SYSTEM AND METHOD FOR PROVIDING BENEFITS IN ASSOCIATION WITH IDENTIFIED ELECTRONIC GAMING MACHINES

Information

  • Patent Application
  • 20210134115
  • Publication Number
    20210134115
  • Date Filed
    November 04, 2019
    5 years ago
  • Date Published
    May 06, 2021
    3 years ago
Abstract
Systems and methods which promote certain electronic gaming machines based on the relative status of such electronic gaming machines.
Description
BACKGROUND

Gaming machines may provide players awards in primary games. Gaming machines generally require the player to place a wager to activate the primary game. The award may be based on the player obtaining a winning symbol or symbol combination and on the amount of the wager.


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 completion of a qualified gaming session at a first electronic gaming machine, the instructions cause the processor to determine a second electronic gaming machine from a plurality of electronic gaming machines in an idle state and cause a display device to display a benefit associated with completing a task at the second electronic gaming machine. In these embodiments, the determination of the second electronic gaming machine is based on a location of at least the second electronic gaming machine relative to a location of the first electronic gaming machine.


In certain embodiments, the present disclosure relates to a system including a processor, and a memory device that stores a plurality of instructions that. When executed by the processor responsive to a completion of a qualified gaming session at a first electronic gaming machine at a first point in time, the instructions cause the processor to determine a second electronic gaming machine to promote. The second electronic gaming machine is selected from a first plurality of electronic gaming machines idle at the first point in time and the determination is based on a location of each of the first plurality of electronic gaming machines idle at the first point in time relative to a location of the first electronic gaming machine. When executed by the processor responsive to the completion of the qualified gaming session at the first electronic gaming machine at a second, subsequent point in time, the instructions cause the processor to determine a third electronic gaming machine to promote. The third electronic gaming machine is selected from a second, different plurality of electronic gaming machines idle at the second point in time and the determination is based on a location of each of the second plurality of electronic gaming machines idle at the second point in time relative to the location of the first electronic gaming machine.


In certain embodiments, the present disclosure relates to a method of operating a system responsive to a completion of a qualified gaming session at a first electronic gaming machine. In these embodiments, the method includes determining, by a processor, a second electronic gaming machine from a plurality of electronic gaming machines in an idle state, wherein the determination is based on a location of at least the second electronic gaming machine relative to a location of the first electronic gaming machine. The method also includes displaying, by a display device, a benefit associated with completing a task at the second electronic gaming machine.


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 gaming system which offer a benefit to a player at a first electronic gaming machine in association with an activity completed at a second electronic gaming machine.



FIG. 2A is a front view of one embodiment of the gaming system of the present disclosure illustrating an interface of a first electronic gaming machine offering a benefit to a player for completing an activity at a then idle second electronic gaming machine.



FIG. 2B is a front view of the embodiment of the gaming system of FIG. 2A illustrating an interface of the second electronic gaming machine providing the benefit to the player for completing the activity.



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



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





DETAILED DESCRIPTION
Promoting Identified Electronic Gaming Machines Via Awards

In various embodiments, the present disclosure pertains to systems and methods which promote certain electronic gaming machines based on the relative status of such electronic gaming machines. In these embodiments, systems and methods of the present disclosure offer one or more benefits to a player of one electronic gaming machine based on that player completing one or more tasks at one or more other identified electronic gaming machines.


In certain embodiments, following a completion of a gaming session by a player at a first electronic gaming machine (“EGM”), the system determines, based on one or more factors such as a length of the completed gaming session and/or an amount wagered during the completed gaming session, whether the completed gaming session qualifies as a designated gaming session. Upon the determination that the completed gaming session qualifies as a designated gaming session, the system identifies a then idle or inactive second EGM to promote to the player. The system promotes the second EGM to the player by determining one or more tasks for the player to complete or accomplish at the second EGM to obtain a benefit, such as a supplemental award. In these embodiments, the determination of a second EGM to promote via providing a benefit in exchange for completing a task at that second EGM is based on one or more factors, such as a location of the idle EGM relative to the first EGM, a duration which the idle EGM has remained idle, and/or whether the idle EGM is a preferred EGM to the player and/or a gaming establishment operator. Accordingly, by determining which EGMs are inactive at different points in time and limiting the promotion to such inactive EGMs, the system of the present disclosure provides an avenue for players to obtain benefits in association with one or more EGMs which the player may not otherwise play. Such a configuration also aids the gaming establishment via directing players to then inactive EGMs (which may be less popular EGMs or newer EGMs) to increase the utilization rate of such EGMs.



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 various embodiments, upon an occurrence of a player identification event, as indicated by block 102 of FIG. 1, the gaming system identifies a player at a first EGM. In certain embodiments, the player identification event occurs in association with a player logging into a player tracking system from the first EGM. In these embodiments, the player logs into the player tracking system via one or more of: the player inserting or swiping a player tracking card (that has an encoded player identification number that uniquely identifies the player) into a card reader of the first EGM, or an establishment of a wireless communication link between the first EGM and a mobile device executing an application associated with an identified player wherein the mobile device communicates a player identifier (associated with a gaming establishment mobile device application or independent of any gaming establishment mobile device application) to the EGM. In certain embodiments wherein a player chooses to remain anonymous, the gaming system identifies such an anonymous player via utilizing any suitable biometric technology, such as facial recognition, retinal scanning, and/or fingerprint scanning, and/or ticket technology to identify the anonymous player. It should be appreciated that the term “EGM” is used herein to refer to any suitable electronic gaming machine which enables a player to place a wager, such as a wager on a play of a game of chance, a wager on a play of a game of skill, and/or a wager on an outcome of a sporting event, including, but not limited to: a slot machine, a video poker machine, a video blackjack machine, a video baccarat machine, a video lottery terminal, a terminal associated with an electronic table game, a terminal or player station associated with a live table game occurring at a gaming table, a video keno machine, a video bingo machine and a sports betting terminal.


In various embodiments, following the identification of the player at the first EGM, the gaming system associates the identified player with a current gaming session of the first EGM as indicated in block 104. In certain embodiments, a dynamic promotion server (which may or may not be in communication with a server of a gaming establishment patron management system, such as a server of a player tracking system) associates the identified player with that player's current gaming session wherein the dynamic promotion server potentially offers the player one or more promotions based on such a gaming session. As described in more detail below, such an association between the identified player and the player's current gaming session enables the gaming system, such as the dynamic promotion server, to subsequently determine which gaming sessions by the player warrant the opportunity to obtain an additional benefit in association with another EGM and which gaming sessions do not warrant such an opportunity to obtain any additional benefits.


Following the association of the player with the gaming session, the gaming system tracks the occurrences of qualifying events occurring at or in association with the first EGM during the current gaming session as indicated in block 106.


In certain embodiments, the gaming system tracks or otherwise accounts for the quantity of occurrences of any qualifying event which occurs in association with one or more plays of one or more primary games at the EGM during the gaming session. In certain of these embodiments, such qualifying events include the values of any wagers placed (and the amounts of such wagers placed) at the EGM on any primary game played during the gaming session. In certain of these embodiments, such qualifying events additionally or alternatively include the values of any awards won (and the amounts of such awards won) at the EGM on any primary game played during the gaming session.


In certain embodiments, the gaming system additionally or alternatively tracks or otherwise accounts for the quantity of occurrences of any qualifying event which occurs in association with one or more sporting event wagers placed at the EGM during the gaming session. In certain of these embodiments, such qualifying events include the values of any sporting event wagers placed (and the amounts of such sporting event wagers placed) at the EGM during the gaming session. In certain of these embodiments, such qualifying events additionally or alternatively include the values of any awards won (and the amounts of such awards won) at the EGM in association with any sporting event wagers placed during the gaming session. In various embodiments, the gaming system of the present disclosure tracks one or more events in association with any wagered on sporting event including any suitable live sporting event, historic sporting event (e.g., a prerecorded sporting event), recreated sporting event (e.g., an animated representation of a historic sporting event), 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) and/or electronic sporting event (e.g., a virtual or electronic sport event played by humans, by computer driven participants or by a mix of human and computer driven participants). In such embodiments, the sporting event which one or more wagers may be placed in association with include any suitable sport 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, rugby, swimming, diving, archery, cycling, billiards, fishing, gymnastics, hunting, track and field, sailing, and/or car racing.


In certain embodiments, the gaming system additionally or alternatively tracks or otherwise accounts for the quantity of occurrences of any qualifying event which occurs in association with one or more plays of one or more secondary games at the EGM during the gaming session. In certain of these embodiments, such qualifying events include the values of any awards won (and the amounts of such awards won) at the EGM on any secondary game played during the gaming session.


In various embodiments, the gaming system of the present disclosure tracks one or more events in association with any play of any suitable game occurring during the gaming session including, but not limited to: a play of any suitable slot game; a play of any suitable wheel game; a play of any suitable table game (whether played at a gaming table or from an EGM remote from the gaming table) including, but not limited to: a play of any suitable card game, such as but not limited to any suitable poker game (including, but not limited to, Texas Hold'em, Omaha, Three Card Poker, Four Card Poker, Seven Card Stud, Pai Gow Poker, Caribbean Stud Poker, Let It Ride Poker), any suitable blackjack game, any suitable Baccarat game, any suitable Spanish 21 game, any suitable Casino War game, any suitable Super Fun 21 game, and any suitable Vegas Three Card Rummy game, a play of any suitable craps game, and/or a play of any suitable roulette game; a play of any suitable offer and acceptance game; a play of any suitable award ladder game; a play of any suitable puzzle-type game; a play of any suitable persistence game; a play of any suitable selection game; a play of any suitable cascading symbols game; a play of any suitable ways to win game; a play of any suitable scatter pay game; a play of any suitable coin-pusher game; a play of any suitable elimination game; a play of any suitable trail game; a play of any suitable bingo game; a play of any suitable video scratch-off game; a play of any suitable pick-until-complete game; a play of any suitable shooting simulation game; a play of any suitable racing game; a play of any suitable promotional game; a play of any suitable high-low game; a play of any suitable lottery game; a play of any suitable number selection game; a play of any suitable dice game; a play of any suitable skill game; a play of any suitable auction game; a play of any suitable reverse-auction game; a play of any suitable group game; a play of any suitable game in a service window; a play of any suitable game in association with a mobile device; and/or a play of any suitable game of the present disclosure.


In certain embodiments, the gaming system additionally or alternatively tracks or otherwise accounts for the quantity of occurrences of any qualifying event which occurs at the EGM during the gaming session which are independent of any primary or secondary games played.


In addition to tracking any occurrences of any qualifying event during the gaming session, the gaming system determines if a gaming session completion condition is satisfied in association with the current gaming session at the first EGM as indicated in diamond 108. In certain embodiments, the gaming session completion condition is satisfied upon the player logging out of the player tracking system from the first EGM. In certain embodiments, the gaming session completion condition is satisfied upon the gaming system determining that the credit balance of the first EGM has reached a designated value, such as zero credits or an amount less than a minimum wager amount, for a period of time without the deposit of additional funds. In certain embodiments, the gaming session completion condition is satisfied upon the player making an input to cash out the credit balance of the first EGM.


In certain embodiments, the gaming session completion condition is satisfied upon the gaming system determining that the first EGM is not in active status. In these embodiments, active status is associated with the EGM being actively played by a player during a period of time, wherein factors such as the amount of time between each play of or wager placed during the gaming session, the amount being wagered on the games during the gaming session, the number of plays of games within a period of time, and/or the existence of credits on the credit balance of the EGM determine whether an EGM is currently in the active status.


If the gaming system determines that a gaming session completion condition is not satisfied, the gaming system returns to block 106 and continues tracking any occurrences of any qualifying event during the current gaming session. That is, if the gaming system determines that the EGM remains in active status, the gaming system enables the player to continue the current gaming session at the first EGM.


On the other hand, if the gaming system determines that the gaming session completion condition is satisfied, the gaming system determines if the completed gaming session at the first EGM qualifies as a designated gaming session as indicated in diamond 110 of FIG. 1. In these embodiments, the determination of whether or not the completed gaming session qualifies as a designated gaming session is based on whether or not the tracked occurrences of one or more qualifying events occurring at or in association with the first EGM during the now completed gaming session reaches or exceeds a threshold amount of tracked occurrences. In other words, upon a completion of the gaming session at the EGM, the gaming system determines, based on one or more tracked occurrences relative to a threshold of tracked occurrences, whether or not the completed gaming session is a qualified gaming session associated with an additional award opportunity at another EGM. It should be appreciated that the gaming system determines whether or not the gaming session qualifies as a designated gaming session based on any trackable occurrence of any qualifying event or events occurring in association with the gaming session.


In certain embodiments, the determination of whether or not the gaming session qualifies as a designated gaming session is based on the total amount of wagers placed during the gaming session relative to a threshold total amount of wagers. In these embodiments, the gaming system tracks wagers placed during the gaming session and determines if the tracked wagers placed during the gaming session reaches or exceeds a threshold amount of wagers placed during the gaming session. For example, if the threshold amount of wagers for a gaming session is $200, the gaming system determines whether the total amount of wagers placed during the gaming session is less than $200 (in which case the gaming session does not qualify as a designated gaming session) or at least $200 (in which case the gaming session qualifies as a designated gaming session).


In certain embodiments, the determination of whether or not the gaming session qualifies as a designated gaming session is based on the duration of the gaming session relative to a threshold gaming session duration. In these embodiments, the gaming system tracks an amount of time spent participating in the gaming session and determines if the tracked amount of time reaches or exceeds a threshold amount of time spent participating in the gaming session. For example, if the threshold gaming session duration is an hour, the gaming system determines whether the duration of the gaming session is less than an hour (in which case the gaming session does not qualify as a designated gaming session) or at least an hour (in which case the gaming session qualifies as a designated gaming session).


In certain embodiments, the determination of whether or not the gaming session qualifies as a designated gaming session is based on the duration of the gaming session and the total amount of wagers placed during a gaming session relative to a threshold total amount of wagers and a threshold gaming session duration. For example, if the threshold gaming session duration is an hour of placing wagers at a minimum rate of placing wagers, the gaming system determines whether the duration of the gaming session placing wagers at a minimum rate of placing wagers is less than an hour (in which case the gaming session does not qualify as a designated gaming session) or at least an hour (in which case the gaming session qualifies as a designated gaming session).


In certain embodiments, the determination of whether or not the gaming session qualifies as a designated gaming session is based on the total number of games played during the gaming session relative to a threshold total number of games played. In these embodiments, the gaming system tracks the quantity of games played during the gaming session and determines if the tracked quantity of games played during the gaming session reaches or exceeds a threshold quantity of games played during the gaming session.


In certain embodiments, the determination of whether or not the gaming session qualifies as a designated gaming session is based on the total number of wagers placed during the gaming session relative to a threshold total number of wagers placed. In these embodiments, the gaming system tracks the quantity of wagers placed during the gaming session and determines if the tracked quantity of wagers placed during the gaming session reaches or exceeds a threshold quantity of wagers placed during the gaming session.


In certain embodiments, the qualifiers for a designated gaming session vary by player, such as different players of different statuses, such as different player tracking statuses, are associated with different requirements for their respective gaming sessions to qualify as designated gaming sessions. For example, a first player with a first player tracking status must wager a first amount during a gaming session for their gaming session to qualify as a designated gaming session while a second player with a second, higher player tracking status must wager a second, different amount (which may be higher or lower than the first amount) during a gaming session for their gaming session to qualify as a designated gaming session. In certain embodiments, the qualifiers for a designated gaming session vary by type of game played, such as different types of games played during the gaming session are associated with different requirements for their respective gaming sessions to qualify as designated gaming sessions. For example, a first amount wagered on plays of a poker game during a gaming session qualifies that gaming session as a designated gaming session while a second, different amount (which may be higher or lower than the first amount) wagered on plays of a slot game during a gaming session qualifies that gaming session as a designated gaming session. In certain embodiments, the qualifiers for a designated gaming session vary by type of activity undertaken during the gaming session. For example, a first amount of sporting event wagers placed during a gaming session qualifies that gaming session as a designated gaming session while a second, different amount (which may be higher or lower than the first amount) of wagers placed on games of chance during a gaming session qualifies that gaming session as a designated gaming session.


If the gaming system determines that the completed gaming session at the first EGM qualifies as a designated gaming session, the gaming system determines an idle EGM to promote as indicated in block 112 of FIG. 1. That is, upon a determination that a player at the first EGM completed a gaming session that qualifies as a designated gaming session, the gaming system determines a second EGM (which is currently inactive or otherwise idle) to draw the player's attention to.


It should be appreciated that which EGMs the gaming system determines to be idle at one point in time may differ from which EGMs the gaming system determines to be idle at another point in time. That is, since patrons come and go into a gaming establishment and freely move about the gaming establishment (partaking in different activates as such patrons see fit), the state of which EGMs of a gaming establishment are occupied and which EGMs of the gaming establishment are unoccupied varies from moment to moment. As such, the gaming system of the present disclosure recognizes the dynamic occupancy configuration of the EGMs of a gaming establishment and accounts for such a dynamic occupancy configuration in determining, in real time, which EGMs are currently occupied (and thus will not be promoted) and which EGMs are currently unoccupied (and thus available to be promoted).


In certain embodiments, the gaming system determines whether an EGM is an idle EGM or an occupied EGM based on whether or not any player is currently logged into that EGM, such as via a player tracking system. In these embodiments, an EGM currently associated with a logged in player is an occupied EGM and an EGM not currently associated with any logged in player is an idle EGM.


In certain embodiments, the gaming system additionally or alternatively determines whether an EGM is an idle EGM or an occupied EGM based on whether or not any wagers have been placed at that EGM within a designated period of time. In these embodiments, an EGM in which a wager has been placed within the designated period of time is an occupied EGM and an EGM in which no wagers have been placed within the designated period of time is an idle EGM.


In certain embodiments, the gaming system additionally or alternatively determines whether an EGM is an idle EGM or an occupied EGM based on the mode of operation of that EGM. In these embodiments, an EGM in attract mode is an idle EGM while an EGM not in attract mode is an occupied EGM.


In certain embodiments, the gaming system additionally or alternatively determines whether an EGM is an idle EGM or an occupied EGM based on whether or not that EGM is currently reserved by a player to be played, wherein a reserved EGM is an occupied EGM (even if the reservation time is a future point in time) and an unreserved EGM is an idle EGM.


In certain embodiments, the gaming system determines the idle EGM to promote based on the location of the idle EGM relative to the location of the first EGM. In these embodiments, in determining which idle EGM to promote, the gaming system accounts for the distance of each idle EGM from the first EGM (e.g., the gaming system eliminates from a list of currently idle EGMs any EGMs which are greater than a designated distance from the first EGM). In one such embodiment, the gaming system maintains a map of the location of each EGM in a gaming establishment and determines, based on the map locations of the first EGM and the map locations of the EGMs determined to be in idle, the idle EGM to promote. In another such embodiment, each EGM includes a geolocation module (as described below) wherein the gaming system utilizes geolocation information of the EGMs to determine, based on the geolocation information of the first EGM and the geolocation information of the EGMs determined to be in idle, the idle EGM to promote. In certain embodiments wherein the gaming system determines the idle EGM to promote after the player has left the first EGM, the gaming system determines the idle EGM to promote based on the location of the idle EGM relative to the location of a mobile device of the player (as determined using a global positioning system or another suitable navigation system).


In certain embodiments, the gaming system additionally or alternatively determines the idle EGM to promote based on a duration which each of the idle EGMs have been idle or inactive. In one such embodiment, in determining which idle EGM to promote, the gaming system accounts for an idle duration of the plurality of idle EGMs available to promote (e.g., the gaming system eliminates from a list of currently idle EGMs any EGM which has been idle for less than a predetermined amount of time). In another such embodiment, in determining which idle EGM to promote, the gaming system eliminates from a list of currently idle EGMs any EGM which has been idle for more than a predetermined amount of time.


In certain embodiments, the gaming system additionally or alternatively determines the idle EGM to promote based on one or more characteristics of such EGMs relative to one or more player preferred EGM characteristics. In one such embodiment, in determining which idle EGM to promote, the gaming system accounts for the identity of the player and any preferences (either inputted by the player or determined by the gaming system) of the player (e.g., the gaming system eliminates from a list of currently idle EGMs any EGM with one or more characteristics that do not match or otherwise correspond to one or more player preferred characteristics). For example, the gaming system eliminates from a list of currently idle EGMs any EGM with a game and/or type of game that is not a player preferred game and/or type of game (as determined by a player profile of a player tracking account and/or by the player's historical gaming activity).


In certain embodiments, the gaming system additionally or alternatively determines the idle EGM to promote based on one or more characteristics of such EGMs relative to one or more gaming establishment preferred EGM characteristics. In one such embodiment, in determining which idle EGM to promote, the gaming system accounts for any preferences of the gaming establishment operator (e.g., the gaming system eliminates from a list of currently idle EGMs any EGM with one or more characteristics that do not match or otherwise correspond to one or more gaming establishment preferred characteristics). For example, the gaming system eliminates from a list of currently idle EGMs any EGM which is not a designated EGM as determined by a gaming establishment marketing department.


In certain embodiments, the gaming system additionally or alternatively determines the idle EGM to promote based on historical occupancy information associated with such EGMs. In one such embodiment, in determining which idle EGM to promote, the gaming system accounts for historic wagering activity at such idle EGMs (e.g., the gaming system eliminates from a list of currently idle EGMs any EGM which historically have occupancy rates equal to or exceeding a designated occupancy rate). For example, if the gaming system determines that EGMs with Game A are, on average, played above a threshold play level and that EGMs with Game B are, on average, played below the threshold play level, the gaming system eliminates any idle EGMs with Game A from the pool of available idle EGMs to promote.


Following the determination of the idle EGM to promote, the gaming system determines and displays a task to potentially be completed at the determined idle EGM as indicated in block 114 of FIG. 1. That is, in addition to determining an EGM currently idle, the gaming system determines a task (or series of tasks) to be performed at or in association with that currently idle EGM. It should be appreciated that each task (which may be completed or not at the determined idle EGM) may be based on any suitable event or series of events associated with one or more wagers placed at the determined idle EGM, associated with one or more plays of one or more games at the determined idle EGM, independent of any wagers placed at the determined idle EGM or independent of any plays of any games at the determined idle EGM.


In addition to determining and displaying a task to potentially be completed at the determined idle EGM, the gaming system determines and displays a benefit available if the determined task is completed at the determined idle EGM as indicated in block 116 of FIG. 1. That is, the gaming system determines a benefit available to potentially be provided at or in association with that currently idle EGM (if the determined task is subsequently completed at that currently idle EGM). Put differently, upon a determination that a completed gaming session qualifies as a designated gaming session, the gaming system identifies a then idle or inactive second EGM to promote to the player by determining one or more tasks for the player to complete or accomplish at the second EGM to obtain a benefit, such as a supplemental award. Accordingly, by determining which EGMs are inactive at different points in time and limiting the promotion to such inactive EGMs, the system of the present disclosure provides an avenue for players to obtain benefits in association with one or more EGMs which the player may not otherwise play. Such a configuration also aids the gaming establishment via directing players to then inactive EGMs (which may be less popular EGMs or newer EGMs) to increase the utilization rate of such EGMs.


In certain embodiments, the task to be completed at the determined idle EGM is based on whether or not, during a supplemental gaming session at the currently idle EGM, a tracked quantity of occurrences of one or more qualifying events reaches or exceeds a threshold amount of tracked occurrences. In these embodiments, any suitable event which occurs at or in association with the determined idle EGM (which may be the same event or a different event as the event tracked during the gaming session at the first EGM) may be tracked and the gaming system utilizes such tracked events to determine whether or not the task was completed at that idle EGM.


In certain embodiments, the task to be completed at the determined idle EGM is based on a total amount of wagers placed at the determined idle EGM during a supplemental gaming session. In these embodiments, after the player completes a designated gaming session at a first EGM and the gaming system determines a second, currently idle, EGM to promote, the gaming system causes the first EGM to inform the player that if the player wagers at least a designated amount at the second EGM during a supplemental gaming session, the player will become eligible to obtain a benefit. For example, as seen in FIG. 2A, following the player making an input to log out of a first EGM, a display device of that first EGM displays a message to the player indicating that based on their wagering activity at that EGM, the player is eligible to obtain $50 in promotional credits if the player travels to a second EGM (which is currently not being played) and wagers at least $50 at that second EGM. As further seen in FIG. 2A, the display device of the first EGM also displays a map to the player to assist the player in finding this second EGM (which, in this case, was selected based on the location of this second EGM relative to the location of the first EGM).


In certain embodiments, the task to be completed at the determined idle EGM is additionally or alternatively based on a duration of a supplemental gaming session at the determined idle EGM. In these embodiments, after the player completes a designated gaming session at a first EGM and the gaming system determines a second, currently idle, EGM to promote, the gaming system causes the first EGM to inform the player that if the player plays for a certain duration of time at the second EGM during a supplemental gaming session, the player will become eligible to obtain a benefit.


In certain embodiments, the task to be completed at the determined idle EGM is additionally or alternatively based on a duration of a supplemental gaming session at the determined idle EGM as well as the total amount of wagers placed during the supplemental gaming session. In these embodiments, after the player completes a designated gaming session at a first EGM and the gaming system determines a second, currently idle, EGM to promote, the gaming system causes the first EGM to inform the player that if the player plays for a certain duration of time and wagers at least a designated amount at the second EGM during a supplemental gaming session, the player will become eligible to obtain a benefit.


In certain embodiments, the task to be completed at the determined idle EGM is additionally or alternatively based on a total number of games played at the determined idle EGM. In these embodiments, after the player completes a designated gaming session at a first EGM and the gaming system determines a second, currently idle, EGM to promote, the gaming system causes the first EGM to inform the player that if the player plays a certain number of games at the second EGM during a supplemental gaming session, the player will become eligible to obtain a benefit.


In certain embodiments, the task to be completed at the determined idle EGM is additionally or alternatively based on a total number of wagers placed at the determined idle EGM. In these embodiments, after the player completes a designated gaming session at a first EGM and the gaming system determines a second, currently idle, EGM to promote, the gaming system causes the first EGM to inform the player that if the player places a certain number of wagers at the second EGM during a supplemental gaming session, the player will become eligible to obtain a benefit.


In certain embodiments, the determined benefit includes a static award, such as a quantity of credits, a comp, a comp balance award or a prize, such as a free item. In certain embodiments, the determined benefit includes a quantity of player tracking points. In certain embodiments, the determined benefit includes a quantity of virtual credits usable for a play of a social or non-wagering game. In certain embodiments, the determined benefit includes a player tracking point modifier applicable to a quantity of player tracking points subsequently earned by the player. In certain embodiments, the determined benefit additionally or alternatively includes a player tracking point modifier applicable to a quantity of player tracking points previously earned by the player.


In certain embodiments, the determined benefit includes a quantity of promotional credits, such as non-cashable promotional credits or cashable promotional credits, usable to fund one or more plays of one or more games of chance and/or games of skill (such as any game of the present disclosure). In certain other embodiments, the determined benefit 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 online games of skill accessible remote from the gaming establishment. In certain other embodiments, the determined benefit additionally or alternatively includes a quantity of promotional credits usable to reimburse a player for one or more wagers previously placed.


In certain embodiments, the determined benefit includes an entry in a drawing. In certain embodiments, the determined benefit includes one or more free (or reduced cost) plays of one or more games of chance and/or games of skill. In certain other embodiments, the determined benefit includes one or more free (or reduced cost) plays of one or more online games of chance and/or games of skill accessible remote from the gaming establishment. In certain embodiments, the determined benefit includes one or more free (or reduced cost) sporting event wagers placed.


It should be appreciated that in these embodiments, since one or more entries into one or more drawings, one or more plays of one or more games of chance and/or games of skill may or may not result in an award for the player, such benefits are opportunities to obtain one or more benefit. That is, while such benefits have an average expected value (i.e., a theoretical value which is based on the awards available and the probability of obtaining any of such awards), since one or more random determinations subsequently occur in association with the determined benefit and an actual value of the determined benefit (i.e., the benefit associated with the determined benefit) is based on the results of such random determinations (wherein the actual value may be a lucrative value or a value of zero), these determined benefits may be viewed as opportunities to obtain a benefit.


In certain embodiments, the determined benefit includes one or more features usable in association with a play of a game. That is, the determined benefit is associated with one or more plays of one or more games, such as a modification to one or more game play features and/or an addition of one or more game play features. In certain of these embodiments, the determined benefit includes altering or otherwise modify one or more features, aspects or parameters of one or more subsequently played games. In these embodiments, a determined benefit includes any suitable feature which modifies any aspect of any game subsequently played by the player which is associated with the offered benefit. In various embodiments, one or more features employed as a determined benefit to modify one or more aspects of one or more such games subsequently played include, but are not limited to: a feature modifying one or more symbols available to be generated for a subsequent play of a game associated with the offered benefit; a feature modifying one or more wild symbols available to be generated for a subsequent play of a game associated with the offered benefit; a feature modifying a quantity of reels to be used for a subsequent play of a game associated with the offered benefit; a feature modifying which of a plurality of reel are to be used for a subsequent play of a game associated with the offered benefit; a feature modifying a deck of playing cards to be used for a subsequent play of a game associated with the offered benefit; a feature modifying a quantity of playing cards to be used for a subsequent play of a game associated with the offered benefit; a feature modifying a quantity of poker hands to be dealt for a subsequent play of a game associated with the offered benefit; 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; 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 subsequent play of a game associated with the offered benefit; a feature modifying an average expected payout of a subsequent play of a game associated with the offered benefit; 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; 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 any game play feature associated with any play of any game of the present disclosure.


It should be appreciated that while illustrated as displaying the benefit obtainable for completing the task to the player at the first EGM, in certain embodiments, the determined benefit is not displayed to the player at the first EGM with the task to be completed. In another embodiment, the benefit is determined upon the completion of the task (and not in association with the determination of the task to potentially be completed). In these embodiments, since the player is unaware of the potential benefit when the player decides whether or not to complete the task at the other EGM, such a benefit is a mystery benefit to the player (at that point in time).


In certain embodiments, in addition to determining and displaying the task to be completed and the associated benefit to the player at the first EGM, the gaming system causes one or more leaderboards, such as overhead display devices located throughout a gaming establishment, to display the tasks to be completed and the associated benefits available for completing the tasks. In certain embodiments, the gaming system causes one or more leaderboards to additionally or alternatively display the completed tasks and the associated benefits provided for completing such tasks.


In certain embodiments, the determination of the task to be completed at the determined idle EGM is additionally or alternatively based on the player who may complete the task. In certain embodiments, the determination of the benefit for completing the task is additionally or alternatively based on the player who may complete the task. In these embodiments, different players of different statuses, such as different player tracking statuses, are associated with different tasks to be completed at the determined idle EGM and/or different benefits for completing the task. For example, the gaming system determines a first task for players of a first player tracking status and determines a second, relatively easier task for players of a second, higher player tracking status.


In certain embodiments, the determination of the task to be completed at the determined idle EGM is additionally or alternatively based on one or more factors of the completed gaming session that qualifies as the designated gaming session. In certain embodiments, the determination of the benefit for completing the task is additionally or alternatively based on one or more factors of the completed gaming session that qualifies as the designated gaming session. In these embodiments, different factors of the completed gaming session that qualifies as the designated gaming session are associated with different tasks to be completed at the determined idle EGM and/or different benefits for completing the task. For example, the gaming system determines a first task if a first amount of wagers were placed during the completed gaming session that qualifies as the designated gaming session and determines a second, relatively easier task if a second, greater amount of wagers were placed during the completed gaming session that qualifies as the designated gaming session. In another example, the gaming system determines a value of the benefit to associate with the task upon a designated amount of wagers being placed during the gaming session that qualifies as the designated gaming session (e.g., for every $50 wagered during the designated gaming session, a $10 benefit is associated with the completion of a task at another EGM).


In certain embodiments, the determination of the task to be completed at the determined idle EGM is additionally or alternatively based on one or more factors of the EGM where the completed gaming session qualified as the designated gaming session. In certain embodiments, the determination of the benefit for completing the task is additionally or alternatively based on one or more factors of the EGM where the completed gaming session qualified as the designated gaming session. In these embodiments, different factors of the EGM where the completed gaming session qualified as the designated gaming session are associated with different tasks to be completed at the determined idle EGM and/or different benefits for completing the task. For example, the gaming system determines a first task if the completed gaming session that qualifies as the designated gaming session occurred at a first EGM utilizing a first paytable (or employing a first game) and determines a second, task if the completed gaming session that qualifies as the designated gaming session occurred at a second EGM utilizing a second, different paytable (or employing a second, different game).


In certain embodiments, the determination of the task to be completed at the determined idle EGM is additionally or alternatively based on one or more factors of the EGM at which the determined task is to be accomplished. In certain embodiments, the determination of the benefit for completing the task is additionally or alternatively based on one or more factors of the EGM at which the determined task is to be accomplished. In these embodiments, different factors of the EGM at which the task is to be accomplished are associated with different tasks to be completed and/or different benefits for completing the task. For example, the gaming system determines a benefit having a first value if the task is to be completed at a first EGM having a first game and determines a benefit having a second, different value if the task is to be completed at a second EGM having a second game.


Following the determination and display of a task to potentially be completed at the determined idle EGM as well as a benefit available if the determined task is completed at the determined idle EGM, the gaming system associates the determined task and benefit with the identified player whom completed the designated gaming session as indicated in block 118 of FIG. 1. Put differently, since the determined task is completed, if at all, at an EGM different from the EGM where the player qualified for the opportunity to complete the task, the gaming system associates the determined task (and determined benefit) with the player such that if the player travels to the different EGM and completes the task, the gaming system may award the player the determined benefit.


In certain embodiments, the gaming system associates the determined task and benefit with the player by storing the determined task and benefit in association with the player tracking account of the player whom completed the designated gaming session. In these embodiments, when the player logs into another EGM, the gaming system determines if that EGM is the same EGM which was previously idle and selected to promote. If so, the gaming system causes that EGM to display the task to complete at that EGM. If not, the gaming system enables the player to proceed with the gaming session at that EGM without the opportunity to complete the determined task to obtain the benefit.


In certain embodiments, the gaming system associates the determined task and benefit with the player by storing the determined task and benefit in association with a ticket voucher (in physical or virtual form) which may be redeemed at another EGM to attempt to complete the determined task. In these embodiments (in which the identified player may be an anonymous player in possession of the ticket voucher), when the player redeems the ticket voucher at another EGM, such as by scanning a QR code associated with the ticket voucher, the gaming system determines if that EGM is the same EGM which was previously idle and selected to promote. If so, the gaming system causes that EGM to display the task to complete at that EGM. If not, the gaming system enables the player to proceed with the gaming session at that EGM without the opportunity to complete the determined task to obtain the benefit.


In certain embodiments, the gaming system enables the player to accept or reject the determined task and benefit. In these embodiments, if the player rejects the determined task and benefit, the gaming system does not associate the determined task and benefit with the player (and ceases to make the benefit available for completing the task). On the other hand, if the player accepts the determined task and benefit, the gaming system proceeds with associating the determined task and benefit with the player (and in certain embodiments, reserves the determined idle EGM for a duration of time in anticipation of the player traveling to that EGM to attempt to complete the task).


Following the association of the determined task and benefit with the identified player (or if the gaming system determines from diamond 110 that the completed gaming session at the first EGM does not qualify as a designated gaming session and thus the tracked activity during the completed gaming session did not warrant a benefit in association with another EGM to promote), the gaming system returns to block 102 and awaits for another occurrence of a player identification event at the first EGM.


In addition to awaiting for another occurrence of a player identification event at the first EGM, the gaming system periodically monitors the determined idle EGM to determine if the task is completed at that EGM. In these embodiments, upon the gaming system determining that an EGM being played by a player is associated with a task and benefit from a prior gaming session at another EGM (such as upon a player associated with a task and benefit logging into that EGM or upon the player presenting a ticket voucher associated with a task and benefit to that EGM), the gaming system tracks the activity at that previously idle EGM to determine whether or not the task is accomplished. If the gaming system determines that the tracked activity at the previously idle EGM completes the determined task, the gaming system provides the benefit to the player. On the other hand, if the gaming system determines that the tracked activity at the previously idle EGM does not complete the determined task, the gaming system does not provide the benefit to the player (but rather continues monitoring activity by the player at that EGM to determine if the task is completed).


In certain embodiments wherein the task to be completed at the previously determined idle EGM is based on a total amount of wagers placed at that EGM during a supplemental gaming session, the gaming system periodically determines whether or not at least a designated amount has been wagered at that EGM during a supplemental gaming session to complete the task. In these embodiments, if the gaming system determines that at least the designated amount has been wagered during the supplemental gaming session at the previously idle EGM, the gaming system causes the benefit to be provided to the player. For example, as seen in FIG. 2B, following the player travelling to the second EGM, logging into the second EGM (such that the gaming system is aware that the player is attempting to complete the determined task) and wagering $50, a display device of the second EGM displays a message to the player indicating that based on their wagering activity at the second EGM, the player has earned $50 in promotional credits. On the other hand, if the gaming system determines that less than the designated amount has been wagered during the supplemental gaming session at the previously idle EGM, the gaming system does not cause the benefit to be provided and rather continues to monitor the wagering activity at that EGM for a subsequent completion of the determined task.


In certain embodiments wherein the task to be completed at the previously determined idle EGM is based on a duration of a supplemental gaming session at that EGM, the gaming system periodically determines whether or not the duration of the supplemental gaming session exceeds a designated duration. In these embodiments, if the gaming system determines that the duration of the supplemental gaming session at the previously idle EGM exceeds the designated duration, the gaming system causes the benefit to be provided to the player. On the other hand, if the gaming system determines that the duration of the supplemental gaming session at the previously idle EGM is less than the designated duration, the gaming system does not cause the benefit to be provided and rather continues to monitor the duration of the supplemental gaming session that EGM for a subsequent completion of the determined task.


In certain embodiments wherein the task to be completed at the previously determined idle EGM is based on a duration of a supplemental gaming session at that EGM and a total amount of wagers placed during the supplemental gaming session, the gaming system periodically determines whether or not the duration of the supplemental gaming session exceeds a designated duration and at least a designated amount has been wagered during the supplemental gaming session. In these embodiments, if the gaming system determines that the duration of the supplemental gaming session at the previously idle EGM exceeds the designated duration and at least the designated amount has been wagered, the gaming system causes the benefit to be provided to the player. On the other hand, if the gaming system determines that the duration of the supplemental gaming session at the previously idle EGM is less than the designated duration or less than the designated amount has been wagered during the supplemental gaming session, the gaming system does not cause the benefit to be provided and rather continues to monitor the duration of the supplemental gaming session and the amount wagered at that EGM for a subsequent completion of the determined task.


In certain embodiments wherein the task to be completed at the previously determined idle EGM is based on a quantity of games played during a supplemental gaming session at that EGM, the gaming system periodically determines whether or not the quantity of games played during the supplemental gaming session exceeds a designated quantity of games plays. In these embodiments, if the gaming system determines that the quantity of games played of the supplemental gaming session at the previously idle EGM exceeds the designated quantity, the gaming system causes the benefit to be provided to the player. On the other hand, if the gaming system determines that the quantity of games played of the supplemental gaming session at the previously idle EGM is less than the designated duration, the gaming system does not cause the benefit to be provided and rather continues to monitor the quantity of games played during the supplemental gaming session that EGM for a subsequent completion of the determined task.


In certain embodiments wherein the task to be completed at the previously determined idle EGM is based on a quantity of wagers placed during a supplemental gaming session at that EGM, the gaming system periodically determines whether or not the quantity of wagers placed during the supplemental gaming session exceeds a designated quantity of wagers placed. In these embodiments, if the gaming system determines that the quantity of wagers placed during the supplemental gaming session at the previously idle EGM exceeds the designated quantity, the gaming system causes the benefit to be provided to the player. On the other hand, if the gaming system determines that the quantity of wagers placed during the supplemental gaming session at the previously idle EGM is less than the designated quantity of wagers placed, the gaming system does not cause the benefit to be provided and rather continues to monitor the quantity of wagers placed during the supplemental gaming session that EGM for a subsequent completion of the determined task.


It should be appreciated that in certain embodiments, the task is associated with a completion duration during which the task must be completed. In these embodiments, following the completion duration, the task expires and no benefit is available for completing that task. In other embodiments, the gaming system imposes no timeline for when the determined task must be completed to obtain the benefit.


ALTERNATIVE EMBODIMENTS

It should be appreciated that in different embodiments, one or more of:

    • i. when a gaming session completion condition is satisfied;
    • ii. whether a gaming session qualifies as a designated gaming session;
    • iii. which event to track in association with a gaming session to determine if the gaming session qualifies as designated gaming session;
    • iv. a threshold of tracked events satisfied in association with a gaming session for that gaming session to qualify as a designated gaming session;
    • v. when an EGM is idle;
    • vi. which idle EGM to select to promote;
    • vii. a task to complete at a determined idle EGM;
    • viii. a benefit associated with completing a task at a determined idle EGM;
    • ix. whether a task is completed;
    • x. a duration during which a task must be completed; and/or
    • xi. any determination of the present disclosure;


      is/are predetermined, randomly determined, randomly determined based on one or more weighted percentages, determined based on a generated symbol or symbol combination, determined independent of a generated symbol or symbol combination, determined based on a random determination by the central controller, determined independent of a random determination by the central controller, determined based on a random determination at the gaming table component, determined independent of a random determination at the gaming table component, determined based on at least one play of at least one game, determined independent of at least one play of at least one game, determined based on a player's selection, determined independent of a player's selection, determined based on one or more side wagers placed, determined independent of one or more side wagers placed, determined based on the player's primary game wager, determined independent of the player's primary game wager, determined based on time (such as the time of day), determined independent of time (such as the time of day), determined based on an amount of coin-in accumulated in one or more pools, determined independent of an amount of coin-in accumulated in one or more pools, determined based on a status of the player (i.e., a player tracking status), determined independent of a status of the player (i.e., a player tracking status), determined based on one or more other determinations of the present disclosure, determined independent of any other determination of the present disclosure or determined based on any other suitable method or criteria.


Gaming Systems

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


The present disclosure contemplates a variety of different gaming systems each having one or more of a plurality of different features, attributes, or characteristics. A “gaming system” as used herein refers to various configurations of: (a) one or more central servers, central controllers, or remote hosts; (b) one or more electronic gaming machines such as those located on a casino floor; and/or (c) one or more personal gaming devices, such as desktop computers, laptop computers, tablet computers or computing devices, personal digital assistants, mobile phones, and other mobile computing devices.


In various embodiments, the gaming system of the present disclosure includes: (a) one or more electronic gaming machines in combination with one or more central servers, central controllers, or remote hosts; (b) one or more personal gaming devices in combination with one or more central servers, central controllers, or remote hosts; (c) one or more personal gaming devices in combination with one or more electronic gaming machines; (d) one or more personal gaming devices, one or more electronic gaming machines, and one or more central servers, central controllers, or remote hosts in combination with one another; (e) a single electronic gaming machine; (f) a plurality of electronic gaming machines in combination with one another; (g) a single personal gaming device; (h) a plurality of personal gaming devices in combination with one another; (i) a single central server, central controller, or remote host; and/or (j) a plurality of central servers, central controllers, or remote hosts in combination with one another.


For brevity and clarity and unless specifically stated otherwise, “EGM” as used herein represents one EGM or a plurality of EGMs, “personal gaming device” as used herein represents one personal gaming device or a plurality of personal gaming devices, and “central server, central controller, or remote host” as used herein represents one central server, central controller, or remote host or a plurality of central servers, central controllers, or remote hosts.


As noted above, in various embodiments, the gaming system includes an EGM (or personal gaming device) in combination with a central server, central controller, or remote host. In such embodiments, the EGM (or personal gaming device) is configured to communicate with the central server, central controller, or remote host through a data network or remote communication link. In certain such embodiments, the EGM (or personal gaming device) is configured to communicate with another EGM (or personal gaming device) through the same data network or remote communication link or through a different data network or remote communication link. For example, the gaming system includes a plurality of EGMs that are each configured to communicate with a central server, central controller, or remote host through a data network.


In certain embodiments in which the gaming system includes an EGM (or personal gaming device) in combination with a central server, central controller, or remote host, the central server, central controller, or remote host is any suitable computing device (such as a server) that includes at least one processor and at least one memory device or data storage device. As further described herein, the EGM (or personal gaming device) includes at least one EGM (or personal gaming device) processor configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the EGM (or personal gaming device) and the central server, central controller, or remote host. The at least one processor of that EGM (or personal gaming device) is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the EGM (or personal gaming device). Moreover, the at least one processor of the central server, central controller, or remote host is configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the central server, central controller, or remote host and the EGM (or personal gaming device). The at least one processor of the central server, central controller, or remote host is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the central server, central controller, or remote host. One, more than one, or each of the functions of the central server, central controller, or remote host may be performed by the at least one processor of the EGM (or personal gaming device). Further, one, more than one, or each of the functions of the at least one processor of the EGM (or personal gaming device) may be performed by the at least one processor of the central server, central controller, or remote host.


In certain such embodiments, computerized instructions for controlling any games (such as any primary or base games and/or any secondary or bonus games) displayed by the EGM (or personal gaming device) are executed by the central server, central controller, or remote host. In such “thin client” embodiments, the central server, central controller, or remote host remotely controls any games (or other suitable interfaces) displayed by the EGM (or personal gaming device), and the EGM (or personal gaming device) is utilized to display such games (or suitable interfaces) and to receive one or more inputs or commands. In other such embodiments, computerized instructions for controlling any games displayed by the EGM (or personal gaming device) are communicated from the central server, central controller, or remote host to the EGM (or personal gaming device) and are stored in at least one memory device of the EGM (or personal gaming device). In such “thick client” embodiments, the at least one processor of the EGM (or personal gaming device) executes the computerized instructions to control any games (or other suitable interfaces) displayed by the EGM (or personal gaming device).


In various embodiments in which the gaming system includes a plurality of EGMs (or personal gaming devices), one or more of the EGMs (or personal gaming devices) are thin client EGMs (or personal gaming devices) and one or more of the EGMs (or personal gaming devices) are thick client EGMs (or personal gaming devices). In other embodiments in which the gaming system includes one or more EGMs (or personal gaming devices), certain functions of one or more of the EGMs (or personal gaming devices) are implemented in a thin client environment, and certain other functions of one or more of the EGMs (or personal gaming devices) are implemented in a thick client environment. In one such embodiment in which the gaming system includes an EGM (or personal gaming device) and a central server, central controller, or remote host, computerized instructions for controlling any primary or base games displayed by the EGM (or personal gaming device) are communicated from the central server, central controller, or remote host to the EGM (or personal gaming device) in a thick client configuration, and computerized instructions for controlling any secondary or bonus games or other functions displayed by the EGM (or personal gaming device) are executed by the central server, central controller, or remote host in a thin client configuration.


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


In other embodiments in which the gaming system includes: (a) an EGM (or personal gaming device) configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a 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 central server, central controller, or remote host. For example, one or more of the EGMs (or personal gaming devices) are located: (a) in an area of a gaming establishment different from an area of the gaming establishment in which the central server, central controller, or remote host is located; or (b) in a gaming establishment different from the gaming establishment in which the central server, central controller, or remote host is located. In another example, the central server, central controller, or remote host is not located within a gaming establishment in which the EGMs (or personal gaming devices) are located. In certain embodiments in which the data network is a WAN, the gaming system includes a central server, central controller, or remote host and an EGM (or personal gaming device) each located in a different gaming establishment in a same geographic area, such as a same city or a same state. Gaming systems in which the data network is a WAN are substantially identical to gaming systems in which the data network is a LAN, though the quantity of EGMs (or personal gaming devices) in such gaming systems may vary relative to one another.


In further embodiments in which the gaming system includes: (a) an EGM (or personal gaming device) configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs (or personal gaming devices) configured to communicate with one another through a 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 central server, central controller, or remote host identifies a player before enabling that player to place any wagers on any plays of any wagering games. In one example, the central server, central controller, or remote host identifies the player by requiring a player account of the player to be logged into via an input of a unique player name and password combination assigned to the player. The central server, central controller, or remote host may, however, identify the player in any other suitable manner, such as by validating a player tracking identification number associated with the player; by reading a player tracking card or other smart card inserted into a card reader (as described below); by validating a unique player identification number associated with the player by the central server, central controller, or remote host; or by identifying the EGM (or personal gaming device), such as by identifying the MAC address or the IP address of the Internet facilitator. In various embodiments, once the central server, central controller, or remote host identifies the player, the central server, central controller, or remote host enables placement of one or more wagers on one or more plays of one or more primary or base games and/or one or more secondary or bonus games, and displays those plays via the Internet browser of the EGM (or personal gaming device). Examples of implementations of Internet-based gaming are further described in U.S. Pat. No. 8,764,566, entitled “Internet Remote Game Server,” and U.S. Pat. No. 8,147,334, entitled “Universal Game Server”.


The central server, central controller, or remote host and the EGM (or personal gaming device) are configured to connect to the data network or remote communications link in any suitable manner. In various embodiments, such a connection is accomplished via: a conventional phone line or other data transmission line, a digital subscriber line (DSL), a T-1 line, a coaxial cable, a fiber optic cable, a wireless or wired routing device, a mobile communications network connection (such as a cellular network or mobile Internet network), or any other suitable medium. The expansion in the quantity of computing devices and the quantity and speed of Internet connections in recent years increases opportunities for players to use a variety of EGMs (or personal gaming devices) to play games from an ever-increasing quantity of remote sites. Additionally, the enhanced bandwidth of digital wireless communications may render such technology suitable for some or all communications, particularly if such communications are encrypted. Higher data transmission speeds may be useful for enhancing the sophistication and response of the display and interaction with players.


EGM Components


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 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 parameters 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 parameters and settings for a game playable on the EGM; (2) associations 1018 between configuration indicia read from an EGM with one or more parameters 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 player's computer, partly on the player's computer, as a stand-alone software package, partly on the player'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 player'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 parameters, new settings for existing parameters, new settings for new parameters, 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, parameters, 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, parameters, 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, player input device components, information received from one or more player input devices, information stored in the at least one memory device 1016, etc. Examples of various authentication and/or validation components are described in U.S. Pat. No. 6,620,047, entitled “Electronic Gaming Apparatus Having Authentication Data Sets”.


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 player 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. Examples of ticket-in ticket-out (TITO) technology are described in U.S. Pat. No. 5,429,361, entitled “Gaming Machine Information, Communication and Display System”; U.S. Pat. No. 5,470,079, entitled “Gaming Machine Accounting and Monitoring System”; U.S. Pat. No. 5,265,874, entitled “Cashless Gaming Apparatus and Method”; U.S. Pat. No. 6,729,957, entitled “Gaming Method and Host Computer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,729,958, entitled “Gaming System with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,736,725, entitled “Gaming Method and Host Computer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 7,275,991, entitled “Slot Machine with Ticket-In/Ticket-Out Capability”; and U.S. Pat. No. 6,048,269, entitled “Coinless Slot Machine System and Method”.


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. Examples of providing payment using virtual tickets are described in U.S. Pat. No. 8,613,659, entitled “Virtual Ticket-In and Ticket-Out on a Gaming Machine”.


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. Examples of funding an EGM via communication between the EGM and a mobile device (such as a mobile phone) of a player are described in U.S. Patent Application Publication No. 2013/0344942, entitled “Avatar as Security Measure for Mobile Device Use with Electronic Gaming Machine”. 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 player input devices near the EGM. In one embodiment, a player input device docking region is provided, and includes a power distribution component that is configured to recharge a player 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., player 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 player identification module 1077 is configured to determine the identity of the current player or current owner of the EGM. For example, in one embodiment, the current player 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 player based on one or more external signals, such as an RFID tag or badge worn by the current player and that provides a wireless signal to the EGM that is used to determine the identity of the current player. In at least one embodiment, various security features are incorporated into the EGM to prevent unauthorized players 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. U.S. Pat. No. 7,290,072 describes a variety of EGMs including one or more communication ports that enable the EGMs to communicate and operate with one or more external peripherals.


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 gaming systems, and these example EGMs may not include one or more elements that are included in other gaming systems. For example, certain EGMs include a coin acceptor while others do not.


Operation of Primary or Base Games and/or Secondary or Bonus Games


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 gaming system includes a central server, central controller, or remote host and a changeable EGM, the at least one memory device of the central server, central controller, or remote host 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 central server, central controller, or remote host 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 central server, central controller, or remote host 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. Examples of this type of award evaluation are described in U.S. Pat. No. 7,470,183, entitled “Finite Pool Gaming Method and Apparatus”; U.S. Pat. No. 7,563,163, entitled “Gaming Device Including Outcome Pools for Providing Game Outcomes”; U.S. Pat. No. 7,833,092, entitled “Method and System for Compensating for Player Choice in a Game of Chance”; U.S. Pat. No. 8,070,579, entitled “Bingo System with Downloadable Common Patterns”; and U.S. Pat. No. 8,398,472, entitled “Central Determination Poker Game”.


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. Examples of this type of award determination are described in U.S. Pat. No. 7,753,774, entitled “Using Multiple Bingo Cards to Represent Multiple Slot Paylines and Other Class III Game Options”; U.S. Pat. No. 7,731,581, entitled “Multi-Player Bingo Game with Multiple Alternative Outcome Displays”; U.S. Pat. No. 7,955,170, entitled “Providing Non-Bingo Outcomes for a Bingo Game”; U.S. Pat. No. 8,070,579, entitled “Bingo System with Downloadable Common Patterns”; and U.S. Pat. No. 8,500,538, entitled “Bingo Gaming System and Method for Providing Multiple Outcomes from Single Bingo Pattern”.


In certain embodiments in which the gaming system includes a central server, central controller, or remote host and an EGM, the EGM is configured to communicate with the central server, central controller, or remote host 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 central server, central controller, or remote host 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 central server, central controller, or remote host. 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. Examples of such accounting systems are described in U.S. Pat. No. 6,913,534, entitled “Gaming Machine Having a Lottery Game and Capability for Integration with Gaming Device Accounting System and Player Tracking System,” and U.S. Pat. No. 8,597,116, entitled “Virtual Player Tracking and Related Services”.


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. The example EGM 2000b shown in FIG. 4B includes a payline 1152 and a plurality of reels 1154. 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. Examples of ways to win award determinations are described in U.S. Pat. No. 8,012,011, entitled “Gaming Device and Method Having Independent Reels and Multiple Ways of Winning”; U.S. Pat. No. 8,241,104, entitled “Gaming Device and Method Having Designated Rules for Determining Ways To Win”; and U.S. Pat. No. 8,430,739, entitled “Gaming System and Method Having Wager Dependent Different Symbol Evaluations”.


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. Examples of progressive gaming systems are described in U.S. Pat. No. 7,585,223, entitled “Server Based Gaming System Having Multiple Progressive Awards”; U.S. Pat. No. 7,651,392, entitled “Gaming Device System Having Partial Progressive Payout”; U.S. Pat. No. 7,666,093, entitled “Gaming Method and Device Involving Progressive Wagers”; U.S. Pat. No. 7,780,523, entitled “Server Based Gaming System Having Multiple Progressive Awards”; and U.S. Pat. No. 8,337,298, entitled “Gaming Device Having Multiple Different Types of Progressive Awards”.


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 gaming 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. Examples of group gaming systems are described in U.S. Pat. No. 8,070,583, entitled “Server Based Gaming System and Method for Selectively Providing One or More Different Tournaments”; U.S. Pat. No. 8,500,548, entitled “Gaming System and Method for Providing Team Progressive Awards”; and U.S. Pat. No. 8,562,423, entitled “Method and Apparatus for Rewarding Multiple Game Players for a Single Win”.


In various embodiments, the gaming system includes one or more player tracking systems. Such player tracking systems enable operators of the gaming 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 gaming system to begin a gaming session, the card reader reads the player identification number off the player tracking card to identify the player. The gaming system timely tracks any suitable information or data relating to the identified player's gaming session. The gaming 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 gaming 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 gaming 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 gaming 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. Examples of player tracking systems are described in U.S. Pat. No. 6,722,985, entitled “Universal Player Tracking System”; U.S. Pat. No. 6,908,387, entitled “Player Tracking Communication Mechanisms in a Gaming Machine”; U.S. Pat. No. 7,311,605, entitled “Player Tracking Assembly for Complete Patron Tracking for Both Gaming and Non-Gaming Casino Activity”; U.S. Pat. No. 7,611,411, entitled “Player Tracking Instruments Having Multiple Communication Modes”; U.S. Pat. No. 7,617,151, entitled “Alternative Player Tracking Techniques”; and U.S. Pat. No. 8,057,298, entitled “Virtual Player Tracking and Related Services”.


Web-Based Gaming

In various embodiments, the gaming 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 playername 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 gaming 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 gaming system includes a geo-fence system that enables tethered game play within a particular geographic area but not outside of that geographic area. Examples of tethering an EGM to a personal gaming device and geo-fencing are described in U.S. Patent Appl. Pub. No. 2013/0267324, entitled “Remote Gaming Method Allowing Temporary Inactivation Without Terminating Playing Session Due to Game Inactivity”.


Social Network Integration

In certain embodiments, the gaming 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 gaming 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 gaming 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 gaming system enables the player to link the player's player account to the player's social networking account(s). This enables the gaming 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 gaming 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 gaming 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 gaming 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 gaming 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 gaming 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.


Differentiating Certain Gaming Systems from General Purpose Computing Devices

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. Examples of EGM code authentication are described in U.S. Pat. No. 6,962,530, entitled “Authentication in a Secure Computerized Gaming System”; U.S. Pat. No. 7,043,641, entitled “Encryption in a Secure Computerized Gaming System”; U.S. Pat. No. 7,201,662, entitled “Method and Apparatus for Software Authentication”; and U.S. Pat. No. 8,627,097, entitled “System and Method Enabling Parallel Processing of Hash Functions Using Authentication Checkpoint Hashes”.


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. Examples of a state-based EGM, recovery from malfunctions, and game history are described in U.S. Pat. No. 6,804,763, entitled “High Performance Battery Backed RAM Interface”; U.S. Pat. No. 6,863,608, entitled “Frame Capture of Actual Game Play”; U.S. Pat. No. 7,111,141, entitled “Dynamic NV-RAM”; and U.S. Pat. No. 7,384,339, entitled, “Frame Capture of Actual Game Play”.


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. Examples of trusted memory devices are described in U.S. Pat. No. 6,685,567, entitled “Process Verification”.


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. Examples of trusted memory devices/sources are described in U.S. Pat. No. 7,515,718, entitled “Secured Virtual Network in a Gaming Environment”.


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. Examples of using a mass storage device are described in U.S. Pat. No. 6,149,522, entitled “Method of Authenticating Game Data Sets in an Electronic Casino Gaming System”.


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 completion of a qualified gaming session at a first electronic gaming machine: determine a second electronic gaming machine from a plurality of electronic gaming machines in an idle state, wherein the determination is based on a location of at least the second electronic gaming machine relative to a location of the first electronic gaming machine, andcause a display device to display a benefit associated with completing a task at the second electronic gaming machine.
  • 2. The system of claim 1, wherein the completion of the qualified gaming session at the first electronic gaming machine comprises any of a player logging out of the first electronic gaming machine, and the player cashing out a credit balance of the first electronic gaming machine.
  • 3. The system of claim 1, wherein the determination of the second electronic gaming machine is based on any of a duration each of the plurality of electronic gaming machines have been in the idle state, a historic gaming data of a player, a set of electronic gaming machines associated with the player, and a set of electronic gaming machines associated with a gaming establishment operator.
  • 4. The system of claim 1, wherein when executed by the processor responsive to the completion of the qualified gaming session at the first electronic gaming machine by an unidentified player, the instructions cause the processor to cause a benefit identifier associated with completing the task at the second electronic gaming machine to be provided to the unidentified player.
  • 5. The system of claim 1, wherein when executed by the processor responsive to the task being completed at the determined second electronic gaming machine by a player associated with the first qualified gaming session, the instructions cause the processor to cause the benefit to be made available to that player.
  • 6. The system of claim 5, wherein the benefit comprises any of a quantity of monetary credits, a quantity of non-monetary credits, a quantity of promotional credits, a quantity of player tracking points, and a quantity of free plays of a game.
  • 7. The system of claim 1, wherein the qualified gaming session is associated with any of at least a threshold amount of funds being wagered at the first electronic gaming machine, at least a threshold average wager amount per wager placed at the first electronic gaming machine, and at least a threshold amount of time placing wagers at the first electronic gaming machine.
  • 8. The system of claim 1, wherein a first player identified at the first electronic gaming machine is associated with a first task at the determined second electronic gaming machine and a second, different player identified at the first electronic gaming machine is associated with a second, different task at the determined second electronic gaming machine.
  • 9. The system of claim 1, wherein a first gaming session at the first electronic gaming machine qualifies as the qualified gaming session for a first identified player and the first gaming session at the first electronic gaming machine does not qualify as the qualified gaming session for a second, different identified player.
  • 10. 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 completion of a qualified gaming session at a first electronic gaming machine at a first point in time, determine a second electronic gaming machine to promote, wherein the second electronic gaming machine is selected from a first plurality of electronic gaming machines idle at the first point in time and the determination is based on a location of each of the first plurality of electronic gaming machines idle at the first point in time relative to a location of the first electronic gaming machine, andresponsive to the completion of the qualified gaming session at the first electronic gaming machine at a second, subsequent point in time, determine a third electronic gaming machine to promote, wherein the third electronic gaming machine is selected from a second, different plurality of electronic gaming machines idle at the second point in time and the determination is based on a location of each of the second plurality of electronic gaming machines idle at the second point in time relative to the location of the first electronic gaming machine.
  • 11. The system of claim 10, wherein the second plurality of electronic gaming machines idle at the second point in time comprises an electronic gaming machine included in the first plurality of electronic gaming machines idle at the first point in time.
  • 12. A method of operating a system, the method comprising: responsive to a completion of a qualified gaming session at a first electronic gaming machine: determining, by a processor, a second electronic gaming machine from a plurality of electronic gaming machines in an idle state, wherein the determination is based on a location of at least the second electronic gaming machine relative to a location of the first electronic gaming machine, anddisplaying, by a display device, a benefit associated with completing a task at the second electronic gaming machine.
  • 13. The method of claim 12, wherein the completion of the qualified gaming session at the first electronic gaming machine comprises any of a player logging out of the first electronic gaming machine, and the player cashing out a credit balance of the first electronic gaming machine.
  • 14. The method of claim 12, wherein the determination of the second electronic gaming machine is based on any of a duration each of the plurality of electronic gaming machines have been in the idle state, a historic gaming data of a player, a set of electronic gaming machines associated with the player, and a set of electronic gaming machines associated with a gaming establishment operator.
  • 15. The method of claim 12, further comprising, responsive to the completion of the qualified gaming session at the first electronic gaming machine by an unidentified player, causing a benefit identifier associated with completing the task at the second electronic gaming machine to be provided to the unidentified player.
  • 16. The method of claim 12, further comprising, responsive to the task being completed at the determined second electronic gaming machine by a player associated with the first qualified gaming session, causing the benefit to be made available to that player.
  • 17. The method of claim 16, wherein the benefit comprises any of a quantity of monetary credits, a quantity of non-monetary credits, a quantity of promotional credits, a quantity of player tracking points, and a quantity of free plays of a game.
  • 18. The method of claim 12, wherein the qualified gaming session is associated with any of at least a threshold amount of funds being wagered at the first electronic gaming machine, at least a threshold average wager amount per wager placed at the first electronic gaming machine, and at least a threshold amount of time placing wagers at the first electronic gaming machine.
  • 19. The method of claim 12, wherein a first player identified at the first electronic gaming machine is associated with a first task at the determined second electronic gaming machine and a second, different player identified at the first electronic gaming machine is associated with a second, different task at the determined second electronic gaming machine.
  • 20. The method of claim 12, wherein a first gaming session at the first electronic gaming machine qualifies as the qualified gaming session for a first identified player and the first gaming session at the first electronic gaming machine does not qualify as the qualified gaming session for a second, different identified player.