the sub-group, or so that the player feels there is a chance to win the top prize in the sub-group. Generally, it has been contemplated that the players with similar point accumulations during challenge periods will compete against one another in the sub-groups. For example, top point accumulators will compete against one another in a higher ranked sub-group 24, while lower point accumulators will compete against one another in a lower ranked sub-group 26. This style of grouping players allows a player to be competitive against other opponents in the same sub-group 22 without making drastic changes to the player's style of play. Ideally, a number of players in the sub-group 22 will become competitive during the challenge period and will play more than normal, thereby, increasing revenues for the casino or player club administrator. In one embodiment, the size of the sub-groups 22 can be decided on a trial basis and the number of players in each sub-group 22 can be scaled up or down based on actual participation by members of the player club.
In some embodiments, the size of each rung or sub-group 22 may vary depending on the value of the prizes associated with each sub-group. For example, a sub-group 22 with a large number of players (perhaps players in a lower rung) may compete for points while a mid-range set of rungs might compete for small rung progressive jackpots, and a small select group of top rung players might compete for a very special large prize, such as a car, or any other large value prize. However, any prize, bonus, credits, points, or combination thereof may be available for any of the sub-groups. In one embodiment, the sub-groups 22 could compete for a progressive jackpot, where the units for the progressive jackpot are player points.
Referring now to
Preferably, but not necessarily, the gaming machines 32 are broadband-capable in that the gaming machines (or components inside them) accept higher speed, full-duplex, packetized messages. In one embodiment, gaming networking bridges 40 communicate with the gaming machines 32. The gaming network bridge 40 provides communication with and couples the gaming machines 32 to the network. Backend devices, such as slot data, player club and system game servers 34, 42, 44, 46, and 47 are connected to the gaming network through the bridge 40. In one embodiment, backend network structures 48 and 50 connect the data, player club, and system game servers from various locations outside and inside a casino or location of the player club. For example, and not by way of limitation, in one embodiment, the backend network structures 48 and 50 include a local area network 48 system, and a wide area network system 50. Further, software applications executing in the player club server 34, with respective database 36, the devices 42, the common database 44, and slot or player management and marketing server 47, with their respective database 46, function collectively or individually as game controllers.
In some embodiments, one or more protocols are used to communicate in the network. For example, and not by way of limitation, the network uses high-speed broadband communication and packetized protocol to communicate player club data in the network. The protocol may comprise, for example, and not by way of limitation, Ethernet, TCP/IP and XML based GSA BOB available from the Gaming System Association of Las Vegas, Nev. Further, in one embodiment, for consistency in protocol, messages from gaming devices 32 are routed through broadband communication pipes 52 to the bridges 40.
The system may also include a management console (not shown) that is in communication with the player club server 34, and the management console has a user interface for inputting player information during enrollment of the players into the main group 20 of the player club. Players' information may also be changed or updated using the management console. Further, an administrator can set the challenge period, set prizes for each sub-group 22, register players for player clubs, set the size of each sub-group, re-rank or order players into separate sub-groups, and cause player club information and rankings to be sent out to the individual players, among other functions.
With reference to
A player tracking cabinet module 64 provides a card reader 66, game management unit (GMU) 68, and an additional user interface 70. In one embodiment, the additional user interface is an IVIEW interface 70 (available from Bally Technologies, Inc. of Las Vegas Nev.), which serves as an additional user interface for playing system games off of system game server 42. In some embodiments, an additional user interface is referred to herein as a player tracking user interface. However, in other preferred embodiments, system games or player club games are not played off of system game server 34 and 42, but rather utilize a distributed processing environment, software-based processing components, a “stand-alone” processing system, or combinations thereof.
In one embodiment, the GMU 64 monitors game play and provides as one line of communication 72, a network connection to slot management and player marketing servers 47. In another aspect of a preferred embodiment, the IVIEW interface 70 includes a web content capable display screen and an embedded processor. Preferably, in addition to displaying system gaming related information, the display screen is also capable of presenting mark-up or web compatible information to a user via the display screen. The embedded processor preferably utilizes an internal operating system and communicates with a gaming processor of the base game. The additional user interface further provides broadband network connection 74 to the gaming network as described with respect to
In some embodiments, any one or more of the components of the gaming machine 32 can be embodied in software services and merged into another component without a network connection between them. For example, and not by way of limitation, the card reader 66 can be internet protocol (IP) based, or hardwired to a specific component, such as the GMU 68, through a serial, USB or connection.
In one embodiment, the system also includes a player tracking system that is in communication with the plurality of gaming devices to monitor players' gaming during the challenge period. The player tracking system can also be in communication with the player club server 34 to transfer players' gaming activity to the player club server. Typically the player tracking system includes a player tracking device and/or display that is embedded within the gaming machines. In other embodiments, the player club server 34 may track player's game play during challenge periods.
One embodiment of a method for enabling a player club ladder allows players in a player club to compete against opponents in a sub-group with similar gaming habits. This method also allows the player to compete against other players in a player club any time during a challenge period. In some embodiments, players may compete in the player club by playing any number of regular base games. To join the main player population 20, players must enroll in the player club. Players may register by any conventional manner, including submitting a sign-up form at a casino or other establishment, over the internet, or over the telephone. As part of joining the player club, players may be required to provide a “handle,” screen-name, or alias, and an email address. Optionally, players may wish to be identified by a number. All information regarding the players in the player club is stored on the player club server 34 or database 36, or on any server or database associated with the network.
As shown in the flow diagram of
In one embodiment, players may register for the player club if they are not already members of the player club as depicted at request 82. If the player does not register for the player club(s) as shown in step 84, the player will not be able to participate in player club challenge. For those players that are registered in the player club(s), the player club server 34 or module (located anywhere in the network system 30) may then send out information (via email or other method) about the player club challenge to the registered players as shown at step 86. In one embodiment, players may also be required to pay a fee (in cash or points) in order to participate in the player club(s). It has been contemplated that players may pay no fee, may pay a yearly fee, or pay the player club fee with previously acquired points.
Player club information may include identification of other players in their sub-group whom they are competing against, available prizes that players are competing for, and the start and end times of the challenge period. Different prize structures for each sub-group or range of sub-groups may be established by the casino or administration. Available prizes may be points, cash, any item, “comps,” etc. A possible prize might include enhanced point accumulation during a subsequent period. Players should be informed about their current rung and it should be made clear to the players that higher rungs or sub-groups have more desirable prizes. This gives players an incentive to accumulate points in order to transfer into higher rungs or subgroups in future player clubs. Providing incentives to move up the rungs of the ladder will translate into players spending more time and money gaming at the benefit of the casino.
Challenge periods may be hours, days, weeks, or any other length of time. However, in one embodiment, challenge periods need to be long enough so that players have a chance to view the standings and compare themselves to the other competitors in the same sub-group 22, and have time to return to the casino and continue to play the gaming machines during the remainder of the challenge period. The player's efforts to accumulate more points than their competitors will increase the time normally spent on the gaming machines. It is the player's accumulated score at the end of the challenge period that ranks them in a possibly higher rung or sub-group 22 for the next challenge period. Using points to advance into a higher rung or sub-group 22 provides the players with an incentive to accumulate more points during challenge periods.
In one embodiment, administrators may set the challenge periods to different lengths depending on the type of player club, time of year, available incentives, or other factors. By establishing different player club start dates and durations, a casino or administrator may be able to offer multiple player club ladders to players at the same time.
After the registration process, the player club challenge begins as indicated at step 88 of
At step 90, the system may post standings to update player rankings within the sub-groups periodically or in real-time. At the end of the challenge period a bonus or prize is provided to at least one player within each sub-group based on the total amount of points accumulated on the gaming devices during the challenge period. The bonus or prize may be in addition to any winnings accumulated on the gaming devices by the players. Once the challenge period begins, the player club standings may be sent by the player club server 34 to the display 62 of the gaming machines 32 or secondary display associated with the gaming machine. Also, standings may be sent via the Internet to players' email accounts, or to a web-site that players may check to see their standing in the sub-group. These standings may be automatically posted on a screen along with other player information when the player logs onto the player club web-site, or the standings may be a specially requested report accessible through the web-site. Similarly, players' standings may be announced or requested as part of the player tracking screen options at the gaming machine 32.
In general, an updated window or display 92 shown in
At the end of the challenge period, the player club ends as indicated at step 102. The player club server 34 ranks the players in each sub-group 22 according to points accumulated during the challenge period at step 104 of
It has been contemplated that players may be repositioned from one sub-group 22 (rung of the ladder) into another sub-group 22 (rung of the ladder) based on the players performance during the preceding challenge periods. Higher rungs may have bigger prizes or bonuses available to winning players. Periodically re-ordering the sub-groups 22 keeps players with similar gaming habits competing against one another even as players' habits change over time.
In one embodiment, the player clubs challenges can be played on any gaming device with any type of base game. However, certain player club challenges may require players to compete on the same base game. In other embodiments, players may compete against each other on dissimilar gaming machines for potentially varying periods of time while such players are concurrently playing their gaming machines in a normal fashion or normal mode. In one embodiment, the player club challenges use gaming machines with non-modified base games located anywhere in the casino, or two or more casinos, while the players of those gaming machines continue to participate in normal play on the plurality of gaming machines.
In one embodiment, a player can compete with players during the challenge periods, in any other facility around the world, if the system is configured to do so through, e.g., a wide-area network 48. The players do not have to all start at the same time. Each player plays his base game at any point during the challenge period, or for a specific amount of time, the amount of money played, or the money won, or combinations thereof in order to generate a player club score. The player club server 34 will group these factors dynamically against other players to create competition for prizes or merely entertainment. The player clubs can be provided for free using promotional funds or pay to play, which provides incremental income per unit time per square foot of the casino floor.
On each gaming machine, a player plays the base game, as the player normally would, by inserting enough money into the gaming machine to begin play of the base game. Each win per wager amount is accounted for by the player club server 34 and/or the IVIEW interface on the gaming machine. In other embodiments, gaming machines may be dedicated for player club challenge play, and no money would need to be inserted into the gaming machine if the player is registered for the player club challenge. In this embodiment the player club server or player tracking system would track points accumulated by the player.
In one embodiment, player club point and credit data is processed into a player club score by comparing what the player won verses what was expected to win for the machine on which the player was playing. In one example, and not by way of limitation, a base game player club score is normalized in the calculation that follows:
In one embodiment, no base game reconfiguration is needed for the gaming machine 32 to participate in a player club. There is no requirement that gaming machines are dedicated to player club use or have special high-return player club-only pay schedules. In one embodiment, any gaming machine in the casino can be used. All the gaming machines on the floor are capable of being played in player club mode, even against other base games with different parameters. These differences in parameters include, by way of example, and not by way of limitation, different theme games with different payout percentages, available denominations, different wager amounts, different pay tables, different volatilities, different bonus rounds, and the like. In one embodiment, the different parameters are normalized for the player club by the scaling or weighting factor applied to each score described above.
In one embodiment, game play winnings are added to a winning player's account to allow replay of the winnings, cashing out, or redeeming for a prize at a later time. In one embodiment, a prize award may be automatically or manually paid by casino personnel who are notified of the win.
In one embodiment, the player club ladder system may hold a challenge with an extending duration, such as a year. During the duration of the large player club challenge, several small player club challenges can be held that require player participation. Players may compete in the small challenges during the year in attempts to move up rungs or sub-groups 22 on the ladder of the large player club population. At the end of the large player club duration, players will receive prizes based on their ranking within the sub-group they are positioned in at the end of the year, or based on their ranking within the entire player club population. Players may continue to win prizes or points during the small player clubs, and also win larger prizes at the end of the large player club challenge.
It has also been contemplated that the player club ladder system described herein can be used during tournament play as well. The tournament could be announced to players in the player club and then players may register for the tournament, which could last any period of time. During the tournament, player information would be sent to players competing against other players in the same sub-group. At the end of the tournament, the players are ranked within each sub-group and prizes or points are awarded to certain players.
One of ordinary skill in the art will appreciate that not all player club ladder systems have all these components and may have other components in addition to, or in lieu of, those components mentioned here. Furthermore, while these components are viewed and described separately, various components may be integrated into a single unit in some embodiments.
The various embodiments described above are provided by way of illustration only and should not be construed to limit the claimed invention. Those skilled in the art will readily recognize various modifications and changes that may be made to the claimed invention without following the example embodiments and applications illustrated and described herein, and without departing from the true spirit and scope of the claimed invention, which is set forth in the following claims.
This application is related to co-pending U.S. patent application Ser. No. ______ ______, filed ______.