Technical Field
The present disclosure relates to electronic gaming, and more specifically, to systems, devices, and methods for operating an electronic game playable over a network.
Description of Related Art
Lotteries generally offer games in which a player places a bet and, based on the game outcome, the player wins a cash prize or not. Popular forms of lottery games include printed instant tickets, in which the player uncovers symbols and values to potentially reveal a cash prize. In lottery draw games, a player selects or auto-selects a sub-set of numbers from a larger set of numbers and is paid according to the picked numbers selected in a future drawing outcome.
On-demand interactive lottery games are played over the Internet and allow the player to place wagers and collect winnings online. For example, when played online, the player opens an account, funds the account, selects a lottery game, and makes the wager. The request for the wager placement is provided to a wagering system, which then accepts the wager and decrements the player's account. Based upon either a pre-generated outcome or an outcome that is randomly generated, the outcome is revealed to the player, and the game is completed. If the player has won cash from the game, the player's account is incremented.
In jurisdictions in which lotteries are legal, gaming commissions oversee the execution of lotteries and regulate how and when lotteries are run. In particular, in jurisdictions in which online lottery gaming is permitted, strict rules have been constructed that not only govern the security and integrity of the games, for example, the types of games that may be played as a lottery, but also where the wagers are taken, how the outcomes of the wagers are determined, and the segregation of cash transactions from processes outside of the lottery's control. Due to the high priority of security, changes to lottery or vendor procedures are difficult to implement.
One key security requirement demonstrated in known forms of regulated remote wagering prohibits a game's final cash results from being changed by any user-controlled device. This common rule prevents a user from gaining an impermissible advantage by using software designed to corrupt or circumvent a legitimate game client. This rule also limits the transactional function of a game client to sending data to—and receiving and displaying data from—a wagering system. Thus, the user-controlled device's inability to create transactions requires all final cash results to be entirely generated by a wagering system.
Another common lottery security requirement is for on-demand game cash outcomes to be determined at or before purchase time. When implemented, this requirement prevents a game's cash outcome from being impacted by any future input.
Provided in accordance with the present disclosure is a gaming system that operates with existing online lottery games without changing any part of the existing lottery infrastructure. In particular, a game play server is provided including a processor and a memory storing instructions which, when executed by the processor, cause the game play server to receive data from a wagering system indicating that a player has placed, via a gaming device, a wager with the wagering system, and a result of the wager including an amount won by the player, increment a queued cash win value with the amount won by the player as indicated in the data received from the wagering system, generate first game play data representing new game outcomes and cash wins based upon the queued cash win value and previously stored data, generate second game play data that impacts a future game's outcome and cash wins based upon the queued cash win value, decrement the queued cash win value with an amount awarded and displayed to the player, send the first generated game play data to the player via the gaming device, store the second generated game play data, and send a request to the wagering system to update a gaming account associated with the player to indicate that the awarded amount is payable.
In an embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to, send a request to the wagering system to update the gaming account associated with the player to indicate that a remaining balance in the gaming account is payable.
In another embodiment, a balance of unpaid cash winnings in the gaming account associated with the player is maintained undisclosed to the player. In still another embodiment, the second awarded amount is different from the first awarded amount.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to, after sending the request to the wagering system to update the gaming account associated with the player to indicate that the awarded amount is payable, receive second data from the wagering system indicating that the player has placed, via a gaming device, a second wager with the wagering system, and a result of the second wager including a second amount won by the player, and increment the queued cash win value with the second amount won by the player as indicated in the second data received from the wagering system.
In another embodiment, the game play data includes multiple events and a set of conditions to be met. In an embodiment, predetermined ones of the multiple events meet conditions of the set of conditions.
In an embodiment, the game play server forms part of the wagering system.
In another embodiment, the generated game play data allows the player to play a game which is independent from a game hosted by the wagering system.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data which enriches a game hosted by the wagering system
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by a player state.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by time.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by a player selection.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by player skill.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by a game state.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by a persistent player state.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by lottery drawing outcomes.
In another embodiment, the memory stores further instructions which, when executed by the processor, cause the game play server to generate game play data impacted by sports outcomes.
In another embodiment, the generated second game play data is related to the generated game play data such that the player is allowed to play a continuous game.
A method is provided for operating a computerized game, the method including receiving data from a wagering system indicating that a player has placed, via a gaming device, a wager with the wagering system, and a result of the wager including an amount won by the player, incrementing a queued cash win value with the amount won by the player as indicated in the data received from the wagering system, generating first game play data representing new game outcomes and cash wins based upon the queued cash win value and previously stored data, generating second game play data that impacts a future game's outcome and cash wins based upon the queued cash win value, decrementing the queued cash win value with an amount awarded and displayed to the player, sending the first generated game play data to the player via the gaming device, storing the second generated game play data, and sending a request to the wagering system to update a gaming account associated with the player to indicate that the awarded amount is payable.
In an embodiment, the method also includes sending a request to the wagering system to update the gaming account associated with the player to indicate that a remaining balance in the gaming account is payable.
In an embodiment, a balance of unpaid cash winnings in the gaming account associated with the player is maintained undisclosed to the player.
In another embodiment, the second awarded amount is different from the first awarded amount.
In another embodiment, the method also includes after sending the request to the wagering system to update the gaming account associated with the player to indicate that the awarded amount is payable, receiving second data from the wagering system indicating that the player has placed, via a gaming device, a second wager with the wagering system, and a result of the second wager including a second amount won by the player, and incrementing the queued cash win value with the second amount won by the player as indicated in the second data received from the wagering system.
In another embodiment, the game play data includes multiple events and a set of conditions to be met.
In another embodiment, predetermined ones of the multiple events meet conditions of the set of conditions.
In another embodiment, the generated game play data allows the player to play a game which is independent from a game hosted by the wagering system.
In another embodiment, the method also includes generating game play data which enriches a game hosted by the wagering system.
In another embodiment, the method also includes generating game play data impacted by a player state.
In another embodiment, the method also includes generating game play data impacted by time.
In another embodiment, the method also includes generating game play data impacted by a player selection.
In another embodiment, the method also includes generating game play data impacted by player skill.
In another embodiment, the method also includes generating game play data impacted by a game state.
In another embodiment, the method also includes generating game play data impacted by a persistent player state.
In another embodiment, the method also includes generating game play data impacted by lottery drawing outcomes.
In another embodiment, the method also includes generating game play data impacted by sports outcomes.
In another embodiment, the generated second game play data is related to the generated game play data such that the player is allowed to play a continuous game.
A non-transitory computer-readable storage medium storing a computer program including instructions is provided which, when executed by a processor, cause a computer to receive data from a wagering system indicating that a player has placed, via a gaming device, a wager with the wagering system, and a result of the wager including an amount won by the player, increment a queued cash win value with the amount won by the player as indicated in the data received from the wagering system, generate first game play data representing new game outcomes and cash wins based upon the queued cash win value and previously stored data, generate second game play data that impacts a future game's outcome and cash wins based upon the queued cash win value, decrement the queued cash win value with an amount to be awarded and displayed to the player, send the first generated game play data to the player via the gaming device, store the second generated game play data, and send a request to the wagering system to update a gaming account associated with the player to indicate that the awarded amount is payable.
In an embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to, send a request to the wagering system to update the gaming account associated with the player to indicate that a remaining balance in the gaming account is payable.
In another embodiment, a balance of unpaid cash winnings in the gaming account associated with the player is maintained undisclosed to the player.
In another embodiment, the second awarded amount is different from the first awarded amount.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to, after sending the request to the wagering system to update the gaming account associated with the player to indicate that the awarded amount is payable, receive second data from the wagering system indicating that the player has placed, via a gaming device, a second wager with the wagering system, and a result of the second wager including a second amount won by the player, and increment the queued cash win value with the second amount won by the player as indicated in the second data received from the wagering system.
In another embodiment, the game play data includes multiple events and a set of conditions to be met. In another embodiment, predetermined ones of the multiple events meet conditions of the set of conditions.
In another embodiment, the generated game play data allows the player to play a game which is independent from a game hosted by the wagering system.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data which enriches a game hosted by the wagering system
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by a player state.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by time.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by a player selection.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by player skill.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by a game state.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by a persistent player state.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by lottery drawing outcomes.
In another embodiment, the computer program further includes instructions which, when executed by the processor, cause the computer to generate game play data impacted by sports outcomes.
In another embodiment, the generated second game play data is related to the generated game play data such that the player is allowed to play a continuous game.
Any of the above aspects and embodiments of the present disclosure may be combined without departing from the scope of the present disclosure.
Various aspects and features of the present disclosure are described herein with references to the drawings, wherein:
The present disclosure is directed to systems, devices, and methods for operating an electronic game. In an embodiment, amount won data is received by a game play server from a wagering system as a result of a wager, instead of being returned to a device that initiated the wager. The game play server adds a value corresponding to the amount won data to a stored value representing a sum of all historical amount won data values less a value that is equal to the sum of all historical values awarded to the player via the system. The game play server then generates new game play data which can award any amount less than or equal to the stored value and can be influenced by additional factors, such as player input or state information stored from previous games.
The generated game play data and awards are sent to the device that initiated the wager, which interprets the generated game play data and presents results to the player via a display. When a game accepts additional player input, additional and/or updated game play data and awards can be generated for, and be attributable to, the same wager. The additional and/or updated game play data is then sent to the device that initiated the wager and is presented to the player. When all game play associated with a specific wager has been generated and the sum of all awards associated with the specific wager is greater than zero, a request is sent by the game play server to the wagering system to pay the sum value of the awards associated with the specific wager and revealed to the player for the active wager. Though a portion of winnings from the stored value may remain hidden from the player at the conclusion of any process associated with an individual wager, the stored value may be awarded in its entirety in a future game or may be revealed in its entirety and awarded when a reset request is initiated via wagering system business rules or a verified administrator.
With reference to
Wagering system 110 may be any server, or array of servers, managed by a gaming authority, such as a state gaming commission, used to operate electronic wagering games and to determine winning allocations. Wagering system 110 may include one or more servers dedicated to the operation of a lottery game, player management, accounting, and/or other functions used to operate the lottery game. The term “lottery game” as used herein refers to any game wherein a player is allowed to place a wager on the outcome of a game using an electronic device, and winnings are determined by a drawing or a pseudo-random number generator, and/or are generated in advance as with a predetermined pool of outcomes. Examples include on-demand lottery games, such as interactive versions of instant tickets or slot machines, which are operated by state gaming authorities, as well as those operated by gaming commissions of foreign jurisdictions.
Game play server 120 may be any server, or array of servers, used to operate an electronic game. As described further below, game play server 120 interfaces with wagering system 110 to operate an electronic game that enhances and/or enriches the lottery game operated by wagering system 110. Game play server 120 may be one or more servers dedicated to the operation of the electronic game and/or a cloud-based server installation used to operate the electronic game. In an embodiment, game play server 120 and wagering system 110 are combined into a single server, or array of servers, configured to operate both the lottery game and the electronic game. The term “electronic game” as used herein refers to various games or features that may interface or interact with the lottery game to enhance and/or enrich the player's experience of the lottery game, as described further below.
Gaming devices 130 (referred to hereinafter collectively as “gaming device 130”) may be any computing device operable by a player to play an electronic game. Examples include personal computers such as desktop computers, laptop computers, etc.; mobile devices such smart phones, smart watches, tablets, electronic readers, etc.; gaming devices, such as portable gaming devices, video game consoles, etc.; gambling or gaming devices, such as gambling machines and lottery machines; and/or any other electronic device which can be configured to play the electronic game operated by game play server 120. As described further below, gaming device 130 interfaces with wagering system 110 to allow a player to play the lottery game, and interfaces with game play server 120 to allow the player to play the electronic game. Each gaming device 130 includes one or more displays 132 for displaying the electronic game to the player and one or more player input devices 134 for permitting the player to provide inputs to play the electronic game.
Account server 140 may be any server, array of servers, and/or other computing device configured to manage player accounts. Account server 140 interfaces with wagering system 110 and/or game play server 120 to manage player accounts and to keep track of winnings allocated to the player and funds disclosed to the player. Account server 140 may be an independent server or may be integrated into wagering system 110 and/or game play server 120. Additionally, account server 140 manages one or more accounts associated with the player. In an embodiment, account server 140 manages an undisclosed winnings account, the balance of which is maintained undisclosed to the player, and a paid winnings account, the balance of which is disclosed to the player. In another embodiment, account server 140 manages a single account associated with the player, which includes amounts which are maintained undisclosed to the player, and amounts which are disclosed to the player. In an embodiment, account server 140 is managed by external auditors separate from the operators of wagering system 110 and/or game play server 120.
Network 150 may be any network used to connect and facilitate communication between wagering system 110, game play server 120, gaming device 130, and account server 140, such as a local area network (LAN) consisting of a wired network and/or a wireless network, a wide area network (WAN), a wireless mobile network, a Bluetooth network, and/or the Internet.
To operate the electronic game, game play server 120 is equipped with at least a memory 202, a processor 204, a display 206, a network interface 208, and an input device 210, as shown in
In this regard, according to an embodiment, application 225 includes various modules configured to assemble packages for the generation of the game play data. Application 225 includes a State Data Package assembly module 225a, an Input Data Package assembly module 225b, and a Game Generation module 225c.
State Data Package assembly module 225a is configured to assemble a State Data Package, in response to game play server 120 receiving a request for a game outcome. A State Data Package can incorporate state information associated with an active player, a game, elapsed time, queued cash win value, or any game-related data that persists and updates from one game to another. For example, a State Data Package might include an integer that represents a metagame in which a player collects “power up” symbols. A “metagame” refers to a game or feature that enhances and/or enriches the player's experience in more than one lottery game offering, persists for more than one wagering cycle, and/or integrates with non-game elements such as a menu system, a promotional system, a rewards system, a system that conducts second-chance lottery drawings, a system that conducts AB testing, social media, external application programming interfaces (APIs) and/or email marketing. Thus, for example, over weeks of separate play sessions and across different games, a player may collect the “power up” symbols during random events. After a total of 10 “power up” symbols are collected, the “power up” feature may be activated, providing an opportunity for wins from 10 future games to be doubled when played.
The State Data Package is configured to be used for the generation of the game. To assemble the State Data Package, State Data Package assembly module 225a may either generate or obtain a player identification (ID) associated with a particular player and generate or obtain a game instance ID, a jurisdiction ID, and a session ID. The game instance ID and the session ID identify particular games and gaming session instances for gaming integrity purposes. The jurisdiction ID identifies a jurisdiction, for example, a state or country, with which the player or wagering system 110 is associated and may enable or disable functions as preferred by regulators and operators. In addition to the various IDs, a play history associated with the particular player ID, game instance ID, and/or group of player IDs, if any, is also obtained and can be incorporated with in State Data Package.
Input Data Package assembly module 225b is configured to assemble an Input Data Package for the generation of the game. The Input Data package may include input data retained from a previous game, in an embodiment. In another embodiment, the input data can be used by the gaming device 130 to request an additional set of game play data and award data from the game play server 120 that can impact a total award for a game sequence associated with current and/or future wagers.
Referring now to
At block 301, game play server 120 waits for incoming data to be sent from a wagering system 110.
At block 302, data is received from a wagering system including any cash amount won by a player (W). In accordance with an embodiment, the data is generated after the player places a wager at wagering system 110 by using gaming device 130. It will be appreciated that the cash amount won by the player (W) is predetermined by wagering system 110. After the data is generated, the data is sent to, and thus received by, game play server 120. The data received from wagering system 110 indicates that the player has placed a wager at wagering system 110 and includes the result of the wager including any cash amount won by the player (W).
At block 304, game play server 120 increments a queued cash win value (Q) with the cash amount won by the player (W) as indicated in the data received from wagering system 110 in block 302. For example, game play server 120 may track the queued cash win value (Q) as stored data associated with the player. The queued cash win value (Q) reflects the amount of winnings the player has won from wagers placed on the lottery game operated by wagering system 110, but which has not yet been disclosed to the player. As such, the queued cash win value (Q) in the data associated with the player is not known to the player. It is also possible for additional queued cash win values (Q) to be exclusively present in outcomes that are generated by application 225 and not yet matched with a triggering event. These winnings exist as part of stored sequence data ({fever_R}[ID]) that will be triggered by events that have not yet been generated by Game Generation module 225c. The value of this set of unrevealed cash awards may be indicated as (fever total). Therefore, the sum of all unrevealed cash awards is equal to the queued cash win value (Q) and the value of the set of unrevealed cash awards (fever total).
At block 306, game play server 120 determines whether any directive is active to reset the value of queued cash win value (Q) initiated via wagering system business rules or via a verified administrator. If so, game play data is generated that pays the sum of all unrevealed cash awards (e.g., 100% of the queued cash win value (Q) and the value of the set of unrevealed cash awards (fever total)) in block 307.
To generate the game play data to be sent in block 307, Game Generation module 225c of application 225 generates game play data using data from State Data Package assembly module 225a and Input Data Package assembly 225b. The generated game play data enables the player to play various electronic games. In an embodiment, the electronic games are independent from the lottery game. For example, the player input may indicate a game selection of a slot game, a pachinko game, instant ticket themed game, poker game, or other casual or wagering game, which may be implemented as a game or series of games generated as the game play data irrespective to any game play included in the lottery game operated by wagering system 110. In another example, the player input may indicate a game selection of a lottery game that may be an extension of the lottery game operated by wagering system 110. Additionally, the electronic game may enhance and/or enrich the lottery game operated by wagering system 110.
Then, in block 309, the queued cash win value (Q) is set to zero and the stored sequence data ({fever_R}[ID]) is set to NULL. The game play data and award data are then sent to the gaming device in block 312.
If it is determined at block 315 that the value of awards (A) is greater than zero, a request is sent to wagering system 110 to pay a portion of winnings equal to the value of awards (A) at block 316. After wagering system 110 confirms that it has received the request at block 317, the value of awards (A) is set to zero at block 318. Method 300 then iterates at block 301, where game play server 120 then waits at block 301 for more data to be sent from wagering system 110. If the value of awards (A) equals 0 at block 315, method 300 iterates at block 301, where game play server 120 waits for more data.
Returning to block 306, if a determination is made that no directive is active to reset the value of queued cash win value (Q), game play server 120, at block 308, generates game play data representing new game outcomes and cash wins based upon the queued cash win value (Q). Queued cash win value (Q) is updated by subtracting a generated award (A_round) from the queued cash win value (Q) at block 310, adding the value of the generated award (A_round) to the value of awards (A) in block 311. Game play data and award data are sent to gaming device 130 at block 313.
When the electronic game incorporates feedback or input from the player at block 314, an additional set of play data may be generated at block 308, along with additional awards, additional updating of queued cash win value (Q) at block 310, additional updating of the award value (A) at block 311, and second game play data and award data being sent to the gaming device 130 at block 313. When no additional player input is needed to complete the game initiated by the wager, at block 314, the total value of awards (A) are evaluated in block 315. If the value of awards (A) is greater than zero, a request is sent to wagering system 110 to pay a portion of winnings equal to the value of awards (A) at block 316. Once wagering system 110 confirms that it has received the request at block 317, the value of (A) is set to zero at block 318. Method 300 iterates at block 301, where game play server 120 again waits for more data to be sent from wagering system 110.
By implementing the above-described method 300, though game play server 120 has no opportunity to impact the final cash amount to be paid to a player, game play server 120 can generate game and award outcomes that are influenced by additional input.
In an example, game play server 120 queues the value associated with pre-determined cash results and instructs wagering system 110 to make portions of the pre-determined cash awards available to the player according to events in a game. In an embodiment, game play server 120 may be configured to provide a bonus feature that offers $10 for a correct answer to a trivia question can only be offered when at least $10 is available in queued cash win value (Q). If the feature is offered and the player guesses incorrectly, the $10 remains in queued cash win value (Q) and will be awarded in the future. This configuration encourages a player to perceive that cash awards are affected by their actions, such as a correct trivia answer. In another example, game play server 120 may be configured to provide a scratch ticket-themed interactive game to offer enriched pays for the next 20 bets. For example, a player may make 10 bets today and 10 bets after a week has passed. This configuration encourages a player to return to a specific game while it appears in this state. In other examples, game play server 120 may be configured to provide electronic games such as shooting types of games, which may be perceived by the player to require skill. No matter the skill or effort put forth, the cash outcome is still predetermined.
In another example, game play server 120 is configured to provide electronic games that do not have predetermined cash outcomes. In these embodiments, queued cash win value (Q) and/or stored game outcomes that have not yet been awarded ((fever_R)[ID]) may be associated with a non-player entity, such as a gaming machine, game instance, game system, or group of players.
In other embodiments, game server 120 may be used to award drawing entries in a second-chance lottery drawing, rewards/loyalty club points, or other non-cash units. It is envisioned that non-cash units, pre-determined prizes, non-pre-determined prizes, and any other form of prize can co-exist in the same game and/or game system.
Referring to wager 1, the queued cash win value (Q), as shown in column B, begins at $0. At step 402, wagering system 110 awards the player $15 winnings based on an outcome of a wager the player placed on the lottery game. Upon notification of the award, game play server 120 increments the queued cash win value (Q) associated with the player in column B by $15.
At step 404, wagering system 110 awards the player $5 winnings based on an outcome of another wager the player placed on the lottery game. At step 406, game play server 120 discloses to the player $5 from the queued cash win value (Q) based on an outcome or on an event of the electronic game operated by game play server 120 that is portrayed as a result of the wager described in step 404. At step 408, wagering system 110 awards the player $10 based on an outcome of another wager the player placed on the lottery game and adds the $10 winnings to the queued cash win value (Q) to bring the value to $25. At step 410, the queued cash win value (Q) is verified as equaling or exceeding the required minimum trigger value of $20. Thus, it is determined that enough cash is available to trigger a feature that is required to pay at least $20 through subsequent game play.
The player continues to play multiple events that make up the electronic game operated by game play server 120. Then, at step 412, a first one of the set of three conditions is met. The player makes additional separate wagers and, at step 414, wagering system 110 awards the player $15 based upon the outcome of another wager the player placed on the lottery game, which then added to the queued cash win value (Q) to yield at total of $40. At step 416, a second one of the set of three conditions is met. As can be seen in
At step 418, following another wager placed by the player on the lottery game operated by wagering system 110, wagering system 110 awards the player $10 and notifies game play server 120 to increment the queued cash win value (Q) associated with the player by $10, bringing the total queued cash win value (Q) to $50. At step 420, following a subsequent wager placed by the player on the lottery game operated by wagering system 110, wagering system 110 awards the player $5 and notifies game play server 120 to increment the queued cash win value (Q) associated with the player by $5 to yield at total of $55.
At step 422, all of the conditions in the set of three conditions are met, and game play server 120 generates a game feature which discloses to the player $50 from the queued cash win value (Q) for completing the electronic game at step 424. This causes game play server 120 to send a request to lottery server to pay to the player $50 from an undisclosed winnings account (which is not maintained on game play server 120) associated with the player. It will be appreciated that the $50 win disclosed to the player occurs in response to a game event corresponding to a wager in which no cash was won by the player from wagering system, 110. Additionally, as a result of the disclosure, the queued cash win value ((Q) is reduced to $5.
At step 426, following a subsequent wager placed by the player on the lottery game operated by wagering system 110, wagering system 110 awards the player $5 winnings, and notifies game play server 120 to increment the queued cash win value (Q) associated with the player by $5 for a total of $10. At step 428, following a subsequent wager placed by the player on the lottery game operated by wagering system 110, wagering system 110 awards the player $15 and notifies game play server 120 to increment the queued cash win value (Q) associated with the player by $15 to yield a total of $25. At step 430, the queued cash win value is verified as equaling or exceeding the required minimum trigger value of $20. Thus, it is determined that enough cash is available to trigger another feature that is required to pay at least $20 through subsequent game play.
Thereafter, at step 432, the player requests a cash out of any remaining unpaid winnings, which causes game play server 120 to send a request to lottery server to pay to the player the remaining balance of the undisclosed winnings account associated with the player.
While the above example starts and ends with a queued cash win value of $0, it is envisioned that the electronic game may be operated continuously such that the player does not cash out the remaining unpaid winnings, but rather that the queued cash win value may be carried over to another electronic game play session where the player again plays the electronic game operated by game play server 120 and queued cash win value starts out with a non-$0 balance.
It is also envisioned that, after a period wherein the player is inactive and does not play the electronic game operated by game play server 120 but a positive queued cash win value remains, game play server 120 will notify wagering system 110 of the inactivity such that wagering system 110 may determine to cash out the remaining balance of the undisclosed winnings account associated with the player.
Turning now to
At steps 504 and 506, game play server 120 presents the player with opportunities to answer trivia questions. After the player responds to each of the questions, game play server 120 determines the player's answers to be incorrect and each time generates additional game play data that does not include an additional award. Thus, the value of the queued cash win value (Q) are unchanged.
At steps 508 and 510, game play server 120 presents the player with additional opportunities to answer trivia questions. Game play server 120 determines the player's answer to be correct and generates additional game play data that includes an additional award. Thus, the value of the queued cash win value (Q) and award disclosed (A). In each of steps 508 and 510, game play server 120 sends a request to wagering system 110 to pay to the player $20 from the undisclosed winnings account associated with the player.
In another embodiment,
In an embodiment, it is possible for the game's achievement to be completed by the player on gaming device 130, and provided as player input (see e.g., block 314). Though input from gaming device 130, is potentially susceptible to cheating, doing so cannot result in a player being awarded any additional cash awards that exceed queued cash win value (Q). Further, a player wishing to collect the full value of queued cash win value (Q) may request a cash out of any remaining unpaid winnings, which causes game play server 120 to send a request to lottery server to pay to the player the remaining balance of the undisclosed winnings account associated with the player.
In another embodiment,
When a wager is made and it is determined in step 802 that sufficient queued cash win value (Q) in Column B is available, game play server 120, at its discretion, may enable a fever mode game state 804. While in the fever mode game state 804, an instant ticket-themed game might be implemented to award an additional cash prize on top of normal prizes 806. In this example, the fever mode game state is active during game sequences initiated by wagers 5-13. For each of the wagers during this fever mode game state, game play server 120 causes the electronic game to disclose to the player portions of queued cash win value (Q), which appear to the player as additional awards $3, $3, $18, $5, $3, $3, $5, $10, and $5 corresponding to wagers 5-13. It will be appreciated that the amount awarded by game play server 120 in any given game sequence initiated by a wager and/or the length of the game state can be affected by an updated queued cash win value (Q). In another embodiment, fever games are generated in advance causing award values to be deducted from the queued cash win value, (Q), before Game Generation Module 225c has determined when and how the award values will be revealed.
In another embodiment,
In another embodiment, game play data may be impacted by external factors, such as time. For example, the shortcut game boost demonstrated in
Referring now to
When a ball lands in the “spin” pocket 1114, a slot machine sequence 1122, is activated in interface panel 1124 that can trigger a fever mode game state. In reference to
As noted briefly above, communications between wagering system 110, game play server 120, and gaming device 130 can be offered in different configurations and may include, but are not limited to, direct communication between gaming device 130 and game play server 120, communication between gaming device 130 and game play server 120 via wagering system 110, communication between wagering system 110 and gaming device 130 via game play server 120, direct integration of game play server 120 with wagering system 110, direct integration of game play server 120 with gaming device 130, or other combinations. Communication with and content from external systems, such as the social APIs (such as FACEBOOK® or TWITTER®), can be integrated with any of wagering system 110, game play server 120 and/or gaming device 130, and may be used as external information to drive game outcomes and awards by game play server 120.
Referring now to
Gaming device 130, which is logged in to wagering system 110 with a funded account, sends a bet request to wagering system 110 in block 1306. The contents of the bet request will include information such as the amount wagered and the game selected. In some embodiments, initial player input information may be included in the game request. In the pachinko game described above, a player may make an adjustment to the knob interface element 1102. The resulting data 1120 is sent to game play server 120 or is forwarded from wagering system 110 to game play server 120 in block 1308. Most importantly, in block 1308, wagering system 110 sends the final cash win outcome for the wager to game play server 120. Game play server 120 creates and sends new game play data and any related award data to gaming device 130 in block 1310. If, in block 1312, gaming device 130 sends additional input to game play server 120, game play server 120 will respond with additional data in block 1314. In an embodiment, this additional data will replace existing data previously sent to gaming device 130. In another embodiment, this additional data will represent events that occur in sequence after the conclusion of events represented in previous data. When the game play sequence is complete, gaming device 130 sends a completion request to game play server 120 in block 1316. If award (A) >0, game play server 120 sends a request to wagering system 110 to disclose a cash value equal to (A) in step 1318. In step 1320, wagering system 110 sends a confirmation to game play server 120 that it has successfully completed the transactions required for the previously undisclosed value of (A) to appear in a player's account.
By implementing the above-described systems, devices, and methods, lottery game play may incorporate skill, decisions, continuity and other known and unknown features previously unavailable under wide-spread lottery rules and practices. These features can prolong time-on-device and increase player enjoyment without having to change existing lottery infrastructures. In particular, the present disclosure incorporates methods and systems to receive a lottery awarded amount and then generate additional electronic games that incrementally reveal portions of the lottery awarded amount to the player over a prolonged period of time and/or series of games. The portrayal and timing of how these awards are revealed are impacted by player decisions, series of conditions that must be met over a sequence of games, and other non-predetermined data. The mechanics of games with decisions and continuity features, such as poker, blackjack, pachinko, fruit machines, and/or quiz machines invite greater time on device for players than games without player interaction or a perceived stake in a future wager. The above-described systems and devices may be added to existing lottery infrastructures simply as an application program interface (API), module or an add-on component.
The systems described herein may also utilize one or more controllers to receive various information and transform the received information to generate an output. The controller may include any type of computing device, computational circuit, or any type other processor or processing circuit capable of executing a series of instructions that are stored in a memory. The controller may include multiple processors and/or multicore central processing units (CPUs) and may include any type of processor, such as a microprocessor, digital signal processor, microcontroller, or the like. The controller may also include a memory to store data and/or algorithms to perform a series of instructions.
Any of the herein described methods, programs, algorithms or codes may be converted to, or expressed in, a programming language or computer program. A “Programming Language” and “Computer Program” includes any language used to specify instructions to a computer, and includes (but is not limited to) these languages and their derivatives: Assembler, Basic, Batch files, BCPL, C, C+, C++, Delphi, Fortran, Java, JavaScript, Machine code, operating system command languages, Pascal, Perl, PL1, scripting languages, Visual Basic, metalanguages which themselves specify programs, and all first, second, third, fourth, and fifth generation computer languages. Also included are database and other data schemas, and any other meta-languages. No distinction is made between languages which are interpreted, compiled, or use both compiled and interpreted approaches. No distinction is also made between compiled and source versions of a program. Thus, reference to a program, where the programming language could exist in more than one state (such as source, compiled, object, or linked) is a reference to any and all such states. Reference to a program may encompass the actual instructions and/or the intent of those instructions.
Any of the herein described methods, programs, algorithms or codes may be contained on one or more machine-readable media or memory. The term “memory” may include a mechanism that provides (e.g., stores and/or transmits) information in a form readable by a machine such a processor, computer, or a digital processing device. For example, a memory may include a read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media, flash memory devices, or any other volatile or non-volatile memory storage device. Code or instructions contained thereon can be represented by carrier wave signals, infrared signals, digital signals, and by other like signals.
While several embodiments of the disclosure have been shown in the drawings, it is not intended that the disclosure be limited thereto, as it is intended that the disclosure be as broad in scope as the art will allow and that the specification be read likewise. Therefore, the above description should not be construed as limiting, but merely as exemplifications of particular embodiments. Those skilled in the art will envision other modifications within the scope and spirit of the claims appended hereto.