The field of disclosure relates generally to electronic gaming, and more particularly to a virtual item collection loyalty program associated with an electronic gaming machine.
Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as 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 inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
“Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” which is available to the player for reference. Often, the player may vary his/her wager to include 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, 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 over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
In one aspect, a system is provided. The system includes an electronic gaming machine that includes a display and a controller. The system also includes a player tracking controller in communication with the electronic gaming machine. The player tracking controller is programmed to: a) store a plurality of tokens of a plurality of token collections, wherein each token collection of the plurality of token collections includes a predefined combination of specific tokens of the plurality of tokens and an award; b) receive, from the electronic gaming machine, gameplay information associated with a player; c) determine to award a token of the plurality of tokens to the player based on the gameplay information; and e) transmit a notification of the award of the token to the electronic gaming machine, wherein the electronic gaming machine is configured to display, on the display, the token that was awarded.
An example embodiment of the subject matter disclosed will now be described with reference to the accompanying drawings.
The systems and methods described herein include a player tracking system server that stores a plurality of collections of virtual items. Each virtual item may be unique, and may be represented by and/or correspond to a unique electronic token. Each collection (sometimes referred to herein as a “token collection” or “virtual item collection” includes a predefined combination of specific virtual items to collect and an award for collecting all of the items in the corresponding collection. The player tracking system server tracks the virtual items collected by each player. The player is able to view the items collected and what items are still needed to complete the collections. When the collection is complete, the player can redeem the virtual items for the associated award. Awards may include free drinks, free meals, free gameplay, physical items, trips, room nights, and any other award deemed appropriate.
Players may gain virtual items based on gameplay on electronic gaming machines, checking in at specific locations (e.g., within a casino or elsewhere), purchasing specific items, such as meals, drinks, flights, etc. For example, the player tracking system may receive gameplay information corresponding to a gaming session at an electronic gaming machine, such as, for example, game outcomes, amount wagered, games played, time of play and/or other quantitative or qualitative measures, and may determine to award a specific virtual item based on the gameplay information. The virtual item may be awarded in addition to and/or independently of awards corresponding to the base game of the electronic gaming machine. The player tracking system may store records of each of the virtual items awarded to the player. Accordingly, the virtual item collection game is persistent across gaming sessions and electronic gaming machines. The player tracking system may communicate with a user device (e.g., a smartphone) associated with a player of the virtual item collection game, such that the player may track progress of the virtual item collection game even when the player is not present at a gaming site (e.g., an electronic gaming machine).
The systems and methods therefore embody a variety of technical aspects that are configured to achieve certain technical effects, such as, for example: (a) a data structure that includes a plurality of unique tokens corresponding to virtual items and a plurality of token collections each including a predefined combination of the unique tokens; (b) a player tracking system that provides a virtual item collection game that is persistent across electronic gaming machines and gaming sessions by storing records of tokens corresponding to unique virtual items awarded by electronic gaming machines in communication with the player tracking system; and (c) a player tracking system that enables remote progress tracking of a virtual item collection game by causing a user device to display an interface including a virtual item collection including a predefined combination of the unique virtual items and indicating one or more virtual items of the virtual item collection that have been awarded to the player in response to gaming activity at one or more electronic gaming machines in communication with the player tracking system.
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 website 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 implementations, 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.
The virtual items may be awarded to players based on gameplay at gaming device 200 (shown in
In some embodiments, the award of the virtual item is displayed on the display screen (such as the primary game display 240 or the secondary game display 242 both shown in
In some embodiments, the virtual items associated with each player are stored in a database by the player tracking system server 110. When a new virtual item is awarded, player tracking system server 110 may store a token in the database representing that the player has gained that token. In some embodiments, the player may gain multiple copies of the same token. For example, the player may earn four copies of the topaz virtual item. This allows the player to redeem multiple sets of items that they collect.
In one embodiment, the player may view their collections on an app or website. In these embodiments, the app or website is able to access the database associate with the player tracking system server 110 to determine which tokens the player has collected and then display those tokens to the player. For example, if the player has the Jade and Turquoise pieces for the Jamaican vacation prize, the user device may display three boxes. In the Jade and Turquoise boxes, the virtual item is displayed in color. In the Sapphire box, which the player has yet to collect, the gemstone is greyed out or only shown in outline. This allows the player to know how many and which pieces, they still have to collect to win.
In some embodiments, player tracking system server 110 and/or gaming device 200 may communicate with a user device (e.g., a smart phone) associated with the player, for example, to enable the user to view tokens the player has collected or receive notifications that a token has been awarded to the player. The player tracking system server 110 may identify that the user device is associated with the player present at gaming device 200. When the user device associated with the player has been identified, player tracking system server may transmit a notification to the user device in response to a token being awarded at gaming device 200, and the user device may display the notification. For example, the notification may be an email, text message, or push notification received via the app or website. In some embodiments, player tracking system server 110 may identify the user device as associated with the player based on the location of the user device (e.g., a proximity of the user device to gaming device 200). For example, the user device may include a global positioning system (GPS) that generates GPS data. Player tracking system server 110 may receive such data from the user device (e.g., via a cellular-based or WLAN-based Internet connection), and may determine that the user device is proximate to gaming device 200 based on the GPS data, enabling the user device to be associated with the player presently active at gaming device 200. While such functionality may be performed in the background by player tracking system server 110, it may appear to the user that the user device is communicating directly with gaming device 200, providing a seamless gaming experience. Additionally, or alternatively, gaming device 200 may be configured to communicatively couple directly to the user device (e.g., via near field communication or Bluetooth). In response to the communicative coupling, gaming device 200 may transmit an indicator to player tracking server system 110 including an identifier of the user device, based on which player tracking system server 110 may associate the user device with the player presently active at gaming device 200. In other embodiments, player tracking system server 110 may identify the player at gaming device 200 through the entry of, for example, login information or a loyalty card corresponding to a loyalty account, and may identify the user device based on an association of the user device with the loyalty account.
In some embodiments, the player may be awarded virtual items based on places that they have visited or the number of times that they have visited. For example, if a player has visited a specific casino a specific number of times, they may be awarded a virtual item. Or if the player visits the buffet restaurant within the casino property between specific hours, they may be awarded a piece. This may help drive customers to specific locations. In these examples, the players may receive physical tokens, also known as tickets with QR codes, that they may scan to gain the virtual items for their collections. Additionally, or alternatively, player tracking server system 110 may be in communication with a point of sale (POS) device associated with the purchase of an item (e.g., at the buffet restaurant). The POS device may transmit transaction data corresponding to the purchase to player tracking system server 110, and player tracking system server 100 may determine that the player should be awarded a token based on the purchase. This may extend beyond the casino (or casinos) to casino partners, third party partners, and advertising partners, where each of them may provide virtual items for visiting them or using their services. The partners may also provide collections for specific prizes. For example, an airline may provide a collection that awards 10,000 airline miles for that carrier when completed. This could also be used to push surplus inventory. For example, one of the restaurants in the casino may have a special on steak dinners, where whoever orders one gets a virtual item game piece. Alternatively, the steak dinner could be listed or identified as one of the collection awards.
Virtual items may be awarded via social media. For example, the casino could send out a virtual item via social media and anyone that scans it gains the item. This may be for a new collection, where the first item is sent out via social media, but to complete the collection, the players will need to visit the casino and perform specific tasks to get more virtual items in the set. In addition, players may send out social media messages saying that they were awarded specific virtual items or messages inviting others to play. If other players activate the invitations, both they and the player that sent the message may be awarded virtual items.
In other embodiments, players may share virtual items. For example, a player may be able to text or otherwise transmit a virtual item or partial virtual item to a friend (e.g., via input in the app or website). In response to such an action, player tracking system server 110 may update records associated with the player and the friend to reflect a transfer or partial transfer of the virtual item from the player to the friend. If the friend performs a specific action, such as joining the loyalty program, then both of them may be awarded the virtual item. Players may also gain additional virtual items for every person they successfully invite to join the loyalty program, with additional virtual items based on that number exceeding a threshold. Players may also gain virtual items for inviting friends to visit a specific casino and the friend doing so within a specific period of time.
In the exemplary embodiment, the virtual items awarded are random. Some of the virtual items may be common and easy to get, while other items may be rare. Each time the player earns a virtual item, the item may be randomly determined based on the items in the set or collection. The player tracking system server 110 may use a RNG to determine which virtual item to award. For example, gaming device 200 or player tracking system server 110 may perform an RNG call, and in response to the outcome of the RNG call, parse a pay table including a plurality of possible RNG call outcomes and candidate tokens associated with at least some of the possible outcomes to determine if a token should be awarded. Sometime, the virtual item awarded may be specific based on the activity (i.e., the social media award to get the collection started).
In some embodiments, the virtual item awarded may be specific to a collection. For example, playing a pirate themed gaming device 200 may award virtual items from a pirate themed set. In other embodiments, the virtual item awarded may be from a group of collections or all of the available collections. This distribution may be announced to the players.
In some embodiments, the collections may be for only a specific period of time. For example, in a collection based on a holiday, such as the Chinese New Year, players may only gain pieces for this collection during a predetermined period of time around the holiday. The awards may also only be redeemable during that or another predetermined period of time. In some embodiments, the collection may go dormant until the holiday the next year.
In some embodiments, players may be able to trade or transfer virtual items among each other. For example, in some such embodiments, player tracking system server 110 may receive a request message to transfer the token from a first player to a second player, for example, via a user device associated with the first player. Player tracking system 110 may then update records of tokens of the first player to delete the token, and may records of tokens of the second player to include the transferred token. This may be through a trading platform hosted by the player tracking system server 110. A player may offer a virtual item in exchange for another virtual item from the same set or from a different set. In some embodiments, the players may auction off virtual items or rewards. For example, if a patron who happens to follow a vegan diet wins a steak dinner as a prize, that patron may decide to auction off that award to another person, possibly for half the price of the steak dinner.
In some further embodiments, multiple casino brands may have different virtual item collection games 400. In these embodiments, a clearinghouse may allow players trade virtual items from one casino brand for virtual items in another casino brand.
In some embodiments, the player may redeem a completed collection for either the listed reward or a cash prize.
Virtual items may be gained by players for one of, but not limited to, the following activities: gameplay on one or more gaming devices 200 including: amount of time played, total amount bet during a period of time, amount bet in excess of minimum bet, bets per a period of time, bet level, bet per hand or spin, and specific combinations of symbols; purchases at a specific location, including: meals or drinks at a specific restaurant, room nights, and airline flights; visiting a specific location, either per visit, per number of visits in a period of time, and at a specific period of time; joining a loyalty program or causing others to join the loyalty program; causing others to visit the specific location; sending or receiving items through social media; and/or trading the virtual items.
Awards may include, but are not limited to, free drinks, free food, free gameplay, free hotel nights, free trips, free flights, free services, free physical items (i.e., from the gift shop like a special pin, luggage tag, or clothing), social media badges, free entertainment tickets, reward points, reward program status levels, special access, or coupons or discounts.
User device 504 may be, for example, a smartphone, and may include a display 510, which may be, for example, a liquid crystal display touchscreen. As described above with respect to
Gaming machine 502 may communicate with user device 504, for example, to enable the user to view tokens the player has collected or receive notifications that a token has been awarded to the player. In some embodiments, gaming machine 502 may communicate with user device 504 via player tracking system server 110 (shown in
A computer, controller, or server, such as those described herein, includes at least one processor or processing unit and a system memory. The computer, controller, or server typically has at least some form of computer readable non-transitory media. As used herein, the terms “processor” and “computer” and related terms, e.g., “processing device”, “computing device”, and “controller” are not limited to just those integrated circuits referred to in the art as a computer, but broadly refers to a microcontroller, a microcomputer, a programmable logic controller (PLC), an application specific integrated circuit, and other programmable circuits “configured to” carry out programmable instructions, and these terms are used interchangeably herein. In the embodiments described herein, memory may include, but is not limited to, a computer-readable medium or computer storage media, volatile and nonvolatile media, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules, or other data. Such memory includes a random access memory (RAM), computer storage media, communication media, and a computer-readable non-volatile medium, such as flash memory. Alternatively, a floppy disk, a compact disc-read only memory (CD-ROM), a magneto-optical disk (MOD), and/or a digital versatile disc (DVD) may also be used. Also, in the embodiments described herein, additional input channels may be, but are not limited to, computer peripherals associated with an operator interface such as a mouse and a keyboard. Alternatively, other computer peripherals may also be used that may include, for example, but not be limited to, a scanner. Furthermore, in the exemplary embodiment, additional output channels may include, but not be limited to, an operator interface monitor.
As indicated above, the process may be embodied in computer software. The computer software could be supplied in a number of ways, for example on a tangible, non-transitory, computer readable storage medium, such as on any nonvolatile memory device (e.g. an EEPROM). Further, different parts of the computer software can be executed by different devices, such as, for example, in a client-server relationship. Persons skilled in the art will appreciate that computer software provides a series of instructions executable by the processor.
While the invention 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 invention. Any variation and derivation from the above description and figures are included in the scope of the present invention as defined by the claims.
This application is a continuation of and claims priority to U.S. patent application Ser. No. 16/891,905, filed Jun. 3, 2020, and entitled “SYSTEMS AND METHODS FOR VIRTUAL ITEM COLLECTION LOYALTY PROGRAMS,” claims priority to U.S. Provisional Application Ser. No. 62/873,055, filed Jul. 11, 2019, entitled “SYSTEMS AND METHODS FOR VIRTUAL ITEM COLLECTION LOYALTY PROGRAMS,” which is hereby incorporated by reference in its entirety.
Number | Date | Country | |
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62873055 | Jul 2019 | US |
Number | Date | Country | |
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Parent | 16891905 | Jun 2020 | US |
Child | 18739213 | US |