Patent application number | Description | Published |
20090233705 | PRESENTATION OF REMOTELY-HOSTED AND LOCALLY RENDERED CONTENT FOR GAMING SYSTEMS - A gaming system including a number of host devices each coupled to one or more gaming machines, wherein content provided by the host device is output on the gaming machine. To output the content provided by the remote host, a host-controlled process that is authenticated by the gaming machine and executed in a secure memory location such that it is isolated from other processes executing on the gaming machine may be utilized. The host-controlled processes may be decoupled from the process used to execute the game of chance played on the gaming machine such that the content output by the host-controlled process does not alter the play of game of chance. | 09-17-2009 |
20110165929 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 07-07-2011 |
20110165930 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 07-07-2011 |
20110165931 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 07-07-2011 |
20120315978 | ANONYMOUS PLAYER TRACKING WITH MOBILE DEVICES - A monitoring system for monitoring customer activities within a casino enterprise is described. The monitoring system can be used to determine a current utilization of casino activities so that an optimal mixture of activities can be offered by the casino. Further, the system can be used to identify customers, based on their utilization of the activities, whose loyalty that a casino enterprise may wish to cultivate. In particular embodiments, the monitoring system can be configured to passively track portable wireless devices and associate the portable wireless devices with activities within the casino enterprise that are not attributable to customers registered in a loyalty program. The identity of the person controlling a particular portable device can be unknown. A virtual customer account can be created where the first portable device is used to identify a virtual customer associated with the account. Based upon identification of the first portable device, activities can be associated with the virtual customer and store to the virtual customer account. | 12-13-2012 |
20130017884 | METHODS AND APPARATUS FOR PROVIDING SECURE LOGON TO A GAMING MACHINE USING A MOBILE DEVICEAANM Price; DerrickAACI Las VegasAAST NVAACO USAAGP Price; Derrick Las Vegas NV USAANM Kleppen; Dennis T.AACI HendersonAAST NVAACO USAAGP Kleppen; Dennis T. Henderson NV USAANM Kertesz; AndrewAACI HendersonAAST NVAACO USAAGP Kertesz; Andrew Henderson NV USAANM Nelson; Dwayne R.AACI Las VegasAAST NVAACO USAAGP Nelson; Dwayne R. Las Vegas NV US - Disclosed herein are techniques for communicating between an electronic gaming machine and a mobile computing device. In some implementations, a first communication session with a mobile computing device may be provided at an electronic gaming machine. The first communication session may be conducted via a first wireless communication protocol at a first range proximate the electronic gaming machine. A communication session initiation identifier for initiating a second communication session may be transmitted from the electronic gaming machine to the mobile computing device via the first communication session. Based on the communication session initiation identifier, a second communication session with the mobile computing device may be provided at an electronic gaming machine. The second communication session may be conducted via a second wireless communication protocol at a second range. The second range may be wider than the first range. | 01-17-2013 |
20130053136 | MOBILE DEVICE INTERFACES AT AN ELECTRONIC GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) can be configured with a power interface that allows portable electronic device carried by the patron to receive power. To prevent patrons from monopolizing an EGM for the purposes of solely charging their portable electronic device, the EGM can be configured with power interface control logic that controls the flow of power to the power interface including cutting off power to the power interface. The EGM can include an object detection capability that allows objects, such as a portable electronic device located on or near the EGM to be detected. In one embodiment, when the EGM detects an object has been abandoned, i.e., left at the EGM by a patron, the EGM can be configured to take actions that allow the object to be recovered. | 02-28-2013 |
20130065667 | VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device. | 03-14-2013 |
20130065668 | REDEMPTION OF VIRTUAL TICKETS USING A PORTABLE ELECTRONIC DEVICE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device. | 03-14-2013 |
20130065678 | RETROFIT DEVICES FOR PROVIDING VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device. | 03-14-2013 |
20130065686 | BILL ACCEPTORS AND PRINTERS FOR PROVIDING VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device. | 03-14-2013 |
20130072289 | GAMING SYSTEM, GAMING DEVICE, AND METHOD PROVIDING MULTIPLE SIMULTANEOUSLY PLAYABLE WAGERING GAMES WITH INDIVIDUAL CREDIT BALANCES - A gaming system, gaming device, and method providing multiple simultaneously playable wagering games with individual credit balances. The gaming system: simultaneously displays a plurality of wagering games, each having a separate credit meter; simultaneously displays the credit meters of the wagering games; and enables a player to transfer credits from the credit meter of one wagering game to the credit meter of another wagering game. For each wagering game, the gaming system displays a total number of credits in the credit meter of that wagering game. The total number of credits includes a first sum of: any credits deposited into that credit meter, any credits won during play of that wagering game, and any credits transferred into that credit meter less a second sum of: any credits wagered during play of that wagering game, any credits transferred from that credit meter, and any credits cashed out of that credit meter. | 03-21-2013 |
20130072304 | ELECTRONIC GAMING DEVICE TROUBLESHOOTING AND LOGGING - A method and system for electronic gaming device troubleshooting and logging includes detecting an error condition of an electronic gaming device, an electronic game device having a processor, memory and an interface; generating a reference link for a detected error condition; and conveying a reference link. A system includes an electronic gaming device having a processor, memory and an interface. An electronic gaming device may include a detector configured to detect an error condition of an electronic gaming device; a reference link generator configured to generate a reference link characterizing a detected error condition; and an interface configured to convey a reference link. | 03-21-2013 |
20130079087 | GAMING SYSTEM, GAMING DEVICE, AND METHOD CHANGING AWARDS AVAILABLE TO BE WON IN PENDING PLAYS OF A GAME BASED ON A QUANTITY OF CONCURRENTLY PENDING PLAYS OF THE GAME - Gaming systems, devices, and methods configured to change winnable awards of a pending play of a game based on a quantity of concurrently pending plays of the game are provided. The gaming system enables a player to sequentially initiate multiple plays of a game such that a plurality of plays are concurrently pending. Each play of the game includes one or more awards available to be won in that play. When a quantity of concurrently pending plays of the game is greater than or equal to a designated quantity of plays of the game, the gaming system changes one or more of the awards available to be won in one or more of those concurrently pending plays of the game, and they remain changed as long as the quantity of concurrently pending plays of the game is greater than or equal to the designated quantity of plays of the game. | 03-28-2013 |
20130079115 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR MODERATING REMOTE HOST INITIATED FEATURES FOR MULTIPLE CONCURRENTLY PLAYED GAMES - The gaming system disclosed herein enables a player to simultaneously or concurrently play a plurality of games at a gaming device regardless or independent of if the gaming device accounting system in communication with the gaming device is configured to support such simultaneous or concurrent game play. The gaming system disclosed herein additionally or alternatively enables a player to simultaneously play a plurality of games wherein certain of the games are eligible to operate with a remote host and certain of the games are ineligible to operate with the remote host. | 03-28-2013 |
20130079116 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR MODERATING REMOTE HOST INITIATED FEATURES FOR MULTIPLE CONCURRENTLY PLAYED GAMES - The gaming system disclosed herein enables a player to simultaneously or concurrently play a plurality of games at a gaming device regardless or independent of if the gaming device accounting system in communication with the gaming device is configured to support such simultaneous or concurrent game play. The gaming system disclosed herein additionally or alternatively enables a player to simultaneously play a plurality of games wherein certain of the games are eligible to operate with a remote host and certain of the games are ineligible to operate with the remote host. | 03-28-2013 |
20130079124 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR REPORTING FOR MULTIPLE CONCURRENTLY PLAYED GAMES - The gaming system disclosed herein enables a player to simultaneously or concurrently play a plurality of games at a gaming device regardless or independent of if the gaming device accounting system in communication with the gaming device is configured to support such simultaneous or concurrent game play. The gaming system disclosed herein additionally or alternatively enables a player to simultaneously play a plurality of games wherein certain of the games are eligible to operate with a remote host and certain of the games are ineligible to operate with the remote host. | 03-28-2013 |
20130084552 | WAGER GAMING VOTING LEADERBOARD - Disclosed herein are techniques and equipment for providing a voting point leaderboard system. Players playing wagering games may be awarded voting points for use in a poll with a plurality of candidates in exchange for game-play related activity. Players voting for the winning candidate in the poll may be given an award. Polls may include candidates which may be involved in a real-world contest. Players may be rewarded for voting for the candidate which wins the real-world contest. | 04-04-2013 |
20130084926 | WAGER GAMING VOTING LEADERBOARD - Disclosed herein are techniques and equipment for providing a voting point leaderboard system. Players playing wagering games may be awarded voting points for use in a poll with a plurality of candidates in exchange for game-play related activity. Players voting for the winning candidate in the poll may be given an award. Polls may include candidates which may be involved in a real-world contest. Players may be rewarded for voting for the candidate which wins the real-world contest. | 04-04-2013 |
20130084932 | SYSTEM AND METHOD FOR AN EXTENSIBLE BOOT IMAGE FOR ELECTRONIC GAMING MACHINES - Disclosed are electronic gaming machines, methods and systems for gaming device configuration and gaming device software distribution. An electronic gaming machine is configured to detect whether a primary portable storage device is in communication with the electronic gaming machine. The primary portable storage device may be configured to store a boot image. The boot image may include a boot code, an operating system, and a framework application. The framework application may be configured to search and execute a pluggable module according to instructions provided by the pluggable module. The framework application may also include instructions configured to determine whether at least one of the one or more pluggable modules includes a signature and execute the at least one pluggable module when it is determined that the at least one pluggable module includes the signature. | 04-04-2013 |
20130084951 | TICKET-BASED TRIAL ACCOUNT - Disclosed herein are techniques and equipment for providing a temporary ID for a player tracking account. The temporary ID may be created by a first player with a first level of access to a first player tracking account. The temporary ID may be used by a second player to gain a second level of access to the player tracking account. The second level of access may be less than the first level of access. | 04-04-2013 |
20130084955 | WAGER GAMING VOTING LEADERBOARD - Disclosed herein are techniques and equipment for providing a voting point leaderboard system. Players playing wagering games may be awarded voting points for use in a poll with a plurality of candidates in exchange for game-play related activity. Players voting for the winning candidate in the poll may be given an award. Polls may include candidates which may be involved in a real-world contest. Players may be rewarded for voting for the candidate which wins the real-world contest. | 04-04-2013 |
20130084956 | WAGER GAMING VOTING LEADERBOARD - Disclosed herein are techniques and equipment for providing a voting point leaderboard system. Players playing wagering games may be awarded voting points for use in a poll with a plurality of candidates in exchange for game-play related activity. Players voting for the winning candidate in the poll may be given an award. Polls may include candidates which may be involved in a real-world contest. Players may be rewarded for voting for the candidate which wins the real-world contest. | 04-04-2013 |
20130084957 | WAGER GAMING VOTING LEADERBOARD - Disclosed herein are techniques and equipment for providing a voting point leaderboard system. Players playing wagering games may be awarded voting points for use in a poll with a plurality of candidates in exchange for game-play related activity. Players voting for the winning candidate in the poll may be given an award. Polls may include candidates which may be involved in a real-world contest. Players may be rewarded for voting for the candidate which wins the real-world contest. | 04-04-2013 |
20130084958 | WAGER GAMING VOTING LEADERBOARD - Disclosed herein are techniques and equipment for providing a voting point leaderboard system. Players playing wagering games may be awarded voting points for use in a poll with a plurality of candidates in exchange for game-play related activity. Players voting for the winning candidate in the poll may be given an award. Polls may include candidates which may be involved in a real-world contest. Players may be rewarded for voting for the candidate which wins the real-world contest. | 04-04-2013 |
20130084959 | SYSTEM AND METHOD FOR REMOTE RENDERING OF CONTENT ON AN ELECTRONIC GAMING MACHINE - A gaming system is described. The gaming system can include one or more host devices and EGM clients that communicate with one another over a network. Various non-gaming applications can be maintained on the host device. In response to a request received from an EGM client, a non-gaming application program can be executed on the host device. Content from the non-gaming application can be converted to a media stream that is sent to the EGM client for output. The media stream can be processed using a codec executed on the EGM. Input data associated with the content can be received at the EGM and sent to the host device. The content from the non-gaming application executed on the host can be adjusted in response to the input data received from the EGM. | 04-04-2013 |
20130084991 | SYSTEM AND METHOD FOR REMOTE RENDERING OF CONTENT ON AN ELECTRONIC GAMING MACHINE - A gaming system is described. The gaming system can include one or more host devices and EGM clients that communicate with one another over a network. Various non-gaming applications can be maintained on the host device. In response to a request received from an EGM client, a non-gaming application program can be executed on the host device. Content from the non-gaming application can be converted to a media stream that is sent to the EGM client for output. The media stream can be processed using a codec executed on the EGM. Input data associated with the content can be received at the EGM and sent to the host device. The content from the non-gaming application executed on the host can be adjusted in response to the input data received from the EGM. | 04-04-2013 |
20130102381 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR DISPLAYING MULTIPLE CONCURRENT GAMES USING DYNAMIC FOCAL POINTS - The gaming system disclosed herein changes the focal point of a display device at different points in time to assist the player in focusing on different simultaneously or concurrently played games at different points in time. Specifically, the gaming system displays a plurality of simultaneously or concurrently played games on a display device. In response to a designated event occurring in association with a specific one of the plurality of simultaneously or concurrently played games, the gaming system changes the focal point of the display device to draw the player's focus or attention to that specific one of the simultaneously or concurrently played games. Put differently, the gaming system dynamically allocates and/or indicates different portions of a display device to different simultaneously or concurrently played games at different points in time to account for different events occurring in such simultaneously or concurrently played games. | 04-25-2013 |
20130130777 | SHOWING MOBILE DEVICE DISPLAY ON A ELECTRONIC GAMING MACHINE - A gaming system compatible with patron-controlled mobile devices, such as smart phones or tablet computers, is described. The gaming system can be configured to allow a copy of a current mobile device's screen display to be output to a display on a wager-based electronic gaming machine. A person at the EGM can use the copy of the mobile device's screen display on the EGM to determine that their phone is currently paired with the EGM. In one embodiment, the mobile device can be remotely controlled from the EGM. For instance, touch screen inputs received at the EGM can be used to affect a state of the mobile device. | 05-23-2013 |
20130137516 | ANONYMOUS BIOMETRIC PLAYER TRACKING - A processor-based gaming machine running wager-based games can include an exterior housing, a master gaming controller, a display device, and an anonymous player tracking device adapted to detect passively biometric information from players to facilitate the anonymous tracking of gaming activities without the use of traditional player tracking instruments. A player tracking system can include multiple such gaming machines, a database storing a plurality of player profiles that include biometric data, and a remote player tracking server configured to receive passively detected biometric data regarding anonymous players, determine whether the received biometric data is associated with existing player profiles, attribute credit for the anonymous gaming activity if it is, and create a new player profile if it is not. Player profiles can include multiple biometrics for each player, and confidence levels can be associated with a given biometric to a profile and a given gaming session to a profile. | 05-30-2013 |
20130165199 | SCREEN CAPTURE TO A MOBILE DEVICE - A gaming system compatible with patron-controlled mobile devices, such as smart phones or tablet computers, is described. The gaming system can be configured to convert a presentation of an outcome of a wager-based game played on an electronic gaming machine (EGM) into a social media presentation that can be uploaded to a social media site. In one embodiment, a copy of an image showing the outcome of the wager-based that is output on an EGM can be incorporated into the social media presentation. Then, the social media presentation can be uploaded from the EGM to a player's mobile device or directly to a social media site. | 06-27-2013 |
20130165208 | CONTACTING INTERNET THROUGH PLAYER MOBILE DEVICE - A gaming system including wager-based electronic gaming machines compatible with mobile devices, such as smart phones or tablet computers, is described. The electronic gaming machines can be configured to establish temporary communication connections with mobile devices. After a communication connection is established with a mobile device, the EGM can be configured to utilize the network access capabilities of the mobile device to access a wide area network, such as the Internet. In one embodiment, the EGM can be configured to push data, such as fault condition data, to a remote device via the wide area network connection. In another embodiment, owners of the mobile devices, which can be a player playing the EGM, can receive incentives for allowing the EGM to utilize its network access capabilities. | 06-27-2013 |
20130165209 | SCREEN CAPTURE TO A MOBILE DEVICE - A gaming system compatible with patron-controlled mobile devices, such as smart phones or tablet computers, is described. The gaming system can be configured to convert a presentation of an outcome of a wager-based game played on an electronic gaming machine (EGM) into a social media presentation that can be uploaded to a social media site. In one embodiment, a copy of an image showing the outcome of the wager-based that is output on an EGM can be incorporated into the social media presentation. Then, the social media presentation can be uploaded from the EGM to a player's mobile device or directly to a social media site. | 06-27-2013 |
20130165210 | SOCIAL MEDIA APPLICATIONS FOR A WAGER-BASED GAMING SYSTEM - A gaming system compatible with patron-controlled mobile devices, such as smart phones or tablet computers, is described. The gaming system can be configured to convert a presentation of an outcome of a wager-based game played on an electronic gaming machine (EGM) into a social media presentation that can be uploaded to a social media site. In one embodiment, a copy of an image showing the outcome of the wager-based that is output on an EGM can be incorporated into the social media presentation. Then, the social media presentation can be uploaded from the EGM to a player's mobile device or directly to a social media site. | 06-27-2013 |
20130165211 | RECOVERY OF GRAPHICAL GAME HISTORY AFTER GAME SOFTWARE PACKAGE HAS BEEN REMOVED FROM ELECTRONIC GAMING MACHINE - Disclosed herein are techniques and equipment for saving game history data and package identification information for software packages used to provide a game cycle on a wager gaming machine. The game cycle may later be re-created using the game history data and software packages. For scenarios where some or all of the software packages used are no longer present on the gaming machine at the time of re-creation, the package identification information may be referenced to determine which software packages are missing and need to be provided to enable full game cycle re-creation. | 06-27-2013 |
20130165231 | DIRECTIONAL WIRELESS COMMUNICATION - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to detect the presence of portable electronic devices and to determine whether to initiate a wireless communication session with the portable electronic device based on the strength of the signal received from the portable electronic device. If the signal strength exceeds a minimal threshold level, thereby indicating the portable electronic device is near a gaming device, a wireless communication session can be initiated. The signal strength transmitted from the portable electronic device can be monitored during a game play session to determine whether the wireless communication session should remain active or be terminated. | 06-27-2013 |
20130165232 | USE OF WIRELESS SIGNAL STRENGTH TO DETERMINE CONNECTION - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to detect the presence of portable electronic devices and to determine whether to initiate a wireless communication session with the portable electronic device based on the strength of the signal received from the portable electronic device. If the signal strength exceeds a minimal threshold level, thereby indicating the portable electronic device is near a gaming device, a wireless communication session can be initiated. The signal strength transmitted from the portable electronic device can be monitored during a game play session to determine whether the wireless communication session should remain active or be terminated. | 06-27-2013 |
20130196755 | MOBILE DEVICE TO SECURITY EVENT ASSOCIATION IN GAMING ENVIRONMENTS - A system that tracks information related to security events in a gaming environment includes a plurality of gaming machines, a database storing data regarding security events, and a security event tracking server in communication with the gaming machines and database. Each gaming machine can have an electronic tracking device adapted to detect wirelessly identifying information from portable electronic devices proximate the gaming machine with respect to the occurrence of a security event at or near the gaming machine. The server includes a processor configured to receive information regarding security events and mobile device identifying information, associate the security events with the identifying information, and store the associated security events and identifying information to the database. Mobile device identifying information can be detected passively without any affirmative input by any user of the mobile devices. Patterns of repeated mobile device detections associated with multiple security events can be determined. | 08-01-2013 |
20130237310 | CREDIT RETURN TO PLAYER DURING FAULT CONDITION ON GAMING MACHINE - A credit amount is returned to a wager game player on a gaming machine when a game experiences a fault condition. The credit amount is displayed automatically and the player can accept the return credit amount and resume game play without intervention from a gaming operator attendant, allowing the patron to resume game play within a short time after the fault occurred. The fault occurs during game play and a return credit amount is calculated using all relevant data available on the gaming machine at the time of the fault. The amount is displayed to the patron and the patron is queried whether the amount is acceptable. If it is, the patron can indicate so by pressing a soft key, be credited with that amount, and immediately resume game play. If not acceptable, the patron can indicate so and a gaming operator is signaled. | 09-12-2013 |
20130252713 | USE OF AN ELECTRONIC GAMING MACHINE AS WIRELESS ACCESS POINT FOR MOBILE DEVICES - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) can be configured with a communication interface that allows portable electronic device carried by the patron to access a network, such as the Internet, with the portable electronic device via the EGM. To prevent patrons from monopolizing an EGM for the purposes of solely accessing the network with their portable electronic devices, the EGM can be configured with interface control logic that controls network access via the communication interface. | 09-26-2013 |
20130260889 | EMAILING OR TEXTING AS COMMUNICATION BETWEEN MOBILE DEVICE AND EGM - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. Via E-mailing or texting, a server can mediate communications between a user-controlled device, such as a mobile device, and an EGM. In one embodiment, for a transaction involving interactions with a user-controlled device and an EGM, the server can be configured to create a temporary e-mail or text message address. In particular embodiments, a transaction can involve transferring credits to or from the EGM or transferring game play related information from the EGM to a user specified location. | 10-03-2013 |
20130303263 | FEEDBACK TO PLAYER OF DEVICE CONNECTION STATE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. Electronic gaming machines (EGMs) within the gaming system can be configured to allow play of wager-based games and interact with portable electronic devices. The EGMs can be configured with one or more of mechanisms that enable a user to establish and then determine a status of a communication session between a portable electronic device and the EGM. In addition, the EGMs can be configured with one or more mechanisms that enable a user to determine a status of a transaction or application involving a portable electronic device. | 11-14-2013 |
20130316808 | METHOD AND APPARATUS FOR ENTERING SENSITIVE DATA FOR AN ELECTRONIC GAMING MACHINE FROM A PORTABLE ELECTRONIC DEVICE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. When a transaction is initiated on an EGM that requires the input of Sensitive Information data, such data can be input directly from the Player/Patrons Portable Electronic Device. Hence, such input of their Sensitive Information data is more discrete, and generally out of plain view from the other Player/Patrons. | 11-28-2013 |
20130337878 | PROJECT EGM DISPLAY ONTO MOBILE DEVICE - A gaming system including electronic gaming machines (EGMs) compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. EGMs within the gaming system can be configured to establish communications with portable electronic devices. After communications are established, the EGMs can be configured to determine input and output capabilities of the portable electronic devices and instantiate temporary peripherals. A temporary peripheral instantiated on an EGM can be used to send output to the portable electronic device and/or receive input from the portable electronic device. In some embodiments, input from a temporary peripheral can be used to affect a state of a wager-based game played on the EGM. | 12-19-2013 |
20130344941 | DISPLAYING BONUS CONTENT ON A MOBILE DEVICE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) can be configured to provide bonus content to be displayed on a portable electronic device carried by the patron. Bonus content that is provided to a portable electronic device can be easily and quickly updated as well as customized for the patron. | 12-26-2013 |
20130344942 | AVATAR AS SECURITY MEASURE FOR MOBILE DEVICE USE WITH ELECTRONIC GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system is configured to establish a secure communication session between an electronic gaming machine and a portable electronic device. The system can confirm that a communication session is secure by displaying pre-selected content unique to the portable electronic device. The content can be continuously displayed on the EGM during the active communication session to indicate that the session is secure. | 12-26-2013 |
20140011559 | GAMING SYSTEM, GAMING DEVICE, AND METHOD CHANGING AWARDS AVAILABLE TO BE WON IN PENDING PLAYS OF A GAME BASED ON A QUANTITY OF CONCURRENTLY PENDING PLAYS OF THE GAME - Gaming systems, devices, and methods configured to change winnable awards of a pending play of a game based on a quantity of concurrently pending plays of the game are provided. The gaming system enables a player to sequentially initiate multiple plays of a game such that a plurality of plays are concurrently pending. Each play of the game includes one or more awards available to be won in that play. When a quantity of concurrently pending plays of the game is greater than or equal to a designated quantity of plays of the game, the gaming system changes one or more of the awards available to be won in one or more of those concurrently pending plays of the game, and they remain changed as long as the quantity of concurrently pending plays of the game is greater than or equal to the designated quantity of plays of the game. | 01-09-2014 |
20140018153 | AUDIO PLAYBACK AND CONTROL BETWEEN AN ELECTRONIC GAMING MACHINE AND A MOBILE DEVICE - Music and sounds from a player's mobile device, such as a smart phone or tablet, can be played on an electronic gaming machine during game play. The invention enables a player of an electronic gaming machine to have music from his mobile device be played on the gaming machine as background music during game play. Music files from the player's mobile device are transmitted or streamed to the EGM and the audio is output during game play. A casino may have an audio files library where the files are tagged with certain categories (e.g., game type, specific game, promotion type, etc.). These tags are used to facilitate music and sound selection for the EGM. Music and sounds may be sourced from the player's mobile device, the casino's audio library, or from online sources. | 01-16-2014 |
20140018155 | METHOD AND APPARATUS FOR OFFERING A MOBILE DEVICE VERSION OF AN ELECTRONIC GAMING MACHINE GAME AT THE ELECTRONIC GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. When a Player surpasses predetermined game play parameters on a game of an EGM, a bonus game or related game material may be “unlocked” and offered to the Player for download onto the Player's Portable Electronic Device (PED). Upon installation, the game or content may be viewed or played on their PED at a later time and at their leisure. | 01-16-2014 |
20140031097 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 01-30-2014 |
20140038677 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 02-06-2014 |
20140073390 | THIN CLIENT SUPPORT FOR A GAMING MACHINE - A gaming machine, such as a video slot or video poker machine, may be configured to request a thin client game from a game server for presentation within a thin client. The outcome of the thin client game is determined by the game server. The gaming machine is also configured to execute a thick client game determined by the gaming machine. Indications of the outcomes of the thin and thick client games may be provided to a data collection device. | 03-13-2014 |
20140073418 | PLAYER DRIVEN GAME DOWNLOAD TO A GAMING MACHINE - A service window may be provided to a gaming machine, such as a video slot machine, video poker machine, or similar electronic device. The service window may include an option to request an available game for download. A request for the game may be received via the service window and the game may be provided to the gaming machine. | 03-13-2014 |
20140087853 | ANONYMOUS PLAYER TRACKING WITH MOBILE DEVICES - A monitoring system for monitoring customer activities within a casino enterprise is described. The monitoring system can be used to determine a current utilization of casino activities so that an optimal mixture of activities can be offered by the casino. Further, the system can be used to identify customers, based on their utilization of the activities, whose loyalty that a casino enterprise may wish to cultivate. In particular embodiments, the monitoring system can be configured to passively track portable wireless devices and associate the portable wireless devices with activities within the casino enterprise that are not attributable to customers registered in a loyalty program. The identity of the person controlling a particular portable device can be unknown. A virtual customer account can be created where the first portable device is used to identify a virtual customer associated with the account. Based upon identification of the first portable device, activities can be associated with the virtual customer and store to the virtual customer account. | 03-27-2014 |
20140106850 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR DISPLAYING MULTIPLE CONCURRENT GAMES USING DYNAMIC FOCAL POINTS - The gaming system disclosed herein changes the focal point of a display device at different points in time to assist the player in focusing on different simultaneously or concurrently played games at different points in time. Specifically, the gaming system displays a plurality of simultaneously or concurrently played games on a display device. In response to a designated event occurring in association with a specific one of the plurality of simultaneously or concurrently played games, the gaming system changes the focal point of the display device to draw the player's focus or attention to that specific one of the simultaneously or concurrently played games. Put differently, the gaming system dynamically allocates and/or indicates different portions of a display device to different simultaneously or concurrently played games at different points in time to account for different events occurring in such simultaneously or concurrently played games. | 04-17-2014 |
20140113729 | DIRECTIONAL WIRELESS COMMUNICATION - A method for establishing communication between a portable electronic device and an electronic gaming machine within a gaming environment includes receiving wireless signal data transmitted from the portable electronic device, determining a wireless signal strength relative to the electronic gaming machine based on the wireless signal data, and based on a determination that the wireless signal strength relative to the electronic gaming machine has increased, exceeded a predetermined threshold level, and leveled off for an amount of time exceeding a time threshold after becoming stronger, initiating a wireless communication link between the electronic gaming machine and the portable electronic device. | 04-24-2014 |
20140121005 | VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE - An electronic gaming machine includes a cabinet, a display mounted to the cabinet, a wireless interface for communicating with a portable electronic device, a network interface for communicating with a validation server, a bill validator coupled to a game controller configured to accept bills and printed ticket vouchers, and a removable cash box. The game controller includes a processor and a memory configured to control a wager-based game played on the EGM, redeem virtual ticket vouchers and printed ticket vouchers, receive an indication to transfer value to the EGM via a virtual ticket voucher, receive the virtual ticket voucher including a virtual ticket voucher validation number from the portable electronic device via the wireless interface, validate the virtual ticket voucher with the validation server via the network interface, deposit a credit amount associated with the virtual ticket voucher, and notify the validation server that the virtual ticket voucher is redeemed. | 05-01-2014 |
20140162768 | METHODS AND APPARATUS FOR PROVIDING SECURE LOGON TO A GAMING MACHINE USING A MOBILE DEVICE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. When a transaction is initiated on an EGM that requires the input of Sensitive Information data, such data can be input directly from the Player/Patrons Portable Electronic Device. Hence, such input of their Sensitive Information data is more discrete, and generally out of plain view from the other Player/Patrons. | 06-12-2014 |
20140235322 | THIN CLIENT SUPPORT FOR A GAMING MACHINE - A gaming machine, such as a video slot or video poker machine, may be configured to request a thin client game from a game server for presentation within a thin client. The outcome of the thin client game is determined by the game server. The gaming machine is also configured to execute a thick client game determined by the gaming machine. Indications of the outcomes of the thin and thick client games may be provided to a data collection device. | 08-21-2014 |
20140248941 | TRANSFER VERIFICATION OF MOBILE PAYMENTS - A gaming system sends a transfer verification message containing mobile payment transfer information for providing the transfer verification for completion of a mobile payment transfer, wherein an audit trail is maintained. | 09-04-2014 |
20140256418 | DEVICE SECURITY IN A GAMING MACHINE - A gaming system employs a device security firewall having a plurality of rules and an inclusion list of a plurality of devices allowed to operate on a gaming device for determining acceptable data traffic on the gaming device. | 09-11-2014 |
20140364203 | DYNAMICALLY CONFIGURING ELECTRONIC GAMING MACHINES BASED ON PLAYER MOBILE DEVICE ACTIVITY - A gaming system samples information from a mobile device that is connected to a gaming network for use by at least one electronic gaming machine (EGM) included in the gaming network. | 12-11-2014 |
20140370969 | MANAGING VIRTUAL CURRENCIES IN A GAMING ENVIRONMENT - A method for converting a game award earned during play of a first wager-based game into a game award in a second wager-based game includes, but is not limited to any of combination of: receiving, over a network, a request to convert a first award earned by a player in the first wager-based game into at least one award in the second wager-based game; converting, by one or more processors, the first award earned during play of the first wager-based game to at least one award associated with the second wager-based game based on award conversation data; and storing, by the one or more processors, data associated with result of the conversion of the first award into the at least award of the second wager-based game in a data storage system. | 12-18-2014 |
20150018072 | GAMING SYSTEM AND METHOD FOR RESUMING A SKILL-BASED GAME AFTER AN INTERRUPTION EVENT - A gaming system and method that provides one or more players with one or more pre-resumption opportunities prior to resuming the play of the skill-based game. The gaming system enables one or more players to affirmatively acknowledge, following a game play interruption, that they are ready to resume play of the skill-based game. Such an opportunity to indicate a readiness to resume the play of the skill-based game provides that the play of the skill-based game resumes when the player is ready and minimizes the affect of any game play interruption on the player's outcome of the skill-based game. | 01-15-2015 |
20150024830 | GAMING SYSTEM AND METHOD FOR PROVIDING TEAM PLAY BENEFITS - A gaming system and method which forms, tracks and maintains one or more groups, teams or pools of players. Each group, team or pool includes one or more players (i.e., team members). A player's participation or involvement with the group or team enables the player to access one or more benefits otherwise not available to players unaffiliated with the group or team. That is, based on a player's association with a formed group or team, the gaming system provides the player with one or more benefits, such as an award, an opportunity to win an award, or a modified probability of winning an award. | 01-22-2015 |
20150045111 | GAMING SYSTEM AND METHOD FOR INFORMING A PLAYER OF THE BENEFIT OF HIGHER DENOMINATION GAME PLAY - Various embodiments of the present disclosure provide a gaming system and method for informing a player of the benefit of higher denomination game play by determining if a latter award would have been provided for a play of a game had the game been played at a higher denomination and, if so, indicating that the award would have been larger had the higher denomination been employed. In one embodiment, the gaming system displays an outcome of a play of a game and displays an award based on the displayed outcome. The gaming system determines, based on the displayed outcome, a missed award that would have bean determined had the game been played at a higher denomination. If the missed award is greater than the displayed award, the gaming system displays an indication that a larger award would have been won had the game been played at the higher denomination. | 02-12-2015 |
20150065219 | ENHANCED GAMING DISPLAY THROUGH PERSONAL GAMING DEVICE - Gaming machines and methods for transmitting hidden elements to a portable electronic device are described. The gaming machine includes a cabinet, a display, and a user input mechanism. The gaming machine further includes an interface, wherein the interface is configured to wirelessly communicate with a portable electronic device. The gaming machine includes a game controller. The game controller is configured to provide game play of a wager-based game, including generating gaming information including a hidden element. The game controller is further configured to display at least a portion of the gaming information to the player through the display, wherein the hidden element is not displayed. The game controller is configured to facilitate a data connection between the gaming machine and the portable electronic device through the interface. The game controller is further configured to transmit the hidden element to the portable electronic device. | 03-05-2015 |
20150105139 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR DISPLAYING MULTIPLE CONCURRENT GAMES USING DYNAMIC FOCAL POINTS - The gaming system disclosed herein changes the focal point of a display device at different points in time to assist the player in focusing on different simultaneously or concurrently played games at different points in time. Specifically, the gaming system displays a plurality of simultaneously or concurrently played games on a display device. In response to a designated event occurring in association with a specific one of the plurality of simultaneously or concurrently played games, the gaming system changes the focal point of the display device to draw the player's focus or attention to that specific one of the simultaneously or concurrently played games. Put differently, the gaming system dynamically allocates and/or indicates different portions of a display device to different simultaneously or concurrently played games at different points in time to account for different events occurring in such simultaneously or concurrently played games. | 04-16-2015 |