The present invention relates to incentive rewards systems and gaming systems.
Before smart phones and the iPad®, restaurant patrons occupied themselves while waiting for their meal by completing mazes and brain teasers on “game placemats” or by playing simple table games, such as “hang man,” “tic-tac-toe,” or “football.” Of late, parents keep their children occupied at the restaurant table with electronic games, such as can be played on tablet computers.
Although game placemats and electronic games help to pass the time, they do nothing to build a business establishment's brand or promote patronage thereof.
The present invention provides a rewards-based gaming system for use in conjunction with a variety of businesses, such as restaurants, hotels, casinos, merchandise-sales establishments, etc. The system promotes patronage of such businesses by providing customers with a fun, engaging experience where they can win or earn items typically offered for sale at such establishments.
In accordance with the illustrative embodiment, the rewards-based gaming system integrates with the existing food or merchandise sales system of the business establishment. Integration requires relatively minor changes to the venue's existing sales system. Patrons of the business have the opportunity to play a game, on an appropriately configured computing device such as a tablet computer (e.g., Apple iPad®, Samsung Galaxy Tab models, etc.), from a selection of games. Playing a game provides the player-patron with a chance to win digital loyalty currency, referred to herein as “rewards points.” The rewards points can be electronically redeemed for prizes via the same computing device.
If a prize is in the form of food, drink, or merchandise, it can delivered to the player-patron with minimal delay (c.a., 15 to 30 minutes) based on the location of the computing device in the business establishment. If the prize is a discount or coupon that is to be applied to a regular purchase through the business' sales system, it can be delivered to the player-patron's computing device virtually instantaneously via an email, SMS, etc.
In the illustrative embodiment, the rewards-based gaming system includes a gaming server, a rewards server, and a database server.
In some embodiments, the gaming server is a client-server system that runs all of the games that are made available for play. Games fall under any one of the following four legal categories of gaming:
The gaming server manages three types of currencies: tokens, game credits, and reward points. Tokens are used to play games that are free, regardless of the type of game. Game credits are the currency used to play games that are not free. Rewards points are the currency that is redeemed for prizes. Additionally, rewards miles, such as from the mileage program of an airline, etc., and third-party loyalty points (e.g., points earned for patronizing any number of retailers, restaurants, etc.) can be used to purchase game credits.
The rewards server performs tasks related to prizes, such as, among other tasks, maintaining an updated list of the prize inventory, the pricing of prizes, handling the prize claim process, and interfacing with the business establishment's sales system.
The database server is a repository of information required by the gaming and rewards server to run the gaming system. The database server provides the gaming and rewards servers with an ability to query and retrieve information stored in its databases. Such information, much of which is updated (such as by the gaming and rewards servers) includes, without limitation, player-patron account information, token, game credit, and rewards points balances, prize and claim information, game play history, and computing device information.
The rewards-based gaming system provides several different revenue generation models, depending, for example and among any other considerations, on which legal category of gaming is used. Some examples of revenue generation models include:
In an alternative embodiment, the rewards-based gaming system includes a gaming server, a rewards server, a database server, and one or more computing devices (e.g., tablet computers, etc.) running specialized gaming application software for playing games run by the gaming server.
In some embodiments, the owner/operator of the rewards-based gaming system is a third party that has no ownership or management interest in the business with which the gaming system is being used (e.g., restaurant, casino, etc.). In some other embodiments, the operator/owner of the rewards-based gaming system owns or operates the business with which the gaming system is being used. In yet some additional embodiments, the rewards-based gaming system is licensed to the business for use thereby.
To play a game, player-patron 106 accesses a software application (“app”) on computing device 102 (e.g., tablet computer, smart phone, etc.). The application generates graphical user interface (“GUI”) 104 and causes it to be displayed in the display screen of computing device 102. GUI 104, unique for each game, presents to player-patron 106 the game's environment (e.g., for a slot machine: a representation of the reels, the symbols on the reels, etc.). The GUI is also the means by which player-patron 106 interacts with the game, such as via soft keys, to wager or make other game-related commands, etc. The GUI also displays the results of the player-patron's actions as well as status information, such as the amount of rewards points won/earned and the amount of available tokens or game credits. Additionally, GUI 104 presents prize options. An illustrative GUI 104 is described in further detail later in this specification in conjunction with
Gaming system 100 handles the game logic; game play on computing device 102 requires bi-directional interactions with gaming system 100. The “gaming” interactions, supported for example by network 116, are represented by (logical) communication links 101 and 103.
When the game has ended, based on the outcome thereof, player-patron 106 might be awarded rewards points by gaming system 100. Player-patron 106 can use the rewards points to select a prize or chose to accumulate the rewards points over multiple games. The rewards points are typically in any electronic/digital, including cryptocurrency; they are not typically physically manifested, such as being in the form of a coin, etc. That is for processing convenience; if desired, reward points can be physically manifested, such as for novelty value (while typically keeping track of them in electronic form, as well).
Gaming system 100 also manages the rewards and prize claiming process. The gaming system transmits prize options to computing device 102 for presentation, via GUI 104, to player-patron 106. The player-patron can then select one of the offered prizes consistent with the available amount of rewards points. The prize selection is transmitted from computing device 102 to gaming system 100. The rewards/prize claim interactions, supported for example by network 116, are represented by (logical) communication links 105 and 107.
In the scenario depicted in
Consider an embodiment in which business establishment 108 is a seller of merchandise. In such an embodiment, the prizes being offered will typically be merchandise offered by the merchant. Gaming system 100 transmits the prize selection of player-patron 106 to the store's POS 110, which may then direct the stockroom, for example, to retrieve the player-patron's merchandise selection. In some embodiments, once the merchandise is made available, representative 112—in that scenario, a store clerk—picks up prize 114A (the merchandise) and delivers it to player-patron 106 at the location of computing device 102.
In the scenario depicted in
The gaming interactions and prize-claiming interactions are essentially the same for the scenarios depicted in
In the scenarios depicted in
The gaming interactions and prize-claiming interactions are essentially the same for the scenario depicted in
In the illustrative embodiment, gaming server 220 is a client-server system that runs all of the games that are made available for play. Gaming server 220 runs software that provides the game play logic and determines outcomes, in response to player-patron input, as submitted using computing device 102 (running client-side game software). The gaming server can run games from any of the four legal categories of gaming: sweepstakes, gambling, loyalty, and skill. In conjunction therewith, gaming server 220 manages three types of currencies: tokens, game credits and rewards points.
Tokens are used by a player-patron to play any game that is free to play. Typically, this would be a sweepstakes games, but in some embodiments, at least some of the loyalty or skill game offered by the system are free to play, as well. Tokens can be obtained in any one or more of the following ways: (1) earning them by performing certain actions, such as, without limitation, signing up for an account on gaming system 100, watching an advertisement, taking a survey, or ordering food or merchandise; and (2) winning them based on game outcome (rewards points can be redeemed for tokens).
Game credits are used by a player-patron to play any game that requires payment, such as gambling, and typically loyalty and skill games. Game credits can be obtained in any one or more of the following ways: (1) purchasing them by any acceptable payment method (e.g., cash, cryptocurrency, rewards miles, or third party loyalty points; (2) earning them by performing certain actions, such as, without limitation, signing up for an account on gaming system 100, watching an advertisement, taking a survey, or ordering food or merchandise; and (3) winning them based on game outcome (rewards points can be redeemed for game credits).
Rewards points are redeemed for prizes. Rewards points can be obtained in any one or more of the following ways: (1) purchasing them by any acceptable payment method (e.g., cash, cryptocurrency, rewards miles, or third party loyalty points; for cash, awards miles, or third party loyalty points) for all game types; (2) earning them by performing certain actions, such as, without limitation, signing up for an account, watching an advertisement, taking a survey, or ordering food or merchandise; (3) winning them based on game outcome, but for sweepstakes, gambling, or skill games only; and (4) earning them based on volume of play.
Rewards server 222 performs tasks related to managing the prizes that are available and managing the prize-claiming process. More particularly, rewards server 222 performs the following functions, by virtue of appropriate software, among any others:
Database server 224 stores information required by gaming server 220 and rewards server 222 for operating the gaming system. The gaming and rewards servers are operable to query database server 224 for such information and database server is configured to be able to retrieve such information for use by the gaming and rewards servers. Furthermore, the information stored in the database server is updated on an on-going basis by gaming server 220 and rewards server 222.
Processors 330, 430, 530 are general-purpose processors that are capable of, among other tasks, executing an operating system, and executing specialized application software used in conjunction with the embodiments of the invention. Processors 330, 430, 530 are also capable of populating, updating, using, and managing data in respective information storage devices 332, 432, or 532. Furthermore, processors 330 and 430 are capable updating and accessing data stored in information storage device 532 of database server 224. In some alternative embodiments of the present invention, one or more of processors 330, 430, 530 are special-purpose processors. It will be clear to those skilled in the art how to make and use processors 330, 430, 530.
Information storage devices 332, 432, 532 are non-volatile, non-transitory memory technology (e.g., RAM, ROM, EPROM, EEPROM, hard drive(s), flash drive(s) or other solid state memory technology, CD-ROM, DVD, etc.) that store, among any other items, data and specialized application software, discussed further below in conjunction with
Transceivers 334, 434, and 534 enable two-way communications with other devices and systems via any appropriate medium, including wireline and/or wireless, and via any appropriate protocol (e.g., Blue-tooth, WiFi, cellular, etc.). The term “transceiver” is meant to include any communications means and, as appropriate, various supporting equipment communications ports, antennas, etc. It will be clear to those skilled in the art, after reading this specification, how to make and use transceivers 334, 434, and 534.
In the illustrative embodiment, computing device 102 is a “tablet” computer, such as, for example, an Apple iPad®, Samsung Galaxy Tab models, or the like. However, in some other embodiments, computing device 102 can take other forms, such as smart phone, lap-top computer, etc. The terms “computing device” and “tablet” are used interchangeably herein to refer to the client-side (gaming) device for use in conjunction with embodiments of the invention.
In each server 220, 222, and 224 (
Games module 740 is software for running the games that are available for play on gaming system 100. This software provides the game logic that enables gaming server 220 to run the games that player-patrons are playing (on tablets, etc.) and to determine outcomes. Currency management module 742 manages tokens, game credit and rewards points. With respect to tokens and game credit, currency management module 742 enables processor 330 of gaming server 220 to:
As to obtaining additional tokens or game credit, currency management module 742 can cause processor 330 to, for example, query the player-patron whether they are willing to watch an advertisement or take a survey for credit and, if so, cause the advertisement or survey to be served to the player-patron's tablet. As previously noted, additional game credit can be purchased by any acceptable payment method, such as, without limitation, cash, cryptocurrency, rewards miles, or third-party loyalty points. Regarding the latter two options, the system communicates with the appropriate rewards-miles or third-party loyalty points system and requests approval a payment for a particular user in the (player-patron) requested amount of rewards miles or loyalty points. The rewards-miles or loyalty system responds with an approval or rejection, which is recorded in database server 224. Approval indicates that the transaction was approved and the player will then be sold the game credits. After at some point (e.g., at one or more set times per day, etc.) the gaming system operator, or the venue operator, settles with the rewards-miles or loyalty-points system for payment in some mutually acceptable currency.
Currency management module 742 also enables processor 330 of gaming server 220 to award rewards points, as appropriate, to a player-patron and credit their rewards points account balance, and to provide a player-patron with options for obtaining more rewards points. With respect to the former, the rewards points could be awarded, for example, based on game outcome (for sweepstakes, gambling, and skill games only) or based on the player-patron's volume of game play. As to obtaining additional rewards points, currency management module 742 can cause processor 330 to, for example, query the player-patron whether they are willing to watch an advertisement or take a survey for rewards points and, if so, cause the advertisement or survey to be served to the player-patron's tablet.
Prize-list module 844 is a list of prizes that are available for player-patrons to claim as prizes, along with the corresponding “cost” in rewards points. The list is, of course, unique to the particular business establishment with which gaming system is being used. Prize list module 844 is updated periodically to reflect changes in the business establishment's offerings and/or pricing. In some embodiments, updates occur electronically via communications between rewards server 222 and the POS of the business establishment. This requires that the POS is suitably configured for such communications. In some other embodiments, prize list module is updated by an email or SMS, sent from the business establishment to rewards server 222.
Prize-availability-management module 845 functions to filter the list of available prizes that are shown to any individual player-patron (i.e., transmitted, to the player-patron's tablet, for display). Filtering can be based on one or more of the following attributes:
Sweepstakes-drawing module 846 enables processor 330 of rewards server 222 to offer certain prizes to the winner(s) of sweepstakes drawings. Entry into such a drawing costs a relatively small number of rewards points (e.g., a few hundred points, etc.). At a specified date and time, or once a specified number of entries have been received, a specified number of winners are chosen at random from all entries submitted.
Prize-claim-process module 847 enables processor 330 to manage the prize claim process, including, for example:
POS-interface module 848 enables processor 330 (and hence rewards server 222) to interface with the POS of the business establishment that provides prize fulfillment, such as to transmit a prize order to the business establishment.
The databases in data storage device 532 of database server 224 are accessed by both gaming server 220 and rewards server 222 to update the databases and retrieve information therefrom.
Customer-account-information database 950 contains, among other information, the name, address, and other demographic information of anyone that has signed-up for an account with gaming system 100. It is notable that a player-patron does not need an account to play (i.e., they can play as a “guest”); however, without an account, any rewards points, tokens, or game credits accrued at the end of player-patron's gaming session will be lost.
Rewards-points database 951 includes rewards points balances for account holders and for guests (currently playing). Rewards-points database 951 also includes a history of rewards-points transactions for account holders and guests (currently playing). This database is regularly updated to reflect changes in account holders' balances, etc. Prize-information database 952 includes a list of prizes available for player-patrons to claim as prizes, with the corresponding “cost” in rewards points. The list is unique to the particular business establishment with which gaming system 100 is being used. Prize-information database 952 is updated periodically to reflect changes in the business establishment's offerings or pricing.
Claim-information database 953 includes historical information about the prizes that account holders have claimed. This database is regularly updated by rewards server 222. Gaming database 954 includes game-play information for each game, pay tables, and each account holders' (or guests′) play history. Play history is regularly updated by gaming server 220. Tablet-information database 955 includes device information, including location, for each tablet or other device offered for game play by the business establishment.
Although the tasks are described in a particular sequential order, they can be configured to work in a different order. That is, any particular sequence or order of tasks does not necessarily indicate a requirement that the tasks be performed in that order. The tasks of methods described herein may be performed in any order practical. Further, some tasks can be performed simultaneously.
In task 1101, the player-patron “clicks” on a soft-key, etc., on tablet 102 to access the gaming system. The player-patron is presented with the options of: “signing-in” if already an account holder, “signing-up” if an account is desired, or playing as a “guest”. In task 1102, the gaming system performs appropriate overhead tasks as function of the player-patron's status. For example, in the case of an existing account, the gaming system will authenticate the player-patron and access their account.
In task 1103, the player-patron selects a game (i.e., opens a game application) from options appearing in the display of the tablet. In the illustrative embodiment, the tablet generates a graphical user interface (“GUI”) unique to the selected game and causes it to appear on the tablet's display screen in task 1104. A GUI for use in conjunction with an illustrative embodiment of the invention is discussed further below in conjunction with
Per task 1105, the gaming system receives the player-patron's game selection, accesses their tokens or game-credits balance and rewards-points balance, if any, and transmits the balances to the tablet for display in the GUI. If necessary, the player-patron is given the opportunity to obtain tokens or game credits in task 1106. As previously mentioned, tokens or game credits can be obtained, for example, by purchasing goods offered through the POS of the business establishment or by viewing advertising or taking a survey, as provided by the gaming system. Game credits, but not tokens, can be purchased by any acceptable payment method.
The game begins, per tasks 1107A or 1107B, with action by the player-patron (entering a command via the GUI) that is transmitted to the gaming system or action by the gaming system (in particular, the game server) that is transmitted to the player-patron's tablet, as a function of the game selected.
For example, a player-patron can play a single-player game, such as a “slots” game. A required amount of game credits (for a game of chance such as “slots”) are debited from the player-patron's account. The player-patron clicks a “SPIN” button that appears in the GUI. The SPIN message is transmitted to the game server in the gaming system. The gaming server determines the outcome of the spin (e.g., via a random-number generator, etc.) and sends information indicative of the outcome to the player-patron's tablet. The tablet spins the reels appearing in the GUI so that they land on the outcome determined by the game server.
In a second example, a player-patron can play a single-player versus house game, such as “blackjack”. The player-patron places a bet and clicks a “DEAL” button that appears in the GUI. The DEAL message is sent to the game server in the gaming system. The game server “draws” initial cards (from a shuffled deck) and transmits the hand (i.e., the identity of the cards that were drawn) to the player-patron's tablet. The tablet displays the cards in the GUI and queries the player-patron to “HIT” or “STAND”. The tablet transmits the response (HIT or STAND) to the game server. If the HIT message is received, the game server draws and transmits another card to the player-patron. This loop continues until the player-patron busts or STANDs. If/when the player stands, the game server plays out the dealer's hand, sending the cards drawn (if any) to the tablet as they are drawn.
In a third example, a player-patron can play a two-player competitive skill game, such as a game like “Boggle®”. A required amount of game credits are debited from the account of each player-patron unless this game is offered free of charge, in which case tokens can be used to play. The game server generates a random n×n (e.g., 4×4, etc.) game board of letters and transmits it to the table of each player-patron. The player-patrons finds as many words as they can within a given period of time (e.g., 2 minutes, etc.) and those words are transmitted to the game server. The game server determines the winner by comparing the scores of the two player-patrons. The game server then transmits winner/loser information to the tablets of the two player-patrons.
Continuing with the description of the
If points have not been awarded and if the player-patron has insufficient rewards points to select a prize, then, per task 1110A, processing ends (e.g., the player-patron can choose to play another game or quit playing).
If the player-patron has been awarded rewards point and/or has sufficient rewards points saved to select a prize, a disposition for the rewards points is determined at task 1110B. If the player-patron has been awarded points, but the amount is insufficient for any prize, the rewards points are automatically banked (i.e., accumulated in the player-patron's account) at task 1112 and processing ends (e.g., the player-patron can choose to play another game or quit playing).
If the player-patron has been awarded rewards points and that amount of points is sufficient to acquire a prize, at least some prize options will be displayed in the GUI appearing in the display of player-patron's tablet. As noted earlier, in some embodiments, the prize options being displayed have been filtered by the rewards server of the gaming system, based on various attributes (e.g., location of the player-patron, date/time of day, rewards points balance, demographic data about the player-patron, etc.). In some embodiments, prize options are displayed in the GUI regardless of whether the player-patron has a sufficient point balance to choose such prizes (e.g., see,
If the amount of awarded points is insufficient for a prize of interest, the player-patron will request that the rewards points be banked. The request is received at task 1111 and the points are banked per task 1112. If the player-patron has not been awarded points, but has a sufficient amount of rewards points for a prize, they can submit a request for a prize or choose to play another game, or quit playing.
If the player-patron decides to select a prize (based on newly awarded points, a combination of newly awarded points and accumulated points, or only accumulated points) based from prize options displayed in the GUI, the request is received by the rewards server of the gaming system at task 111.
Subsequent processing depends on the nature of the selected prize. For example, if the player-patron selects goods, as appropriate for the business establishment in which the game was played (e.g., restaurant, casino, hotel: food or drink, merchandise establishment: merchandise, etc.), the rewards server of the gaming system transmits, in task 1113, an order for such goods to the POS of the business establishment. Per task 1114, the POS receives the order and, in task 1115, fills the order within minutes (as a function of food-preparation time, etc.). A service representative of the business establishment then delivers the prize, generally within 30 minutes of the time it was ordered, to the player-patron at the (known) location of the tablet in accordance with task 1116.
Alternatively, if the player-patron has selected a prize that can be electronically delivered, the rewards server transmits an order for the prize, per task 1117, to either the POS of the business establishment at which the player-patron is located or a third-party business establishment. With respect to the former, illustrative prizes include a coupon, discount, or a gift card, all redeemable for goods that can be purchased from the business establishment. As to the latter, an illustrative prize includes a gift card from a credit card company, Amazon®, etc.
In task 1118, the electronic prize is received at the tablet or smart phone of the player-patron. If the prize is a coupon or discount that the player-patron applies soon thereafter to a purchase from the business establishment, an order is transmitted to the POS of the business establishment, which is received, filled, and delivered to the player-patron.
The GUI includes “credit” icon 1260 and balance window 1262. The player-patron's game credit balance (i.e., “900” credits in the example) is displayed in balance window 1262. Selecting “GET MORE” soft key 1264 provides the player-patron with options, as previously discussed, for obtaining more game credits. Next to the game-credit balance window is “rewards points” icon 1266 and balance window 1268. The player-patron's rewards points balance (i.e., “0” points in the example) is displayed in balance window 1268. Selecting the “GET REWARDS” soft key 1270 provides the player-patron with options, as previously discussed, for obtaining additional rewards points.
The GUI includes a plurality of reels 1274 (five in the illustrative embodiment), each reel bearing a number of symbols 1276. The player-patron bets a number of game credits in betting window 1280, using the “+” soft key 1282 or “−” soft key 1284 to increment or decrement the bet. The player-patron presses the “SPIN” soft key 1286, which, as discussed earlier, transmits a “spin” command to the game server. The game server determines the outcome of the spin and transmits it back to the tablet, which then spins reels 1274 such they ultimately display the outcome determined by the game server. “GAME OVER” indicator 1289 illuminates to indicate that the game is over.
The outcome of every “spin” of the reels is stored by the gaming system (in a database accessible to the database server). Each spin is assigned an identification number 1288. In the example, that number is “ID 1487”. The player-patron can press “HELP” soft key 1278 for playing instructions.
“JACKPOT” window 1290 provides the current amount of the jackpot in rewards currency (in the example, 250,000 points). Pressing “additional games” soft key 1291 accesses a list of games available for play.
Prize windows 1292 (four are shown) provide the player-patron with prize options. Each window 1292 includes image 1293 (providing an illustration of the prize), cost-to-purchase 1294 (in rewards points), lock icon 1295 (indicating insufficient rewards points balance), and description 1296 (of the prize). Pressing MORE soft key 1297 (associated with the right-most prize window) causes different prize options to be displayed in the first three prize windows 1292.
There are several soft keys at the bottom of the GUI. These soft keys display icons for “flight,” “home,” “food,” “drinks,” and “internet.” When pressed, these soft keys clear the game screen and provide, respectively, flight information, the home page, food menu, drink menu, or access the internet.
The term “non-transitory” is to be understood to remove only propagating transitory signals per se from claim scope and does not relinquish rights to all standard computer-readable media that are not only propagating transitory signals per se.
It is to be understood that the disclosure describes a few embodiments and that many variations of the invention can easily be devised by those skilled in the art after reading this disclosure and that the scope of the present invention is to be determined by the following claims.
This case is a continuation-in-part of U.S. patent application Ser. No. 15/202,219, filed Jul. 5, 2016 and which is incorporated by reference herein.
Number | Date | Country | |
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62255605 | Nov 2015 | US |
Number | Date | Country | |
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Parent | 15202219 | Jul 2016 | US |
Child | 15934432 | US |