The field of disclosure relates generally to electronic gaming, and more particularly to systems and methods storing, sharing, and/or replaying a game event, such as a winning game outcome.
Electronic gaming machines (EGMs), or gaming devices, provide a variety of wagering games such as, for example, and without limitation, slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games, and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inserting or otherwise submitting money and placing a monetary wager (deducted from the credit balance) on one or more outcomes of an instance, or play, of a primary game, sometimes referred to as a base game. In many games, a player may qualify for secondary games or bonus rounds by attaining a certain winning combination or other triggering event in the base game. Secondary games provide an opportunity to win additional game instances, credits, awards, jackpots, progressives, etc. Awards from any winning outcomes are typically added back to the credit balance and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
Slot games are often displayed to the player in the form of various symbols arranged in a row-by-column grid, or “matrix,” which may define a plurality of symbol positions, and which may be generated by spinning a plurality of reels, each of which may correspond to a respective column of the matrix. Specific matching combinations of symbols along predetermined paths, or paylines, drawn through the matrix indicate the outcome of the game. The display typically highlights winning combinations and outcomes for ready identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” that is available to the player for reference. Often, the player may vary his/her wager to included differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, the frequency or number of secondary games, and/or the amount awarded.
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player, referred to as return to player (RTP), over the course of many plays or instances of the game. The RTP and randomness of the RNG are fundamental to ensuring the fairness of the games and are therefore highly regulated. The RNG may be used to randomly determine the outcome of a game and symbols may then be selected that correspond to that outcome. Alternatively, the RNG may be used to randomly select the symbols whose resulting combinations determine the outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
Many conventional EGMs do not afford players an opportunity to store or share their wins with others. For example, many EGMs provide a celebration graphic or celebration animation in conjunction with certain winning game outcomes. However, there is traditionally no option to store the celebration experience for enjoyment later by the winning player, nor has there been any facility for sharing winning game experiences with family members and friends of the winning player.
In one aspect, an electronic gaming system is described. The system includes a display device, a memory device, and a processor configured to execute instructions stored in the memory device, which when executed, cause the processor to at least: provide the wagering game on the display device; determine whether a game event has occurred during the wagering game; store a copy of the game event in the memory device in response to determining that the game event has occurred; generate digital content in response to determining that the game event has occurred; overlay the digital content on the copy of the game event; and provide access to the copy of the game event with the digital content overlaid thereon to at least one replay recipient.
An example embodiment of the subject matter disclosed will now be described with reference to the accompanying drawings.
Embodiments of the present disclosure provide systems and methods for storing one or more game events, such as, for example, winning game outcomes, and providing the stored game events to one or more replay recipients, including the original player, for replay of the stored game events. In one example, a player may achieve a winning game outcome on a reel game, whereupon the winning game outcome may be stored for replay or subsequent watching as a game event (including a variety of associated data, such as digital content). The player may also designate or select one or more replay recipients (e.g., family members, social media contacts, etc.), who may receive a copy of (or a link to) the stored game event for replay on their electronic gaming machines, computing devices, smartphones, and the like. Stored game events may, in addition, be provided to one or more recipients in association with the digital content, such as a border that frames a replay video copy of the game event and that identifies the casino that provided the winning game outcome.
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices 104A-104X and the server computers 102 can communicate over one or more communication networks, such as over the Internet through a web site maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices 104A-104X to communicate with one another and/or the server computers 102 using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.
In some implementation, server computers 102 may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device 104A, gaming device 104B or any of the other gaming devices 104C-104X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers 102 described herein.
The server computers 102 may include a central determination gaming system server 106, a ticket-in-ticket-out (TITO) system server 108, a player tracking system server 110, a progressive system server 112, and/or a casino management system server 114. Gaming devices 104A-104X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server 106 and then transmitted over the network to any of a group of remote terminals or remote gaming devices 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device 104A often includes a main door which provides access to the interior of the cabinet. Gaming device 104A typically includes a button area or button deck 120 accessible by a player that is configured with input switches or buttons 122, an access channel for a bill validator 124, and/or an access channel for a ticket-out printer 126.
In
In many configurations, the gaming device 104A may have a main display 128 (e.g., video display monitor) mounted to, or above, the gaming display area 118. The main display 128 can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
In some implementations, the bill validator 124 may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device 104A may also include a “ticket-out” printer 126 for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer 126 on the gaming device 104A. The gaming device 104A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device 104A.
In some implementations, a player tracking card reader 144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad 146, and/or an illuminated display 148 for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device 104A. In such implementations, a game controller within the gaming device 104A can communicate with the player tracking system server 110 to send and receive player tracking information.
Gaming device 104A may also include a bonus topper wheel 134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel 134 is operative to spin and stop with indicator arrow 136 indicating the outcome of the bonus game. Bonus topper wheel 134 is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
A candle 138 may be mounted on the top of gaming device 104A and may be activated by a player (e.g., using a switch or one of buttons 122) to indicate to operations staff that gaming device 104A has experienced a malfunction or the player requires service. The candle 138 is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
There may also be one or more information panels 152 which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s) 152 may be implemented as an additional video display.
Gaming devices 104A have traditionally also included a handle 132 typically mounted to the side of main cabinet 116 which may be used to initiate game play.
Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet 116 of the gaming device 104A, the details of which are shown in
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door which opens to provide access to the interior of the gaming device 104B. The main or service door is typically used by service personnel to refill the ticket-out printer 126 and collect bills and tickets inserted into the bill validator 124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
Another example gaming device 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some implementations, example gaming device 104C may also include speakers 142 to output various audio such as game sound, background music, etc.
Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
The games available for play on the gaming device 200 are controlled by a game controller 202 that includes one or more processors 204. Processor 204 represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor 204 can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor 204 can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor 204 is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Although
Memory 208 can store one or more game programs 206 that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program 206 represents an executable program stored in any portion or component of memory 208. In one or more implementations, game program 206 is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor 204 in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory 208 and run by processor 204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory 208 and executed by processor 204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory 208 to be executed by processor 204.
Alternatively, game programs 206 can be set up to generate one or more game instances based on instructions and/or data that gaming device 200 exchanges with one or more remote gaming devices, such as a central determination gaming system server 106 (not shown in
Gaming devices, such as gaming device 200, are highly regulated to ensure fairness and, in many cases, gaming device 200 is operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices 200 that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices 200 is not simple or straightforward because of: (1) the regulatory requirements for gaming devices 200, (2) the harsh environment in which gaming devices 200 operate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software.
One regulatory requirement for games running on gaming device 200 generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices 200 satisfy a minimum level of randomness without specifying how a gaming device 200 should achieve this level of randomness. To comply,
In
Another regulatory requirement for running games on gaming device 200 includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device 200 provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.
When a player wishes to play the gaming device 200, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator 234 to establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader 230. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display 240 and secondary game display 242. Other game and prize information may also be displayed.
For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons 236, the primary game display 240 which may be a touch screen, or using some other device which enables a player to input information into the gaming device 200.
During certain game events, the gaming device 200 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers 220. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device 200 or from lights behind the information panel 152 (
When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer 222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
Additionally, or alternatively, gaming devices 104A-104X and 200 can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in
Although
According to some examples, the mobile gaming devices 256 may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices 256 may be configured to receive game outcomes from another device, such as the central determination gaming system server 106, one of the EGMs 104, etc.
Some mobile gaming devices 256 may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices 256 may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices 256 may include a ticket reader and/or a ticket printer whereas some mobile gaming devices 256 may not, depending on the particular implementation.
In some implementations, the casino 251 may include one or more kiosks 260 that are configured to facilitate monetary transactions involving the mobile gaming devices 256, which may include cash out and/or cash in transactions. The kiosks 260 may be configured for wired and/or wireless communication with the mobile gaming devices 256. The kiosks 260 may be configured to accept monetary credits from casino patrons 262 and/or to dispense monetary credits to casino patrons 262 via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks 260 may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device 256 for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron 262 is ready to cash out, the casino patron 262 may select a cash out option provided by a mobile gaming device 256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device 256 may send a “cash out” signal to a kiosk 260 via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk 260 may provide monetary credits to the casino patron 262 corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.
In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server 108. For example, the TITO system server 108 may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device 256 and/or a kiosk 260.
Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices 256 may be configured for wireless communication with the player tracking system server 110. Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.
According to some implementations, a mobile gaming device 256 may be configured to provide safeguards that prevent the mobile gaming device 256 from being used by an unauthorized person. For example, some mobile gaming devices 256 may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices 256 may be configured to function only within a predetermined or configurable area, such as a casino gaming area.
In this example, a gaming data center 276 includes various devices that are configured to provide online wagering games via the networks 417. The gaming data center 276 is capable of communication with the networks 417 via the gateway 272. In this example, switches 278 and routers 280 are configured to provide network connectivity for devices of the gaming data center 276, including storage devices 282a, servers 284a and one or more workstations 570a. The servers 284a may, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices 282a. The code may be subsequently loaded onto a server 284a after selection by a player via an EUD and communication of that selection from the EUD via the networks 417. The server 284a onto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers 284a. Although only one gaming data center 276 is shown in
In this example, a financial institution data center 270 is also configured for communication via the networks 417. Here, the financial institution data center 270 includes servers 284b, storage devices 282b, and one or more workstations 286b. According to this example, the financial institution data center 270 is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users 274a-274c may maintain at least one financial account with the financial institution that is serviced via the financial institution data center 270.
According to some implementations, the gaming data center 276 may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers 284a may be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s) 284a may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center 270. The server(s) 284a may, in some examples, be configured to maintain an audit record of such transactions.
In some alternative implementations, the gaming data center 276 may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center 270 and the gaming data center 276 include their own servers and storage devices in this example, in some examples the financial institution data center 270 and/or the gaming data center 276 may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center 270 and/or the gaming data center 276 may rely entirely on cloud-based servers.
One or more types of devices in the gaming data center 276 (or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs 264 and/or other information regarding authorized users of EUDs 264 (including but not limited to the authorized users 274a-274c), may be stored on storage devices 282 and/or servers 284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices 282 and/or servers 284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center 276) by authorized users.
In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center 276. One or more other devices (such EUDs 264 or devices of the gaming data center 276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.
The UI system 302 includes one or more UIs that a player can interact with. The UI system 302 could include one or more game play UIs 304, one or more bonus game play UIs 308, and one or more multiplayer UIs 312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI 304, bonus game play UI 308, and the multiplayer UI 312 may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. Using
The game play UI 304 represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements 306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system 302 could transition out of the base game to one or more bonus games. The bonus game play UI 308 represents a UI that utilizes bonus game play UI elements 310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element 306A-306N are similar to the bonus game play UI elements 310A-310N. In other implementations, the game play UI element 306A-306N can differ from the bonus game play UI elements 310A-310N.
Based on the player inputs, the UI system 302 could generate RNG calls to a game processing backend system 314. As an example, the UI system 302 could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine 316 could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. Gaming RNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in
The RNG conversion engine 320 processes each RNG outcome from RNG engine 316 and converts the RNG outcome to a UI outcome that is feedback to the UI system 302. With reference to
After generating the UI outcome, the game processing backend system 314 sends the UI outcome to the UI system 302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system 302 updates one or more game play UI elements 306A-306N, such as symbols, for the game play UI 304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements 310A-310N (e.g., symbols) for the bonus game play UI 308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.
In the example embodiment, wagering game 400 includes a plurality of reels, such as a first reel 402, a second reel 404, a third reel 406, a fourth reel 408, and a fifth reel 410. Reels 402-410 may include simulated or “virtual” reels generated and displayed by game controller 202 (or processor 204 thereof) on primary game display 240 and/or secondary game display 242. In an online embodiment, reels 402-410 may also be displayed on a display device of a player's EUD 264. In the exemplary embodiment, reels 402-410 are displayed on primary game display 240. In other embodiments, reels 402-410 may include one or more physical or mechanical reels having a display element, such as a liquid crystal display (LCD), capable of displaying one or more symbols during gameplay. In other embodiments, reels 402-410 may include a plurality of mechanical reels overlaid by an LCD panel.
Each reel 402-410 may include a plurality of symbols, and symbols from each reel 402-410 may be displayed in one of a plurality of symbol positions, which may, together, define a matrix of symbol positions. Each symbol position may be designated by a row number (e.g., “1,” “2,” “3,” “4,” “5,” etc.) and a column letter (e.g., “A,” “B,” “C,” “D,” “E,” etc.) For example, the upper-left-most symbol position, occurring on reel 402 at the intersection of row 1 and column A, may be designated by the symbol position “1A.”
Accordingly, during gameplay, one or more reels 402-410 may be spun virtually and stopped to display a subset of the symbols of one or more reels 402-410. In at least some embodiments, one or more reels 402-410 may be spun and stopped in response to credit wager placed by a player (e.g., which a player may place by selecting a “Spin” button).
In at least some embodiments, five symbol positions of one or more reels 402-410 may be selected, stopped, and displayed by game controller 202 for presentation to a player. In addition, in at least some embodiments, one or more consecutive symbols are selected for presentation. For example, if a symbol at symbol position “1A” is selected by game controller 202 for presentation, the symbols at symbol positions “2A,” “3A,” “4A,” and “5A” may also be selected and displayed.
In other embodiments, wagering game 400 may not be a reel game or may include reels 402-410 in addition to one or more other wagering or gameplay aspects. For example, in at least one embodiment, wagering game 400 may be a bingo game (e.g., a Class II bingo game) and/or a lottery-style game (e.g., a Class I lottery-style game, such as a keno game). In other embodiments, wagering game 400 may be a video game, such as an online multiplayer video game and/or a so-called massively multiplayer online game (MMO). In the instance that wagering game 400 is an online multiplayer game (or an MMO), wagering game 400 may, in at least some embodiments, also include one or more wagering aspects, which may distinguish wagering game 400 from traditional MMOs.
Accordingly, a variety of wagering games 400 may be provided. In each type of wagering game 400, however, one or more game events may occur, where game events may include (as described above) anything that may happen during wagering game 400. To illustrate, game events may include combinations of symbols displayed on reels 402-410, including winning and non-winning combinations, sequences or video clips of game play, and the like. In one example, non-winning outcomes may be recorded as game events, particularly where such non-winning combinations are “almost-winning,” such as, for example, a combination of symbols that is only one or two symbols different from a winning combination or a jackpot combination. As a result, it will be appreciated that game events may vary from one wagering game 400 to another. For example, game events that occur during a reel game may differ from game events that occur during an MMO.
In the example of
Accordingly, in this example, celebration graphic 412 is superimposed over reels 402-410 and indicates that the player has won a “JACKPOT.” Again, it will be appreciated that a variety of other game events may occur as well, and that any suitable celebration graphic 412 (or no celebration graphic) may accompany each game event. For example, a more general celebration graphic 412 may simply indicate that the player is a “WINNER.” Likewise, a celebration graphic, such as “ALMOST!” may accompany an almost-winning game event, and the like.
In response to the occurrence of the game event, game controller 202 may store the game event, or an image copy of the game event, in a computer memory device, such as memory 208, and/or any other suitable memory. As used herein, an “image copy” or “copy” of the game event may include any screenshot or other image showing the game event itself and/or a sequence of images showing, for example, anything leading up to and/or following the game event. For example, in a reel game an image copy of a game event may include a winning symbol combination or a screenshot of the winning combination or a video copy of one or more reel spins leading up to and including the winning outcome and/or celebration graphics provided in association with the winning outcome.
However, for convenience, game events are described as being stored herein. It will be understood, however, that storage of game events refers to storage of an image copy of the events, including, but not limited to, storage of winning symbol combinations, winning outcomes in the form of screenshots, video copies of winning gameplay, and other winning, non-winning, and almost-winning game outcomes, as described herein. In some embodiments, game controller 202 may upload the game event to a backend server system, such as any of servers 106-114, for storage and retrieval.
Specifically, in at least some embodiments, game controller 202 may execute instructions causing a display device (e.g., of an EGM 104A-104X) to display a player selectable option, such as storage option 414, to store the game event may be provided to the player, and the player may select the storage option 414 to cause game controller 202 to store the game event, as described. In other embodiments, no storage option 414 may be needed. For example, in at least some embodiments, a player's loyalty or membership account may store information about whether a player is enrolled or participating in a program that allows the player to store and replay game events, as described herein. In some embodiments, game controller 202 may cause display of a player selectable option to be presented to the player to cause game controller 202 to automatically upload the game event to, for example, a social media page for the player, the casino, the EGM manufacturer, or any variety of social media pages.
In these embodiments, if a player achieves a winning game event, a non-winning game event, an almost-winning game event, and or any other game event specified by the player and/or a casino operator, the game event may be automatically recorded and stored on a suitable memory device (e.g., a server memory, an EGM memory, a memory of the player's EUD 264, and the like). Further, in various embodiments, a player may specify which game events, or which type(s) of game event(s), that will be recorded.
For example, a player may login to a loyalty account to select recording and/or replay options. In one embodiment, a player may select from recording all winning game events, only winning game events having a payout greater than a player specified game event threshold value (e.g., greater than 500 credits), non-winning events, almost-winning outcomes (e.g., a game outcome within a predefined difference from a winning outcome), and the like. A player may also control a variety of other recording and replay options from his or her player account, such as a default contact list that will be provided a link to watch a recorded game event. A player may also specify whether a front-facing camera of the player's device (e.g., the EGM 104A-104X and/or the player's EUD 264) should record the photograph and/or video of the player's reaction to the game event, while the game event is occurring in real-time and being recorded. It will be appreciated that a variety of other parameters and settings may be manipulated in the player's loyalty account as well and that the examples given herein are for illustrative purposes.
In embodiments that include storage option 414, the option may be displayed (e.g., as a graphical user interface or GUI) over reels 402-410, over celebration graphic 412, and/or in any other suitable location. To enable selection of storage option 414, primary game display 240 and/or secondary game display 242 may include a touchscreen or touch sensitive display, which may enable a player to touch or tap option 414 for selection. Likewise, in an online gaming embodiment, a player may utilize a touchscreen of EUD 264 to select a storage option 414. In addition, in some embodiments, a player may select storage option 414 using a mechanical pushbutton of button deck 120. In some other embodiments (e.g., MMO embodiments), a player may use a gamepad or joypad, a mouse, a keyboard, and/or any other suitable user input device to select storage option 414.
Further, as a result of the fact that a game event may include anything that happens during wagering game 400, any data associated with a game event may also be stored in response to selection of storage option 414. For example, in the reel-based wagering game 400 of
As described herein, in some embodiments, an image or video of the player may be recorded or captured by an image capture device, such as a camera of the player's EGM 104A-104X and/or a camera of the player's EUD 264. In some cases, another camera, such as a ceiling mounted casino camera, may also capture player reactions, such as, for example, in the case that the player's EGM 104A-104X does not include a camera.
As a result, and in various embodiments, in response to a game event, such as a winning game outcome, game controller 202 may control a camera to capture one or more images or videos of the player, whereby the player reaction to the occurrence of the game event (e.g., player excitement, player anticipation, player disappointment, etc.) may be captured and stored for replay and/or sharing later.
In some embodiments, after capture of the player reaction, game controller may provide or cause to be displayed a preview of the image or video data, which the player may be allowed to edit (e.g., to remove identifying information, etc.) prior to storage. For example, in at least some embodiments, a player may make changes to a recording, such as removing or cropping background images, adding voice over data of any type (e.g., an explanation, music, etc.) desired by the player, adding image filters, and the like. In some embodiments, a player may be able to select a clip of the recording to be stored. For example, a player may desire to only have 5 seconds of their reaction recorded, despite a preview displayed 30 seconds of their reaction. Accordingly, game controller may edit image and/or video data depending on feedback from a player. As an example, if a game event (e.g., reels spinning and stopping) is longer than a recording of a player reaction, the player reaction recording may be replayed more than once a stored video of a game event (e.g., a 5 second player reaction may be played 3 times during a game event video lasting 15 seconds). Further, in some embodiments, a player may be allowed to delete a copy of the recording and/or the copy of the game event itself. Players may find this option useful, for example, where they are dissatisfied with their reaction and/or simply to preserve privacy.
Likewise, game controller 202 may remove background data (e.g., images of other casino patrons, images of the player's surrounding environment, such as when the player is playing from home or another private location on an EUD 264, and the like) from the image data to preserve the privacy the player and/or others who may be proximate the player during the recording. In addition, as described herein, in some embodiments, players may select an option (e.g., from a loyalty account) to opt out of image or video capture, which may prevent capture of the player's reaction. In some embodiments, players may be required to opt in before images and/or videos are captured. In some embodiments, a player may turn off and/or on a recording feature of EGM 104A-104X as described herein. In some embodiments, game controller 202 may automatically obscure the faces, and/or other identifying features, of patrons other than the player of the game. In some embodiments, game controller 202 may eliminate all content (patrons, other EGMS, etc.) in the background of the image/video so that only the player can be seen (e.g., as if the player was in front of a green screen). In some embodiments, the player may be presented with options at EGM 104A-104X to select a particular background to be shown behind them in the picture/video. In these embodiments, a player may select a background from a number of default background options stored (e.g., at memory 208) and/or select/create a custom background (e.g., stored at EUD 264). The default options may include, as examples, images/videos of different locations at the casino where the player is playing and images/videos of landmarks near the casino where the player is playing.
Similarly, in an MMO that includes one or more wagering aspects, selection of storage option 414 may cause a game event that includes a victory occurring during the MMO and/or any other player-to-player interaction that players may wish to save to be stored. Data associated with such a game event may include any data necessary to recreate or replay the victory or player-to-player interaction, such as a map of the MMO, a video clip of the victory or player-to-player interaction, a leaderboard of players of the MMO, a game award provided to the victorious player or team, and the like.
Frequently, embodiments in which a player selects one or more replay recipients from a list may be implemented on a player's EUD 264, such as embodiments related to online game play and/or play of the wagering game on the player's EUD 264. Likewise, in various embodiments, an encoded link or link may be provided, which a player may scan, such as using EUD 264. For example, a quick response (QR) code 504 may be displayed on a display device of an EGM 104A-104X. The player may scan the QR code 504 using EUD 264 to obtain a hyperlink to a recording of a game event. In various embodiments, the player may select the link from EUD 264 to view the recording. Further, as described in additional detail with reference to
Further, in at least some embodiments, a player may be prompted to enter an email address or mobile telephone number and/or this information may be retrieved form a player account or loyalty account. Thereafter, a link to the game event and/or a copy of the replay event itself (e.g., a video file in any suitable format) may be texted, emailed, or otherwise provided to the player and/or any other replay recipient the player has specified. The player may, it will be appreciated, also forward the file to any desired individual after receipt.
In some embodiments, in order for a player to select storage option 414 and/or a share option (not shown), a certain eligibility criteria must be met by the player. For example, the eligibility criteria may be that the player be a member of a loyalty program. In some embodiments, a prompt may appear on a display of EGM 104A-104X and or EUD 264 notifying the player that they can access, store, and/or share a replay if they join a loyalty program. In some embodiments, the eligibility criteria may include acceptance of an agreement by the player that their image may be saved as part of the stored replay. It should be appreciated that a wide variety of eligibility criteria may be used by game controller 202 to determine whether a player is eligible to receive storage option 414 and/or a share option, as examples.
In some embodiments, as described herein, a player reaction (e.g., as recorded by a camera) may also be provided to a replay recipient and replayed or displayed for the replay recipient on EUD 264. Specifically, a player reaction may be recorded automatically (if the player has opted in, as described herein) and linked to the game event. Later, when the player and/or other individuals view the game event, the player reaction may also be displayed in connection with the game event.
As a result, one technical improvement embodied by the present disclosure is that players can watch and re-watch any desired game event (e.g., winning, non-winning, and almost-winning, as described above). These game events may be viewed on any suitable electronic device, including any EGM 104A-104X, any EUD 264, and/or any other computing device with internet access to a social media platform. Players may thus share recordings of a variety of game events with others, which may generate excitement, interest in the game, etc. Players may also watch old recordings of game events, and these may, in at least one aspect, function as souvenirs of previous game events, such as previous jackpot awards, and the like.
Accordingly, in various embodiments, a stored game event may be replayed on an EGM 104A-104X (e.g., the player may designate himself as a replay recipient or simply select an option to “replay” a game event, such as a winning outcome). For example, in at least one embodiment, a player may select an option to “Replay the Win” (not shown) from his or her EGM 104A-104X, which may be different from the EGM 104A-104X on which the player achieved the game event, and which may cause the EGM 104A-104X to replay the winning outcome, including any celebration graphic and/or any other associated data, for review by the player.
Similarly, in at least some embodiments, a stored game event (and associated data) may be replayed on a device, such as EUD 264, of one or more designated or selected replay recipients. To illustrate, a player of wagering game 400 may obtain a winning outcome on an EGM 104A-104X. As described herein, the player may select one or more replay recipients, such as several family members, friends, and the like. These replay recipients may receive a link or notification to view the game event (e.g., the winning outcome) for replay on their respective EGMs 104A-104X, EUDs 264, etc.
Although EUDs 264 described as at least one means for receiving and sharing a game event, it will be appreciated that in other embodiments, any device capable of receiving a stored game event may be provided the game event for replay. For instance, in at least one embodiment, a player may select family members having associated player tracking accounts, and a backend server 106-114 may provide the game event to EGMs 104A-104X currently occupied or otherwise played by the family members specified by the player based upon the player tracking account information, which the backend system may use to identify the EGMs 104A-104X occupied by the player's family members.
In at least some embodiments, a replay recipient may designate one or more other replay recipients, and these subsequent replay recipients may also be provided a copy of the game event for replay and/or re-sharing. This replay and re-sharing process may theoretically continue indefinitely, thereby providing an opportunity for certain game events (e.g., particularly fantastic game events) to “go viral” (e.g., to be re-shared many thousands of times between many thousands of replay recipients, receive many thousands of views on a particular website, etc.).
Accordingly, as shown in the example of
As described herein, in various embodiments, stored game events may include screenshots of anything a player wishes to record as well as videos of sequences leading up to and following any game events players may wish to record and share. For example, in reel game, the spin or spins leading to a game event (e.g., a jackpot or another winning game event) may be stored and replayed, whereby replay recipients can view not only the still image (e.g., a photograph stored as an image file) of the winning celebration itself, but the build-up to the win, etc.
As a result, at least one technical improvement embodied by the present disclosure is that a replay recipient and/or the player may replay and view the stored game event, in detail, whereby all of the original excitement of the game event may be recreated and relived. Another technical improvement is that game events can be shared and re-shared multiple times (e.g., indefinitely). As a result, excitement for a game may be allowed to propagate, such as on a social media platform, through multiple iterations; in common parlance, replays may “go viral.” Player status may also increase, particularly where a player shares multiple replay events over time (e.g., players may become famous on a variety of social media platforms for regularly achieving big wins, big losses, etc.) Likewise, in at least some embodiments, a number of views or replays of a particular game event may be tracked, and a relative position of the player on a leaderboard of players or another status chart may be adjusted based upon the number of replays associated with the replay event.
Furthermore, as described herein, game events may be stored in association with a variety of digital content, and the digital content may be displayed during a replay of a stored game event. For example, additional digital content may include a name of a casino with which a player achieved a winning outcome during wagering game 400. The name of the casino and any other desired advertising or marketing data may be displayed during replay of game events for advertising purposes, as an example. In the example of
In some embodiments, a player may be able to add different features/content to the stored copy of a game event (e.g., game event 702). For example, a player may desire to add additional content on to the beginning, middle, and/or end of the copy of the game event. As an example, a player may record a video as a preamble to the game event (e.g., a short introduction to introduce himself/herself to viewers) to be stored along with the copy of the game event. Additionally, a player may record a video to be inserted at the end of the video of the stored game event. For example, a player may desire to further describe their reaction shown in the video, and/or encourage viewers to watch other game events shared by the player (e.g., on a social media page of the player). Accordingly, in some embodiments a player may be able to edit the copy of the game event in any variety of ways (e.g., to add additional animations, commentary, etc.). For example, a player may be able to make a record audio data (e.g., a voiceover) that will be played in conjunction with a photograph and/or video when the game event is replayed. In some embodiments, a player may be unable to edit the copy of the game event stored at memory 208, for example, but may be able to edit a local copy at a player EUD (e.g., EUD 264a).
In some embodiments, a pre-recorded video may be added to copies of game events as described herein. For example, a casino and or game manufacturer may record a short to explain the game being played, promote the casino where the game is being played, promote the ability of certain EGMS 104A-104X to record player reactions, and much more. In these examples, a player may be able to select an option to add and/or remove the pre-recorded video. In some embodiments, a player may be required to keep the pre-recorded video in the stored copy of the game event.
Accordingly, in the example embodiment, the copy of the game event 702 is displayed, such as on a social media platform and/or on any other website, and replay recipients may be provided access to the copy of the game event via the social media platform and/or website. Specifically, as described herein, replay recipients may be provided a link to the platform or website, such as by the player who achieved the game event (e.g., in a text message). Likewise, a “share” option 714 may permit replay recipients to share the game event with other replay recipients (not specified by the original player but by replay recipients themselves). Thus, as described above, a number of views (or replays) 716 may be maintained and incremented each time a game event is replayed. As a result, in at least some embodiments, a player's popularity and/or status my increase based on a number of replays the player's game event has recorded. Likewise, in some embodiments, players may be provided additional awards (e.g., bonus awards added to a player account) when they achieve threshold numbers of replays.
In response to the occurrence of the game event, a copy of the game event may be stored, as described in detail above. Further, if player permissions allow, a recording of the player's reaction to the occurrence of the game event (e.g., excitement) may be recorded and stored (step 806). In various embodiments, digital content may also be generated (step 808). Digital content may be related to the casino where the player is wagering and may include, for instance, the name of the casino and/or other information the casino deems appropriate. This data may be placed in border overlaid on a video or still copy of the game event, or it may be overlaid as a watermark over the video or still copy (step 810). The data may also be placed in similar relation to the video or still photograph of the player reaction.
Lastly, access to the copy of the game event and/or the copy of the player reaction may be provided to one or more replay recipients (step 812), and flow may return to step 802. As described herein, access to the copy of the game event and/or player reaction may be variously provided. For example, in some embodiments, a link may be provided, which the player and/or replay recipients can select to obtain access. Similarly, in some embodiments, a copy of the video and player reaction may be provided directly (e.g., emailed or texted). In addition, players and replay recipients may forward and share copies and links as desired to generate interest, excitement, friendly competition, and the like.
Embodiments of the present disclosure thus provide systems and methods for storing one or more game events, such as, for example, winning game outcomes, and providing the stored game events to one or more replay recipients, including the original player, for replay of the stored game events. In one example, a player may achieve a winning game outcome on a reel game, whereupon the winning game outcome may be stored for replay or subsequent watching as a game event (including a variety of associated data, such as digital content). The player may also designate or select one or more replay recipients (e.g., family members, social media contacts, etc.), who may receive a copy of (or a link to) the stored game event for replay on their electronic gaming machines, computing devices, smartphones, and the like.
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.
The present application claims the benefit of and priority to U.S. Provisional Patent Application No. 62/877,656, filed Jul. 23, 2019, and entitled “SYSTEMS AND METHODS FOR STORING, SHARING, AND REPLAYING A GAME EVENT,” the disclosure of which is hereby incorporated by reference in its entirety.
Number | Date | Country | |
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62877656 | Jul 2019 | US |