US20130344941A1 - Displaying bonus content on a mobile device - Google Patents

Displaying bonus content on a mobile device Download PDF

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Publication number
US20130344941A1
US20130344941A1 US13/529,665 US201213529665A US2013344941A1 US 20130344941 A1 US20130344941 A1 US 20130344941A1 US 201213529665 A US201213529665 A US 201213529665A US 2013344941 A1 US2013344941 A1 US 2013344941A1
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Prior art keywords
game
portable electronic
electronic device
bonus
gaming machine
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US13/529,665
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Dwayne R. Nelson
Steven G. LeMay
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International Game Technology
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International Game Technology
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Priority to US13/529,665 priority Critical patent/US20130344941A1/en
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Publication of US20130344941A1 publication Critical patent/US20130344941A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/3218Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects wherein at least part of the system is portable

Definitions

  • the described embodiments relate generally to gaming systems, such as gaming systems deployed in a casino enterprise. More particularly, apparatuses and methods for developing and maintaining customer loyalty in the casino enterprise by providing bonus content that can be customized and experienced on mobile devices are described.
  • casino enterprises attempt to generate interactions with their patrons that provide a unique and personalized game playing experience.
  • casino enterprises offer patrons the opportunity to participate in a loyalty program.
  • patrons are offered various promotions and free items that encourage the patron to return to the casino and to engage in more game play at the casino.
  • promotions can be tailored to the patron's preferences.
  • a patron can choose to receive promotional credits for game play on an electronic gaming machine and information regarding this preference can be stored to an account associated with the patron for the loyalty program.
  • information regarding the patron's preferences in regard to promotions as well as other activities within the casino enterprise, such as food, drink and room preferences, can be stored to the patron's account associated with the loyalty program.
  • the patron information stored in the account can be used to personalize the service and the game playing experience provided to the patron by the casino enterprise.
  • portable electronic devices such as smart phones, laptops, netbooks and tablet computers
  • the portable electronic devices can provide 1) a means of communication allowing the patron to communicate with other individuals within or outside of a casino via a number of different communication modes, 2) a source of news and information, 3) a portal to the patron's on-line activities, such as social media applications, 4) support for entertainment features, such as audio/video playback and gaming applications, 5) a repository for personal information, such as financial information that enables financial transactions in a mobile wallet applications, and 6) a means of capturing information, such as video images and audio recordings.
  • portable electronic devices such as smart phones, are becoming essential tools and in some instances, the primary electronic interface for many individuals.
  • the popularity of portable electronic devices allows for the possibility of using their capabilities to further personalize and enhance the gaming experience in a casino gaming environment.
  • the wireless and Internet connectivity including, for example, standard cellular reception and 802.11 connectivity, in a casino might be limited.
  • methods and apparatus are desired that allow for complementary interactions with portable electronic devices within a casino environment, such as when a patron is participating in game play on an electronic gaming machine. It may be beneficial to allow patrons to view bonus content and play bonus games on their mobile devices.
  • a gaming system compatible with user-controlled portable electronic devices such as smart phones, is described.
  • electronic gaming machines (EGM) in the gaming system can be configured to communicate with a portable electronic device carried by a patron and to present bonus content on the portable electronic device.
  • Providing bonus content to a portable electronic device can allow bonus content to be updated very quickly.
  • the electronic gaming machine can include: a cabinet; a communication interface integrated into the cabinet, a game controller, and an interface controller.
  • the communication interface can establish communications between the electronic gaming machine and a portable electronic device.
  • the game controller includes a processor and a memory coupled to the communication interface and secured within the gaming cabinet configured to control a wager-based game.
  • the interface controller is configured to provide bonus content to the portable electronic device. The bonus content is triggered during a wager-based game on the electronic gaming machine.
  • Another aspect of the methods and apparatus described herein is related to a method in an electronic gaming machine including a communication interface configured to provide bonus content to a portable electronic device.
  • the method can be generally characterized as including: 1) detecting triggering of a bonus event during a wager-based game on the electronic gaming machine; 2) detecting a communication session between the portable electronic device and the electronic gaming machine; and 3) providing bonus content to the portable electronic device for display on the portable electronic device.
  • the electronic gaming machine includes a cabinet, a secondary gaming device coupled to the cabinet, and a game controller.
  • the secondary gaming device includes a secondary processor, including a processor and a memory, separate from a game controller, and an interface assembly that allows communication with a portable electronic device.
  • the interface assembly is configured to provide bonus content to the portable electronic device in response to commands received from the secondary processor.
  • the game controller includes a processor and a memory communicatively coupled to the secondary gaming device and secured within the cabinet, and the game controller is configured to control a wager-based game and send information related to the game play activities to the secondary gaming device.
  • FIG. 1 shows an electronic gaming machine with interfaces for a portable electronic device in accordance with the described embodiments.
  • FIG. 2A shows a block diagram of a game controller in accordance with the described embodiments.
  • FIG. 2B shows a block diagram of a game controller and a secondary processor in accordance with the described embodiments.
  • FIG. 3 is flow chart of a method for providing bonus content to a portable electronic device in accordance with the described embodiments.
  • FIG. 4 shows a block diagram of a gaming system including a server and gaming devices in accordance with the described embodiments.
  • FIG. 5 shows a perspective drawing of a gaming device in accordance with the described embodiments.
  • a wager-based gaming system compatible with portable electronic devices controlled by users of the gaming system is described.
  • the gaming system can include a number of features that encourage and enable the use of portable electronic devices, such as smart phones and tablet computers, in a casino gaming environment.
  • the gaming system can allow bonus content triggered during game play on electronic gaming machines (EGMs) to be displayed on portable electronic devices. Further, the bonus content can be customized for the owner of a portable electronic device. Details of an EGM with these capabilities are described with respect to FIG. 1 .
  • a game controller within the EGM can be configured to control the display and game play of bonus content, whether on portable electronic devices or on the EGM itself. Details of a game controller configured for these purposes are described with respect to FIG. 2A .
  • a secondary processor separate from the game controller can also be used for these purposes as described with respect to FIG. 2B .
  • FIG. 3 a method for providing bonus content to a portable electronic device is discussed.
  • FIGS. 4 and 5 additional details of a game controller and an EGM are described with respect to FIGS. 4 and 5 .
  • FIG. 1 shows an EGM 2 with interfaces for interacting with a portable electronic device.
  • EGM 2 can be part of a gaming system that includes a number of gaming devices and servers, such as 4 .
  • a communication connection 6 between EGM 2 and server 4 can be wired, wireless or a combination of wired and wireless communication links, depending on the local and/or wide area network topology used within the gaming system.
  • EGM 2 can include a) displays, such as a main display 26 on which a wager-based game can be output, b) audio devices, such as speaker 24 for outputting sounds from the EGM and c) a player input panel 28 including buttons for making inputs associated with the play of the wager-based game. These devices can be controlled by a game controller (not shown) located within the cabinet of EGM 2 . Further details of EGM's game controller are described with respect to FIGS. 2 , 4 , and 5 .
  • EGM 2 can include one or more different types of interfaces that enable interactions with a portable electronic device 10 , such as a smart phone or a tablet computer.
  • a portable electronic device 10 such as a smart phone or a tablet computer.
  • two interfaces 32 and 34 are shown.
  • Different types of interfaces include power interfaces and communication or wireless access interfaces. Via a power interface, power can be supplied to the portable electronic device.
  • a communication interface of the EGM can provide a communication link between the EGM and the portable electric device.
  • bonus content that is triggered during game play on an EGM can be displayed on a portable electronic device and the patron can then use his or her portable electronic device to experience and/or play the bonus game.
  • either the display on an EGM 2 or a portable electronic device can be used to display a bonus game presentation associated with the play of a wager-based game (one or more bonus games are often features of many wager-based games).
  • the bonus game presentation can be transferred to a player's portable device 10 and displayed via an application executed on portable device 10 .
  • portable electronic device 10 does not determine the outcome of a bonus game.
  • portable electronic device 10 can provide a different or unique presentation for a bonus event or bonus game.
  • the bonus games on portable device 10 can be like a central determination game or a thin client game.
  • the monetary outcome can be determined by EGM 2 or by the host, not by the application on mobile device 10 .
  • mobile device 10 can display the bonus event and outcome, but does not produce it or change it.
  • EGM 2 could be configured for the bonus feature and be in communication with a player's mobile device 10 . If, during a game play session on EGM 2 , a bonus event is triggered, EGM 2 can communicate with the mobile device. The mobile device can notify EGM 2 that it can and will present the bonus content through its mobile application. The mobile device application, for example, might have downloaded the latest bonus based on current events. For example, mobile device 10 might have downloaded bonus content based on a new movie that had just been announced. In this embodiment, EGM 2 or host can determine an outcome of, for example, 100 credits. The information about the 100 credit win can be sent from EGM 2 or host to mobile device 10 where the bonus game plays and wins 100 credits for the player.
  • EGM 2 can suspend game play until mobile device 10 has completed the bonus presentation.
  • the movie bonus presentation might be a pick bonus with fun animations from the upcoming movie.
  • the win results in the 100 credit value, which can be determined by EGM 2 or a server.
  • the mobile device application can notify EGM 2 to continue with game play because the bonus presentation is complete.
  • EGM 2 can also send losing events to the mobile device 10 .
  • the bonus game on the mobile device 10 and the game play session on EGM 2 can take place simultaneously.
  • the mobile bonus events can be cute animations or sound content and not complete bonus games.
  • EGM 2 can be configured to store the history or game recall information that is required of EGMs.
  • EGM 2 or server can store the win information (the 100 credits in the example above) and that the win was displayed on mobile device 10 with the latest movie presentation.
  • Mobile device 10 may send a video or picture to be stored with the history record, or mobile device 10 may send the historical information to a server.
  • EGM 2 can play another of its bonus games that also wins 100 credits. Alternatively, EGM 2 can find another mobile application on mobile device 10 for the bonus presentation, or EGM 2 can simply award the player 100 credits without the bonus presentation.
  • the mobile device application can download the latest games even when it is not in the casino environment.
  • the mobile device application can notify the player that new content is ready and that the player can experience this content by going to a casino and playing certain games.
  • Display and game play of bonus games and content allow the bonus games and content to be updated quickly, as the process of updating bonus content on an EGM 2 can be time consuming for obtaining approval as well as deployment.
  • deploying bonus content on a mobile device can be much quicker, allowing for rapid and creative changes for bonus presentations and events.
  • Deploying bonus content on a mobile device also allows for the content to be customized for the player based on the player's preferences, status, interests, etc.
  • the ease of updating bonus content for mobile devices also allows for bonus content that can be continually changing for the player and therefore remains fresh and interesting to the player. For example, each day a player plays, he or she can be presented with new bonus content.
  • the mobile application on a player's device can also notify the player that new content is available and can direct the player to the EGMs that can provide the new content.
  • a connector 18 is shown leading from interface 32 to portable device 14 positioned on the player input panel 28 and a connector 20 is shown leading from interface 34 to a portable or mobile device 10 located in the pocket of user 8 .
  • the connector such as 18 or 20
  • the connector can include an interface compatible with the portable device, such as device 14 or the device located in the pocket of user 8 .
  • the interface (such as 30 ) between portable device 10 and EGM 2 can be wireless.
  • the connector 18 or 20 can include an interface compatible with the EGM power or communication interface.
  • the interfaces at each end of the connector can be coupled via a cord.
  • the interface between a connector (e.g., 18 or 20 ) and a portable device varies widely from model to model and from manufacturer to manufacturer where the interface at the device end can transmit communications and/or power to the portable device.
  • the connector, such as 18 and 20 can be provided by the user, such as 8 .
  • a standard portable device interface is ever widely adopted and incorporated in portable devices, then this type of interface can be provided on the EGM 2 .
  • many portable devices provide a female receptacle for mini-USB interface.
  • the EGM might include an integrated “male” mini-USB connector for interfacing with these devices.
  • a power interface including a “male” connector may include a cord connecting the “male” connector to the EGM 2 .
  • the opposite end of the cord can be connected within the interior of the EGM 2 so that the connector can't be pulled from the EGM 2 .
  • the cord portion of the connector, between the ends, can include a cut resistant outer material to prevent the male connector from being removed.
  • the male connector can be mounted to a surface of EGM 2 such that only the male connector extends from the surface without a cord section extending from EGM 2 coupled to the male connector.
  • the male connector can be connected to a joint that allows the angle of male connector relative to the surface from which it extends to be adjusted to help accommodate different devices.
  • the interface between portable device 10 and EGM 2 can be wireless and portable device 10 can communicate with EGM 2 in a wireless fashion.
  • player input panel 28 includes a wireless communication interface 30 .
  • the wireless communication interface can be compatible with a number of different types of devices.
  • a portable device 16 is shown resting on an interface 30 .
  • wireless interface 30 can be compatible with a portable device, such as 10 , that is not resting on the wireless interface.
  • the portable device can be, for example, in a patron's pocket or purse, or held by the patron.
  • interfaces 30 , 32 and 34 can include sealing mechanisms that are configured to protect interface 30 , 32 and 34 in the case of spill, such as a user spilling a drink on the interface.
  • the interfaces can be configured to protect against electrostatic discharge (ESD).
  • ESD protection can include isolation circuits, filtering circuits, and suppression components, such as multilayer varistors, silicon diodes, and polymer-based suppressors. Suppression components protect the circuit by clamping the ESD voltage to a level that the circuit can survive. Connected in parallel with the signal lines, the suppressors clamp the ESD voltage and shunt the majority of the ESD current away from the data line, and the protected chip, to the appropriate reference. Typical references are the power rail and chassis ground.
  • EGM 2 can support one or more wireless communication interfaces for communicating with a portable device, such as 10 and 16 .
  • a communication wireless interface can support BluetoothTM communications, communications via Wi-FiTM (compatible with IEEE 802.11 standards), or NFC communication protocol.
  • a wireless communication interface can be integrated or located proximate to a wireless power interface.
  • a wireless communication interface supporting an NFC communication protocol can be integrated with a wireless power interface 30 .
  • NFC formatted communication can occur between device 16 and EGM 2 .
  • the wireless communication interfaces can be placed in other locations in or on EGM 2 . Thus, the placement near the wireless power interface is discussed for the purposes of illustration only.
  • the NFC communication can be used to exchange information to allow pairing to be established between a user-controlled portable device and EGM 2 .
  • BluetoothTM pairing occurs when two Bluetooth devices agree to communicate with each other and establish a connection.
  • a password is exchanged between the two devices.
  • the passkey is a code shared by both Bluetooth devices, which proves that both users have agreed to pair with each other.
  • an encrypted communication can be set up between the paired devices.
  • Wi-Fi paring every pairing can be set up with WPA2 encryption or another type of encryption scheme to keep the transfer private.
  • Wi-Fi Direct is an example of a protocol that can be used to establish point-to-point communications between two Wi-Fi devices.
  • the protocol allows for a Wi-Fi device to pair directly with another device without having to first join a local network.
  • the method makes it possible to share media from a phone, play multiplayer games or otherwise communicate directly, even when no router exists.
  • a portable electronic device may be able to utilize some of the functionality of secondary devices residing on EGM 2 . For instance, it may be possible for a player to print something from their portable electronic device using the printer on EGM 2 when it is paired to EGM 2 .
  • EGM 2 can include one or more support structures configured to receive a portable electronic device.
  • the support structures can be integrated into the EGM cabinet such that a portable device placed in the support structure is not easily knocked out of the support structure and placement of the portable device does not block access to input buttons on EGM 2 during game play.
  • the support structure can be configured to support a portable device in various positions, such as upright, on its side, or on its back. Further, the support structures can be configured to allow a portable device received in the support structure to be positioned in a preferred orientation. For instance, in FIG. 1 , portable device 14 is placed in a support structure with a receptacle built into the player input panel 28 that allows portable device 14 to be oriented in an upright position.
  • portable device 16 is placed flat on a ledge of player input panel 28 .
  • the ledge can include an indentation or a high-friction material (anti-slip) that is designed to keep portable device 16 from sliding off of the ledge.
  • Support structures can be placed in other locations on the EGM cabinet and these examples are provided for the purposes of illustration only.
  • the support structure can include a stand or bracket for supporting the device.
  • the support structure can include a switch that is activated by a weight of the portable electronic device.
  • the switch may be used for portable device detection purposes.
  • the support structure can be sealed to provide protection in the event of spills. Further, it can include other tamper-resistant features, such as features that prevent the internal elements of EGM 2 from being exposed.
  • a NFC interface can be located proximate to the support structure, such that it can be utilized when a device is placed in the support structure.
  • the support structure, data interfaces and power interfaces can be incorporated into a secondary device utilized on EGM 2 .
  • a support structure, a power or communication interface or a wireless interface can be incorporated into a player tracking unit with a smart interface board (SMIB), a card reader, a bill validator or a printer.
  • SMSB smart interface board
  • all or a portion of the control of the power or communication interfaces and/or wireless interfaces in the manner described herein can be performed by a secondary processor on the secondary device in conjunction with or independently of the game controller on EGM 2 .
  • all or a portion of the control of the power or communication interfaces and/or wireless can be implemented in a “service window” type architecture (see FIG. 6 for more details).
  • EGM 2 can be configured to provide indicators of a status of a power, wireless access, and/or communication interface. For instance, in one embodiment, when an interface is active, an icon indicating a status of the interface can be displayed on EGM 2 . For example, in FIG. 1 , a lightning bolt 36 is shown on display 26 to indicate that power is actively being supplied to one of the power interfaces. Similarly, another icon can be displayed to represent an active communication session via a communication interface, such as a communication interface involving a wired or wireless connection between EGM 2 and a portable electronic device.
  • a communication interface such as a communication interface involving a wired or wireless connection between EGM 2 and a portable electronic device.
  • an interface such as 30 , 32 and 34
  • a lighted bezel can be configured to change color, emit a particular lighting pattern or combinations, such as flashing or steady, to indicate that the interface is delivering power or an active wireless communication session with a portable electronic device.
  • a bezel or indicator can be lighted with a green color when wireless access is enabled by the interface and a red color when wireless access is cut-off at the interface.
  • a status light can be turned on when wireless access is enabled via the interface and turned off when wireless access is not enabled.
  • the lighted bezel and/or audio feedback can also be used to indicate proper device pairing, secure communications and/or recognition and successful establishment of communications. Similar status indicators can be used for other interfaces, such as communication and power, to indicate an active or non-active communication or power delivery session.
  • feedback mechanisms can be utilized to indicate a status of an interface.
  • audio devices can be used to provide audio feedback and/or vibration generating devices, which can also produce an audible buzz, can be used to provide feedback.
  • vibration generating devices can be used to provide feedback.
  • These feedback mechanisms can be used alone or in combination with other feedback mechanisms, such as a light generating mechanism, to indicate the status of various processes implemented on EGM 2 .
  • the information about a portable electronic device may have been previously stored.
  • the player can be using the device as a player tracking instrument and thus, the device may be associated with a particular player.
  • an alternate communication channel such as an e-mail or alternate number provided by the player can be used to notify the player that the portable device has been recovered. If the player is staying at the gaming establishment, then a message and/or the recovered device can be delivered to the player's room.
  • bonus games and content can be customized for the player and provided to the player's portable device.
  • FIG. 2A shows a block diagram of a game controller 50 for an EGM.
  • the game controller can be configured to control the play of a wager-based game, including a bonus game, on an EGM.
  • Game controller 50 can include logic for generating a state on EGM 2 .
  • Game controller 50 can be configured collect and store state information 60 associated with each game state where the information that is stored can vary from state to state, such as but not limited to a posting of credits to the EGM, an indication of a wager, an indication to initiate a game and an establishment of a communication with a portable electronic device, etc.
  • the state information 60 can be used to determine whether a bonus game and/or content is to be provided to and displayed on a portable electronic device via a bonus interface assembly 66 .
  • Game controller 50 can also include a network interface 64 for communicating with remote devices, such as casino service server 54 and/or a player tracking server 56 .
  • Player tracking server 56 can be used to retrieve player tracking information about a particular patron, such as identity and status, stored in a player tracking account.
  • identity and status of a player can affect how a bonus game and/or content can be controlled and presented to the player's portable electronic device.
  • a secondary gaming device 80 such as a player tracking unit, a card reader, a bill validator, and a printer, that is separate from game controller 50 can be provided to enable a portable electronic device to display bonus content.
  • secondary gaming device 80 includes a secondary processor 82 and the interface assembly 66 , which can provide bonus content to a portable electronic device.
  • Secondary processor 82 can include a processor and a memory.
  • Interface control logic 62 can be used to control bonus interface assembly 66 .
  • secondary processor 80 is operatively coupled to game controller 50 so that interface control logic 62 in secondary processor 80 can receive information from game controller 50 regarding the idle state, player status, bonus content, and the like.
  • the control algorithm that is used can depend on whether the player is a member of the casino's loyalty program and has provided information at the EGM that allows his or her account information to be accessed.
  • a high status player can be provided bonus content independently of his or her game play activities, as described above.
  • a lower player status can earn a bonus game according to a first algorithm that depends on his or her game play activities. Both the high status player and the lower status player can have bonus games presented that are customized for them, based on their status and/or preferences.
  • An unidentified player can earn a bonus game according to a second algorithm that depends on his or her game play activities.
  • the bonus games can be displayed to the players on their portable electronic devices.
  • Device and player detection logic 58 can be used to determine whether an object, such as portable electronic device and/or a user are present at EGM 2 . If a portable electronic device is present and in communication with EGM 2 , interface control logic 62 can be used to control bonus interface assembly 66 , which can provide bonus content to a portable electronic device.
  • the player detection logic can utilize information received from various EGM interfaces 52 to make this determination, such as a camera, input buttons, a touchscreen interface, value input/output interfaces, wireless device interfaces and/or power interfaces. As described above, information associated with these interfaces, such as whether a wireless communication link has been established between EGM 2 and a portable electronic device, can be stored as part of state information 60 .
  • FIG. 3 is a flow chart of a method 100 for displaying bonus content on a portable electronic device via a wired or wireless communication interface on an EGM.
  • a triggering of a bonus event can be detected on the EGM.
  • the portable electronic device can notify the EGM that it will present the bonus content through its mobile application.
  • the mobile device application for example, might have downloaded the latest bonus content based on current events.
  • the bonus content can be displayed on the portable electronic device in 108 .
  • the EGM or host can determine an outcome of the bonus event.
  • the determined outcome can be sent to the portable electronic device in 112 .
  • the EGM can receive a notification from the mobile device application to continue with game play because the bonus presentation is complete in 114 .
  • FIG. 4 shows a block diagram of a gaming system 600 in accordance with the described embodiments.
  • the gaming system 600 can include one or more servers, such as server 602 , and a variety of gaming devices including but not limited to table gaming devices, such as 652 , mobile gaming devices, such as 654 , and slot-type gaming devices, such as 656 .
  • the table gaming devices, such as 652 can include apparatus associated with table games where a live operator or a virtual operator is employed.
  • the gaming devices and one or more servers can communicate with one another via a network 601 .
  • Network 601 can include wired, wireless or a combination of wired and wireless communication connections and associated communication routers.
  • gaming devices such as 652 , 654 and 656
  • a player interface that allows at least 1) selections, such as a wager amount, associated with a wager-based game to be made and 2) an outcome of the wager-based game to be displayed.
  • gaming devices, 652 , 654 and 656 include player interfaces, 652 a , 654 a and 656 a , respectively.
  • gaming devices with a player interface are located in publicly accessible areas, such as a casino floor.
  • some gaming devices, such as server 602 can be located in publically inaccessible areas, such is in a back-room of a casino or even off-site from the casino. Gaming devices located in publicly inaccessible areas may not include a player interface.
  • server 602 does not include a player interface.
  • server 602 includes an administrator interface 635 that allows functions associated with the server 602 to be adjusted.
  • Gaming device 604 can include 1) a game controller 606 for controlling a wager-based game played on gaming device 604 and 2) player interface 608 for receiving inputs associated with the wager-based game and for displaying an outcome to the wager-based game.
  • game controller 606 can include a) one or more processors, such as 626 , b) memory for holding software executed by the one or more processors, such as 628 , c) a non-volatile memory, such as 630 , d) one or more trusted memories, such as 632 , e) a random number generator and f) a plurality of software applications, 610 .
  • the other gaming devices can each include a game controller with all or a portion of the components described with respect to game controller 606 .
  • the power-hit tolerant memory is a non-volatile memory of some type.
  • the gaming device can utilize a “state” machine architecture.
  • a “state” machine architecture critical information in each state is identified and queued for storage to a persistent memory.
  • the architecture doesn't advance to the next state from a current state until all the critical information that is queued for storage for the current state is stored to the persistent memory.
  • an error condition occurs between two states, such as a power failure
  • the gaming device implementing the state machine can likely be restored to its last state prior to the occurrence of the error condition using the critical information associated with its last state stored in the persistent memory. This feature is often called a “roll back” of the gaming device.
  • Examples of critical information can include but are not limited to an outcome determined for a wager-based game, a wager amount made on the wager-based game, an award amount associated with the outcome, credits available on the gaming device and a deposit of credits to the gaming device.
  • Non-volatile memory 630 can be used as a persistent memory for critical data, such as critical data associated with maintaining a “state” machine on the gaming device.
  • critical data such as critical data associated with maintaining a “state” machine on the gaming device.
  • One characteristic of a non-volatile memory 630 is a fast data transfer time.
  • the current state is kept in “persistent memory” (e.g. NVRAM, disk drive) so that in the event of a power failure, the EGM can recover to the proper state after power is restored.
  • persistent memory e.g. NVRAM, disk drive
  • gaming device 605 can be configured to detect power fluctuations and in response, trigger a transfer of critical data from RAM to the non-volatile memory 630 .
  • a non-volatile memory 630 is a battery-backed RAM. The battery supplies power to the normally volatile RAM so that in the event of a power failure data is not lost.
  • a battery-backed RAM is also often referred to as a non-volatile RAM or NV-RAM.
  • An advantage of a battery-backed RAM is that the fast data transfer times associated with a volatile RAM can be obtained.
  • Trusted memory 632 is typically a read-only memory of some type that may be designed to be unalterable.
  • An EPROM or EEPROM are two types of memory that can be used as a trusted memory 632 .
  • Gaming device 604 can include one or more trusted memories.
  • Other types of memories, such as Flash memory, can also be utilized as an unalterable memory and the example of an EPROM or EEPROM is provided for purposes of illustration only.
  • a unique identifier such as a hash value
  • the gaming device can be configured to check the contents of the trusted memory. For instance, a unique identifier, such as a hash value, can be generated on contents of the trusted memory and compared to an expected value for the unique identifier. If the generated value of the unique identifier and the expected value of the unique identifier don't match, then an error condition can be generated on the gaming device 604 . In one embodiment, the error condition can result in the gaming device entering a tilt state where game play is temporarily disabled on the gaming device.
  • trusted memory 632 can store authentication programs and/or authentication data for authenticating the contents of various memories on gaming device 604 .
  • trusted memory 632 can store an authentication program that can be used to verify the contents of a mass storage device, such as 620 , which can include software executed by game controller 606 .
  • Random number generator (RNG) 634 can be used to generate random numbers that can be used to determine outcomes for a game of chance played on the gaming device. For instance, for a mechanical or video slot reel type of game, the RNG, in conjunction with a paytable that lists the possible outcomes for a game of chance and the associated awards for each outcome, can be used to generate random numbers for determining reel positions that display the randomly determined outcomes to the wager-based game. In other example, the RNG might be used to randomly select cards for a card game.
  • the outcomes generated on a gaming device such as 604 , are considered critical data. Thus, generated outcomes can be stored to persistent memory, such as non-volatile memory 630 or mass storage 620 .
  • gaming devices may be configured to generate their own game outcomes and thus, may not use an RNG for this purpose.
  • game outcomes can be generated on a remote device, such as server 602 , and then transmitted to gaming device 604 where an outcome and an associated award can be displayed to a player via player interface 608 .
  • outcomes to a slot-type game or a card game can be generated on server 602 and transmitted to gaming device 604 .
  • gaming device 604 can be used to play central determination games, such as bingo and lottery games.
  • central determination games such as bingo and lottery games.
  • a pool of game outcomes can be generated and then, particular game outcomes can be selected as needed (e.g., in response to a player requesting to play the central determination game) from the pool of previously generated outcomes.
  • a pool of game outcomes for a central determination game can be generated and stored on server 602 .
  • one of the outcomes from the pool can be downloaded to the gaming device 604 .
  • a game presentation including the downloaded outcome can be displayed on the gaming device 604 .
  • thin client type gaming devices such as mobile gaming devices used to play wager-based video card or video slot games
  • the game outcomes can be generated remotely in response to inputs made on the mobile device, such as an input indicating a wager amount and/or an input to initiate the game.
  • This information can be sent from the mobile device to a remote device, such as from mobile gaming device 654 to server 602 .
  • a game presentation for the game outcomes generated remotely can be generated and displayed on the mobile device.
  • a game presentation can also be generated remotely and then streamed for display to a mobile device.
  • Game controller 606 can be configured to utilize and execute many different types of software applications 610 .
  • software applications utilized by the game controller 606 can be highly regulated and may undergo a lengthy approval process before a regulatory body allows the software applications to be utilized on a gaming device deployed in the field, such as in a casino.
  • One type of software application the game controller can utilize is an Operating System (OS).
  • the OS can allow various programs to be loaded for execution by the processor 626 , such as programs for implementing a state machine on the gaming device 606 . Further, the OS can be used to monitor resource utilization on the gaming device 606 . For instance, certain applications, such as applications associated with game outcome generation and game presentation that are executed by the OS can be given higher priority to resources, such as the processor 626 and memory 628 , than other applications that can be executing simultaneously on the gaming device.
  • gaming device 604 can execute software for determining an outcome of a wager-based game and generating a presentation of a determined game outcome including displaying an award for the game.
  • game outcome presentation one or more of 1) electro-mechanical devices, such as reels or wheels, can be actuated, 2) video content can be output to video displays, 3) sounds can be output to audio devices, 4) haptic responses can be actuated on haptic devices or 5) combinations thereof, can be generated under control of the game controller 606 .
  • the peripheral devices used to generate components of the game outcome presentation can be associated with the player interface 608 where the types of devices that are utilized for player interface 608 can vary from device to device.
  • various inputs can be required. For instance, via input devices coupled to gaming device 604 , a wager amount can be specified, a game can be initiated or a selection of a game choice associated with game play can be made.
  • Software 610 executed by the game controller 606 can be configured to interpret various signals from the input devices, such as signals received from a touch screen controller or input buttons, and affect the game played on the gaming device in accordance with the received input signals.
  • Input devices can also be part of player interface 608 provided with gaming device 604 .
  • gaming software 610 executed by game controller 606 can include applications that allow a game history including the results of a number of past games to be stored, such as the previous 10 or 100 games played on the gaming device 604 .
  • the game history can be stored to a persistent memory including but not limited to non-volatile memory 630 .
  • the gaming controller 606 can configured to provide a menu (typically, only operator accessible), that allows the results of a past game to be displayed via the player interface 608 .
  • the output from the history menu can include a re-creation of the game presentation associated with a past game outcome, such as a video representation of card hand associated with a video poker game, a video representation of a reel configuration associated with a video slot game, and/or raw data associated with the past game result, such as an award amount, an amount wagered, etc.
  • the history menu can be used for dispute resolution purposes, such as if a player complains that they have not been properly awarded for a game previously played on the gaming device 604 .
  • Reporting software can be used by game controller 606 to report events that have occurred on gaming device 604 to remote device, such as server 602 .
  • game controller 606 can be configured to report error conditions that have been detected on gaming device 604 , such as if a device has malfunctioned or needs attention.
  • reporting software can be used to send a message from gaming device 604 to server 602 indicating that a printer on gaming device 604 needs a refill of tickets.
  • gaming controller 606 can be configured to report security events that may have occurred on gaming device 604 , such as but not limited to if a door is opened, a latch is activated or an interior portion of gaming device 604 has been accessed.
  • game controller 606 can be configured to report gaming activity and associated events that has been generated on the gaming device, such as a deposit of cash or an indicia of credit, at the gaming device, a generation of game outcome including an associated award amount and a dispensation of cash or an indicia of credit from gaming device 604 .
  • the gaming activity can be associated with a particular player.
  • the reporting software can include player tracking elements that allow the gaming activity of a particular player to be reported to a remote device, such as server 602 .
  • Game controller 606 can execute the authentication software to verify the authenticity of data and/or software programs executed on gaming device 604 .
  • the authentication software can be used to verify the authenticity of data and/or software applications when they are first downloaded to gaming device 604 .
  • the authentication software can be used to periodically verify the authenticity of data and/or software applications currently residing on the gaming device, such as software applications stored on one of the memories coupled to gaming device 604 including applications loaded into memory 628 for execution by processor 626 .
  • the communication software executed by game controller 606 can be used to communicate with a variety of devices remote to gaming device 604 .
  • the communication software can be used to communicate with one or more of a) servers remote to the device, such as 602 , b) other gaming devices, such as table gaming device 652 , mobile gaming device 654 and slot-type gaming device 656 and c) mobile devices carried by casino personnel or players in the vicinity of gaming device 604 .
  • the game controller can be configured to communicate via many different communication protocols. For instance, different wireless and/or wired communication protocols can be implemented. Further, proprietary or non-proprietary gaming specific protocols can be implemented.
  • gaming specific non-proprietary communication protocols such as G2S (game to system), GDS (gaming device standard) and S2S (system to system) communication protocols provided by the Gaming Standards Association (GSA), Fremont, Calif., can be implemented on the gaming devices described herein.
  • Gaming device 604 can communicate with one or more remote devices via one or more network interfaces, such as 612 .
  • the gaming device 604 can communicate with other gaming devices, such as server 602 and/or gaming devices, 652 , 654 and 656 .
  • the network interfaces can provide wired or wireless communications pathways for gaming device 604 .
  • Some gaming devices may not include a network interface or can be configured to operate in a stand-alone mode where the network interface is not connected to a network.
  • a mobile device interface or interfaces can be provided for communicating with a mobile device, such as a cell phone, a laptop, netbook or a tablet computer carried by players or casino personnel temporarily in the vicinity of gaming device 604 .
  • a wireless communication protocol such as BluetoothTM and a Wi-Fi compatible standard, can be used for communicating with the mobile devices via mobile device interfaces 614 .
  • the mobile device interface can implement a short range communication protocol, such as a near-field communication (NFC) protocol used for mobile wallet applications. NFC is typically used for communication distances of 4 cm or less.
  • NFC near-field communication
  • a wired communication interface such as a docking station, can be integrated into the gaming device, such as 604 . The wired communication interface can be configured to provide communications between gaming device 604 and the mobile device and/or providing power to the mobile device.
  • NFC Near field communication
  • NFC Forum Near Field Communication Forum
  • a smartphone or tablet with an NFC chip can make a credit card/debit card payment to a gaming device or serve as keycard or ID card for a loyalty program.
  • an NFC device can act a hotel room key. The user of an NFC device as a hotel room keys and/or a player tracking card instrument may allow fast VIP check-in and reduce staffing requirements.
  • NFC devices can read NFC tags on a gaming device 604 to get more information about the gaming device including an audio or video presentation. For instance, a tap of an NFC enabled device to a gaming device can be used to instantly share a contact, photo, song, application, video, or website link. In another example, an NFC enabled device can be used to transfer funds to the gaming device or enter the player in a multi-player tournament. As another example, an NFC enabled device can be used to receive information from a gaming device that can be used in a persistent gaming application or a social media application.
  • NFC enabled signage can include NFC tags that allow a patron to learn more information about the content advertised in the signage.
  • the NFC enabled signage can be part of a gaming system.
  • a sign advertising a show available at the casino can be configured to transfer information about the show, show times and ticketing information via an NFC tag.
  • a sign showing jackpot information such as progressive jackpot information, can be used to transfer information about the jackpot, such as the last time the jackpot was won and where it was won.
  • an NFC interface on a gaming device can be used to set-up a higher speed communication between the gaming device and another NFC enabled device such as smart phone.
  • the higher speed communication rates can be used for expanded content sharing.
  • a NFC and Bluetooth enabled gaming device can be tapped by an NFC and Bluetooth enabled smart phone for instant Bluetooth pairing between the devices.
  • Instant Bluetooth pairing between a gaming device and an NFC enabled device, such as a smartphone can save searching, waiting, and entering codes.
  • a gaming device can be configured as an NFC enabled router, such as a router supporting a Wi-Fi communication standard. Tapping an NFC enabled device to an NFC enabled and Wi-Fi enabled gaming device can be used to establish a Wi-Fi connection between the two devices.
  • Gaming device 604 can include one or more each of value input devices 616 and value output device 618 .
  • the value input devices 616 can be used to deposit cash or indicia of credit onto the gaming device.
  • the cash or indicia of credit can be used to make wagers on games played on gaming device 604 .
  • Examples of value input devices 616 include but are not limited to a magnetic-striped card or smart card reader, a bill and/or ticket acceptor, a network interface for downloading credits from a remote source, a wireless communication interface for reading credit data from nearby devices and a coin acceptor. A few examples of value input devices are shown in FIG. 5 .
  • the value output devices can be used to dispense cash or indicia of credit from gaming device 604 .
  • the indicia of credit can be exchanged for cash.
  • the indicia of credit can be exchanged at a cashier station or at a redemption station.
  • Examples of value output devices can include a network interface for transferring credits into a remote account, a wireless communication interface that can be used with a mobile device implementing mobile wallet application, a coin hopper for dispensing coins or tokens, a bill dispenser, a card writer, a printer for printing tickets or cards redeemable for cash or credits.
  • Another type of value output device is a merchandise dispenser, which can be configured to dispense merchandise with a tangible value from a gaming device. A few examples of value output devices are shown in FIG. 5 .
  • a gaming device 604 may not include a value input device or a value output device.
  • a thin-client gaming device used in a mobile gaming application may not include a value input device and a value output device.
  • a remote account can be used to maintain the credits won or lost from playing wager-based games via the mobile device.
  • the mobile device can be used to access the account and affect the account balance via game play initiated on the mobile device. Credits can be deposited or withdrawn from a remote account via some mechanism other than a mobile device interface.
  • gaming device 604 can include one or more secondary controllers 619 .
  • the secondary controllers can be associated with various peripheral devices coupled to the gaming device, such as the value input devices and value output devices described in the preceding paragraphs.
  • the secondary controllers can be associated with peripheral devices associated with player interface 608 , such as input devices, video displays, electro-mechanical displays and a player tracking unit.
  • the secondary controllers can receives instructions and/or data from and provide responses to game controller 606 .
  • the secondary controller can be configured to interpret the instructions and/or data from game controller 606 and control a particular device according to the received instructions and/or data.
  • a print controller may receive a print command with a number of parameters, such as a credit amount and in response print a ticket redeemable for the credit amount.
  • a touch screen controller can detect touch inputs and send information to game controller 606 characterizing the touch input.
  • a secondary controller can be used to control a number of peripheral devices independently of game controller 606 .
  • a player tracking unit can include one or more of a video display, a touch screen, card reader, network interface or input buttons.
  • a player tracking controller can control these devices to provide player tracking services and bonusing on gaming device 604 .
  • game controller 606 can control these devices to perform player tracking functions.
  • gaming device 604 In general, using a secondary controller, certain functions of gaming device 604 that are not subject to as much regulatory scrutiny as the game play functions can be decoupled from game controller 606 and implemented on secondary controller instead.
  • An advantage of this approach like for the player tracking controller, is that a software approval process for software executed by the secondary controller can be less intensive than the process needed to get software approved for the game controller.
  • a mass storage unit(s) 620 such as a device including a hard drive, optical disk drive, flash memory or some other memory storage technology can be used to store applications and data used and/or generated by gaming device 604 .
  • a mass storage unit, such as 620 can be used to store gaming applications executed by game controller 606 where gaming device 604 can be configured to receive downloads of game applications from remote devices, such as server 602 .
  • game controller 606 can include its own dedicated mass storage unit.
  • critical data such as game history data stored in non-volatile memory 630 can be moved from non-volatile memory 630 to mass storage unit 620 at periodic intervals for archival purposes and to free up space non-volatile memory 630 .
  • Gaming device 604 can include security circuitry 622 , such as security sensors and circuitry for monitoring the sensors.
  • Security circuitry 622 can be configured to operate while gaming device 604 is receiving direct power and operational to provide game play as well as when the gaming device is uncoupled from direct power, such as during shipping or in the event of a power failure.
  • Gaming device 604 can be equipped with one or more secure enclosures, which can include locks for limiting access to the enclosures.
  • One or more sensors can be located within the secure enclosures or coupled to the locks. The sensors can be configured to generate signals that can be used to determine whether secure enclosures have been accessed, locks have been actuated or gaming device 604 , such as a mobile device has been moved to an unauthorized area.
  • the security monitoring circuitry can be configured to generate, store and/or transmit error events when the security events, such as accessing the interior of the gaming device, have occurred.
  • the error events may cause game controller 606 to place itself in a “safe” mode where no game play is allowed until the error event is cleared.
  • Server 602 can be configured to provide one or more functions to gaming devices or other servers in a gaming system 600 .
  • Server 602 is shown performing a number of different functions. However, in various embodiments, the functions can be divided among multiple servers where each server can communicate with a different combination of gaming devices. For instance, player interface support 636 and gaming device software 638 can be provided on a first server, progressives can be provided on a second server, loyalty program functions 640 and accounting 648 can be provided on a third server, linked gaming 644 can be provided on a fourth server, cashless functions 646 can be provided on a fifth server and security functions 650 can be provided on a sixth server.
  • each server can communicate with a different combination of gaming devices because each of the functions provided by the servers may not be provided to every gaming device in the gaming system 600 .
  • server 602 can be configured to provide progressive gaming functions to gaming devices 604 , 652 and 656 but not gaming device 654 .
  • server 602 may not communicate with mobile gaming device 654 if progressive functions are not enabled on the mobile gaming device at a particular time.
  • each server can include an administrator interface that allows the functions of a server, such as 602 , to be configured and maintained.
  • Each server 602 can include a processor and memory.
  • servers, such as 602 can include a game controller with components, such as but not limited to a non-volatile memory 630 , a trusted memory 632 and an RNG 634 described with respect to gaming device 604 .
  • the servers can include one or more network interfaces on which wired or wireless communication protocols can be implemented.
  • Player interface support 636 can be used to serve content to gaming devices, such as 604 , 652 , 654 and 656 , remote to the server.
  • the content can include video and audio content that can be output on one of the player interfaces, such as 608 , 652 a , 654 a and 656 a .
  • the content can be configured to utilize unique features of a particular player interface, such as video displays, wheels or reels, if the particular player interface is so equipped.
  • content can be output to all or a portion of a primary video display that is used to output wager-based game outcomes on a player interface associated with a gaming device.
  • a portion of the primary display can be allocated to providing a “service window” on the primary video display where the content in the service window is provided from a server remote to the gaming device.
  • the content delivered from the server to a gaming device as part of player interface support 636 can be affected by inputs made on the gaming device.
  • the service window can be generated on a touch screen display where inputs received via the service window can be sent back to server 602 .
  • server 602 can adjust the content that is displayed on the remote gaming device that generated the inputs.
  • the “service window” application can be generated by software code that is executed independently of other game controller software in a secure “sandbox.” Via the sandbox, an executable can be given limited access to various resources on an EGM, such as a portion of the CPU resources and memory available on a game controller.
  • the memory can be isolated from the memory used by other processes, such as game processes executed by the game controller.
  • a service window application can be allowed to control, send and/or receive data from secondary devices on the EGM, such as a video display, a touch screen power interfaces or communication interfaces.
  • a service window application allowed to utilize a communication interface, such as a wireless communication interface can be configured to communicate with a portable electronic device via the communication interface.
  • the service window application via the video display, can be configured to output data in an optical image format, such as a 1-D/2-D bar-code or a QR code.
  • the optically formatted data can be captured by a camera on the portable electronic device. For instance, information about a promotion can be displayed in the service window in a QR code format and transferred to a user's portable electronic device via an image capture device on their portable electronic device.
  • player interface support 636 can be used to provide custom content to a remote gaming device, such as 604 .
  • a player can provide identification information, such as information indicating their membership in a loyalty program, during their utilization of a gaming device.
  • the custom content can be selected to meet the identified player's interests.
  • the player's identity and interests can be managed via a loyalty program, such as via a loyalty program account associated with loyalty function 640 .
  • the custom content can include notifications, advertising and specific offers that are determined to be likely of interest to a particular player.
  • Gaming device software function 638 can be used to provide downloads of software for the game controller and/or second controllers associated with peripheral devices on a gaming device. For instance, gaming device software 638 may allow an operator and/or a player to select a new game for play on a gaming device. In response to the game selection, gaming device software function 638 can be used to download game software that allows a game controller to generate the selected game. In another example, in response to determining that a new counterfeit bill is being accepted by bill acceptors in gaming system 600 , gaming device software function 638 can be used to download a new detection algorithm to the bill acceptors that allow the counterfeit bill to be detected.
  • Progressive gaming function 642 can be used to implement progressive game play on one or more gaming devices. In progressive game play, a portion of wagers associated with the play of a progressive game is allocated to a progressive jackpot.
  • a group of gaming devices can be configured to support play of the progressive game and contribute to the progressive jackpot.
  • the gaming devices contributing to a progressive jackpot may be a group of gaming devices collocated near one another, such as a bank of gaming machines on a casino floor, a group of gaming devices distributed throughout a single casino, or group of gaming devices distributed throughout multiple casinos (e.g., a wide area progressive).
  • Progressive gaming function 642 can be used to receive the jackpot contributions from each of the gaming devices participating in the progressive game, determine a current jackpot and notify participating gaming devices of the current progressive jackpot amount, which can be displayed on the participating gaming devices if desired.
  • Loyalty function 640 can be used to implement a loyalty program within a casino enterprise. Loyalty function 640 can be used to receive information regarding activities within a casino enterprise including gaming and non-gaming activities and associate the activities with particular individuals. The particular individuals can be known or may be anonymous. Loyalty function 640 can used to store a record of the activities associated with the particular individuals as well as preferences of the individuals if known. Based upon the information stored with loyalty function 640 comps (e.g., free or discounted services including game play), promotions and custom contents can be served to the particular individuals.
  • loyalty function 640 comps e.g., free or discounted services including game play
  • Linked gaming function 644 can be used to used provide game play activities involving player participating as a group via multiple gaming devices.
  • a group of player might be competing against one another as part of a slot tournament.
  • a group of players might be working together in attempt to win a bonus that can be shared among the players.
  • Cashless function 646 can enable the redemption and the dispensation of cashless instruments on a gaming device. For instance, via the cashless function, printed tickets, serving as a cashless instrument, can be used to transfer credits from one gaming device to another gaming device. Further, the printed tickets can be redeemed for cash.
  • the cashless function can be used to generate identifying information that can be stored to a cashless instrument, such as a printed ticket, that allows the instrument to later be authenticated. After authentication, the cashless instrument can be used for additional game play or redeemed for cash.
  • the accounting function can receive transactional information from various gaming devices within gaming system 600 .
  • the transactional information can relate to value deposited on each gaming device and value dispensed from each gaming device.
  • the transactional information which can be received in real-time, can be used to assess the performance of each gaming device as well as an overall performance of the gaming system. Further, the transactional information can be used for tax and auditing purposes.
  • Security function 650 can be used to combat fraud and crime in a casino enterprise.
  • Security function 650 can be configured to receive notification of a security event that has occurred on a gaming device, such as an attempt at illegal access. Further, security function 650 can receive transactional data that can be used to identify if gaming devices are being utilized in a fraudulent or unauthorized manner
  • Security function 650 can be configured to receive, store and analyze data from multiple sources including detection apparatus located on a gaming device and detection apparatus, such as cameras, distributed throughout a casino. In response to detecting a security event, security function 650 can be configured to notify casino personnel of the event. For instance, if a security event is detected at a gaming device, a security department can be notified.
  • one or more team members of the security department can be dispatched to the vicinity of the gaming device.
  • a perspective diagram of a slot-type gaming device that can include all or a portion of the components described with respect to gaming device 604 is described.
  • FIG. 5 shows a perspective drawing of a gaming device 700 in accordance with the described embodiments.
  • Gaming device 700 is example of what can be considered a “thick-client.”
  • a thick-client is configurable to communicate with one or more remote servers but provides game play, such as game outcome determination, independent of the remote servers.
  • a thick-client can be considered as such because it includes cash handling capabilities, such as peripheral devices for receiving cash, and a secure enclosure within the device for storing the received cash.
  • thin-client device such as a mobile gaming device, may be more dependent on a remote server to provide a component of the game play on the device, such as game outcome determination, and/or may not include peripheral devices for receiving cash and an associated enclosure for storing it.
  • a thick-client device such as 700 deployed in a central determination configuration, may receive game outcomes from a remote server but still provide cash handling capabilities.
  • the peripheral devices can vary from gaming device to gaming device.
  • gaming device 700 can be configured with electro-mechanical reels to display a game outcome instead of a video display, such as 710 .
  • the features of gaming device 700 are described for the purposes of illustration only and are not meant to be limiting.
  • Gaming device 700 can include a main cabinet 702 .
  • Main cabinet 702 can provide a secure enclosure that prevents tampering with the device components, such as a game controller (not shown) located within the interior of the main cabinet and cash handing devices including a coin acceptor 720 , a ticket printer 726 and a bill acceptor 718 .
  • Main cabinet 702 can include an access mechanism, such as door 704 , which allows an interior of gaming device 700 to be accessed.
  • the actuation of door 704 can be controlled by a locking mechanism, such as lock 716 .
  • Lock 716 , door 704 and the interior of main cabinet 702 can be monitored with security sensors for detecting whether the interior has been accessed. For instance, a light sensor can be provided to detect a change in light-level in response to door 704 being opened.
  • the interior of main cabinet 700 can include additional secure enclosure, which can also be fitted with locking mechanisms.
  • the game controller such as game controller 606 , shown in FIG. 4
  • the separate locked enclosure for the game controller may allow maintenance functions to be performed on the gaming device, such as emptying a drop box for coins, emptying a cash box or replacing a device, while preventing tampering with the game controller.
  • the separate enclosure can protect the electronics of the game controller from potentially damaging coin dust.
  • a top box 706 can be mounted to the top of main cabinet 702 .
  • a number of peripheral devices can be coupled to top box 706 .
  • a display device 708 and a candle device 714 are mounted to top box 706 .
  • Display device 708 can be used to display information associated with game play on the gaming device 700 .
  • display device 708 can be used to display a bonus game presentation associated with the play of a wager-based game (One or more bonus games are often features of many wager-based games).
  • display device 708 can be used to display information associated with a progressive game, such as one or more progressive jackpot amounts.
  • display device 708 can be used to display an attract feature that is intended to draw a potential player's attention to gaming device 700 when it is not in use.
  • Candle device 714 can include a number of lighting elements.
  • the lighting elements can be lit in different patterns to draw attention to the gaming device. For instance, one lighting pattern may indicate that service is needed at gaming device 700 while another light pattern may indicate that a player has requested a drink Candle device 714 is typically placed at the top of gaming device 700 to increase its visibility.
  • Other peripheral devices including custom bonus devices, such as reels or wheels, can be included in a top box 706 and the example in FIG. 5 is provided for illustrative purposes only. For instance, some of the devices coupled to main cabinet 702 , such as printer 726 , can be located in a different top box configuration.
  • Gaming device 700 provides a player interface that allows the play of a game, such as wager-based game.
  • the player interface includes 1) a primary video display 710 for outputting video images associated with the game play, 2) audio devices, such as 722 , for outputting audio content associated with game play and possibly casino operations, 3) an input panel 712 for at least providing game play related inputs and 4) a secondary video display 708 for outputting video content related to the game play (e.g., bonus material) and/or the casino enterprise (e.g., advertising).
  • one or both of the video displays, 708 and 710 can be equipped with a touch screen sensor and associated touch screen controller, for detecting touch inputs, such as touch inputs associated with the play of a game or a service window output to the display device.
  • Input panel 712 can include a number of electro-mechanical input buttons, such as 730 , and/or touch sensitive surfaces.
  • the input panel can include a touch screen equipped video display to provide a touch sensitive surface.
  • the functions of the electro-mechanical input buttons can be dynamically reconfigurable. For instance, the function of the electro-mechanical input buttons may be changed depending on the game that is being played on the gaming device.
  • the input buttons can each include a configurable display, such as an e-ink or a video display for indicating the function of button. The output of the configurable display can be adjusted to account for a change in the function of the button.
  • Gaming device 700 includes a card reader 728 , a printer 726 , a coin acceptor 720 , a bill and/or ticket acceptor 720 and a coin hopper (not shown) for dispensing coins to a coin tray 732 .
  • printer 726 can be used to print out tickets redeemable for cash or additional game play.
  • the tickets generated by printer 726 as well as printers on other gaming devices can be inserted into bill and ticket acceptor 718 to possibly add credits to gaming device 700 .
  • credits associated with the ticket can be transferred to gaming device 700 .
  • Device 718 can also be used to accept cash bills. After the cash bill is authenticated, it can be converted to credits on the gaming device and used for wager-based game play.
  • Coin acceptor 720 can be configured to accept coins that are legal tender or tokens, such as tokens issued by a casino enterprise.
  • a coin hopper (not shown) can be used to dispense coins that are legal tender or tokens into coin tray 732 .
  • the various aspects, embodiments, implementations or features of the described embodiments can be used separately or in any combination.
  • Various aspects of the described embodiments can be implemented by software, hardware or a combination of hardware and software.
  • the computer readable medium is any data storage device that can store data which can thereafter be read by a computer system. Examples of the computer readable medium include read-only memory, random-access memory, optical media (e.g., CD-ROMs, DVDs), magnetic tape, solid state drives (e.g., flash drives) and optical data storage devices.
  • the computer readable medium can also be distributed over network-coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.

Abstract

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.

Description

    BACKGROUND
  • 1. Field of the Described Embodiments
  • The described embodiments relate generally to gaming systems, such as gaming systems deployed in a casino enterprise. More particularly, apparatuses and methods for developing and maintaining customer loyalty in the casino enterprise by providing bonus content that can be customized and experienced on mobile devices are described.
  • 2. Description of the Related Art
  • Developing and maintaining a loyal customer base is a critical component of operating a successful casino enterprise. To develop a loyal customer base, casino enterprises attempt to generate interactions with their patrons that provide a unique and personalized game playing experience. As an example, casino enterprises offer patrons the opportunity to participate in a loyalty program. Via the loyalty program, patrons are offered various promotions and free items that encourage the patron to return to the casino and to engage in more game play at the casino.
  • In the loyalty program, promotions can be tailored to the patron's preferences. As an example, if preferred, a patron can choose to receive promotional credits for game play on an electronic gaming machine and information regarding this preference can be stored to an account associated with the patron for the loyalty program. In general, information regarding the patron's preferences in regard to promotions as well as other activities within the casino enterprise, such as food, drink and room preferences, can be stored to the patron's account associated with the loyalty program. The patron information stored in the account can be used to personalize the service and the game playing experience provided to the patron by the casino enterprise.
  • An ever increasing portion of patrons that visit casinos are regularly carrying portable electronic devices, such as smart phones, laptops, netbooks and tablet computers, on their person. The portable electronic devices can provide 1) a means of communication allowing the patron to communicate with other individuals within or outside of a casino via a number of different communication modes, 2) a source of news and information, 3) a portal to the patron's on-line activities, such as social media applications, 4) support for entertainment features, such as audio/video playback and gaming applications, 5) a repository for personal information, such as financial information that enables financial transactions in a mobile wallet applications, and 6) a means of capturing information, such as video images and audio recordings. Thus, portable electronic devices, such as smart phones, are becoming essential tools and in some instances, the primary electronic interface for many individuals.
  • The popularity of portable electronic devices allows for the possibility of using their capabilities to further personalize and enhance the gaming experience in a casino gaming environment. The wireless and Internet connectivity, including, for example, standard cellular reception and 802.11 connectivity, in a casino might be limited. In view of the above, methods and apparatus are desired that allow for complementary interactions with portable electronic devices within a casino environment, such as when a patron is participating in game play on an electronic gaming machine. It may be beneficial to allow patrons to view bonus content and play bonus games on their mobile devices.
  • SUMMARY OF THE DESCRIBED EMBODIMENTS
  • A gaming system compatible with user-controlled portable electronic devices, such as smart phones, is described. In particular, electronic gaming machines (EGM) in the gaming system can be configured to communicate with a portable electronic device carried by a patron and to present bonus content on the portable electronic device. Providing bonus content to a portable electronic device can allow bonus content to be updated very quickly.
  • One aspect of the methods and apparatus described herein is related to an electronic gaming machine. The electronic gaming machine can include: a cabinet; a communication interface integrated into the cabinet, a game controller, and an interface controller. The communication interface can establish communications between the electronic gaming machine and a portable electronic device. The game controller includes a processor and a memory coupled to the communication interface and secured within the gaming cabinet configured to control a wager-based game. The interface controller is configured to provide bonus content to the portable electronic device. The bonus content is triggered during a wager-based game on the electronic gaming machine.
  • Another aspect of the methods and apparatus described herein is related to a method in an electronic gaming machine including a communication interface configured to provide bonus content to a portable electronic device. The method can be generally characterized as including: 1) detecting triggering of a bonus event during a wager-based game on the electronic gaming machine; 2) detecting a communication session between the portable electronic device and the electronic gaming machine; and 3) providing bonus content to the portable electronic device for display on the portable electronic device.
  • Yet another aspect of the methods and apparatus described herein is related to an electronic gaming machine. The electronic gaming machine includes a cabinet, a secondary gaming device coupled to the cabinet, and a game controller. The secondary gaming device includes a secondary processor, including a processor and a memory, separate from a game controller, and an interface assembly that allows communication with a portable electronic device. The interface assembly is configured to provide bonus content to the portable electronic device in response to commands received from the secondary processor. The game controller includes a processor and a memory communicatively coupled to the secondary gaming device and secured within the cabinet, and the game controller is configured to control a wager-based game and send information related to the game play activities to the secondary gaming device.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The embodiments will be readily understood by the following detailed description in conjunction with the accompanying drawings, wherein like reference numerals designate like structural elements, and in which:
  • FIG. 1 shows an electronic gaming machine with interfaces for a portable electronic device in accordance with the described embodiments.
  • FIG. 2A shows a block diagram of a game controller in accordance with the described embodiments.
  • FIG. 2B shows a block diagram of a game controller and a secondary processor in accordance with the described embodiments.
  • FIG. 3 is flow chart of a method for providing bonus content to a portable electronic device in accordance with the described embodiments.
  • FIG. 4 shows a block diagram of a gaming system including a server and gaming devices in accordance with the described embodiments.
  • FIG. 5 shows a perspective drawing of a gaming device in accordance with the described embodiments.
  • DESCRIBED EMBODIMENTS
  • In this paper, numerous specific details are set forth to provide a thorough understanding of the concepts underlying the described embodiments. It will be apparent, however, to one skilled in the art that the described embodiments may be practiced without some or all of these specific details. In other instances, well known process steps have not been described in detail in order to avoid unnecessarily obscuring the underlying concepts.
  • A wager-based gaming system compatible with portable electronic devices controlled by users of the gaming system is described. The gaming system can include a number of features that encourage and enable the use of portable electronic devices, such as smart phones and tablet computers, in a casino gaming environment. In particular embodiments, the gaming system can allow bonus content triggered during game play on electronic gaming machines (EGMs) to be displayed on portable electronic devices. Further, the bonus content can be customized for the owner of a portable electronic device. Details of an EGM with these capabilities are described with respect to FIG. 1. A game controller within the EGM can be configured to control the display and game play of bonus content, whether on portable electronic devices or on the EGM itself. Details of a game controller configured for these purposes are described with respect to FIG. 2A. A secondary processor separate from the game controller can also be used for these purposes as described with respect to FIG. 2B. With respect to FIG. 3, a method for providing bonus content to a portable electronic device is discussed. Finally, additional details of a game controller and an EGM are described with respect to FIGS. 4 and 5.
  • FIG. 1 shows an EGM 2 with interfaces for interacting with a portable electronic device. EGM 2 can be part of a gaming system that includes a number of gaming devices and servers, such as 4. A communication connection 6 between EGM 2 and server 4 can be wired, wireless or a combination of wired and wireless communication links, depending on the local and/or wide area network topology used within the gaming system. EGM 2 can include a) displays, such as a main display 26 on which a wager-based game can be output, b) audio devices, such as speaker 24 for outputting sounds from the EGM and c) a player input panel 28 including buttons for making inputs associated with the play of the wager-based game. These devices can be controlled by a game controller (not shown) located within the cabinet of EGM 2. Further details of EGM's game controller are described with respect to FIGS. 2, 4, and 5.
  • EGM 2 can include one or more different types of interfaces that enable interactions with a portable electronic device 10, such as a smart phone or a tablet computer. In the embodiment shown in FIG. 1, two interfaces 32 and 34 are shown. Different types of interfaces include power interfaces and communication or wireless access interfaces. Via a power interface, power can be supplied to the portable electronic device. A communication interface of the EGM can provide a communication link between the EGM and the portable electric device. According to an embodiment, bonus content that is triggered during game play on an EGM can be displayed on a portable electronic device and the patron can then use his or her portable electronic device to experience and/or play the bonus game.
  • As an example, either the display on an EGM 2 or a portable electronic device can be used to display a bonus game presentation associated with the play of a wager-based game (one or more bonus games are often features of many wager-based games). In an embodiment, the bonus game presentation can be transferred to a player's portable device 10 and displayed via an application executed on portable device 10.
  • According to an embodiment, portable electronic device 10 does not determine the outcome of a bonus game. In such an embodiment, portable electronic device 10 can provide a different or unique presentation for a bonus event or bonus game. In this embodiment, the bonus games on portable device 10 can be like a central determination game or a thin client game. The monetary outcome can be determined by EGM 2 or by the host, not by the application on mobile device 10. In this embodiment, mobile device 10 can display the bonus event and outcome, but does not produce it or change it.
  • For example, EGM 2 could be configured for the bonus feature and be in communication with a player's mobile device 10. If, during a game play session on EGM 2, a bonus event is triggered, EGM 2 can communicate with the mobile device. The mobile device can notify EGM 2 that it can and will present the bonus content through its mobile application. The mobile device application, for example, might have downloaded the latest bonus based on current events. For example, mobile device 10 might have downloaded bonus content based on a new movie that had just been announced. In this embodiment, EGM 2 or host can determine an outcome of, for example, 100 credits. The information about the 100 credit win can be sent from EGM 2 or host to mobile device 10 where the bonus game plays and wins 100 credits for the player. In this example, during this bonus game, EGM 2 can suspend game play until mobile device 10 has completed the bonus presentation. In this example, the movie bonus presentation might be a pick bonus with fun animations from the upcoming movie. In this example, when the player makes a selection in the bonus game, the win results in the 100 credit value, which can be determined by EGM 2 or a server. After the presentation of the bonus game on the mobile device, the mobile device application can notify EGM 2 to continue with game play because the bonus presentation is complete. EGM 2 can also send losing events to the mobile device 10.
  • According to an embodiment, the bonus game on the mobile device 10 and the game play session on EGM 2 can take place simultaneously. According to some embodiments, the mobile bonus events can be cute animations or sound content and not complete bonus games.
  • EGM 2 can be configured to store the history or game recall information that is required of EGMs. EGM 2 or server can store the win information (the 100 credits in the example above) and that the win was displayed on mobile device 10 with the latest movie presentation. Mobile device 10 may send a video or picture to be stored with the history record, or mobile device 10 may send the historical information to a server.
  • If mobile device 10 encounters an error while presenting bonus content, EGM 2 can play another of its bonus games that also wins 100 credits. Alternatively, EGM 2 can find another mobile application on mobile device 10 for the bonus presentation, or EGM 2 can simply award the player 100 credits without the bonus presentation.
  • According to an embodiment, the mobile device application can download the latest games even when it is not in the casino environment. The mobile device application can notify the player that new content is ready and that the player can experience this content by going to a casino and playing certain games.
  • Display and game play of bonus games and content allow the bonus games and content to be updated quickly, as the process of updating bonus content on an EGM 2 can be time consuming for obtaining approval as well as deployment. Thus, deploying bonus content on a mobile device can be much quicker, allowing for rapid and creative changes for bonus presentations and events. Deploying bonus content on a mobile device also allows for the content to be customized for the player based on the player's preferences, status, interests, etc. The ease of updating bonus content for mobile devices also allows for bonus content that can be continually changing for the player and therefore remains fresh and interesting to the player. For example, each day a player plays, he or she can be presented with new bonus content. The mobile application on a player's device can also notify the player that new content is available and can direct the player to the EGMs that can provide the new content.
  • In FIG. 1, a connector 18 is shown leading from interface 32 to portable device 14 positioned on the player input panel 28 and a connector 20 is shown leading from interface 34 to a portable or mobile device 10 located in the pocket of user 8. At the device end, the connector, such as 18 or 20, can include an interface compatible with the portable device, such as device 14 or the device located in the pocket of user 8. Alternatively, the interface (such as 30) between portable device 10 and EGM 2 can be wireless.
  • In the case of a connector, such as 18 or 20, at the EGM end, the connector 18 or 20 can include an interface compatible with the EGM power or communication interface. The interfaces at each end of the connector can be coupled via a cord. Typically, the interface between a connector (e.g., 18 or 20) and a portable device varies widely from model to model and from manufacturer to manufacturer where the interface at the device end can transmit communications and/or power to the portable device. Thus, in one embodiment, the connector, such as 18 and 20, can be provided by the user, such as 8.
  • If a standard portable device interface is ever widely adopted and incorporated in portable devices, then this type of interface can be provided on the EGM 2. For instance, many portable devices provide a female receptacle for mini-USB interface. Thus, the EGM might include an integrated “male” mini-USB connector for interfacing with these devices. In one embodiment, a power interface including a “male” connector may include a cord connecting the “male” connector to the EGM 2. The opposite end of the cord can be connected within the interior of the EGM 2 so that the connector can't be pulled from the EGM 2. The cord portion of the connector, between the ends, can include a cut resistant outer material to prevent the male connector from being removed.
  • In another embodiment, the male connector can be mounted to a surface of EGM 2 such that only the male connector extends from the surface without a cord section extending from EGM 2 coupled to the male connector. The male connector can be connected to a joint that allows the angle of male connector relative to the surface from which it extends to be adjusted to help accommodate different devices.
  • Alternatively, the interface between portable device 10 and EGM 2 can be wireless and portable device 10 can communicate with EGM 2 in a wireless fashion. As an example, player input panel 28 includes a wireless communication interface 30. The wireless communication interface can be compatible with a number of different types of devices. In FIG. 1, a portable device 16 is shown resting on an interface 30. Alternatively, wireless interface 30 can be compatible with a portable device, such as 10, that is not resting on the wireless interface. The portable device can be, for example, in a patron's pocket or purse, or held by the patron.
  • In particular embodiments, interfaces 30, 32 and 34 can include sealing mechanisms that are configured to protect interface 30, 32 and 34 in the case of spill, such as a user spilling a drink on the interface. Further, the interfaces can be configured to protect against electrostatic discharge (ESD). The ESD protection can include isolation circuits, filtering circuits, and suppression components, such as multilayer varistors, silicon diodes, and polymer-based suppressors. Suppression components protect the circuit by clamping the ESD voltage to a level that the circuit can survive. Connected in parallel with the signal lines, the suppressors clamp the ESD voltage and shunt the majority of the ESD current away from the data line, and the protected chip, to the appropriate reference. Typical references are the power rail and chassis ground.
  • EGM 2 can support one or more wireless communication interfaces for communicating with a portable device, such as 10 and 16. For instance, a communication wireless interface can support Bluetooth™ communications, communications via Wi-Fi™ (compatible with IEEE 802.11 standards), or NFC communication protocol. In one embodiment, a wireless communication interface can be integrated or located proximate to a wireless power interface. For example, a wireless communication interface supporting an NFC communication protocol can be integrated with a wireless power interface 30. Thus, when device 16 is placed near wireless communication interface 30, NFC formatted communication can occur between device 16 and EGM 2. In other embodiments, the wireless communication interfaces can be placed in other locations in or on EGM 2. Thus, the placement near the wireless power interface is discussed for the purposes of illustration only.
  • In one embodiment, the NFC communication can be used to exchange information to allow pairing to be established between a user-controlled portable device and EGM 2. For instance, Bluetooth™ pairing occurs when two Bluetooth devices agree to communicate with each other and establish a connection. In order to pair two Bluetooth wireless devices, a password (passkey) is exchanged between the two devices. The passkey is a code shared by both Bluetooth devices, which proves that both users have agreed to pair with each other. After the passkey code is exchanged, an encrypted communication can be set up between the paired devices. In Wi-Fi paring, every pairing can be set up with WPA2 encryption or another type of encryption scheme to keep the transfer private. Wi-Fi Direct is an example of a protocol that can be used to establish point-to-point communications between two Wi-Fi devices. The protocol allows for a Wi-Fi device to pair directly with another device without having to first join a local network. The method makes it possible to share media from a phone, play multiplayer games or otherwise communicate directly, even when no router exists. Via pairing between EGM 2 and portable electronic device, a portable electronic device may be able to utilize some of the functionality of secondary devices residing on EGM 2. For instance, it may be possible for a player to print something from their portable electronic device using the printer on EGM 2 when it is paired to EGM 2.
  • EGM 2 can include one or more support structures configured to receive a portable electronic device. The support structures can be integrated into the EGM cabinet such that a portable device placed in the support structure is not easily knocked out of the support structure and placement of the portable device does not block access to input buttons on EGM 2 during game play. The support structure can be configured to support a portable device in various positions, such as upright, on its side, or on its back. Further, the support structures can be configured to allow a portable device received in the support structure to be positioned in a preferred orientation. For instance, in FIG. 1, portable device 14 is placed in a support structure with a receptacle built into the player input panel 28 that allows portable device 14 to be oriented in an upright position. As another example, portable device 16 is placed flat on a ledge of player input panel 28. The ledge can include an indentation or a high-friction material (anti-slip) that is designed to keep portable device 16 from sliding off of the ledge. Support structures can be placed in other locations on the EGM cabinet and these examples are provided for the purposes of illustration only.
  • The support structure can include a stand or bracket for supporting the device. In one embodiment, the support structure can include a switch that is activated by a weight of the portable electronic device. The switch may be used for portable device detection purposes. The support structure can be sealed to provide protection in the event of spills. Further, it can include other tamper-resistant features, such as features that prevent the internal elements of EGM 2 from being exposed. In one embodiment, a NFC interface can be located proximate to the support structure, such that it can be utilized when a device is placed in the support structure.
  • In alternate embodiments, the support structure, data interfaces and power interfaces can be incorporated into a secondary device utilized on EGM 2. For instance, one or more of a support structure, a power or communication interface or a wireless interface can be incorporated into a player tracking unit with a smart interface board (SMIB), a card reader, a bill validator or a printer. Further, all or a portion of the control of the power or communication interfaces and/or wireless interfaces in the manner described herein can be performed by a secondary processor on the secondary device in conjunction with or independently of the game controller on EGM 2. In another embodiment, all or a portion of the control of the power or communication interfaces and/or wireless can be implemented in a “service window” type architecture (see FIG. 6 for more details).
  • In particular embodiments, EGM 2 can be configured to provide indicators of a status of a power, wireless access, and/or communication interface. For instance, in one embodiment, when an interface is active, an icon indicating a status of the interface can be displayed on EGM 2. For example, in FIG. 1, a lightning bolt 36 is shown on display 26 to indicate that power is actively being supplied to one of the power interfaces. Similarly, another icon can be displayed to represent an active communication session via a communication interface, such as a communication interface involving a wired or wireless connection between EGM 2 and a portable electronic device.
  • In other embodiments, an interface, such as 30, 32 and 34, can be surrounded by a lighted bezel, partially surrounded by a lighted bezel or include an indicator light near the interface. The lighted bezel can be configured to change color, emit a particular lighting pattern or combinations, such as flashing or steady, to indicate that the interface is delivering power or an active wireless communication session with a portable electronic device. For instance, a bezel or indicator can be lighted with a green color when wireless access is enabled by the interface and a red color when wireless access is cut-off at the interface. In another example, a status light can be turned on when wireless access is enabled via the interface and turned off when wireless access is not enabled. The lighted bezel and/or audio feedback can also be used to indicate proper device pairing, secure communications and/or recognition and successful establishment of communications. Similar status indicators can be used for other interfaces, such as communication and power, to indicate an active or non-active communication or power delivery session.
  • Other types of feedback mechanisms can be utilized to indicate a status of an interface. For instance, audio devices can be used to provide audio feedback and/or vibration generating devices, which can also produce an audible buzz, can be used to provide feedback. These feedback mechanisms can be used alone or in combination with other feedback mechanisms, such as a light generating mechanism, to indicate the status of various processes implemented on EGM 2.
  • Further, the information about a portable electronic device may have been previously stored. For instance, the player can be using the device as a player tracking instrument and thus, the device may be associated with a particular player. In this instance, an alternate communication channel, such as an e-mail or alternate number provided by the player can be used to notify the player that the portable device has been recovered. If the player is staying at the gaming establishment, then a message and/or the recovered device can be delivered to the player's room. As discussed above, bonus games and content can be customized for the player and provided to the player's portable device.
  • FIG. 2A shows a block diagram of a game controller 50 for an EGM. The game controller can be configured to control the play of a wager-based game, including a bonus game, on an EGM. Game controller 50 can include logic for generating a state on EGM 2. Game controller 50 can be configured collect and store state information 60 associated with each game state where the information that is stored can vary from state to state, such as but not limited to a posting of credits to the EGM, an indication of a wager, an indication to initiate a game and an establishment of a communication with a portable electronic device, etc. As described above, the state information 60 can be used to determine whether a bonus game and/or content is to be provided to and displayed on a portable electronic device via a bonus interface assembly 66.
  • Game controller 50 can also include a network interface 64 for communicating with remote devices, such as casino service server 54 and/or a player tracking server 56. Player tracking server 56 can be used to retrieve player tracking information about a particular patron, such as identity and status, stored in a player tracking account. According to some embodiments, the identity and status of a player can affect how a bonus game and/or content can be controlled and presented to the player's portable electronic device.
  • As shown in FIG. 2B, a secondary gaming device 80, such as a player tracking unit, a card reader, a bill validator, and a printer, that is separate from game controller 50 can be provided to enable a portable electronic device to display bonus content. As shown in FIG. 2B, secondary gaming device 80 includes a secondary processor 82 and the interface assembly 66, which can provide bonus content to a portable electronic device. Secondary processor 82 can include a processor and a memory.
  • Interface control logic 62 can be used to control bonus interface assembly 66. In the embodiment shown in FIG. 2B, secondary processor 80 is operatively coupled to game controller 50 so that interface control logic 62 in secondary processor 80 can receive information from game controller 50 regarding the idle state, player status, bonus content, and the like.
  • Whether the control logic is in the game controller or a secondary gaming device, the control algorithm that is used can depend on whether the player is a member of the casino's loyalty program and has provided information at the EGM that allows his or her account information to be accessed. In one embodiment, a high status player can be provided bonus content independently of his or her game play activities, as described above. A lower player status can earn a bonus game according to a first algorithm that depends on his or her game play activities. Both the high status player and the lower status player can have bonus games presented that are customized for them, based on their status and/or preferences. An unidentified player can earn a bonus game according to a second algorithm that depends on his or her game play activities. The bonus games can be displayed to the players on their portable electronic devices.
  • Device and player detection logic 58 can be used to determine whether an object, such as portable electronic device and/or a user are present at EGM 2. If a portable electronic device is present and in communication with EGM 2, interface control logic 62 can be used to control bonus interface assembly 66, which can provide bonus content to a portable electronic device. The player detection logic can utilize information received from various EGM interfaces 52 to make this determination, such as a camera, input buttons, a touchscreen interface, value input/output interfaces, wireless device interfaces and/or power interfaces. As described above, information associated with these interfaces, such as whether a wireless communication link has been established between EGM 2 and a portable electronic device, can be stored as part of state information 60.
  • FIG. 3 is a flow chart of a method 100 for displaying bonus content on a portable electronic device via a wired or wireless communication interface on an EGM. In 102, a triggering of a bonus event can be detected on the EGM. In 104, it can be determined whether a portable electronic device is in communication with the EGM. If it is determined that a portable electronic device is in communication with the EGM, bonus content can be provided to the portable electronic device in 106. For example, the portable electronic device can notify the EGM that it will present the bonus content through its mobile application. The mobile device application, for example, might have downloaded the latest bonus content based on current events. The bonus content can be displayed on the portable electronic device in 108.
  • In 110, the EGM or host can determine an outcome of the bonus event. The determined outcome can be sent to the portable electronic device in 112. After the presentation of the bonus content on the portable electronic device, the EGM can receive a notification from the mobile device application to continue with game play because the bonus presentation is complete in 114.
  • FIG. 4 shows a block diagram of a gaming system 600 in accordance with the described embodiments. The gaming system 600 can include one or more servers, such as server 602, and a variety of gaming devices including but not limited to table gaming devices, such as 652, mobile gaming devices, such as 654, and slot-type gaming devices, such as 656. The table gaming devices, such as 652, can include apparatus associated with table games where a live operator or a virtual operator is employed. The gaming devices and one or more servers can communicate with one another via a network 601. Network 601 can include wired, wireless or a combination of wired and wireless communication connections and associated communication routers.
  • Some gaming devices, such as 652, 654 and 656, can be configured with a player interface that allows at least 1) selections, such as a wager amount, associated with a wager-based game to be made and 2) an outcome of the wager-based game to be displayed. As an example, gaming devices, 652, 654 and 656, include player interfaces, 652 a, 654 a and 656 a, respectively. Typically, gaming devices with a player interface are located in publicly accessible areas, such as a casino floor. On the other hand, some gaming devices, such as server 602, can be located in publically inaccessible areas, such is in a back-room of a casino or even off-site from the casino. Gaming devices located in publicly inaccessible areas may not include a player interface. For instance, server 602 does not include a player interface. However, server 602 includes an administrator interface 635 that allows functions associated with the server 602 to be adjusted.
  • An example configuration of a gaming device is described with respect to gaming device 604. Gaming device 604 can include 1) a game controller 606 for controlling a wager-based game played on gaming device 604 and 2) player interface 608 for receiving inputs associated with the wager-based game and for displaying an outcome to the wager-based game. In more detail, game controller 606 can include a) one or more processors, such as 626, b) memory for holding software executed by the one or more processors, such as 628, c) a non-volatile memory, such as 630, d) one or more trusted memories, such as 632, e) a random number generator and f) a plurality of software applications, 610. The other gaming devices, including table gaming device 652, mobile gaming device 654, slot-type gaming device 656 and server 602, can each include a game controller with all or a portion of the components described with respect to game controller 606. Typically, the power-hit tolerant memory is a non-volatile memory of some type.
  • In particular embodiments, the gaming device can utilize a “state” machine architecture. In a “state” machine architecture critical information in each state is identified and queued for storage to a persistent memory. The architecture doesn't advance to the next state from a current state until all the critical information that is queued for storage for the current state is stored to the persistent memory. Thus, if an error condition occurs between two states, such as a power failure, the gaming device implementing the state machine can likely be restored to its last state prior to the occurrence of the error condition using the critical information associated with its last state stored in the persistent memory. This feature is often called a “roll back” of the gaming device. Examples of critical information can include but are not limited to an outcome determined for a wager-based game, a wager amount made on the wager-based game, an award amount associated with the outcome, credits available on the gaming device and a deposit of credits to the gaming device.
  • Non-volatile memory 630 can be used as a persistent memory for critical data, such as critical data associated with maintaining a “state” machine on the gaming device. One characteristic of a non-volatile memory 630 is a fast data transfer time. According to some embodiments, the current state is kept in “persistent memory” (e.g. NVRAM, disk drive) so that in the event of a power failure, the EGM can recover to the proper state after power is restored.
  • In one embodiment, gaming device 605 can be configured to detect power fluctuations and in response, trigger a transfer of critical data from RAM to the non-volatile memory 630. One example of a non-volatile memory 630 is a battery-backed RAM. The battery supplies power to the normally volatile RAM so that in the event of a power failure data is not lost. Thus, a battery-backed RAM is also often referred to as a non-volatile RAM or NV-RAM. An advantage of a battery-backed RAM is that the fast data transfer times associated with a volatile RAM can be obtained.
  • Trusted memory 632 is typically a read-only memory of some type that may be designed to be unalterable. An EPROM or EEPROM are two types of memory that can be used as a trusted memory 632. Gaming device 604 can include one or more trusted memories. Other types of memories, such as Flash memory, can also be utilized as an unalterable memory and the example of an EPROM or EEPROM is provided for purposes of illustration only.
  • Prior to installation the contents of a trusted memory, such as 632, can be verified. For instance, a unique identifier, such as a hash value, can be generated on the contents of a memory and then compared to an accepted hash value for contents of a memory. Memory may not be installed if the generated and accepted hash values do not match. After installation, the gaming device can be configured to check the contents of the trusted memory. For instance, a unique identifier, such as a hash value, can be generated on contents of the trusted memory and compared to an expected value for the unique identifier. If the generated value of the unique identifier and the expected value of the unique identifier don't match, then an error condition can be generated on the gaming device 604. In one embodiment, the error condition can result in the gaming device entering a tilt state where game play is temporarily disabled on the gaming device.
  • Sometimes verification of software executed on gaming device 604 can be performed by a regulatory body, such as a government agency. Often software used by a game controller, such as 606, can be highly regulated, where only software approved by a regulatory body is allowed to be executed by the game controller 606. In one embodiment, trusted memory 632 can store authentication programs and/or authentication data for authenticating the contents of various memories on gaming device 604. For instance, trusted memory 632 can store an authentication program that can be used to verify the contents of a mass storage device, such as 620, which can include software executed by game controller 606.
  • Random number generator (RNG) 634 can be used to generate random numbers that can be used to determine outcomes for a game of chance played on the gaming device. For instance, for a mechanical or video slot reel type of game, the RNG, in conjunction with a paytable that lists the possible outcomes for a game of chance and the associated awards for each outcome, can be used to generate random numbers for determining reel positions that display the randomly determined outcomes to the wager-based game. In other example, the RNG might be used to randomly select cards for a card game. Typically, as described above, the outcomes generated on a gaming device, such as 604, are considered critical data. Thus, generated outcomes can be stored to persistent memory, such as non-volatile memory 630 or mass storage 620.
  • Not all gaming devices may be configured to generate their own game outcomes and thus, may not use an RNG for this purpose. In some embodiments, game outcomes can be generated on a remote device, such as server 602, and then transmitted to gaming device 604 where an outcome and an associated award can be displayed to a player via player interface 608. For instance, outcomes to a slot-type game or a card game can be generated on server 602 and transmitted to gaming device 604.
  • In other embodiments, gaming device 604 can be used to play central determination games, such as bingo and lottery games. In a central determination game, a pool of game outcomes can be generated and then, particular game outcomes can be selected as needed (e.g., in response to a player requesting to play the central determination game) from the pool of previously generated outcomes. For instance, a pool of game outcomes for a central determination game can be generated and stored on server 602. Next, in response to a request to play the central determination game on gaming device 604, one of the outcomes from the pool can be downloaded to the gaming device 604. A game presentation including the downloaded outcome can be displayed on the gaming device 604.
  • In other embodiments, thin client type gaming devices, such as mobile gaming devices used to play wager-based video card or video slot games, may be configured to receive at least game outcomes from a remote device and not use an RNG to generate game outcomes locally. The game outcomes can be generated remotely in response to inputs made on the mobile device, such as an input indicating a wager amount and/or an input to initiate the game. This information can be sent from the mobile device to a remote device, such as from mobile gaming device 654 to server 602. After receiving a game outcome from a remote device, a game presentation for the game outcomes generated remotely can be generated and displayed on the mobile device. In some instances, a game presentation can also be generated remotely and then streamed for display to a mobile device.
  • Game controller 606 can be configured to utilize and execute many different types of software applications 610. Typically, software applications utilized by the game controller 606 can be highly regulated and may undergo a lengthy approval process before a regulatory body allows the software applications to be utilized on a gaming device deployed in the field, such as in a casino. One type of software application the game controller can utilize is an Operating System (OS). The OS can allow various programs to be loaded for execution by the processor 626, such as programs for implementing a state machine on the gaming device 606. Further, the OS can be used to monitor resource utilization on the gaming device 606. For instance, certain applications, such as applications associated with game outcome generation and game presentation that are executed by the OS can be given higher priority to resources, such as the processor 626 and memory 628, than other applications that can be executing simultaneously on the gaming device.
  • As previously described, gaming device 604 can execute software for determining an outcome of a wager-based game and generating a presentation of a determined game outcome including displaying an award for the game. As part of the game outcome presentation one or more of 1) electro-mechanical devices, such as reels or wheels, can be actuated, 2) video content can be output to video displays, 3) sounds can be output to audio devices, 4) haptic responses can be actuated on haptic devices or 5) combinations thereof, can be generated under control of the game controller 606. The peripheral devices used to generate components of the game outcome presentation can be associated with the player interface 608 where the types of devices that are utilized for player interface 608 can vary from device to device.
  • To play a game, various inputs can be required. For instance, via input devices coupled to gaming device 604, a wager amount can be specified, a game can be initiated or a selection of a game choice associated with game play can be made. Software 610 executed by the game controller 606 can be configured to interpret various signals from the input devices, such as signals received from a touch screen controller or input buttons, and affect the game played on the gaming device in accordance with the received input signals. Input devices can also be part of player interface 608 provided with gaming device 604.
  • In other embodiments, gaming software 610 executed by game controller 606 can include applications that allow a game history including the results of a number of past games to be stored, such as the previous 10 or 100 games played on the gaming device 604. The game history can be stored to a persistent memory including but not limited to non-volatile memory 630. The gaming controller 606 can configured to provide a menu (typically, only operator accessible), that allows the results of a past game to be displayed via the player interface 608. The output from the history menu can include a re-creation of the game presentation associated with a past game outcome, such as a video representation of card hand associated with a video poker game, a video representation of a reel configuration associated with a video slot game, and/or raw data associated with the past game result, such as an award amount, an amount wagered, etc. The history menu can be used for dispute resolution purposes, such as if a player complains that they have not been properly awarded for a game previously played on the gaming device 604.
  • Reporting software can be used by game controller 606 to report events that have occurred on gaming device 604 to remote device, such as server 602. For instance, in one embodiment, game controller 606 can be configured to report error conditions that have been detected on gaming device 604, such as if a device has malfunctioned or needs attention. For instance, reporting software can be used to send a message from gaming device 604 to server 602 indicating that a printer on gaming device 604 needs a refill of tickets. In another embodiment, gaming controller 606 can be configured to report security events that may have occurred on gaming device 604, such as but not limited to if a door is opened, a latch is activated or an interior portion of gaming device 604 has been accessed.
  • In yet other embodiments, game controller 606 can be configured to report gaming activity and associated events that has been generated on the gaming device, such as a deposit of cash or an indicia of credit, at the gaming device, a generation of game outcome including an associated award amount and a dispensation of cash or an indicia of credit from gaming device 604. As part of a loyalty program, the gaming activity can be associated with a particular player. The reporting software can include player tracking elements that allow the gaming activity of a particular player to be reported to a remote device, such as server 602.
  • Game controller 606 can execute the authentication software to verify the authenticity of data and/or software programs executed on gaming device 604. For instance, the authentication software can be used to verify the authenticity of data and/or software applications when they are first downloaded to gaming device 604. Further, the authentication software can be used to periodically verify the authenticity of data and/or software applications currently residing on the gaming device, such as software applications stored on one of the memories coupled to gaming device 604 including applications loaded into memory 628 for execution by processor 626.
  • The communication software executed by game controller 606 can be used to communicate with a variety of devices remote to gaming device 604. For instance, the communication software can be used to communicate with one or more of a) servers remote to the device, such as 602, b) other gaming devices, such as table gaming device 652, mobile gaming device 654 and slot-type gaming device 656 and c) mobile devices carried by casino personnel or players in the vicinity of gaming device 604. Via the communication software, the game controller can be configured to communicate via many different communication protocols. For instance, different wireless and/or wired communication protocols can be implemented. Further, proprietary or non-proprietary gaming specific protocols can be implemented. For instance, gaming specific non-proprietary communication protocols, such as G2S (game to system), GDS (gaming device standard) and S2S (system to system) communication protocols provided by the Gaming Standards Association (GSA), Fremont, Calif., can be implemented on the gaming devices described herein.
  • Gaming device 604 can communicate with one or more remote devices via one or more network interfaces, such as 612. For instance, via network interfaces 612 and the network 601, the gaming device 604 can communicate with other gaming devices, such as server 602 and/or gaming devices, 652, 654 and 656. The network interfaces can provide wired or wireless communications pathways for gaming device 604. Some gaming devices may not include a network interface or can be configured to operate in a stand-alone mode where the network interface is not connected to a network.
  • In other embodiments, a mobile device interface or interfaces, such as 614, can be provided for communicating with a mobile device, such as a cell phone, a laptop, netbook or a tablet computer carried by players or casino personnel temporarily in the vicinity of gaming device 604. A wireless communication protocol, such as Bluetooth™ and a Wi-Fi compatible standard, can be used for communicating with the mobile devices via mobile device interfaces 614. In one embodiment, the mobile device interface can implement a short range communication protocol, such as a near-field communication (NFC) protocol used for mobile wallet applications. NFC is typically used for communication distances of 4 cm or less. In addition, a wired communication interface, such as a docking station, can be integrated into the gaming device, such as 604. The wired communication interface can be configured to provide communications between gaming device 604 and the mobile device and/or providing power to the mobile device.
  • Near field communication, or NFC, allows for simplified transactions, data exchange, and connections with a touch. Formed in 2004, the Near Field Communication Forum (NFC Forum) promotes sharing, pairing, and transactions between NFC devices and develops and certifies device compliance with NFC standards. NFC's short range helps keep encrypted identity documents private. Thus, a smartphone or tablet with an NFC chip can make a credit card/debit card payment to a gaming device or serve as keycard or ID card for a loyalty program. Further, an NFC device can act a hotel room key. The user of an NFC device as a hotel room keys and/or a player tracking card instrument may allow fast VIP check-in and reduce staffing requirements.
  • NFC devices can read NFC tags on a gaming device 604 to get more information about the gaming device including an audio or video presentation. For instance, a tap of an NFC enabled device to a gaming device can be used to instantly share a contact, photo, song, application, video, or website link. In another example, an NFC enabled device can be used to transfer funds to the gaming device or enter the player in a multi-player tournament. As another example, an NFC enabled device can be used to receive information from a gaming device that can be used in a persistent gaming application or a social media application.
  • Further, NFC enabled signage can include NFC tags that allow a patron to learn more information about the content advertised in the signage. The NFC enabled signage can be part of a gaming system. For instance, a sign advertising a show available at the casino can be configured to transfer information about the show, show times and ticketing information via an NFC tag. As another example, a sign showing jackpot information, such as progressive jackpot information, can be used to transfer information about the jackpot, such as the last time the jackpot was won and where it was won.
  • In one embodiment, an NFC interface on a gaming device can be used to set-up a higher speed communication between the gaming device and another NFC enabled device such as smart phone. The higher speed communication rates can be used for expanded content sharing. For instance, a NFC and Bluetooth enabled gaming device can be tapped by an NFC and Bluetooth enabled smart phone for instant Bluetooth pairing between the devices. Instant Bluetooth pairing between a gaming device and an NFC enabled device, such as a smartphone, can save searching, waiting, and entering codes. In another example, a gaming device can be configured as an NFC enabled router, such as a router supporting a Wi-Fi communication standard. Tapping an NFC enabled device to an NFC enabled and Wi-Fi enabled gaming device can be used to establish a Wi-Fi connection between the two devices.
  • Gaming device 604 can include one or more each of value input devices 616 and value output device 618. The value input devices 616 can be used to deposit cash or indicia of credit onto the gaming device. The cash or indicia of credit can be used to make wagers on games played on gaming device 604. Examples of value input devices 616 include but are not limited to a magnetic-striped card or smart card reader, a bill and/or ticket acceptor, a network interface for downloading credits from a remote source, a wireless communication interface for reading credit data from nearby devices and a coin acceptor. A few examples of value input devices are shown in FIG. 5.
  • The value output devices can be used to dispense cash or indicia of credit from gaming device 604. Typically, the indicia of credit can be exchanged for cash. For instance, the indicia of credit can be exchanged at a cashier station or at a redemption station. Examples of value output devices can include a network interface for transferring credits into a remote account, a wireless communication interface that can be used with a mobile device implementing mobile wallet application, a coin hopper for dispensing coins or tokens, a bill dispenser, a card writer, a printer for printing tickets or cards redeemable for cash or credits. Another type of value output device is a merchandise dispenser, which can be configured to dispense merchandise with a tangible value from a gaming device. A few examples of value output devices are shown in FIG. 5.
  • The combination of value input devices 616 and value output devices 618 can vary from device to device. In some embodiments, a gaming device 604 may not include a value input device or a value output device. For instance, a thin-client gaming device used in a mobile gaming application may not include a value input device and a value output device. Instead, a remote account can be used to maintain the credits won or lost from playing wager-based games via the mobile device. The mobile device can be used to access the account and affect the account balance via game play initiated on the mobile device. Credits can be deposited or withdrawn from a remote account via some mechanism other than a mobile device interface.
  • In yet other embodiments, gaming device 604 can include one or more secondary controllers 619. The secondary controllers can be associated with various peripheral devices coupled to the gaming device, such as the value input devices and value output devices described in the preceding paragraphs. As another example, the secondary controllers can be associated with peripheral devices associated with player interface 608, such as input devices, video displays, electro-mechanical displays and a player tracking unit. In some embodiments, the secondary controllers can receives instructions and/or data from and provide responses to game controller 606. The secondary controller can be configured to interpret the instructions and/or data from game controller 606 and control a particular device according to the received instructions and/or data. For instance, a print controller may receive a print command with a number of parameters, such as a credit amount and in response print a ticket redeemable for the credit amount. In another example, a touch screen controller can detect touch inputs and send information to game controller 606 characterizing the touch input.
  • In a particular embodiment, a secondary controller can be used to control a number of peripheral devices independently of game controller 606. For instance, a player tracking unit can include one or more of a video display, a touch screen, card reader, network interface or input buttons. A player tracking controller can control these devices to provide player tracking services and bonusing on gaming device 604. In alternate embodiments, game controller 606 can control these devices to perform player tracking functions. An advantage of performing player tracking functions via a secondary controller, such as a player tracking controller, is that since the player tracking functions don't involve controlling the wager-based game, the software on the player tracking unit can be developed modified via a less lengthy and regulatory intensive process than is required for software executed by game controller 606, which does control the wager-based game. In general, using a secondary controller, certain functions of gaming device 604 that are not subject to as much regulatory scrutiny as the game play functions can be decoupled from game controller 606 and implemented on secondary controller instead. An advantage of this approach, like for the player tracking controller, is that a software approval process for software executed by the secondary controller can be less intensive than the process needed to get software approved for the game controller.
  • A mass storage unit(s) 620, such as a device including a hard drive, optical disk drive, flash memory or some other memory storage technology can be used to store applications and data used and/or generated by gaming device 604. For instance, a mass storage unit, such as 620, can be used to store gaming applications executed by game controller 606 where gaming device 604 can be configured to receive downloads of game applications from remote devices, such as server 602. In one embodiment, game controller 606 can include its own dedicated mass storage unit. In another embodiment, critical data, such as game history data stored in non-volatile memory 630 can be moved from non-volatile memory 630 to mass storage unit 620 at periodic intervals for archival purposes and to free up space non-volatile memory 630.
  • Gaming device 604 can include security circuitry 622, such as security sensors and circuitry for monitoring the sensors. Security circuitry 622 can be configured to operate while gaming device 604 is receiving direct power and operational to provide game play as well as when the gaming device is uncoupled from direct power, such as during shipping or in the event of a power failure. Gaming device 604 can be equipped with one or more secure enclosures, which can include locks for limiting access to the enclosures. One or more sensors can be located within the secure enclosures or coupled to the locks. The sensors can be configured to generate signals that can be used to determine whether secure enclosures have been accessed, locks have been actuated or gaming device 604, such as a mobile device has been moved to an unauthorized area. The security monitoring circuitry can be configured to generate, store and/or transmit error events when the security events, such as accessing the interior of the gaming device, have occurred. The error events may cause game controller 606 to place itself in a “safe” mode where no game play is allowed until the error event is cleared.
  • Server 602 can be configured to provide one or more functions to gaming devices or other servers in a gaming system 600. Server 602 is shown performing a number of different functions. However, in various embodiments, the functions can be divided among multiple servers where each server can communicate with a different combination of gaming devices. For instance, player interface support 636 and gaming device software 638 can be provided on a first server, progressives can be provided on a second server, loyalty program functions 640 and accounting 648 can be provided on a third server, linked gaming 644 can be provided on a fourth server, cashless functions 646 can be provided on a fifth server and security functions 650 can be provided on a sixth server. In this example, each server can communicate with a different combination of gaming devices because each of the functions provided by the servers may not be provided to every gaming device in the gaming system 600. For instance, server 602 can be configured to provide progressive gaming functions to gaming devices 604, 652 and 656 but not gaming device 654. Thus, server 602 may not communicate with mobile gaming device 654 if progressive functions are not enabled on the mobile gaming device at a particular time.
  • Typically, each server can include an administrator interface that allows the functions of a server, such as 602, to be configured and maintained. Each server 602 can include a processor and memory. In some embodiments, servers, such as 602, can include a game controller with components, such as but not limited to a non-volatile memory 630, a trusted memory 632 and an RNG 634 described with respect to gaming device 604. The servers can include one or more network interfaces on which wired or wireless communication protocols can be implemented. Next, some possible functions provided by server 602 are described. These functions are described for the purposes of illustration only and are not meant to be limiting.
  • Player interface support 636 can be used to serve content to gaming devices, such as 604, 652, 654 and 656, remote to the server. The content can include video and audio content that can be output on one of the player interfaces, such as 608, 652 a, 654 a and 656 a. Further, the content can be configured to utilize unique features of a particular player interface, such as video displays, wheels or reels, if the particular player interface is so equipped.
  • In one embodiment, via the player interface support, content can be output to all or a portion of a primary video display that is used to output wager-based game outcomes on a player interface associated with a gaming device. For instance, a portion of the primary display can be allocated to providing a “service window” on the primary video display where the content in the service window is provided from a server remote to the gaming device. In particular embodiments, the content delivered from the server to a gaming device as part of player interface support 636 can be affected by inputs made on the gaming device. For instance, the service window can be generated on a touch screen display where inputs received via the service window can be sent back to server 602. In response, to the received inputs, server 602 can adjust the content that is displayed on the remote gaming device that generated the inputs.
  • The “service window” application can be generated by software code that is executed independently of other game controller software in a secure “sandbox.” Via the sandbox, an executable can be given limited access to various resources on an EGM, such as a portion of the CPU resources and memory available on a game controller. The memory can be isolated from the memory used by other processes, such as game processes executed by the game controller.
  • As described above, a service window application can be allowed to control, send and/or receive data from secondary devices on the EGM, such as a video display, a touch screen power interfaces or communication interfaces. A service window application allowed to utilize a communication interface, such as a wireless communication interface, can be configured to communicate with a portable electronic device via the communication interface. In another embodiment, via the video display, the service window application can be configured to output data in an optical image format, such as a 1-D/2-D bar-code or a QR code. The optically formatted data can be captured by a camera on the portable electronic device. For instance, information about a promotion can be displayed in the service window in a QR code format and transferred to a user's portable electronic device via an image capture device on their portable electronic device.
  • If a player's identity is known, then player interface support 636 can be used to provide custom content to a remote gaming device, such as 604. For instance, a player can provide identification information, such as information indicating their membership in a loyalty program, during their utilization of a gaming device. The custom content can be selected to meet the identified player's interests. In one embodiment, the player's identity and interests can be managed via a loyalty program, such as via a loyalty program account associated with loyalty function 640. The custom content can include notifications, advertising and specific offers that are determined to be likely of interest to a particular player.
  • Gaming device software function 638 can be used to provide downloads of software for the game controller and/or second controllers associated with peripheral devices on a gaming device. For instance, gaming device software 638 may allow an operator and/or a player to select a new game for play on a gaming device. In response to the game selection, gaming device software function 638 can be used to download game software that allows a game controller to generate the selected game. In another example, in response to determining that a new counterfeit bill is being accepted by bill acceptors in gaming system 600, gaming device software function 638 can be used to download a new detection algorithm to the bill acceptors that allow the counterfeit bill to be detected.
  • Progressive gaming function 642 can be used to implement progressive game play on one or more gaming devices. In progressive game play, a portion of wagers associated with the play of a progressive game is allocated to a progressive jackpot. A group of gaming devices can be configured to support play of the progressive game and contribute to the progressive jackpot. In various embodiments, the gaming devices contributing to a progressive jackpot may be a group of gaming devices collocated near one another, such as a bank of gaming machines on a casino floor, a group of gaming devices distributed throughout a single casino, or group of gaming devices distributed throughout multiple casinos (e.g., a wide area progressive). Progressive gaming function 642 can be used to receive the jackpot contributions from each of the gaming devices participating in the progressive game, determine a current jackpot and notify participating gaming devices of the current progressive jackpot amount, which can be displayed on the participating gaming devices if desired.
  • Loyalty function 640 can be used to implement a loyalty program within a casino enterprise. Loyalty function 640 can be used to receive information regarding activities within a casino enterprise including gaming and non-gaming activities and associate the activities with particular individuals. The particular individuals can be known or may be anonymous. Loyalty function 640 can used to store a record of the activities associated with the particular individuals as well as preferences of the individuals if known. Based upon the information stored with loyalty function 640 comps (e.g., free or discounted services including game play), promotions and custom contents can be served to the particular individuals.
  • Linked gaming function 644 can be used to used provide game play activities involving player participating as a group via multiple gaming devices. An example, a group of player might be competing against one another as part of a slot tournament. In another example, a group of players might be working together in attempt to win a bonus that can be shared among the players.
  • Cashless function 646 can enable the redemption and the dispensation of cashless instruments on a gaming device. For instance, via the cashless function, printed tickets, serving as a cashless instrument, can be used to transfer credits from one gaming device to another gaming device. Further, the printed tickets can be redeemed for cash. The cashless function can be used to generate identifying information that can be stored to a cashless instrument, such as a printed ticket, that allows the instrument to later be authenticated. After authentication, the cashless instrument can be used for additional game play or redeemed for cash.
  • The accounting function can receive transactional information from various gaming devices within gaming system 600. The transactional information can relate to value deposited on each gaming device and value dispensed from each gaming device. The transactional information, which can be received in real-time, can be used to assess the performance of each gaming device as well as an overall performance of the gaming system. Further, the transactional information can be used for tax and auditing purposes.
  • Security function 650 can be used to combat fraud and crime in a casino enterprise. Security function 650 can be configured to receive notification of a security event that has occurred on a gaming device, such as an attempt at illegal access. Further, security function 650 can receive transactional data that can be used to identify if gaming devices are being utilized in a fraudulent or unauthorized manner Security function 650 can be configured to receive, store and analyze data from multiple sources including detection apparatus located on a gaming device and detection apparatus, such as cameras, distributed throughout a casino. In response to detecting a security event, security function 650 can be configured to notify casino personnel of the event. For instance, if a security event is detected at a gaming device, a security department can be notified. Depending on the security event, one or more team members of the security department can be dispatched to the vicinity of the gaming device. Next, a perspective diagram of a slot-type gaming device that can include all or a portion of the components described with respect to gaming device 604 is described.
  • FIG. 5 shows a perspective drawing of a gaming device 700 in accordance with the described embodiments. Gaming device 700 is example of what can be considered a “thick-client.” Typically, a thick-client is configurable to communicate with one or more remote servers but provides game play, such as game outcome determination, independent of the remote servers. In addition, a thick-client can be considered as such because it includes cash handling capabilities, such as peripheral devices for receiving cash, and a secure enclosure within the device for storing the received cash. In contrast, thin-client device, such as a mobile gaming device, may be more dependent on a remote server to provide a component of the game play on the device, such as game outcome determination, and/or may not include peripheral devices for receiving cash and an associated enclosure for storing it.
  • Many different configurations are possible between thick and thin clients. For instance, a thick-client device, such as 700, deployed in a central determination configuration, may receive game outcomes from a remote server but still provide cash handling capabilities. Further, the peripheral devices can vary from gaming device to gaming device. For instance, gaming device 700 can be configured with electro-mechanical reels to display a game outcome instead of a video display, such as 710. Thus, the features of gaming device 700 are described for the purposes of illustration only and are not meant to be limiting.
  • Gaming device 700 can include a main cabinet 702. Main cabinet 702 can provide a secure enclosure that prevents tampering with the device components, such as a game controller (not shown) located within the interior of the main cabinet and cash handing devices including a coin acceptor 720, a ticket printer 726 and a bill acceptor 718. Main cabinet 702 can include an access mechanism, such as door 704, which allows an interior of gaming device 700 to be accessed. The actuation of door 704 can be controlled by a locking mechanism, such as lock 716. Lock 716, door 704 and the interior of main cabinet 702 can be monitored with security sensors for detecting whether the interior has been accessed. For instance, a light sensor can be provided to detect a change in light-level in response to door 704 being opened.
  • The interior of main cabinet 700 can include additional secure enclosure, which can also be fitted with locking mechanisms. For instance, the game controller, such as game controller 606, shown in FIG. 4, can be secured within a separate locked enclosure. The separate locked enclosure for the game controller may allow maintenance functions to be performed on the gaming device, such as emptying a drop box for coins, emptying a cash box or replacing a device, while preventing tampering with the game controller. Further, in the case of device with a coin acceptor, 720, the separate enclosure can protect the electronics of the game controller from potentially damaging coin dust.
  • A top box 706 can be mounted to the top of main cabinet 702. A number of peripheral devices can be coupled to top box 706. In FIG. 5, a display device 708 and a candle device 714 are mounted to top box 706. Display device 708 can be used to display information associated with game play on the gaming device 700. For instance, display device 708 can be used to display a bonus game presentation associated with the play of a wager-based game (One or more bonus games are often features of many wager-based games). In another example, display device 708 can be used to display information associated with a progressive game, such as one or more progressive jackpot amounts. In yet another example, display device 708 can be used to display an attract feature that is intended to draw a potential player's attention to gaming device 700 when it is not in use.
  • Candle device 714 can include a number of lighting elements. The lighting elements can be lit in different patterns to draw attention to the gaming device. For instance, one lighting pattern may indicate that service is needed at gaming device 700 while another light pattern may indicate that a player has requested a drink Candle device 714 is typically placed at the top of gaming device 700 to increase its visibility. Other peripheral devices, including custom bonus devices, such as reels or wheels, can be included in a top box 706 and the example in FIG. 5 is provided for illustrative purposes only. For instance, some of the devices coupled to main cabinet 702, such as printer 726, can be located in a different top box configuration.
  • Gaming device 700 provides a player interface that allows the play of a game, such as wager-based game. In this embodiment, the player interface includes 1) a primary video display 710 for outputting video images associated with the game play, 2) audio devices, such as 722, for outputting audio content associated with game play and possibly casino operations, 3) an input panel 712 for at least providing game play related inputs and 4) a secondary video display 708 for outputting video content related to the game play (e.g., bonus material) and/or the casino enterprise (e.g., advertising). In particular embodiments, one or both of the video displays, 708 and 710, can be equipped with a touch screen sensor and associated touch screen controller, for detecting touch inputs, such as touch inputs associated with the play of a game or a service window output to the display device.
  • Input panel 712 can include a number of electro-mechanical input buttons, such as 730, and/or touch sensitive surfaces. For instance, the input panel can include a touch screen equipped video display to provide a touch sensitive surface. In some embodiments, the functions of the electro-mechanical input buttons can be dynamically reconfigurable. For instance, the function of the electro-mechanical input buttons may be changed depending on the game that is being played on the gaming device. To indicate function changes, the input buttons can each include a configurable display, such as an e-ink or a video display for indicating the function of button. The output of the configurable display can be adjusted to account for a change in the function of the button.
  • Gaming device 700 includes a card reader 728, a printer 726, a coin acceptor 720, a bill and/or ticket acceptor 720 and a coin hopper (not shown) for dispensing coins to a coin tray 732. These devices can provide value input/output capabilities on gaming device 700. For instance, printer 726 can be used to print out tickets redeemable for cash or additional game play. The tickets generated by printer 726 as well as printers on other gaming devices can be inserted into bill and ticket acceptor 718 to possibly add credits to gaming device 700. After the ticket is authenticated, credits associated with the ticket can be transferred to gaming device 700.
  • Device 718 can also be used to accept cash bills. After the cash bill is authenticated, it can be converted to credits on the gaming device and used for wager-based game play. Coin acceptor 720 can be configured to accept coins that are legal tender or tokens, such as tokens issued by a casino enterprise. A coin hopper (not shown) can be used to dispense coins that are legal tender or tokens into coin tray 732.
  • The various aspects, embodiments, implementations or features of the described embodiments can be used separately or in any combination. Various aspects of the described embodiments can be implemented by software, hardware or a combination of hardware and software. The computer readable medium is any data storage device that can store data which can thereafter be read by a computer system. Examples of the computer readable medium include read-only memory, random-access memory, optical media (e.g., CD-ROMs, DVDs), magnetic tape, solid state drives (e.g., flash drives) and optical data storage devices. The computer readable medium can also be distributed over network-coupled computer systems so that the computer readable code is stored and executed in a distributed fashion.
  • The foregoing description, for purposes of explanation, used specific nomenclature to provide a thorough understanding of the invention. However, it will be apparent to one skilled in the art that the specific details are not required in order to practice the invention. Thus, the foregoing descriptions of specific embodiments of the present invention are presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed. It will be apparent to one of ordinary skill in the art that many modifications and variations are possible in view of the above teachings.
  • The embodiments were chosen and described in order to best explain the principles of the invention and its practical applications, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined by the following claims and their equivalents.
  • While the embodiments have been described in terms of several particular embodiments, there are alterations, permutations, and equivalents, which fall within the scope of these general concepts. It should also be noted that there are many alternative ways of implementing the methods and apparatuses of the present embodiments. It is therefore intended that the following appended claims be interpreted as including all such alterations, permutations, and equivalents as fall within the true spirit and scope of the described embodiments.

Claims (23)

1. An electronic gaming machine comprising:
a cabinet;
a communication interface, integrated into the cabinet, for establishing communications between the electronic gaming machine and a portable electronic device having a display;
a game controller including a processor and a memory coupled to the communication interface and secured within the cabinet configured to control a wager-based game; and
an interface controller configured to provide bonus content to an application being executed on the portable electronic device, wherein the provision of the bonus content is triggered during game play of a wager-based game on the electronic gaming machine, wherein the bonus content relates to a bonus game, an animation, or a sound to be presented on the mobile device through the application.
2. The gaming machine of claim 1, wherein the interface controller is provided in the game controller.
3. The gaming machine of claim 1, wherein the interface controller is separate from the game controller.
4. The gaming machine of claim 1, wherein the communication interface is configured to notify the game controller when a portable electronic device is coupled to the communication interface.
5. The gaming machine of claim 1, wherein the communication interface is configured to receive a cord coupled to the portable electronic device.
6. The gaming machine of claim 1, wherein the bonus content is a bonus game to be played on the portable electronic device, and wherein the interface controller is further configured to determine an outcome of the bonus game provided to the portable electronic device.
7. The gaming machine of claim 6, wherein after the outcome is determined, the interface controller sends the outcome to the portable electronic device.
8. The gaming machine of claim 1, wherein game controller resumes the wager-based game after receiving a notification from the portable electronic device that presentation of the bonus content is complete.
9. A method in an electronic gaming machine configured to provide bonus content to a portable electronic device having a display, the gaming machine including a communication interface, a game controller, and an interface controller, the method comprising:
detecting, through the game controller, a triggering of a bonus event during game play of a wager-based game on the electronic gaming machine;
detecting, through the communication interface, a communication session between the portable electronic device and the electronic gaming machine; and
providing, through the interface controller, bonus content to an application being executed on the portable electronic device for display on the display of the portable electronic device, wherein the bonus content relates to a bonus game or an animation.
10. The method of claim 9, further comprising determining whether to display the bonus content on the portable electronic device before providing the bonus content to the portable electronic device.
11. The method of claim 10, wherein determining whether to display the bonus content on the portable electronic device comprises receiving notification from the portable electronic device that it will present the bonus content through the application.
12. The method of claim 11, wherein the application has downloaded an updated bonus content based on a current event.
13. The method of claim 9, wherein the bonus content is a bonus game to be played through the portable electronic device, and the method further comprises determining an outcome of the bonus game.
14. The method of claim 13, further comprising determining, by the game controller, an outcome of the bonus game and providing, through the interface controller.
15. The method of claim, further comprising sending, through the interface controller, the outcome to the portable electronic device after the outcome is determined.
16. The method of claim 15, further comprising:
receiving notification from the portable electronic device that presentation of the bonus content is complete and resuming the wager-based game on the electronic gaming machine.
17. The method of claim 9, wherein the wager-based game on the electronic gaming machine and the bonus content on the portable electronic device are presented simultaneously.
18. The method of claim 9, wherein the wager-based game on the electronic gaming machine is suspended while the bonus content is presented on the portable electronic device.
19. The method of claim 9, further comprising customizing the bonus content for an owner of the portable electronic device before providing the bonus content to the portable electronic device.
20. An electronic gaming machine comprising:
a cabinet;
a game controller;
a secondary gaming device coupled to the cabinet including:
a secondary processor, including a processor and a memory, separate from the game controller;
an interface assembly that allows communication between the gaming machine and a portable electronic device having a display, the interface assembly configured to provide bonus content to an application being executed on the portable electronic device in response to commands received from the secondary processor, wherein the bonus content relates to a bonus game, an animation, or a sound to be presented on the mobile device through the application; and
the game controller including a processor and a memory communicatively coupled to the secondary gaming device and secured within the cabinet, the game controller configured to control a wager-based game and send information related to the game play activities to the secondary gaming device.
21. The electronic gaming machine of claim 20, wherein the secondary gaming device is one of a player tracking unit, a card reader, a bill validator or a printer.
22. The electronic gaming machine of claim 20, wherein the secondary gaming device further comprises interface control logic that is configured to receive information from the game controller regarding at least one of idle state, player status, and the bonus content.
23. The electronic gaming machine of claim 22, wherein the interface control logic can determine whether to provide the bonus content based on a player's status.
US13/529,665 2012-06-21 2012-06-21 Displaying bonus content on a mobile device Abandoned US20130344941A1 (en)

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