CA2598041C - System and method for convenience gaming - Google Patents
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- CA2598041C CA2598041C CA2598041A CA2598041A CA2598041C CA 2598041 C CA2598041 C CA 2598041C CA 2598041 A CA2598041 A CA 2598041A CA 2598041 A CA2598041 A CA 2598041A CA 2598041 C CA2598041 C CA 2598041C
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3269—Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine
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Abstract
A convenience gaming system is provided. The convenience gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas.
Description
SYSTEM AND METHOD FOR CONVENIENCE GAMING
l'ECHNICAL FIELD
The present invention relates generally to the field of gaming and, more particularly to a gaming system and method incorporating a wireless network BACKGROUND
On-line casinos are accessible via the Internet. These on-line casinos present a graphical representation of games, such as casino games, to a user on the screen of a computer in communication with the Internet. The user may place wagers, participate in the gaming, and win or lose money. Receipt of winnings, or payment of losses is typically handled through a credit account.
SUMMARY
Due to a variety of factors, Internet-based electronic gaming systems may have a number of undesirable aspects. For example, the Internet lacks the security necessary to ensure confidence that operation of an electronic gaming system will proceed without tampering. An operator of an Internet gaming system is prone to backing, viruses and other shortcomings of conducting business over the Internet.
Users of Internet-based systems often lack confidence that their financial transactions are secure and that their privacy will remain intact. Moreover, the use of the Internet does not provide location verification suitable to ensure that a user is within an approved gaming area.
Among other things, certain embodiments of the present invention incorporate non-Internet based technology with respect to a communications network in order to avoid the problems encountered in operating a gaming system via the Internet In one embodiment the present invention provides a convenience gaming system, which includes at least one server and at least one gaming communication device connected to the at least one server by a telecommunications network.
The at least one gaming communication device is operable to send and receive gaming
l'ECHNICAL FIELD
The present invention relates generally to the field of gaming and, more particularly to a gaming system and method incorporating a wireless network BACKGROUND
On-line casinos are accessible via the Internet. These on-line casinos present a graphical representation of games, such as casino games, to a user on the screen of a computer in communication with the Internet. The user may place wagers, participate in the gaming, and win or lose money. Receipt of winnings, or payment of losses is typically handled through a credit account.
SUMMARY
Due to a variety of factors, Internet-based electronic gaming systems may have a number of undesirable aspects. For example, the Internet lacks the security necessary to ensure confidence that operation of an electronic gaming system will proceed without tampering. An operator of an Internet gaming system is prone to backing, viruses and other shortcomings of conducting business over the Internet.
Users of Internet-based systems often lack confidence that their financial transactions are secure and that their privacy will remain intact. Moreover, the use of the Internet does not provide location verification suitable to ensure that a user is within an approved gaming area.
Among other things, certain embodiments of the present invention incorporate non-Internet based technology with respect to a communications network in order to avoid the problems encountered in operating a gaming system via the Internet In one embodiment the present invention provides a convenience gaming system, which includes at least one server and at least one gaming communication device connected to the at least one server by a telecommunications network.
The at least one gaming communication device is operable to send and receive gaming
2 information to and from the at least one gaming server if the at least one gaming communication device meets at least one predetermined criteria.
In another embodiment, a method is provided for conducting convenience gaming activities on a gaming communication device in communication with a gaming server. The method includes presenting a user of the gaming communication device with one or more gaming activity options. The method further includes accepting a selection of a gaming activity option by the user, transmitting information associated with the selected gaming activity option between the gaming communication device and the server, determining a result associated with the user's selection, and transmitting the result to the user.
Various embodiments of the present invention may benefit from numerous advantages. It should be noted that one or more embodiments may benefit from some, none, or all of the advantages discussed below.
One advantage is that the system enables remote, wireless, mobile gaming over a secure network. Another advantage is that the system enables remote, wireless, mobile, gaming, while preventing gaming by unauthorized users and from unauthorized locations. Another advantage is the enablement of a gaming system accessible by remote, wireless, mobile users, wherein the system includes gaming communication devices used by the users and connected to a communication network, and wherein a portion of the communication network is movable.
There is an industry in manufacturing and selling security networks.
Manufacturers and customers care about the security of their communications systems. They care about enhanced functionality. As with other industries, members of the network systems industry want to have a product/system which is better than the competing products. Therefore, enhanced functionality, with security, is a design aim. Security is an issue in telecommunications systems, especially wireless mobile systems and hand¨held systems.
In some embodiments of the invention, time restrictions assist in controlling who can do what, and when. Controlling access to a system based on time also helps, in some situations, to control the load on a computer processor, and the time at which the processor will be actively processing certain data/perfolining certain tasks.
Having a device, such as a hand-held or wireless device, which has a range of
In another embodiment, a method is provided for conducting convenience gaming activities on a gaming communication device in communication with a gaming server. The method includes presenting a user of the gaming communication device with one or more gaming activity options. The method further includes accepting a selection of a gaming activity option by the user, transmitting information associated with the selected gaming activity option between the gaming communication device and the server, determining a result associated with the user's selection, and transmitting the result to the user.
Various embodiments of the present invention may benefit from numerous advantages. It should be noted that one or more embodiments may benefit from some, none, or all of the advantages discussed below.
One advantage is that the system enables remote, wireless, mobile gaming over a secure network. Another advantage is that the system enables remote, wireless, mobile, gaming, while preventing gaming by unauthorized users and from unauthorized locations. Another advantage is the enablement of a gaming system accessible by remote, wireless, mobile users, wherein the system includes gaming communication devices used by the users and connected to a communication network, and wherein a portion of the communication network is movable.
There is an industry in manufacturing and selling security networks.
Manufacturers and customers care about the security of their communications systems. They care about enhanced functionality. As with other industries, members of the network systems industry want to have a product/system which is better than the competing products. Therefore, enhanced functionality, with security, is a design aim. Security is an issue in telecommunications systems, especially wireless mobile systems and hand¨held systems.
In some embodiments of the invention, time restrictions assist in controlling who can do what, and when. Controlling access to a system based on time also helps, in some situations, to control the load on a computer processor, and the time at which the processor will be actively processing certain data/perfolining certain tasks.
Having a device, such as a hand-held or wireless device, which has a range of
3 functions is also advantageous. In some embodiments of the invention, a device which can purchase things and/or make reservations, and/or play games and gamble can reduce the amount of money, or other devices such as wireless PDA's mobile phones, carried by a person. This can reduce the attractiveness of that person to a criminal, and/or can be more convenient for the user.
In some embodiments of the invention, a machine which enables certain prizes to be accessed after certain other events have been achieved (e.g. book dinner at a restaurant after a certain amount of time gambling) may be viewed as an extended system configured for playing an extended game, with the later-level activity (e.g.
restaurant booking) being a prize for successfully passing the lower level game.
Security for some embodiments of the device is enhanced by geofencing (restricting the usage on functionality available within certain physical areas) and/or keystroke characteristic analysis to determine if the individual person using the machine is the one who should be using it (or identifying the person from a library of candidates). Functionality available to a user may be dependent upon their identity, for example as determined by keystroke characteristic analysis.
In some embodiments of the invention, the invention can be viewed as a method of manufacturing a network system comprising designing a network system with new and improved security-conscious functionality, and then making it to that design. In some embodiments transmitting some, sensitive, information over a secure network and other, less sensitive, information over a less secure network (e.g. the internet) helps to keep down the bandwidth utilization of the secure network device.
In some embodiments, keeping a log of what the device has done is an enhanced security feature.
Other advantages will be readily apparent to one having ordinary skill in the art from the following figures, descriptions, and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
For a more complete understanding of the present invention and for further features and advantages, reference is now made to the following description, taken in conjunction with the accompanying drawings, in which:
In some embodiments of the invention, a machine which enables certain prizes to be accessed after certain other events have been achieved (e.g. book dinner at a restaurant after a certain amount of time gambling) may be viewed as an extended system configured for playing an extended game, with the later-level activity (e.g.
restaurant booking) being a prize for successfully passing the lower level game.
Security for some embodiments of the device is enhanced by geofencing (restricting the usage on functionality available within certain physical areas) and/or keystroke characteristic analysis to determine if the individual person using the machine is the one who should be using it (or identifying the person from a library of candidates). Functionality available to a user may be dependent upon their identity, for example as determined by keystroke characteristic analysis.
In some embodiments of the invention, the invention can be viewed as a method of manufacturing a network system comprising designing a network system with new and improved security-conscious functionality, and then making it to that design. In some embodiments transmitting some, sensitive, information over a secure network and other, less sensitive, information over a less secure network (e.g. the internet) helps to keep down the bandwidth utilization of the secure network device.
In some embodiments, keeping a log of what the device has done is an enhanced security feature.
Other advantages will be readily apparent to one having ordinary skill in the art from the following figures, descriptions, and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
For a more complete understanding of the present invention and for further features and advantages, reference is now made to the following description, taken in conjunction with the accompanying drawings, in which:
4 FIGURE 1 illustrates a convenience gaming system according to an embodiment of the present invention;
FIGURE 2 illustrates a convenience gaming system with a wireless network according to an embodiment of the present invention;
FIGURE 3 is a block diagram of a convenience gaming system illustrating various gaming activities in accordance with an embodiment of the present invention;
FIGURE 4 illustrates a convenience gaming system showing coverage areas in accordance with an embodiment of the present invention;
FIGURE 5 illustrates a convenience gaming system with a wireless network showing triangulation location determination in accordance with an embodiment of the present invention;
FIGURE 6 is a flow chart depicting steps in a convenience gaming method according to an embodiment of the present invention;
FIGURE 7 depicts a convenience gaming system showing a communication path in accordance with an embodiment of the present invention; and FIGURE 8 illustrates a ship-based convenience gaming system in accordance with an embodiment of the present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
A convenience gaming system enables participants to engage in gaming activities from remote and/or mobile locations. The possible gaming activities include gambling, such as that provided by casinos. Gambling activities may include any casino-type gambling activities including, but not limited to, slot machines, video poker, table games (e.g., craps, roulette, blackjack, pai gow poker, Caribbean stud poker, baccarat, etc), the wheel of fortune game, keno, sports betting, horse racing, dog racing, jai alai, and other gambling activities. The gaming activities can also include wagering on any type of event. Events can include, for example, sporting events, such as horse or auto racing, and athletic competitions such as football, basketball, baseball, golf, etc. Events can also include such things that do not noilnally involve wagering. Such events may include, without limitation, political elections, entertainment industry awards, and box office performance of movies.
Gaming can also include non-wagering games and events. Gaming can also include lotteries or lottery-type activities such as state and interstate lotteries.
These can include all forms of number-selection lotteries, "scratch-off' lotteries, and other lottery contests. The convenience gaming system may be implemented over a communications network such as a cellular network or a private wireless and/or wireline network. Examples of the latter include WiFi and WiMax networks. In one
FIGURE 2 illustrates a convenience gaming system with a wireless network according to an embodiment of the present invention;
FIGURE 3 is a block diagram of a convenience gaming system illustrating various gaming activities in accordance with an embodiment of the present invention;
FIGURE 4 illustrates a convenience gaming system showing coverage areas in accordance with an embodiment of the present invention;
FIGURE 5 illustrates a convenience gaming system with a wireless network showing triangulation location determination in accordance with an embodiment of the present invention;
FIGURE 6 is a flow chart depicting steps in a convenience gaming method according to an embodiment of the present invention;
FIGURE 7 depicts a convenience gaming system showing a communication path in accordance with an embodiment of the present invention; and FIGURE 8 illustrates a ship-based convenience gaming system in accordance with an embodiment of the present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
A convenience gaming system enables participants to engage in gaming activities from remote and/or mobile locations. The possible gaming activities include gambling, such as that provided by casinos. Gambling activities may include any casino-type gambling activities including, but not limited to, slot machines, video poker, table games (e.g., craps, roulette, blackjack, pai gow poker, Caribbean stud poker, baccarat, etc), the wheel of fortune game, keno, sports betting, horse racing, dog racing, jai alai, and other gambling activities. The gaming activities can also include wagering on any type of event. Events can include, for example, sporting events, such as horse or auto racing, and athletic competitions such as football, basketball, baseball, golf, etc. Events can also include such things that do not noilnally involve wagering. Such events may include, without limitation, political elections, entertainment industry awards, and box office performance of movies.
Gaming can also include non-wagering games and events. Gaming can also include lotteries or lottery-type activities such as state and interstate lotteries.
These can include all forms of number-selection lotteries, "scratch-off' lotteries, and other lottery contests. The convenience gaming system may be implemented over a communications network such as a cellular network or a private wireless and/or wireline network. Examples of the latter include WiFi and WiMax networks. In one
5 embodiment, the convenience gaming system communications network is entirely independent of the Internet. In another embodiment, the convenience gaming system operation makes minimal use of the Internet, such that only information for which there is no security issues is transmitted via the Internet and/or information may be encrypted. Preferably, the communications network enables players to participate in gaming from remote locations (e.g., outside of the gaming area of a casino).
Also, the system may enable players to be mobile during participation in the convenience gaming activities. Preferably, the system has a location verification or determination feature, which is operable to permit or disallow gaming from the remote location depending upon whether or not the location meets one or more criteria. The criterion may be, for example, whether the location is within a pre-defined area in which gaming is permitted by law.
As shown in FIGURE 1, for example, convenience gaming system 10 includes at least one user 12. The system may include additional users such that there is at least a first user 12 and a second user 14. Multiple users may access a first convenience gaming system 10, while other multiple users access a second convenience gaming system (not shown) in communication with first gaming system 10. Users 12 and 14 preferably access system 10 by way of a gaming communication device 13. Gaming communication device 13 may comprise any suitable device for transmitting and receiving electronic communications. Examples of such devices include, without limitation, mobile phones, personal data assistants (PDAs), computers, mini-computers, etc. Gaming communication devices 13 transmit and receive gaming information to and from communications network 16. Gaming information is also transmitted between network 16 and a computer 18, such as a server, which may reside within the domain of a gaming service provider 20.
The location of computer 18 is not critical, however, and computer 18 may reside adjacent to or remote from the domain of gaming service provider 20. Moreover, in certain embodiments, a gaming service provider is not required. The computer 18 and/or
Also, the system may enable players to be mobile during participation in the convenience gaming activities. Preferably, the system has a location verification or determination feature, which is operable to permit or disallow gaming from the remote location depending upon whether or not the location meets one or more criteria. The criterion may be, for example, whether the location is within a pre-defined area in which gaming is permitted by law.
As shown in FIGURE 1, for example, convenience gaming system 10 includes at least one user 12. The system may include additional users such that there is at least a first user 12 and a second user 14. Multiple users may access a first convenience gaming system 10, while other multiple users access a second convenience gaming system (not shown) in communication with first gaming system 10. Users 12 and 14 preferably access system 10 by way of a gaming communication device 13. Gaming communication device 13 may comprise any suitable device for transmitting and receiving electronic communications. Examples of such devices include, without limitation, mobile phones, personal data assistants (PDAs), computers, mini-computers, etc. Gaming communication devices 13 transmit and receive gaming information to and from communications network 16. Gaming information is also transmitted between network 16 and a computer 18, such as a server, which may reside within the domain of a gaming service provider 20.
The location of computer 18 is not critical, however, and computer 18 may reside adjacent to or remote from the domain of gaming service provider 20. Moreover, in certain embodiments, a gaming service provider is not required. The computer 18 and/or
6 gaming service provider 20 may reside within, adjacent to, or remote from a gaming provider (not shown in FIGURE 1). The gaming provider may be an actual controller of games, such as a casino. As an example, a gaming service provider may be located on the grounds of a casino and the computer 18 may be physically within the geographic boundaries of the gaming service provider. As discussed, however, other possibilities exist for remote location of the computer 18 and the gaming service provider 20. Computer 18 may function as a gaming server. Additional computers (not expressly shown) may function as database management computers and redundant servers, for example.
Preferably, software resides on both the gaming communication device 13 and the computer 18. Software resident on gaming communication device 13 is preferably operable to present infoiniation corresponding to gaming activities (including gambling and non-gambling activities discussed herein) to the user.
The information includes, without limitation, graphical representations of objects associated with the activities, and presentation of options related to the activities and selectable by the user. The gaming communication device software is also preferably operable to receive data from the computer and data input by the user.
Software resident on the computer is preferably able to exchange data with the gaming communication device, access additional computers and data storage devices, and perform all of the functions described herein as well as functions common to known electronic gaming systems.
Gaming information transmitted across network 16 may include any information, in any format, which is necessary or desirable in the operation of the gaming experience in which the user participates. The information may be transmitted in whole, or in combination, in any format including digital or analog, text or voice, and according to any known or future transport technologies, which may include, for example, wireline or wireless technologies. Wireless technologies may include, for example, licensed or license-exempt technologies. Some specific technologies which may be used include, without limitation, Code Division Multiple Access (CDMA), Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x), Public Switched Telephone Network (PSTN), Digital Subscriber Line (DSL), Integrated Services
Preferably, software resides on both the gaming communication device 13 and the computer 18. Software resident on gaming communication device 13 is preferably operable to present infoiniation corresponding to gaming activities (including gambling and non-gambling activities discussed herein) to the user.
The information includes, without limitation, graphical representations of objects associated with the activities, and presentation of options related to the activities and selectable by the user. The gaming communication device software is also preferably operable to receive data from the computer and data input by the user.
Software resident on the computer is preferably able to exchange data with the gaming communication device, access additional computers and data storage devices, and perform all of the functions described herein as well as functions common to known electronic gaming systems.
Gaming information transmitted across network 16 may include any information, in any format, which is necessary or desirable in the operation of the gaming experience in which the user participates. The information may be transmitted in whole, or in combination, in any format including digital or analog, text or voice, and according to any known or future transport technologies, which may include, for example, wireline or wireless technologies. Wireless technologies may include, for example, licensed or license-exempt technologies. Some specific technologies which may be used include, without limitation, Code Division Multiple Access (CDMA), Global System for Mobile Communication (GSM), General Packet Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x), Public Switched Telephone Network (PSTN), Digital Subscriber Line (DSL), Integrated Services
7 Digital Network (ISDN), or cable modem technologies. These are examples only and one of ordinary skill will understand that other types of communication techniques are within the scope of the present invention. Further, it will be understood that additional components may be used in the communication of information between the users and the gaming server. Such additional components may include, without limitation, lines, trunks, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optical transmission equipment, repeaters, amplifiers, etc.
In at least one embodiment, the communication of gaming information takes place without involvement of the Internet. This has an advantage of avoiding the security problems which typically arise when conducting business over the Internet.
However, in certain embodiments, a portion of the gaming information may be transmitted over the Internet. Also, some or all of the gaming information may be transmitted partially over an Internet communications path. In certain embodiments, some information is transmitted entirely or partially over the Internet, but the information is either not gaming information or is gaming information that does not need to be= maintained secretly. For instance, data that causes a graphical representation of a table game on the user's gaming communication device might be transmitted at least partially over the Internet, while wagering information transmitted by the user might be transmitted entirely over a non-Internet communications network.
According to one embodiment, as shown in FIGURE 2 for example, the communications network comprises a cellular network 22. Cellular network 22 comprises a plurality of base stations 23, each of which has a corresponding coverage area 25. Base station technology is generally known and the base stations may be of any type found in a typical cellular network. The base stations may have coverage areas that overlap. Further, the coverage areas may be sectorized or non-sectorized.
The network also includes mobile stations 24, which function as the gaming communication devices used by users to access the convenience gaming system and participate in the activities available on the convenience gaming system.
Users are connected to the network of base stations via transmission and reception of radio signals. The communications network also includes at least one voice/data switch, which is preferably connected to the wireless portion of the network via a dedicated,
In at least one embodiment, the communication of gaming information takes place without involvement of the Internet. This has an advantage of avoiding the security problems which typically arise when conducting business over the Internet.
However, in certain embodiments, a portion of the gaming information may be transmitted over the Internet. Also, some or all of the gaming information may be transmitted partially over an Internet communications path. In certain embodiments, some information is transmitted entirely or partially over the Internet, but the information is either not gaming information or is gaming information that does not need to be= maintained secretly. For instance, data that causes a graphical representation of a table game on the user's gaming communication device might be transmitted at least partially over the Internet, while wagering information transmitted by the user might be transmitted entirely over a non-Internet communications network.
According to one embodiment, as shown in FIGURE 2 for example, the communications network comprises a cellular network 22. Cellular network 22 comprises a plurality of base stations 23, each of which has a corresponding coverage area 25. Base station technology is generally known and the base stations may be of any type found in a typical cellular network. The base stations may have coverage areas that overlap. Further, the coverage areas may be sectorized or non-sectorized.
The network also includes mobile stations 24, which function as the gaming communication devices used by users to access the convenience gaming system and participate in the activities available on the convenience gaming system.
Users are connected to the network of base stations via transmission and reception of radio signals. The communications network also includes at least one voice/data switch, which is preferably connected to the wireless portion of the network via a dedicated,
8 secure landline. The communications network also includes a gaming service provider, which is likewise connected to the voice/data switch via a dedicated, secure landline. The voice/data switch may be connected to the wireless network of base stations via a mobile switching center (MSC), for example and the landline may be provided between the voice/data switch and the MSC.
Users access the convenience gaming system by way of mobile stations which are in communication with, and thus part of, the communications network. The mobile station may be any electronic communication device that is operable in connection with the network as described. For example, in this particular embodiment, the mobile station may comprise a cellular telephone.
Preferably, in the case of a cellular network for example, the convenience gaming system is enabled through the use of a private label carrier network.
Each base station is programmed by the cellular carrier to send and receive private secure voice and/or data transmissions to and from mobile station handsets. The handsets are preferably pre-programmed with both gaming software and the carrier's authentication software. The base stations communicate via Private T-1 lines to a switch. A
gaming service provider leases a private T-1 or T-3 line, which routes the calls back to gaining servers controlled by the gaming service provider. Encryption can be installed on the telephones if required by a gaming regulation authority, such as a gaming commission.
The cellular network is preferably a private, closed system. Mobile stations communicate with base stations and base stations are connected to a centralized switch located within a gaming jurisdiction. At the switch, voice calls are transported either locally or via long distance. Specific service provider gaming traffic is transported from the central switch to a gaming server at a host location, which can be a casino or other location.
As subscribers launch their specific gaming application, the handset will only talk to certain base stations with cells or sectors that have been engineered to be wholly within the gaming jurisdiction. For example, if a base station is close enough to pick up or send a signal across state lines, it will not be able to communicate with the device. When a customer uses the device for gaming, the system may prohibit, if desired, the making or receiving voice calls. Moreover, voice can be eliminated
Users access the convenience gaming system by way of mobile stations which are in communication with, and thus part of, the communications network. The mobile station may be any electronic communication device that is operable in connection with the network as described. For example, in this particular embodiment, the mobile station may comprise a cellular telephone.
Preferably, in the case of a cellular network for example, the convenience gaming system is enabled through the use of a private label carrier network.
Each base station is programmed by the cellular carrier to send and receive private secure voice and/or data transmissions to and from mobile station handsets. The handsets are preferably pre-programmed with both gaming software and the carrier's authentication software. The base stations communicate via Private T-1 lines to a switch. A
gaming service provider leases a private T-1 or T-3 line, which routes the calls back to gaining servers controlled by the gaming service provider. Encryption can be installed on the telephones if required by a gaming regulation authority, such as a gaming commission.
The cellular network is preferably a private, closed system. Mobile stations communicate with base stations and base stations are connected to a centralized switch located within a gaming jurisdiction. At the switch, voice calls are transported either locally or via long distance. Specific service provider gaming traffic is transported from the central switch to a gaming server at a host location, which can be a casino or other location.
As subscribers launch their specific gaming application, the handset will only talk to certain base stations with cells or sectors that have been engineered to be wholly within the gaming jurisdiction. For example, if a base station is close enough to pick up or send a signal across state lines, it will not be able to communicate with the device. When a customer uses the device for gaming, the system may prohibit, if desired, the making or receiving voice calls. Moreover, voice can be eliminated
9 entirely if required. Further, the devices are preferably not allowed to "connect" to the Internet. This ensures a high level of certainty that bets/wagers originate and terminate within the boundaries of the gaming jurisdiction and the "private"
wireless system cannot be circumvented or bypassed. Although in certain embodiments some data and/or voice traffic may be communicated at least partially over the Internet, it is preferred that the communication path does not include the Internet.
Alternatively, in some embodiments, certain non-gaming infonnation may be transported over a path which includes the Internet, while other information relating to the gaming activities of the system is transported on a path that does not include the Internet.
As shown in FIGURE 3, a gaming communication device 32 is in communication with a gaming service provider over a network 34. The gaming service provider preferably has one or more servers, on which are resident various gaming and other applications. As shown in FIGURE 3, some example gaming applications include horse racing and other sports, financial exchange, casino and/or virtual casino, entertainment and other events exchange, and news and real time entertainment. Each of these applications may be embodied in one or more software modules. The applications may be combined in any possible combination.
Additionally, it should be understood that these applications are not exhaustive and that other applications may exist to provide an environment to the user that is associated with any of the described or potential convenience activities.
In another embodiment, as shown in FIGURE 4, for example, the communications network comprises a private wireless network. The private wireless network may include, for example, an 802.11x (WiFi) network technology to cover "Game Spots" or "Entertainment Spots." In FIGURE 4, various WiFi networks are indicated as networks 41. Networks 41 may use other communications protocols to provide a private wireless network including, but not limited to, 802.16x (WiMax) technology. Further, networks 41 may be interconnected. Also, a convenience gaming system may comprise a combination of networks as depicted in FIGURE 4.
For example, there is shown a combination of private wireless networks 16, a cellular network comprising a multi-channel access unit or sectorized base station 42, and a satellite network comprising one or more satellites 46.
With respect to the private wireless network, because the preferable technology covers smaller areas, (e.g., in the range of 100-300 feet) and provides very high-speed throughput, the private wireless network is particularly well-suited for gaming commission needs of location and identity verification for the gaming service 5 provider products. The gaming spots enabled by networks 41 may include a current casino area 48, new areas such as swimming pools, lakes or other recreational areas 49, guest rooms and restaurants such as might be found in casino 48 or hotels 45 and 47, residential areas 40, and other remote convenience gaming areas 43. The configuration of the overall convenience gaming system depicted in FIGURE 4 is
wireless system cannot be circumvented or bypassed. Although in certain embodiments some data and/or voice traffic may be communicated at least partially over the Internet, it is preferred that the communication path does not include the Internet.
Alternatively, in some embodiments, certain non-gaming infonnation may be transported over a path which includes the Internet, while other information relating to the gaming activities of the system is transported on a path that does not include the Internet.
As shown in FIGURE 3, a gaming communication device 32 is in communication with a gaming service provider over a network 34. The gaming service provider preferably has one or more servers, on which are resident various gaming and other applications. As shown in FIGURE 3, some example gaming applications include horse racing and other sports, financial exchange, casino and/or virtual casino, entertainment and other events exchange, and news and real time entertainment. Each of these applications may be embodied in one or more software modules. The applications may be combined in any possible combination.
Additionally, it should be understood that these applications are not exhaustive and that other applications may exist to provide an environment to the user that is associated with any of the described or potential convenience activities.
In another embodiment, as shown in FIGURE 4, for example, the communications network comprises a private wireless network. The private wireless network may include, for example, an 802.11x (WiFi) network technology to cover "Game Spots" or "Entertainment Spots." In FIGURE 4, various WiFi networks are indicated as networks 41. Networks 41 may use other communications protocols to provide a private wireless network including, but not limited to, 802.16x (WiMax) technology. Further, networks 41 may be interconnected. Also, a convenience gaming system may comprise a combination of networks as depicted in FIGURE 4.
For example, there is shown a combination of private wireless networks 16, a cellular network comprising a multi-channel access unit or sectorized base station 42, and a satellite network comprising one or more satellites 46.
With respect to the private wireless network, because the preferable technology covers smaller areas, (e.g., in the range of 100-300 feet) and provides very high-speed throughput, the private wireless network is particularly well-suited for gaming commission needs of location and identity verification for the gaming service 5 provider products. The gaming spots enabled by networks 41 may include a current casino area 48, new areas such as swimming pools, lakes or other recreational areas 49, guest rooms and restaurants such as might be found in casino 48 or hotels 45 and 47, residential areas 40, and other remote convenience gaming areas 43. The configuration of the overall convenience gaming system depicted in FIGURE 4 is
10 intended only as an example and may be modified within the scope of the present invention.
In one embodiment, the system architecture for the convenience gaming system includes:
(1) a wireless LAN (Local Access Network) component, which consists of mostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust security and authentication software; gaming software; mobile carrier approved handsets with Windows or Symbian operating systems integrated within; and (a) CDMA-technology that is secure for over-the-air data protection;
(b) at least two layers of user authentication, (that provided by the mobile carrier and that provided by the gaining service provider);
(c) compulsory tunneling (static routing) to gaming servers;
(d) end-to-end encryption at the application layer; and (e) state-of-the-art firewall and DMZ technologies;
(2) an MWAN (Metropolitan Wireless Access Network), which consists of licensed and license-exempt, point-to-point links, as well as licensed and license-exempt, point-to-multi-point technologies;
(3) private MAN (Metropolitan Access Network) T-1 and T-3 lines to provide connectivity where wireless services cannot reach; and (4) redundant private-line communications from the mobile switch back to the gaming server.
Each of the "Game Spots" or "Entertainment Spots" is preferably connected via the MWAN/MAN back to central and redundant game servers. For accessing the
In one embodiment, the system architecture for the convenience gaming system includes:
(1) a wireless LAN (Local Access Network) component, which consists of mostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust security and authentication software; gaming software; mobile carrier approved handsets with Windows or Symbian operating systems integrated within; and (a) CDMA-technology that is secure for over-the-air data protection;
(b) at least two layers of user authentication, (that provided by the mobile carrier and that provided by the gaining service provider);
(c) compulsory tunneling (static routing) to gaming servers;
(d) end-to-end encryption at the application layer; and (e) state-of-the-art firewall and DMZ technologies;
(2) an MWAN (Metropolitan Wireless Access Network), which consists of licensed and license-exempt, point-to-point links, as well as licensed and license-exempt, point-to-multi-point technologies;
(3) private MAN (Metropolitan Access Network) T-1 and T-3 lines to provide connectivity where wireless services cannot reach; and (4) redundant private-line communications from the mobile switch back to the gaming server.
Each of the "Game Spots" or "Entertainment Spots" is preferably connected via the MWAN/MAN back to central and redundant game servers. For accessing the
11 private wireless networks 41, the gaming communication devices are preferably WiFi- or WiMax-enabled PDAs or mini-laptops, and do not have to be managed by a third-party partner.
Preferably, the convenience gaming system includes a location verification feature, which is operable to permit or disable gaming from a remote location depending upon whether or not the location meets one or more criteria. The criterion may be, for example, whether the location is within a pre-defined area in which gaming is permitted by law. As another example, the criterion may be whether the location is in a no-gaming zone, such as a school. The location verification technology used in the system may include, without limitation, "network-based"
and/or "satellite-based" technology. Network-based technology may included such technologies as multilateration, triangulation and geo-fencing, for example.
Satellite-based technologies may include global positioning satellite (GPS) technology, for example.
As previously discussed, the cellular approach preferably includes the use of at least one cellular, mobile, voice and data network. For gaming in certain jurisdictions, such as Nevada for example, the technology may involve triangulation, global positioning satellite (GPS) technology, and/or geo-fencing to avoid the potential for bets or wagers to be made outside Nevada state lines. In one embodiment, the network would not cover all of a particular jurisdiction, such as Nevada. For instance, the network would not cover areas in which cellular coverage for a particular base station straddled the state line or other boundary of the jurisdiction. This is done in order to permit the use of location verification to insure against the chance of bets originating or terminating outside of the state.
Triangulation may be used as a method for preventing gaming from unapproved locations. Triangulation may be accomplished, for example, by comparing the signal strength from a single mobile station received at multiple base stations, each having GPS coordinates. This technology may be used to pinpoint the location of a mobile station. The location can then be compared to a map or other resource to determine whether the user of the mobile station is in an unapproved area, such as a school.
Alternatively, GPS technology may be used for these purposes.
Preferably, the convenience gaming system includes a location verification feature, which is operable to permit or disable gaming from a remote location depending upon whether or not the location meets one or more criteria. The criterion may be, for example, whether the location is within a pre-defined area in which gaming is permitted by law. As another example, the criterion may be whether the location is in a no-gaming zone, such as a school. The location verification technology used in the system may include, without limitation, "network-based"
and/or "satellite-based" technology. Network-based technology may included such technologies as multilateration, triangulation and geo-fencing, for example.
Satellite-based technologies may include global positioning satellite (GPS) technology, for example.
As previously discussed, the cellular approach preferably includes the use of at least one cellular, mobile, voice and data network. For gaming in certain jurisdictions, such as Nevada for example, the technology may involve triangulation, global positioning satellite (GPS) technology, and/or geo-fencing to avoid the potential for bets or wagers to be made outside Nevada state lines. In one embodiment, the network would not cover all of a particular jurisdiction, such as Nevada. For instance, the network would not cover areas in which cellular coverage for a particular base station straddled the state line or other boundary of the jurisdiction. This is done in order to permit the use of location verification to insure against the chance of bets originating or terminating outside of the state.
Triangulation may be used as a method for preventing gaming from unapproved locations. Triangulation may be accomplished, for example, by comparing the signal strength from a single mobile station received at multiple base stations, each having GPS coordinates. This technology may be used to pinpoint the location of a mobile station. The location can then be compared to a map or other resource to determine whether the user of the mobile station is in an unapproved area, such as a school.
Alternatively, GPS technology may be used for these purposes.
12 As shown in FIGURE 5, the convenience gaming system includes a plurality of gaming communication devices 54, 55, and 56. Device 54 is located outside the gaming jurisdiction 58. Devices 55 and 56 are both located inside gaming jurisdiction 58. However only device 56 is located within geo-fence 57, which is established by the coverage areas of a plurality of base station 53. Thus, geo-fencing may be used to enable gaming via device 56 but disable gaming via devices 54 and 55. Even though some gaming communication devices that are within the gaming jurisdiction 58, such as device 55, are not permitted access to the convenience gaming system, the geo-fence 57 ensures that no gaming communication devices outside jurisdiction 58, such as device 54, are permitted access.
Geo-fencing does not specify location. Rather, it ensures that a mobile station is within certain boundaries. For instance, geo-fencing may be used to ensure that a mobile station beyond state lines does not access the convenience gaming system.
Triangulation on the other hand specifies a pinpoint, or near-pinpoint, location. For example, as shown in FIGURE 5, device 56 is triangulated between three of the base stations 53 to determine the location of device 56. Triangulation may be used to identify whether a device, such as a mobile station, is located in a specific spot where gambling is unauthorized (such as, for example, a school). Preferably, the location determination technology utilized in conjunction with the present invention meets the Federal Communication Commission's (FCC's) Phase 2 E911 requirements.
Geological Institute Survey (GIS) mapping may also be utilized to compare identified coordinates of a gaming communication device with GIS map features or elements to determine whether a device is in an area not authorized for gaming. It should be noted that any type of location verification may be used such as triangulation, geo-fencing, global positioning satellite (GPS) technology, or any other type of location determining technology, which can be used to ensure, or provide an acceptable level of confidence, that the user is within an approved gaming area.
In another embodiment, location verification is accomplished using channel address checking or location verification using some other identifying number or piece of infoirnation indicative of which network or portion of a network is being accessed by the gaining communication device. Assuming the using of an identifying number for this purpose, then according to one method of location checking, as an
Geo-fencing does not specify location. Rather, it ensures that a mobile station is within certain boundaries. For instance, geo-fencing may be used to ensure that a mobile station beyond state lines does not access the convenience gaming system.
Triangulation on the other hand specifies a pinpoint, or near-pinpoint, location. For example, as shown in FIGURE 5, device 56 is triangulated between three of the base stations 53 to determine the location of device 56. Triangulation may be used to identify whether a device, such as a mobile station, is located in a specific spot where gambling is unauthorized (such as, for example, a school). Preferably, the location determination technology utilized in conjunction with the present invention meets the Federal Communication Commission's (FCC's) Phase 2 E911 requirements.
Geological Institute Survey (GIS) mapping may also be utilized to compare identified coordinates of a gaming communication device with GIS map features or elements to determine whether a device is in an area not authorized for gaming. It should be noted that any type of location verification may be used such as triangulation, geo-fencing, global positioning satellite (GPS) technology, or any other type of location determining technology, which can be used to ensure, or provide an acceptable level of confidence, that the user is within an approved gaming area.
In another embodiment, location verification is accomplished using channel address checking or location verification using some other identifying number or piece of infoirnation indicative of which network or portion of a network is being accessed by the gaining communication device. Assuming the using of an identifying number for this purpose, then according to one method of location checking, as an
13 example, a participant accesses the gaming system via a mobile telephone. The identifying number of the mobile telephone, or of the network component being accessed by the mobile telephone, identifies the caller's connection to the mobile network. The number is indicative of the fact that the caller is in a defined area and is on a certain mobile network. A server application may be resident on the mobile telephone to communicate this information via the network to the gaming service provider. In a related embodiment, the identifying number or information is passed from a first network provider to a second network provider. For example, a caller's home network may be that provided by the second provider, but the caller is roaming on a network (and in a jurisdiction) provided by the first provider. The first provider passes the identifying information through to the second provider to enable the second provider to determine whether the caller is in a defined area that does or does not allow the relevant gaming activity. Preferably the gaming service provider either maintains, or has access to, a database that maps the various possible worldwide mobile network identifying numbers to geographic areas. The invention contemplates using any number or proxy that indicates a network, portion of a network, or network component, which is being connected with a mobile telephone. The identifying number may indicate one or more of a base station or group of base stations, a line, a channel, a trunk, a switch, a router, a repeater, etc.
In another embodiment, when the user connects his mobile telephone to the gaming server, the gaming server draws the network identifying infoimation and communicates that information to the gaming service provider. The software resident on the gaming communication device may incorporate functionality that will, upon login or access by the user, determine the user's location (based at least in part on the identifying information) and send a message to the gaming service provider.
The identifying number or information used to determine location may be country-specific, state-specific, town-specific, or specific to some other definable boundaries.
In connection with any of the location determination methods, the gaming system may periodically update the location determination information. This may be done, for example, during a gaming session, at pre-defined time intervals to ensure that movement of the gaming communication device to an unauthorized area is detected during play, and not just upon login or initial access.
In another embodiment, when the user connects his mobile telephone to the gaming server, the gaming server draws the network identifying infoimation and communicates that information to the gaming service provider. The software resident on the gaming communication device may incorporate functionality that will, upon login or access by the user, determine the user's location (based at least in part on the identifying information) and send a message to the gaming service provider.
The identifying number or information used to determine location may be country-specific, state-specific, town-specific, or specific to some other definable boundaries.
In connection with any of the location determination methods, the gaming system may periodically update the location determination information. This may be done, for example, during a gaming session, at pre-defined time intervals to ensure that movement of the gaming communication device to an unauthorized area is detected during play, and not just upon login or initial access.
14 Thus, depending on the location deteunination technology being used, the decision whether to permit or prohibit a gaming activity may be made at the gaming communication device, at the gaming server, or at any of the components of the telecommunication network being used to transmit infolination between the gaming communication device and the gaming server (such as at a base station, for example).
An aspect of the private wireless network related to preventing gaming in unauthorized areas is the placement of sensors, such as Radio Frequency Identification (RFD)) sensors on the gaming communication devices. The sensors trigger alarms if users take the devices outside the approved gaming areas.
Further, the devices may be "tethered" to immovable objects. Users might simply log in to such devices using their ID and password.
In connection with FIGURE 6, an example embodiment of a method according to the present invention can be described as follows. As discussed, software is preferably loaded on a gaming communication device and is operable to receive input data for gaming. The input data may originate at associated gaming software resident on the gaming server, or it may be input by the user of the gaming communication device. The software on the device is operable to present a representation of a gaming environment. This can include, among other things, a representation of a table game such as a blackjack table or a slot machine.
Other examples of the representation of a gaming environment include graphical representations of any of the other applications described herein.
In the example method shown in FIGURE 6, in a first step 602, the gaming communication device is activated. This may take place as a function of turning on a phone, PDA, or other communication device as described elsewhere herein.
Preferably, activation comprises connecting the gaming communication device to a private data network. Part of the activation includes logging in at a prompt.
This may be considered as a first level of authentication of a user of the gaming communication device. A second level of user authentication comprises authentication of the gaming communication device itself. This may occur, for example, by authentication of a mobile station by a mobile carrier. A third level of user identification may comprise biometrics. Various examples of biometrics may include, but are not limited to, fingerprint identification, photo identification, retina scanning, voice print matching, etc.
In a next step 604, the user is presented with the gaming environment. The gaming environment may be presented in various stages. For instance, in a first stage, 5 the gaming environment may comprise a casino lobby where the user is presented with certain gaming options including, for example, table games, slots, sports book, video poker, and a casino cashier. In a subsequent stage, the user may be presented with optional instances of the type of activity selected from the casino lobby.
In a next step 606, the user selects an activity, such as a particular casino table game. In step 608, the user is presented with one or more options related to the selected activity. In step 610, the user selects an option. For instance, at this point, the user might place a wager, draw a card, select a restaurant or restaurant menu item, select a news source or a news story, place a buy or sell order on a financial exchange, place a bet on a certain box office performance over/under amount for a given movie,
An aspect of the private wireless network related to preventing gaming in unauthorized areas is the placement of sensors, such as Radio Frequency Identification (RFD)) sensors on the gaming communication devices. The sensors trigger alarms if users take the devices outside the approved gaming areas.
Further, the devices may be "tethered" to immovable objects. Users might simply log in to such devices using their ID and password.
In connection with FIGURE 6, an example embodiment of a method according to the present invention can be described as follows. As discussed, software is preferably loaded on a gaming communication device and is operable to receive input data for gaming. The input data may originate at associated gaming software resident on the gaming server, or it may be input by the user of the gaming communication device. The software on the device is operable to present a representation of a gaming environment. This can include, among other things, a representation of a table game such as a blackjack table or a slot machine.
Other examples of the representation of a gaming environment include graphical representations of any of the other applications described herein.
In the example method shown in FIGURE 6, in a first step 602, the gaming communication device is activated. This may take place as a function of turning on a phone, PDA, or other communication device as described elsewhere herein.
Preferably, activation comprises connecting the gaming communication device to a private data network. Part of the activation includes logging in at a prompt.
This may be considered as a first level of authentication of a user of the gaming communication device. A second level of user authentication comprises authentication of the gaming communication device itself. This may occur, for example, by authentication of a mobile station by a mobile carrier. A third level of user identification may comprise biometrics. Various examples of biometrics may include, but are not limited to, fingerprint identification, photo identification, retina scanning, voice print matching, etc.
In a next step 604, the user is presented with the gaming environment. The gaming environment may be presented in various stages. For instance, in a first stage, 5 the gaming environment may comprise a casino lobby where the user is presented with certain gaming options including, for example, table games, slots, sports book, video poker, and a casino cashier. In a subsequent stage, the user may be presented with optional instances of the type of activity selected from the casino lobby.
In a next step 606, the user selects an activity, such as a particular casino table game. In step 608, the user is presented with one or more options related to the selected activity. In step 610, the user selects an option. For instance, at this point, the user might place a wager, draw a card, select a restaurant or restaurant menu item, select a news source or a news story, place a buy or sell order on a financial exchange, place a bet on a certain box office performance over/under amount for a given movie,
15 etc. The options for user input are myriad. In step 612, the software resident on the gaming communication device accepts the option input by the user and transmits the input data to the software resident at the gaming server. In step 614, the gaming server software acts on the input data.
Actions at this point, may include, without limitation, determining an outcome and/or amount, accessing another server and/or software application, retrieving infolination, preparing a response to the user, etc. The action of determining an outcome and/or amount might take place, for example, if the user is using the device to place wagers in connection with a gambling activity. For certain gambling activities, such as a table game or slot machine, a random number generator may be incorporated to determine the outcome (i.e., whether the user won or lost) and the gaming server software would also determine an amount won or lost based on the amount wagered and any applicable odds. The action of accessing another server and/or software application might occur, for example, in the event the user is engaging in a services activity such as accessing news services, making reservations and placing food and beverage orders at a restaurant, or making a retail purchase. The action of retrieving infounation might occur when the gaming server software is
Actions at this point, may include, without limitation, determining an outcome and/or amount, accessing another server and/or software application, retrieving infolination, preparing a response to the user, etc. The action of determining an outcome and/or amount might take place, for example, if the user is using the device to place wagers in connection with a gambling activity. For certain gambling activities, such as a table game or slot machine, a random number generator may be incorporated to determine the outcome (i.e., whether the user won or lost) and the gaming server software would also determine an amount won or lost based on the amount wagered and any applicable odds. The action of accessing another server and/or software application might occur, for example, in the event the user is engaging in a services activity such as accessing news services, making reservations and placing food and beverage orders at a restaurant, or making a retail purchase. The action of retrieving infounation might occur when the gaming server software is
16 prompted to access another server for the purpose of retrieving a certain type of information requested by the user.
Preferably, the gaming server software prepares a response to the user's input data and in step 616. In step 618, the user acknowledges the response. For example, in the case of gambling, the user might acknowledge that he won a hand of blackjack because the dealer busted and that his payout was $100 based on a $50 bet at even odds. In step 620, the user logs out.
In the situation where the user is gambling, after the series of steps described in connection with FIGURE 6, (or a subset or modified series of steps), the user physically enters a casino and goes to a casino cashier for payout and/or settlement (which can include, for example, extensions of credit or advance deposits). In one embodiment, there is a waiting period (e.g., twenty-four hours) before the user can collect winnings. The purpose of the waiting period is to allow time for fraud monitoring. The waiting period may depend on the amount of the balance. For example, if the user is owed less than $5,000 the waiting period may be twelve hours.
If the user is owed between $5,000 and $10,000 the waiting period may be twenty-four hours. If the user is owed more than $10,000 the waiting period may be forty-eight hours.
The duration of activation of the gaming communication device, the duration of a particular session, and/or the duration of a particular activity may be controlled according to any number of different parameters. For example, the duration may be based on a predeteHnined amount of time or period of time. Activation of the gaming communication device may terminate upon the expiration of a predetermined time period. As another example, an activity may only be permitted until the occurrence of a particular time of day. According to an alternative, an administrator, or another party to a transaction within any of the various activities, may determine the time period or amount of time. According to yet another alternative, the duration may end upon the occurrence of an event such as the user entering or leaving a particular location. The duration of activation may be dynamically determined based on a period of non-use. In other words, after a predetermined time without being used, the device may "time out" and be deactivated. The period of time, or amount of time, may be cumulatively determined. For example, an activity may only be permitted for
Preferably, the gaming server software prepares a response to the user's input data and in step 616. In step 618, the user acknowledges the response. For example, in the case of gambling, the user might acknowledge that he won a hand of blackjack because the dealer busted and that his payout was $100 based on a $50 bet at even odds. In step 620, the user logs out.
In the situation where the user is gambling, after the series of steps described in connection with FIGURE 6, (or a subset or modified series of steps), the user physically enters a casino and goes to a casino cashier for payout and/or settlement (which can include, for example, extensions of credit or advance deposits). In one embodiment, there is a waiting period (e.g., twenty-four hours) before the user can collect winnings. The purpose of the waiting period is to allow time for fraud monitoring. The waiting period may depend on the amount of the balance. For example, if the user is owed less than $5,000 the waiting period may be twelve hours.
If the user is owed between $5,000 and $10,000 the waiting period may be twenty-four hours. If the user is owed more than $10,000 the waiting period may be forty-eight hours.
The duration of activation of the gaming communication device, the duration of a particular session, and/or the duration of a particular activity may be controlled according to any number of different parameters. For example, the duration may be based on a predeteHnined amount of time or period of time. Activation of the gaming communication device may terminate upon the expiration of a predetermined time period. As another example, an activity may only be permitted until the occurrence of a particular time of day. According to an alternative, an administrator, or another party to a transaction within any of the various activities, may determine the time period or amount of time. According to yet another alternative, the duration may end upon the occurrence of an event such as the user entering or leaving a particular location. The duration of activation may be dynamically determined based on a period of non-use. In other words, after a predetermined time without being used, the device may "time out" and be deactivated. The period of time, or amount of time, may be cumulatively determined. For example, an activity may only be permitted for
17 a period of five hours, collectively. Time counting toward the five hours might stop and start depending upon the location of the user. As another example, an activity might only be permitted so long as the user does not enter or leave a particular location for longer than a predetermined period of time.
Similarly, activation of the gaming communication device and/or the ability for a user to engage in a particular activity may only be permitted during a specified time of day, or for a particular period of time prior to an event, or for a particular period of time after notification to the user. Also, activation and/or access may be controlled based upon the location of the user. For example, if a user is in a particular casino in which a particular show will take place that evening, the user might be notified that tickets to the show are available for a specified period of time prior to the show. The user might only be permitted to engage in the activity of purchasing tickets for the show if the user is in the casino and during the specified period of time prior to the show. For example, the user might only be able to purchase tickets while in the casino and up to five minutes before the start time of the show.
Similarly, the activation of the device may be restricted based on the location of the user and a corresponding period of time. For example, if a user is in a location where a show is occurring, or is going to occur, the device may be deactivated (either automatically, or by a party other than the user) during a period beginning five minutes prior to the show and ending five minutes after the end of the show.
According to another alternative, the duration or enablement of one activity might be determined by the participation of the user in another activity. For example, a user might be allowed to make dinner reservations at a popular restaurant if the user has been gambling enough at a given casino. In this way, bonuses or comps may be determined or managed based on the activity of the user via the gaming communication device.
Preferably, data is transmitted back and forth during the convenience gaming activities between the gaming communication device and a server controlled by the gaming service provider. An example of the path of communication is shown in FIGURE 7. Gaming data, such as a wager placed by the user, is transmitted from gaming communication device 701 to a base station 702 (or a transmitter in the case of a private wireless network such as a WiFi or WiMax network). Base station
Similarly, activation of the gaming communication device and/or the ability for a user to engage in a particular activity may only be permitted during a specified time of day, or for a particular period of time prior to an event, or for a particular period of time after notification to the user. Also, activation and/or access may be controlled based upon the location of the user. For example, if a user is in a particular casino in which a particular show will take place that evening, the user might be notified that tickets to the show are available for a specified period of time prior to the show. The user might only be permitted to engage in the activity of purchasing tickets for the show if the user is in the casino and during the specified period of time prior to the show. For example, the user might only be able to purchase tickets while in the casino and up to five minutes before the start time of the show.
Similarly, the activation of the device may be restricted based on the location of the user and a corresponding period of time. For example, if a user is in a location where a show is occurring, or is going to occur, the device may be deactivated (either automatically, or by a party other than the user) during a period beginning five minutes prior to the show and ending five minutes after the end of the show.
According to another alternative, the duration or enablement of one activity might be determined by the participation of the user in another activity. For example, a user might be allowed to make dinner reservations at a popular restaurant if the user has been gambling enough at a given casino. In this way, bonuses or comps may be determined or managed based on the activity of the user via the gaming communication device.
Preferably, data is transmitted back and forth during the convenience gaming activities between the gaming communication device and a server controlled by the gaming service provider. An example of the path of communication is shown in FIGURE 7. Gaming data, such as a wager placed by the user, is transmitted from gaming communication device 701 to a base station 702 (or a transmitter in the case of a private wireless network such as a WiFi or WiMax network). Base station
18 routes the data through network 703 to a hub or gateway 704, which in turn routes the data to a gaming server 705 operated by a gaming service provider. Preferably, the communication from gaming communication device 701 to the network 703 comprises wireless communication. This may be any type of known wireless communication or any type of wireless communication available in the future.
Examples of acceptable wireless communication protocols include CDMA, GSM, and GPRS.
Preferably, the communication from the network 703 to the gateway 704 and to the server 705 is conducted over secure land lines. FIGURE 7 is an example communication network only and the present invention should be understood to cover other networks in which data may be transmitted from gaming communication device 701 to server 705. Preferably, data in response to data being transmitted from gaming communication device 701 to server 705 is transmitted back to gaming communication device 701 along a path essentially opposite to the path of the first transmission. It should be noted that in at least certain embodiments of the methods and systems described herein, a user is not actually playing a game on the gaming communication device. Rather, the user is actually playing the game on the server controlled by the gaming service provider, which may be located within a casino.
With respect to payment and/or receipt of winnings and losses, one possible approach is as follows. Upon check-in at a casino hotel, a hotel representative may query a guest as to whether the guest wants access to a gaming communication device. If the guest does want such access, the hotel representative may provide the guest with a gaming communication device in exchange for a credit-card type deposit or other deposit. The guest then deposits money into an account for wireless gaming.
The guest's account balance information is loaded onto the guest's account file, which is preferably maintained on the gaming server. The user may load money into his gaming account by establishing a credit account, for example, at a casino cashier and/or by paying cash to the casino cashier. Many other alternatives exist and this process is an example only. Guest accounts or gaming communication devices may be preloaded with funds. Funds may be deposited during a convenience gaming session. This may occur, for example, if a user selected a casino cashier activity from the gaming environment and instructed the cashier to add funds to the account.
The
Examples of acceptable wireless communication protocols include CDMA, GSM, and GPRS.
Preferably, the communication from the network 703 to the gateway 704 and to the server 705 is conducted over secure land lines. FIGURE 7 is an example communication network only and the present invention should be understood to cover other networks in which data may be transmitted from gaming communication device 701 to server 705. Preferably, data in response to data being transmitted from gaming communication device 701 to server 705 is transmitted back to gaming communication device 701 along a path essentially opposite to the path of the first transmission. It should be noted that in at least certain embodiments of the methods and systems described herein, a user is not actually playing a game on the gaming communication device. Rather, the user is actually playing the game on the server controlled by the gaming service provider, which may be located within a casino.
With respect to payment and/or receipt of winnings and losses, one possible approach is as follows. Upon check-in at a casino hotel, a hotel representative may query a guest as to whether the guest wants access to a gaming communication device. If the guest does want such access, the hotel representative may provide the guest with a gaming communication device in exchange for a credit-card type deposit or other deposit. The guest then deposits money into an account for wireless gaming.
The guest's account balance information is loaded onto the guest's account file, which is preferably maintained on the gaming server. The user may load money into his gaming account by establishing a credit account, for example, at a casino cashier and/or by paying cash to the casino cashier. Many other alternatives exist and this process is an example only. Guest accounts or gaming communication devices may be preloaded with funds. Funds may be deposited during a convenience gaming session. This may occur, for example, if a user selected a casino cashier activity from the gaming environment and instructed the cashier to add funds to the account.
The
19 finance subsystem may also utilize account card technology (such as ATM cards, credit cards, stored value cards, gift cards, etc) in order to conduct financial transactions associated with a user's account. Moreover, the user may receive or make payments remotely, by way of inputting instructions via the gaming communication device or by another remote device such as an automatic teller machine (ATM), which is in electronic communication with the gaming server or other server operated by the casino, hotel, gaming service provider or other entity involved in the convenience gaming activities. For example, a user might remotely (via the gaming communication device) place an order at a restaurant. Then, the user might make advance payment for the meal at an ATM-type machine which is operable to receive instructions corresponding to the financial transaction requirements of the convenience gaming activity of ordering food.
A unique aspect of the present invention includes establishing an electronic record of the gaming transactions undertaken by a user. Preferably, this is accomplished by utilization of a keystroke log, which is an electronic record of all keystrokes made by the user. Utilization of a keystroke log in this context allows for unprecedented monitoring of a user's gaming activity. In the event of a dispute, one may refer to the keystroke log and readily determine whether, in fact, a user placed a particular wager, for example.
An additional possible aspect of the electronic record is to allow a gaming control board or other regulatory authority, access to the electronic record in a direct manner in order to conduct periodic independent monitoring of the convenience gaming activities conducted over the system. Another possible aspect is to allow policing against rigged machines. For instance, it is possible that the gaming control board (or other regulatory authority) could obtain a gaming communication device and compare their test results over time against records in the electronic record database (e.g., by comparing the results shown in the keystroke log). This essentially comprises electronic access for testing.
In another embodiment of the invention, as shown in FIGURE 8, a ship-based convenience gaming system is provided. The system preferably comprises passenger vessel 802, such as a cruise liner for example. The system includes one or more gaming communication devices 806 connected to a communication network. The network shown in FIGURE 8 comprises a mobile network with base stations 808 connected via a LAN to a base station controller (BSC) 810. BSC 810 is connected via a Ti interface to a first Very Small Aperture Terminal (VSAT) modem 812, which is in communication with a first satellite 814. First satellite 814 is operable to transmit and receive signals from second satellite 814, which is in communication with second VSAT modem 812. Second VSAT modem 812 is in communication with a gaming server 818 located at gaming service provider 816. Gaming server is coupled to gaming database 820. Again, the network configuration depicted in FIGURE 8 is for example purposes only, and other configurations are within the scope of the present invention. An on-board back office 822 is preferably provided.
Data is communicated by the on-board VSAT modem and transmitter to the first satellite for relay to the second (preferably land-based) VSAT receiver and modem.
The data is then communicated to a server and/or centralized database via a mobile station controller (not shown).
corresponding business model involves the gaming service provider contracting with a cruise line, which agrees to allow the gaming service provider to provide coverage throughout the cruise line's ship(s), by using repeaters for example.
The gaming service provider may provide a private wireless network, in which case any revenue generated from use of or access to the private wireless network, and
A unique aspect of the present invention includes establishing an electronic record of the gaming transactions undertaken by a user. Preferably, this is accomplished by utilization of a keystroke log, which is an electronic record of all keystrokes made by the user. Utilization of a keystroke log in this context allows for unprecedented monitoring of a user's gaming activity. In the event of a dispute, one may refer to the keystroke log and readily determine whether, in fact, a user placed a particular wager, for example.
An additional possible aspect of the electronic record is to allow a gaming control board or other regulatory authority, access to the electronic record in a direct manner in order to conduct periodic independent monitoring of the convenience gaming activities conducted over the system. Another possible aspect is to allow policing against rigged machines. For instance, it is possible that the gaming control board (or other regulatory authority) could obtain a gaming communication device and compare their test results over time against records in the electronic record database (e.g., by comparing the results shown in the keystroke log). This essentially comprises electronic access for testing.
In another embodiment of the invention, as shown in FIGURE 8, a ship-based convenience gaming system is provided. The system preferably comprises passenger vessel 802, such as a cruise liner for example. The system includes one or more gaming communication devices 806 connected to a communication network. The network shown in FIGURE 8 comprises a mobile network with base stations 808 connected via a LAN to a base station controller (BSC) 810. BSC 810 is connected via a Ti interface to a first Very Small Aperture Terminal (VSAT) modem 812, which is in communication with a first satellite 814. First satellite 814 is operable to transmit and receive signals from second satellite 814, which is in communication with second VSAT modem 812. Second VSAT modem 812 is in communication with a gaming server 818 located at gaming service provider 816. Gaming server is coupled to gaming database 820. Again, the network configuration depicted in FIGURE 8 is for example purposes only, and other configurations are within the scope of the present invention. An on-board back office 822 is preferably provided.
Data is communicated by the on-board VSAT modem and transmitter to the first satellite for relay to the second (preferably land-based) VSAT receiver and modem.
The data is then communicated to a server and/or centralized database via a mobile station controller (not shown).
corresponding business model involves the gaming service provider contracting with a cruise line, which agrees to allow the gaming service provider to provide coverage throughout the cruise line's ship(s), by using repeaters for example.
The gaming service provider may provide a private wireless network, in which case any revenue generated from use of or access to the private wireless network, and
20 revenue from gaming activities, may be allocated among all or any subset of the cruise line and the gaming service provider. Alternatively, the gaming service provider may contract with a mobile carrier and a satellite provider, in which case revenue from the mobile calls, and revenue from gaming activities, may be allocated among all or any subset of the cruise line, the mobile carrier and the gaming service provider.
There are several scenarios for a user's activity relative to transactions conducted over the convenience gaming system. In one example scenario the user is in a fixed, but remote, location from the gaming server, which may be located on the premises of a casino. This may be include, for instance, a situation in which the gaming communication device is a kiosk or some other communication device which is in a fixed position or which is tethered to a fixed position so that the gaming communication device cannot be moved beyond a certain area. In another example
There are several scenarios for a user's activity relative to transactions conducted over the convenience gaming system. In one example scenario the user is in a fixed, but remote, location from the gaming server, which may be located on the premises of a casino. This may be include, for instance, a situation in which the gaming communication device is a kiosk or some other communication device which is in a fixed position or which is tethered to a fixed position so that the gaming communication device cannot be moved beyond a certain area. In another example
21 scenario, the user starts a convenience gaming transaction at a first location and ends the transaction at a second location different from the first location. In another example scenario, the user is mobile during a single convenience gaming transaction.
In another example scenario, the user is mobile within a first approved area then (during the convenience gaming transaction) the user moves outside the first approved area, through an unapproved area, to a remote second approved area.
hi an alternative embodiment, the convenience gaming system may be configured to operate as a "curb-to-curb" gaming system. In such a system, a communication path may be established between the device and a particular server, based upon whether the user is in a location corresponding to that particular server.
For example, the user might enter a first casino, or an authorized area associated with the first casino, and thereby activate the establishment of a communication path between the device and a server located at and/or controlled by the first casino. While the user is on the premises of the first casino, the user might be able to participate in activities, such as playing blackjack, at the first casino. Then, if the user leaves the first casino, the convenience gaming system might be configured to terminate the first communication path (i.e., between the device and the first casino's server), or otherwise deactivate the device and/or terminate the user's ability to use the device to participate in activities associated with the first casino. When the user enters a second casino, or an authorized area associated with the second casino, a second communication path (e.g., between the device and a second server located at or controlled by the second casino) may be established. Thus, the user would now be able to play blackjack (or engage in other activities) at the second casino, rather than the first casino.
As another example, a particular casino is often related to other casinos within a jurisdiction or specified area. Under such a scenario, if a user entered any of the related casinos, then the appropriate communication path or paths could be established between the gaming communication device and one or more of the casinos in the group of related casinos, thereby enabling the user to play casino games (or engage in other activities) at the one or more casinos in the group of related casinos.
Depending on regulatory requirements, the preferred configuration might be to establish a communication path with a server at a particular casino within the group at
In another example scenario, the user is mobile within a first approved area then (during the convenience gaming transaction) the user moves outside the first approved area, through an unapproved area, to a remote second approved area.
hi an alternative embodiment, the convenience gaming system may be configured to operate as a "curb-to-curb" gaming system. In such a system, a communication path may be established between the device and a particular server, based upon whether the user is in a location corresponding to that particular server.
For example, the user might enter a first casino, or an authorized area associated with the first casino, and thereby activate the establishment of a communication path between the device and a server located at and/or controlled by the first casino. While the user is on the premises of the first casino, the user might be able to participate in activities, such as playing blackjack, at the first casino. Then, if the user leaves the first casino, the convenience gaming system might be configured to terminate the first communication path (i.e., between the device and the first casino's server), or otherwise deactivate the device and/or terminate the user's ability to use the device to participate in activities associated with the first casino. When the user enters a second casino, or an authorized area associated with the second casino, a second communication path (e.g., between the device and a second server located at or controlled by the second casino) may be established. Thus, the user would now be able to play blackjack (or engage in other activities) at the second casino, rather than the first casino.
As another example, a particular casino is often related to other casinos within a jurisdiction or specified area. Under such a scenario, if a user entered any of the related casinos, then the appropriate communication path or paths could be established between the gaming communication device and one or more of the casinos in the group of related casinos, thereby enabling the user to play casino games (or engage in other activities) at the one or more casinos in the group of related casinos.
Depending on regulatory requirements, the preferred configuration might be to establish a communication path with a server at a particular casino within the group at
22 which the user wants to play. Then, a different communication path could be established at a subsequent casino if the user wants to play at another casino. Under certain circumstances, and again depending on regulatory requirements, some information associated with user activity might be maintained at a centralized server accessible by more than one casino within the group.
In another example embodiment, the convenience gaming system may be used to enable gaming activities involving multiple wireless users who interact with one another. For instance, the system may enable a table game (such as blackjack) in which a first user and a second user are conducting gaming transactions on the same table and in which options selected by the first user directly impact outcomes and options relative to the second user. Preferably, the gaming environment presented on the gaming communication devices of both the first and second users will indicate the existence and activity of the other respective user. Another example of multiple users interacting on the convenience gaming system is the provision of a poker game in which users place bets against one another instead of, or in addition to, placing bets against the house. Another example of interaction between users is when a first user makes restaurant reservations or purchases event tickets, thereby reducing the options available to the second user.
Preferably, the gaming service provider provides at least the following functions. First the gaming service provider provides and controls the one or more gaming servers. These servers may be physically located within the confines of the gaming service provider or may exist at a remote location. As mentioned, the gaming servers may also be located at or near a games provider such as a casino, casino hotel, racino, cruise ship, race track, etc. The gaming service provider may also provide monitoring services such as transaction monitoring and key stroke logging services.
The gaming service provider may also provide data management and security services. These services are not intended to be exhaustive and the gaming service provider may provide other services which facilitate the convenience gaming process.
It should be noted that the invention can be implemented in connection with any gaming environment or an environment for any other activity, which may be conducted electronically. The invention is not limited to Nevada or any other particular gaming jurisdiction. For instance, the invention can be employed in
In another example embodiment, the convenience gaming system may be used to enable gaming activities involving multiple wireless users who interact with one another. For instance, the system may enable a table game (such as blackjack) in which a first user and a second user are conducting gaming transactions on the same table and in which options selected by the first user directly impact outcomes and options relative to the second user. Preferably, the gaming environment presented on the gaming communication devices of both the first and second users will indicate the existence and activity of the other respective user. Another example of multiple users interacting on the convenience gaming system is the provision of a poker game in which users place bets against one another instead of, or in addition to, placing bets against the house. Another example of interaction between users is when a first user makes restaurant reservations or purchases event tickets, thereby reducing the options available to the second user.
Preferably, the gaming service provider provides at least the following functions. First the gaming service provider provides and controls the one or more gaming servers. These servers may be physically located within the confines of the gaming service provider or may exist at a remote location. As mentioned, the gaming servers may also be located at or near a games provider such as a casino, casino hotel, racino, cruise ship, race track, etc. The gaming service provider may also provide monitoring services such as transaction monitoring and key stroke logging services.
The gaming service provider may also provide data management and security services. These services are not intended to be exhaustive and the gaming service provider may provide other services which facilitate the convenience gaming process.
It should be noted that the invention can be implemented in connection with any gaming environment or an environment for any other activity, which may be conducted electronically. The invention is not limited to Nevada or any other particular gaming jurisdiction. For instance, the invention can be employed in
23 connection with casinos in Atlantic City, New Jersey, international jurisdictions, Native American gaming facilities, and "racinos" which are race tracks that also have slot machines, video lottery terminals, or other gambling devices. For example, in connection with "racinos," the invention might be used by participants who wish to play slot machine games while they are viewing race horses in the paddock area. This might be desirable in the event that the slot machine area does not allow smoking and a participant wishes to gamble from an outdoor smoking area. Alternatively, the slot machine area might permit smoking and the gambler wishes to play the slot machines from an area where he or she can avoid breathing second-hand smoke. Numerous other scenarios can be envisioned in which the gaming participant can use the invention to participate in remote gaming, while enjoying some other primary activity in a location remote from the gaming facility. Further, the invention is not limited to gaming, but can include other applications, such as trading financial instruments, and wagering on other types of events, such as elections, award events, or any other activity.
Another example embodiment involves the application of one or more of the methods and systems described herein to the activity of conducting financial transactions. Thus, the gaming communication device may be configured to enable a user to conduct such financial transactions, which may include, without limitation, any transaction involving a financial institution, such as banking, trading securities, or managing 401K or other investment fund assets. Preferably, a communication path would be established between the user and any of the servers or other computers necessary to conduct the financial transaction. As with certain other embodiments the ability to engage in this activity may be controlled by one or more parameters including location and/or identity verification and time or duration limits.
Conducting financial transactions may be one of the activities presented to the user of the gaming communication device. Any of the possible financial transactions might be presented as sub-activities. As an example, a user might want to trade securities listed on a particular exchange. Regulations might require the trader to be located within a certain jurisdiction to execute trades on the exchange. The exchange might have its own rules and could require that the trader be located on the premises.
With the location verification techniques described elsewhere herein, the particular
Another example embodiment involves the application of one or more of the methods and systems described herein to the activity of conducting financial transactions. Thus, the gaming communication device may be configured to enable a user to conduct such financial transactions, which may include, without limitation, any transaction involving a financial institution, such as banking, trading securities, or managing 401K or other investment fund assets. Preferably, a communication path would be established between the user and any of the servers or other computers necessary to conduct the financial transaction. As with certain other embodiments the ability to engage in this activity may be controlled by one or more parameters including location and/or identity verification and time or duration limits.
Conducting financial transactions may be one of the activities presented to the user of the gaming communication device. Any of the possible financial transactions might be presented as sub-activities. As an example, a user might want to trade securities listed on a particular exchange. Regulations might require the trader to be located within a certain jurisdiction to execute trades on the exchange. The exchange might have its own rules and could require that the trader be located on the premises.
With the location verification techniques described elsewhere herein, the particular
24 financial transaction activity might only be enabled if the user is located in a particular geographic area, for example.
As a related feature, the system may be configured to provide a credit verification feature, according to which a user's creditworthiness may be checked by a party to a transaction, or by which the user might apply for credit. For example, if a user wants to purchase $10,000 worth of a particular stock, then a communication path might be established between the user and a server located at and/or controlled by an exchange upon which the stock is being traded. An additional communication path might be established between the exchange server and a server of an account manager that manages the user's account. These communication paths would enable the basic transaction -- that of the user purchasing the stock. Yet another communication path, however, might be established between a seller's server, the exchange server, and/or the account manager server and a server located at and/or controlled by a credit agency. This path would enable an interested party to the transaction to check and/or approve the user's credit to prior enabling the transaction.
According to one aspect of certain embodiments, a user of the gaming communication device can connect from the device to a financial service provider's server to provide a "Push to Trade" feature. In order to enable this feature, the device is configured to be capable of facilitating a "Push to Talk" protocol, whereby the device behaves like a walkie-talkie. Thus, the device may include any suitable program or application that enables the Push to Talk feature. As used herein, the phrase "Push to Talk" includes any protocol that allows for a direct connection feature for an end user. Included are all such protocols (e.g. Instant Talk, Fastchat, etc.) within the broad rubric of "Push to Talk" including those that provide wide-area, instantaneous contact.
The Push to Talk protocol allows a given device to instantly connect to any number of other devices, such as any other telephone (mobile or landline-based), personal computer, laptop, etc. The connection for the end user does not have to be spawned by any conventional dialing or by triggering some form of automatic dialing.
A simple button can be depressed to provide the requisite connection. In the context of timing, Nextel (who developed the original Push to Talk technology) suggests that their Push to Talk protocol should connect within 2 seconds.
A related technology is Push to Talk Over Cellular (PoC). PoC service is a form of interactive voice messaging that combines walkie-talkie and cellular phone connectivity, allowing users to quickly connect with another person or an entire group of friends and contacts at the push of a button on a PoC-enabled handset.
5 The Push to Talk protocol allows users to use the walkie-talkie paradigm over an IP or a cellular network, which diminishes the boundary limitations of a conventional two-way radio. The Push to Talk service is based on a disruptive technology. Latency is an issue during some traditional mobile telephone conversations. One appeal of the Push to Talk platform, as compared to executing a traditional telephone call, is being able to talk to an individual or to a group of individuals instantly, without waiting for someone to answer due to latency issues.
Another benefit of the Push to Talk feature is a shorter than normal phone call, which cuts down on dialing costs for corresponding end users. Nextel estimates that the average Push to Talk call lasts forty seconds. Push to Talk technology is compatible with virtually any network communications; for example, the Push to Talk protocol may readily be used in conjunction with cellular telephone networks, including GSM
and CDMA. The network equipment used for the Push to Talk feature is currently being offered by companies such as Ericsson Motorola, Siemens, Sony Ericsson, and Nextel.
Because Push to Talk effectively turns the handheld device into a walkie-talkie, it not only successfully enables end users to send voice messages, it also enables immediate data texts (commonly referred to as "direct messaging").
Push to Talk messaging represents a significant improvement over short messaging systems in bypassing the slow and clumsy process of entering text via a phone keypad.
This
As a related feature, the system may be configured to provide a credit verification feature, according to which a user's creditworthiness may be checked by a party to a transaction, or by which the user might apply for credit. For example, if a user wants to purchase $10,000 worth of a particular stock, then a communication path might be established between the user and a server located at and/or controlled by an exchange upon which the stock is being traded. An additional communication path might be established between the exchange server and a server of an account manager that manages the user's account. These communication paths would enable the basic transaction -- that of the user purchasing the stock. Yet another communication path, however, might be established between a seller's server, the exchange server, and/or the account manager server and a server located at and/or controlled by a credit agency. This path would enable an interested party to the transaction to check and/or approve the user's credit to prior enabling the transaction.
According to one aspect of certain embodiments, a user of the gaming communication device can connect from the device to a financial service provider's server to provide a "Push to Trade" feature. In order to enable this feature, the device is configured to be capable of facilitating a "Push to Talk" protocol, whereby the device behaves like a walkie-talkie. Thus, the device may include any suitable program or application that enables the Push to Talk feature. As used herein, the phrase "Push to Talk" includes any protocol that allows for a direct connection feature for an end user. Included are all such protocols (e.g. Instant Talk, Fastchat, etc.) within the broad rubric of "Push to Talk" including those that provide wide-area, instantaneous contact.
The Push to Talk protocol allows a given device to instantly connect to any number of other devices, such as any other telephone (mobile or landline-based), personal computer, laptop, etc. The connection for the end user does not have to be spawned by any conventional dialing or by triggering some form of automatic dialing.
A simple button can be depressed to provide the requisite connection. In the context of timing, Nextel (who developed the original Push to Talk technology) suggests that their Push to Talk protocol should connect within 2 seconds.
A related technology is Push to Talk Over Cellular (PoC). PoC service is a form of interactive voice messaging that combines walkie-talkie and cellular phone connectivity, allowing users to quickly connect with another person or an entire group of friends and contacts at the push of a button on a PoC-enabled handset.
5 The Push to Talk protocol allows users to use the walkie-talkie paradigm over an IP or a cellular network, which diminishes the boundary limitations of a conventional two-way radio. The Push to Talk service is based on a disruptive technology. Latency is an issue during some traditional mobile telephone conversations. One appeal of the Push to Talk platform, as compared to executing a traditional telephone call, is being able to talk to an individual or to a group of individuals instantly, without waiting for someone to answer due to latency issues.
Another benefit of the Push to Talk feature is a shorter than normal phone call, which cuts down on dialing costs for corresponding end users. Nextel estimates that the average Push to Talk call lasts forty seconds. Push to Talk technology is compatible with virtually any network communications; for example, the Push to Talk protocol may readily be used in conjunction with cellular telephone networks, including GSM
and CDMA. The network equipment used for the Push to Talk feature is currently being offered by companies such as Ericsson Motorola, Siemens, Sony Ericsson, and Nextel.
Because Push to Talk effectively turns the handheld device into a walkie-talkie, it not only successfully enables end users to send voice messages, it also enables immediate data texts (commonly referred to as "direct messaging").
Push to Talk messaging represents a significant improvement over short messaging systems in bypassing the slow and clumsy process of entering text via a phone keypad.
This
25 makes text messaging quicker and more effective.
According to the "Push to Trade" feature, once the end user initiates the call, the financial service provider is instantly connected to the end user. In one embodiment, the financial service provider has one or more electronic trade desks that are dedicated to this feature for their clients. Thus, all "Push to Trade"
requests may be received at this location. In other embodiments, any suitable entity, broker, standard trading desk, or electronic device may receive such Push to Trade communications.
According to the "Push to Trade" feature, once the end user initiates the call, the financial service provider is instantly connected to the end user. In one embodiment, the financial service provider has one or more electronic trade desks that are dedicated to this feature for their clients. Thus, all "Push to Trade"
requests may be received at this location. In other embodiments, any suitable entity, broker, standard trading desk, or electronic device may receive such Push to Trade communications.
26 Once the connection has been established, the financial service provider may then simply conduct the trade as prescribed by the end user. For example, upon connection, the end user may be presented with the financial or market environment in which he seeks to participate. The trade desk representative or device can query the end user to execute an electronic or a broker-assisted trade. In addition, the financial environment may be presented in various stages. For instance, in a first stage, the financial environment may comprise a financial summary of all markets where the user is presented with certain financial options including, for example, specific market summaries, specific prices for selected assets (e.g.
commodities, stocks, bonds, etc.), current positions, buying power, etc. In a subsequent stage, the user may be presented with optional instances of the type of activity selected from the market platform.
From this platform, the end user can select an activity, such as a particular type of trade. Thus, the user is presented with one or more options related to the selected activity. For instance, at this point, the user might place a buy or a sell order on a financial exchange. The software, which may be resident on the device, on the server, or on a combination of both, accepts the option input by the user and transmits the input data to the financial service provider. Subsequently, the financial service provider acts on the input data. The Push to Talk technology readily accommodates a voice log of the transaction for audit or confirmation purposes. Hence, a digital voice storage may be provided, whereby the transaction (e.g., inclusive of bid and ask prices) is recorded. In addition, the automatic voice log can then relay this information back to the end user (e.g., via his e-mail or via a conventional postal mail service). This could occur as a matter of course such that the end user is routinely provided with a suitable confirmation receipt for all of his trading activity.
Actions at this point may include, without limitation, determining an outcome and/or amount for the trade, accessing another server and/or software application, retrieving additional information, preparing a suitable response to the user, etc. The action of deteimining an outcome and/or amount might take place, for example, if the user is using the device to place trades in conjunction with his account and a given exchange. Hence, this could include a formal tallying of the executed trade, inclusive of the charged commission, the amount debited from the account to cover the trade,
commodities, stocks, bonds, etc.), current positions, buying power, etc. In a subsequent stage, the user may be presented with optional instances of the type of activity selected from the market platform.
From this platform, the end user can select an activity, such as a particular type of trade. Thus, the user is presented with one or more options related to the selected activity. For instance, at this point, the user might place a buy or a sell order on a financial exchange. The software, which may be resident on the device, on the server, or on a combination of both, accepts the option input by the user and transmits the input data to the financial service provider. Subsequently, the financial service provider acts on the input data. The Push to Talk technology readily accommodates a voice log of the transaction for audit or confirmation purposes. Hence, a digital voice storage may be provided, whereby the transaction (e.g., inclusive of bid and ask prices) is recorded. In addition, the automatic voice log can then relay this information back to the end user (e.g., via his e-mail or via a conventional postal mail service). This could occur as a matter of course such that the end user is routinely provided with a suitable confirmation receipt for all of his trading activity.
Actions at this point may include, without limitation, determining an outcome and/or amount for the trade, accessing another server and/or software application, retrieving additional information, preparing a suitable response to the user, etc. The action of deteimining an outcome and/or amount might take place, for example, if the user is using the device to place trades in conjunction with his account and a given exchange. Hence, this could include a formal tallying of the executed trade, inclusive of the charged commission, the amount debited from the account to cover the trade,
27 etc. The action of accessing another server and/or software application might occur, for example, in the event the user is engaging in a services activity such as accessing news services. The action of retrieving information might occur when the financial software is prompted to access another server for the purpose of retrieving a certain type of information requested by the user. The financial service provider can then prepare a response to the user's input data. Once this activity has concluded, the user = can acknowledge the response and then log out and terminate his session.
It should be noted that the "Push to Trade" feature can be used in other applications of the convenience gaming technology described herein. For example, in an application where the user of the gaming communication device is playing blackjack from an authorized area outside the casino gaming area, the Push to Trade feature would enable the user to participate audibly in the blackjack game actually taking place within the casino gaming area. The Push to Talk technology would allow the user to immediately and virtually "sit down" at an actual blackjack table without the delay caused by the conventional setup and tear down process of certain traditional telecommunication protocols. Also, once the user is participating in the game, the user can communicate orally with the dealer, or other players that are physically at the table, without the latency issues of certain mobile telecommunication systems.
In at least one embodiment, the invention provides jurisdictional controls, which limit gaming to approved geographical areas. The invention may also include an age/identity verification feature. This can be accomplished through any applicable technique including retina scanning, finger print identification, voice print matching, or other biometrics. Identity verification can also be accomplished by having a customer take a picture of himself (e.g., by use of a digital picture phone) and transmitting the picture to the gaming service provider for comparison to a stored picture of the pre-approved user. Identity verification can also be accomplished by way of comparison of participant provided data to stored data, and execution of electronic agreements or contracts by the participant. Identity verification can also be accomplished by monitoring a keystroke characteristic (e.g., rhythm, patterns, or cadence) of the user, or any other method in which a parameter uniquely associated with the user can be observed. The invention may also provide for the logging of
It should be noted that the "Push to Trade" feature can be used in other applications of the convenience gaming technology described herein. For example, in an application where the user of the gaming communication device is playing blackjack from an authorized area outside the casino gaming area, the Push to Trade feature would enable the user to participate audibly in the blackjack game actually taking place within the casino gaming area. The Push to Talk technology would allow the user to immediately and virtually "sit down" at an actual blackjack table without the delay caused by the conventional setup and tear down process of certain traditional telecommunication protocols. Also, once the user is participating in the game, the user can communicate orally with the dealer, or other players that are physically at the table, without the latency issues of certain mobile telecommunication systems.
In at least one embodiment, the invention provides jurisdictional controls, which limit gaming to approved geographical areas. The invention may also include an age/identity verification feature. This can be accomplished through any applicable technique including retina scanning, finger print identification, voice print matching, or other biometrics. Identity verification can also be accomplished by having a customer take a picture of himself (e.g., by use of a digital picture phone) and transmitting the picture to the gaming service provider for comparison to a stored picture of the pre-approved user. Identity verification can also be accomplished by way of comparison of participant provided data to stored data, and execution of electronic agreements or contracts by the participant. Identity verification can also be accomplished by monitoring a keystroke characteristic (e.g., rhythm, patterns, or cadence) of the user, or any other method in which a parameter uniquely associated with the user can be observed. The invention may also provide for the logging of
28 keystrokes. In at least one embodiment, all communications are accomplished without accessing the Internet.
Mobile, remote gaming may be desirable for many reasons, some of which have already been described. The invention may allow supplementation of existing in-house gaming revenue by allowing bettors to place bets while enjoying other leisure activities such as golf, swimming, dining and shows. The invention may complement the new coinless wagering environment as bettors can play their favorite games outside the casino. The invention provides a high-speed, reliable, accurate, and secure mobile gaming environment that complies with regulatory requirements for identification and location verification of the bettor with the ability to generate key stroke logs. The invention may restrict unauthorized usage from a geographic perspective and is capable of implementation using location verification technology (e.g., geo-fencing) to conform the gaming activities to legal parameters.
Consumers may benefit from an increased choice of gaming environments.
Consumers will be able to bet in whatever surroundings they prefer, benefiting from the knowledge that the product is regulated, fair and secure while enjoying the gaming experience at the speed they choose without external influences, such as that which might occur within the in-house casino environment. The gaming businesses can use the invention to increase their revenue base through a new, regulated, mobile, remote channel. Customers wanting to be entertained during downtime or outside a casino will be able to play games on their gaming communication device and customers intimidated by a traditional casino environment will be able to play in private. The gaming jurisdictions may benefit from an increase in gaming an ancillary revenue growth because customers will have a more enjoyable experience.
The invention may also be used to deliver content at an increased speed compared to traditional telecommunications systems. The content may include, for example, live reports, entertainment, news, promotions and advertising.
As mentioned, the invention provides a mobile gaming environment that complies with regulatory requirements for identification and location verification of the bettor. Moreover, the system is designed to be one hundred percent "clean"
from a regulatory perspective. The software is clean in that it has not been and will not be licensed to anyone who does business illegally or otherwise operates in a "gray" area.
Mobile, remote gaming may be desirable for many reasons, some of which have already been described. The invention may allow supplementation of existing in-house gaming revenue by allowing bettors to place bets while enjoying other leisure activities such as golf, swimming, dining and shows. The invention may complement the new coinless wagering environment as bettors can play their favorite games outside the casino. The invention provides a high-speed, reliable, accurate, and secure mobile gaming environment that complies with regulatory requirements for identification and location verification of the bettor with the ability to generate key stroke logs. The invention may restrict unauthorized usage from a geographic perspective and is capable of implementation using location verification technology (e.g., geo-fencing) to conform the gaming activities to legal parameters.
Consumers may benefit from an increased choice of gaming environments.
Consumers will be able to bet in whatever surroundings they prefer, benefiting from the knowledge that the product is regulated, fair and secure while enjoying the gaming experience at the speed they choose without external influences, such as that which might occur within the in-house casino environment. The gaming businesses can use the invention to increase their revenue base through a new, regulated, mobile, remote channel. Customers wanting to be entertained during downtime or outside a casino will be able to play games on their gaming communication device and customers intimidated by a traditional casino environment will be able to play in private. The gaming jurisdictions may benefit from an increase in gaming an ancillary revenue growth because customers will have a more enjoyable experience.
The invention may also be used to deliver content at an increased speed compared to traditional telecommunications systems. The content may include, for example, live reports, entertainment, news, promotions and advertising.
As mentioned, the invention provides a mobile gaming environment that complies with regulatory requirements for identification and location verification of the bettor. Moreover, the system is designed to be one hundred percent "clean"
from a regulatory perspective. The software is clean in that it has not been and will not be licensed to anyone who does business illegally or otherwise operates in a "gray" area.
29 For example, in a preferred embodiment, the software is not licensed to an entity that will illegally operate the software, or otherwise illegally do business on, the Internet.
This may be desirable in that certain gaming jurisdictions will not grant gaming permits or licenses to companies that do business with, or license technology to or from, other entities known to be engaging in illegal operations.
Preferably, the system is designed such that the gaming software (or other application software operating on the system) is also one hundred percent clean from a regulatory perspective. For instance, before granting a license, a gaming jurisdiction may require that the software being used is not tainted in that it has not been used by the license applicant in violation of any laws and has not been licensed or otherwise distributed or disseminated to others who have used the software for illegal purposes, or who have been engaging in illegal activity. Therefore, it is preferred that the gaming software be clean and untainted from this perspective.
The systems and methods described herein may also be used to deliver and/or access "Rich Media" content such as, for example, sports video (live or nearly live) and audio commentary. Such may often only be distributed within specific jurisdictions. Therefore, the distribution may benefit from the inventive aspects discussed herein, particularly the location verification aspect, such as geofencing.
The gaming system and methods described herein may permit, among other things, pari-mutuel wagering, sports betting, and dissemination of news and other content. The invention also enables a casino or other gaming provider to advertise ancillary services such as shows, bars, and restaurants. The invention also enables remote reservations and purchases in connection with such services.
According to an embodiment of the invention, the convenience gaming system provides for the dissemination of real-time odds to users accessing the system.
In another embodiment, an outcome in one transaction can trigger the presentation to the user of options for a second transaction. For example, if a user wins a predetermined amount of money playing blackjack, the user might be presented with an option to purchase retail items at a casino store or to make reservations for certain services at a club. As another example, if a user uses the system to purchase show tickets, the user might be offered to make reservations at one of several restaurants within a certain proximity to the show.
.., ., Although this disclosure has been described in terms of certain embodiments and generally associated methods, alterations and permutations of these embodiments and methods will be apparent to those skilled in the art.
This may be desirable in that certain gaming jurisdictions will not grant gaming permits or licenses to companies that do business with, or license technology to or from, other entities known to be engaging in illegal operations.
Preferably, the system is designed such that the gaming software (or other application software operating on the system) is also one hundred percent clean from a regulatory perspective. For instance, before granting a license, a gaming jurisdiction may require that the software being used is not tainted in that it has not been used by the license applicant in violation of any laws and has not been licensed or otherwise distributed or disseminated to others who have used the software for illegal purposes, or who have been engaging in illegal activity. Therefore, it is preferred that the gaming software be clean and untainted from this perspective.
The systems and methods described herein may also be used to deliver and/or access "Rich Media" content such as, for example, sports video (live or nearly live) and audio commentary. Such may often only be distributed within specific jurisdictions. Therefore, the distribution may benefit from the inventive aspects discussed herein, particularly the location verification aspect, such as geofencing.
The gaming system and methods described herein may permit, among other things, pari-mutuel wagering, sports betting, and dissemination of news and other content. The invention also enables a casino or other gaming provider to advertise ancillary services such as shows, bars, and restaurants. The invention also enables remote reservations and purchases in connection with such services.
According to an embodiment of the invention, the convenience gaming system provides for the dissemination of real-time odds to users accessing the system.
In another embodiment, an outcome in one transaction can trigger the presentation to the user of options for a second transaction. For example, if a user wins a predetermined amount of money playing blackjack, the user might be presented with an option to purchase retail items at a casino store or to make reservations for certain services at a club. As another example, if a user uses the system to purchase show tickets, the user might be offered to make reservations at one of several restaurants within a certain proximity to the show.
.., ., Although this disclosure has been described in terms of certain embodiments and generally associated methods, alterations and permutations of these embodiments and methods will be apparent to those skilled in the art.
Claims (94)
1. An apparatus comprising:
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a duration of time in which a device has been activated is less than a first predetermined amount of time, in which the device is permitted to be activated for the first predetermined amount of time;
determine that a user of the device is within a first area of a communication network to which the device is connected, wherein the communication network covers at least the first area and a second area, wherein the user is permitted to engage in at least one activity via the device from within the first area and is not permitted to engage in the at least one activity via the device from within the second area;
determine that the user has left the first area to the second area;
determine that the user has returned to the first area from the second area;
determine that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a second predetermined amount of time; and based at least in part on determining that the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time and determining that the duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than the second predetermined amount of time, permit the user, upon returning to the first area from the second area, to engage in the at least one activity via the device without requiring an identity verification by the user.
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a duration of time in which a device has been activated is less than a first predetermined amount of time, in which the device is permitted to be activated for the first predetermined amount of time;
determine that a user of the device is within a first area of a communication network to which the device is connected, wherein the communication network covers at least the first area and a second area, wherein the user is permitted to engage in at least one activity via the device from within the first area and is not permitted to engage in the at least one activity via the device from within the second area;
determine that the user has left the first area to the second area;
determine that the user has returned to the first area from the second area;
determine that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a second predetermined amount of time; and based at least in part on determining that the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time and determining that the duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than the second predetermined amount of time, permit the user, upon returning to the first area from the second area, to engage in the at least one activity via the device without requiring an identity verification by the user.
2. The apparatus of claim 1, wherein the device being activated comprises at least one of:
the device being turned on, the device being connected to the communication network, the user being logged into a server via the device, and the device communicating with the server.
the device being turned on, the device being connected to the communication network, the user being logged into a server via the device, and the device communicating with the server.
3. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the duration of time in which the device has been activated is at least the first predetermined amount of time; and deactivate the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
determine that the duration of time in which the device has been activated is at least the first predetermined amount of time; and deactivate the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
4. The apparatus of claim 3, wherein to deactivate the device comprises at least one of:
to log out the user from a server to which the user is logged in via the gaming device, to stop communications between the gaming device and the server, to cause the device to be disconnected from the communications network, and to cause the device to be turned off.
to log out the user from a server to which the user is logged in via the gaming device, to stop communications between the gaming device and the server, to cause the device to be disconnected from the communications network, and to cause the device to be turned off.
5. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
maintain the duration of time in which the device is activated;
exclude from the duration of time, time during which the device is located within the second area; and exclude from the duration of time, time during which the device is deactivated and then activated.
maintain the duration of time in which the device is activated;
exclude from the duration of time, time during which the device is located within the second area; and exclude from the duration of time, time during which the device is deactivated and then activated.
6. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
maintain the duration of time in which the device is activated;
include in the duration of time, time during which the device is located within the second area; and include in the duration of time, time during which the device is deactivated and then activated.
maintain the duration of time in which the device is activated;
include in the duration of time, time during which the device is located within the second area; and include in the duration of time, time during which the device is deactivated and then activated.
7. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the second area and that the duration of time is at least the first predetermined amount of time; and deactivate the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
determine that the user is within the second area and that the duration of time is at least the first predetermined amount of time; and deactivate the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
8. The apparatus of claim 7, wherein to determine that the user is within the second area comprises to determine that the user is not within the first area.
9. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the second area; and not permit the user to engage in the at least one activity via the device based at least in part on determining that the user is within the second area.
determine that the user is within the second area; and not permit the user to engage in the at least one activity via the device based at least in part on determining that the user is within the second area.
10. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
maintain the duration of time in which the device is permitted to be activated;
exclude from the duration of time, time during which the user is within the second area; and wherein to determine that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises to determine that, based on the exclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
maintain the duration of time in which the device is permitted to be activated;
exclude from the duration of time, time during which the user is within the second area; and wherein to determine that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises to determine that, based on the exclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
11. The apparatus of claim 1, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
maintain the duration of time in which the device is permitted to be activated;
include in the duration of time, time during which the user is within the second area; and wherein to determine that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises to determine that, based on the inclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
maintain the duration of time in which the device is permitted to be activated;
include in the duration of time, time during which the user is within the second area; and wherein to determine that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises to determine that, based on the inclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
12. The apparatus of claim 1, wherein to determine that the user is within the first area comprises to determine that the user is not within the second area.
13. The apparatus of claim 1, wherein the at least one activity comprises at least one casino type gambling activity.
14. The apparatus of claim 1, wherein the at least one activity comprises wagering on least one type of event.
15. The apparatus of claim 1, wherein the at least one activity is sports betting.
16. The apparatus of claim 1, wherein the at least one activity comprises at least one of:
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, and receiving news information.
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, and receiving news information.
17. The apparatus of claim 1, wherein the at least one activity comprises at least one of:
conducting financial transactions, receiving audio, and receiving video.
conducting financial transactions, receiving audio, and receiving video.
18. A method comprising:
determining by at least one processor that a duration of time in which a device has been activated is less than a first predetermined amount of time, in which the device is permitted to be activated for the first predetermined amount of time;
determining by the at least one processor that a user of the device is within a first area of a communication network to which the device is connected, wherein the communication network covers at least the first area and a second area, wherein the user is permitted to engage in at least one activity via the device from within the first area and is not permitted to engage in the at least one activity via the device from within the second area;
determining by the at least one processor that the user has left the first area to the second area;
determining by the at least one processor that the user has returned to the first area from the second area;
determining by the at least one processor that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a second predetermined amount of time; and based at least in part on determining that the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time and determining that the duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than the second predetermined amount of time, permitting by the at least one processor the user, upon returning to the first area from the second area, to engage in the at least one activity via the device without requiring an identity verification by the user.
determining by at least one processor that a duration of time in which a device has been activated is less than a first predetermined amount of time, in which the device is permitted to be activated for the first predetermined amount of time;
determining by the at least one processor that a user of the device is within a first area of a communication network to which the device is connected, wherein the communication network covers at least the first area and a second area, wherein the user is permitted to engage in at least one activity via the device from within the first area and is not permitted to engage in the at least one activity via the device from within the second area;
determining by the at least one processor that the user has left the first area to the second area;
determining by the at least one processor that the user has returned to the first area from the second area;
determining by the at least one processor that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a second predetermined amount of time; and based at least in part on determining that the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time and determining that the duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than the second predetermined amount of time, permitting by the at least one processor the user, upon returning to the first area from the second area, to engage in the at least one activity via the device without requiring an identity verification by the user.
19. The method of claim 18, wherein the device being activated comprises at least one of:
the device being turned on, the device being connected to the communication network, the user being logged into a server via the device, and the device communicating with the server.
the device being turned on, the device being connected to the communication network, the user being logged into a server via the device, and the device communicating with the server.
20. The method of claim 18, further comprising:
determining that the duration of time in which the device has been activated is at least the first predetermined amount of time; and deactivating the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
determining that the duration of time in which the device has been activated is at least the first predetermined amount of time; and deactivating the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
21. The method of claim 20, further comprising:
logging out the user from a server to which the user is logged in via the gaming device, stopping communications between the gaming device and the server, causing the device to be disconnected from the communications network, and causing the device to be turned off.
logging out the user from a server to which the user is logged in via the gaming device, stopping communications between the gaming device and the server, causing the device to be disconnected from the communications network, and causing the device to be turned off.
22. The method of claim 18, further comprising maintaining the duration of time in which the device is activated;
excluding from the duration of time, time during which the device is located within the second area; and excluding from the duration of time, time during which the device is deactivated and then activated.
excluding from the duration of time, time during which the device is located within the second area; and excluding from the duration of time, time during which the device is deactivated and then activated.
23. The method of claim 18, further comprising maintaining the duration of time in which the device is activated;
including in the duration of time, time during which the device is located within the second area; and including in the duration of time, time during which the device is deactivated and then activated.
including in the duration of time, time during which the device is located within the second area; and including in the duration of time, time during which the device is deactivated and then activated.
24. The method of claim 18, further comprising: determining that the user is within the second area and that the duration of time is at least the first predetermined amount of time; and deactivating the device based at least in part on determining that the duration of time is at least the first predetermined amount of time.
25. The method of claim 24, wherein determining that the user is within the second area comprises determining that the user is not within the first area.
26. The method of claim 18, further comprising:
determining that the user is within the second area; and not permitting the user to engage in the at least one activity via the device based at least in part on determining that the user is within the second area.
determining that the user is within the second area; and not permitting the user to engage in the at least one activity via the device based at least in part on determining that the user is within the second area.
27. The method of claim 18, further comprising:
maintaining the duration of time in which the device is permitted to be activated;
excluding from the duration of time, time during which the user is within the second area; and wherein determining that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises determining that, based on the exclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
maintaining the duration of time in which the device is permitted to be activated;
excluding from the duration of time, time during which the user is within the second area; and wherein determining that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises determining that, based on the exclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
28. The method of claim 18, further comprising:
maintaining the duration of time in which the device is permitted to be activated;
including in the duration of time, time during which the user is within the second area; and wherein determining that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises determining that, based on the inclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
maintaining the duration of time in which the device is permitted to be activated;
including in the duration of time, time during which the user is within the second area; and wherein determining that the duration of time in which the device has been activated is less than the first predetermined amount of time comprises determining that, based on the inclusion of time during which the user is within the second area, the duration of time in which the device is permitted to be activated is less than the first predetermined amount of time.
29. The method of claim 18, wherein determining that the user is within the first area comprises determining that the user is not within the second area.
30. The method of claim 18, wherein the at least one activity comprises at least one casino type gambling activity.
31. The method of claim 18, wherein the at least one activity comprises wagering on least one type of event.
32. The method of claim 18, wherein the at least one activity is sports betting.
33. The method of claim 18, wherein the at least one activity comprises at least one of:
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, and receiving news information.
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, and receiving news information.
34. The method of claim 18, wherein the at least one activity comprises at least one of:
conducting financial transactions, receiving audio, and receiving video.
conducting financial transactions, receiving audio, and receiving video.
35. An apparatus, comprising:
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a user of a device is within a first area and that a current time is during a second predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during a first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during the second predefined period of time, and wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and determine that the user has moved from within the first area to within the second area during the second predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a user of a device is within a first area and that a current time is during a second predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during a first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during the second predefined period of time, and wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and determine that the user has moved from within the first area to within the second area during the second predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
36. The apparatus of claim 35, wherein the user is permitted to engage in the at least one activity via the device from within the second area during the first period of time.
37. The apparatus of claim 35, wherein the at least one activity comprises at least one casino type gambling activity.
38. The apparatus of claim 35, wherein the at least one activity comprises wagering on least one type of event.
39. The apparatus of claim 35, wherein the at least one activity is sports betting.
40. The apparatus of claim 35, wherein the at least one activity comprises at least one of:
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
41. The apparatus of claim 35, wherein the at least one activity comprises at least one of:
making voice calls, and receiving voice calls.
making voice calls, and receiving voice calls.
42. The apparatus of claim 35, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the first area and that the current time is during the first predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the first predefined period of time.
determine that the user is within the first area and that the current time is during the first predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the first predefined period of time.
43. The apparatus of claim 42, wherein the user is permitted to engage in the least one activity via the device from within the first area during a third predefined period of time;
wherein the second predefined period of time begins when the first predefined period of time ends and wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the first area and that the current time is during the third predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the third predefined period of time.
wherein the second predefined period of time begins when the first predefined period of time ends and wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the first area and that the current time is during the third predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the third predefined period of time.
44. The apparatus of claim 43, wherein the first area comprises an area in which an entertainment event occurs;
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
45. The apparatus of claim 35, wherein the device is owned by the user.
46. The apparatus of claim 35, wherein the device comprises at least one of a mobile phone, a personal data assistant, a mobile device, and a computer.
47. A method, comprising:
determining by at least one processor that a user of a device is within a first area and that a current time is during a second predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during a first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during the second predefined period of time, and wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and determining by the at least one processor that the user has moved from within the first area to within the second area during the second predefined period of time; and permitting by the at least one processor the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
determining by at least one processor that a user of a device is within a first area and that a current time is during a second predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during a first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during the second predefined period of time, and wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and determining by the at least one processor that the user has moved from within the first area to within the second area during the second predefined period of time; and permitting by the at least one processor the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
48. The method of claim 47, wherein the user is permitted to engage in the at least one activity via the device from within the second area during the first period of time.
49. The method of claim 47, wherein the at least one activity comprises at least one casino type gambling activity.
50. The method of claim 47, wherein the at least one activity comprises wagering on least one type of event.
51. The method of claim 47, wherein the at least one activity is sports betting.
52. The method of claim 47, wherein the at least one activity comprises at least one of:
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
53. The method of claim 47, wherein the at least one activity comprises at least one of:
making voice calls, and receiving voice calls.
making voice calls, and receiving voice calls.
54. The method of claim 47, further comprising:
determining that the user is within the first area and that the current time is during the first predefined period of time; and permitting the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the first predefined period of time.
determining that the user is within the first area and that the current time is during the first predefined period of time; and permitting the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the first predefined period of time.
55. The method of claim 47, wherein the user is permitted to engage in the least one activity via the device from within the first area during a third predefined period of time;
wherein the second predefined period of time begins when the first predefined period of time ends and wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the method further comprises:
determining that the user is within the first area and that the current time is during the third predefined period of time; and permitting the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the third predefined period of time.
wherein the second predefined period of time begins when the first predefined period of time ends and wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the method further comprises:
determining that the user is within the first area and that the current time is during the third predefined period of time; and permitting the user to engage in the at least one activity via the device based at least in part on determining that the current time is during the third predefined period of time.
56. The method of claim 55, wherein the first area comprises an area in which an entertainment event occurs;
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
57. The method of claim 47, wherein the device is owned by the user.
58. The method of claim 47, wherein the device comprises at least one of a mobile phone, a personal data assistant, a mobile device, and a computer.
59. An apparatus comprising:
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a user of a device is within a first area and that a current time is during a first predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during the first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during a second predefined period of time, wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and wherein the second predefined period of time begins when the first predefined period of time ends;
determine that the user is within the first area and that the current time has transitioned from the first predefined period of time to the second predefined period of time; and determine that the user has moved from within the first area to within the second area during the second predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a user of a device is within a first area and that a current time is during a first predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during the first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during a second predefined period of time, wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and wherein the second predefined period of time begins when the first predefined period of time ends;
determine that the user is within the first area and that the current time has transitioned from the first predefined period of time to the second predefined period of time; and determine that the user has moved from within the first area to within the second area during the second predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
60. The apparatus of claim 59, wherein the at least one activity comprises at least one casino type gambling activity.
61. The apparatus of claim 59, wherein the at least one activity comprises wagering on least one type of event.
62. The apparatus of claim 59, wherein the at least one activity is sports betting.
63. The apparatus of claim 59, wherein the at least one activity comprises at least one of:
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
64. The apparatus of claim 59, wherein the at least one activity comprises at least one of:
making voice calls, and receiving voice calls.
making voice calls, and receiving voice calls.
65. The apparatus of claim 59, wherein the device is owned by the user.
66. The apparatus of claim 59, wherein the device comprises at least one of a mobile phone, a personal data assistant, a mobile device, and a computer.
67. The apparatus of claim 59, wherein the user is permitted to engage in the least one activity via the device from within the first area during a third predefined period of time;
wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the first area and that the current time has transitioned from the second predefined period of time to the third predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the current time has transitioned from the second predefined period of time to the third predefined period of time.
wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that the user is within the first area and that the current time has transitioned from the second predefined period of time to the third predefined period of time; and permit the user to engage in the at least one activity via the device based at least in part on determining that the current time has transitioned from the second predefined period of time to the third predefined period of time.
68. The apparatus of claim 67, wherein the first area comprises an area in which an entertainment event occurs;
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
69. A method comprising:
determining by at least one processor that a user of a device is within a first area and that a current time is during a first predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during the first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during a second predefined period of time, wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and wherein the second predefined period of time begins when the first predefined period of time ends;
determining by the at least one processor that the user is within the first area and that the current time has transitioned from the first predefined period of time to the second predefined period of time; and determining by the at least one processor that the user has moved from within the first area to within the second area during the second predefined period of time; and permitting by the at least one processor the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
determining by at least one processor that a user of a device is within a first area and that a current time is during a first predefined period of time, wherein the user is permitted to engage in at least one activity via the device from within the first area during the first predefined period of time, wherein the user is not permitted to engage in the at least one activity via the device from within the first area during a second predefined period of time, wherein the user is permitted to engage in the at least one activity via the device from within a second area during the second predefined period of time; and wherein the second predefined period of time begins when the first predefined period of time ends;
determining by the at least one processor that the user is within the first area and that the current time has transitioned from the first predefined period of time to the second predefined period of time; and determining by the at least one processor that the user has moved from within the first area to within the second area during the second predefined period of time; and permitting by the at least one processor the user to engage in the at least one activity via the device based at least in part on determining that the user has moved from within the first area to within the second area during the second predefined period of time.
70. The method of claim 69, wherein the at least one activity comprises at least one casino type gambling activity.
71. The method of claim 69, wherein the at least one activity comprises wagering on least one type of event.
72. The method of claim 69, wherein the at least one activity is sports betting.
73. The method of claim 69, wherein the at least one activity comprises at least one of:
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
purchasing tickets to an entertainment event, making reservations, purchasing merchandise, purchasing food, purchasing beverages, receiving news information, and conducting financial transactions.
74. The method of claim 69, wherein the at least one activity comprises at least one of:
making voice calls, and receiving voice calls.
making voice calls, and receiving voice calls.
75. The method of claim 69, wherein the device is owned by the user.
76. The method of claim 69, wherein the device comprises at least one of a mobile phone, a personal data assistant, a mobile device, and a computer.
77. The method of claim 69, wherein the user is permitted to engage in the least one activity via the device from within the first area during a third predefined period of time;
wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the method further comprises:
determining that the user is within the first area and that the current time has transitioned from the second predefined period of time to the third predefined period of time; and permitting the user to engage in the at least one activity via the device based at least in part on determining that the current time has transitioned from the second predefined period of time to the third predefined period of time.
wherein the third predefined period of time begins when the second predefined period of time ends; and wherein the method further comprises:
determining that the user is within the first area and that the current time has transitioned from the second predefined period of time to the third predefined period of time; and permitting the user to engage in the at least one activity via the device based at least in part on determining that the current time has transitioned from the second predefined period of time to the third predefined period of time.
78. The method of claim 77, wherein the first area comprises an area in which an entertainment event occurs;
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
wherein the first predefined period of time ends prior to a start of the entertainment event;
wherein the third predefined period of time begins after an end of the entertainment event; and wherein the second predefined period of time begins when the first predefined period of time ends and wherein the second predefined period of time ends when the third predefined period of time begins.
79. An apparatus comprising:
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a user of a device is within a first area;
permit the user to engage in the at least one activity via the device based at least in part on determining that the user is within the first area;
determine that the user has left the first area to a second area, wherein the user is not permitted to engage in at the least one activity via the device from within the second area;
determine that the user has returned to the first area from the second area;
determine that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a predetermined amount of time; and based at least in part on determining that the duration of time is less than the predetermined amount of time, permit the user, upon returning to the first area from the second area, to engage in the least one activity via the device without requiring an identity verification by the user.
at least one processor; and at least one memory device electronically coupled to the at least one processor, in which the memory device stores instructions which, when executed by the at least one processor, direct the at least one processor to:
determine that a user of a device is within a first area;
permit the user to engage in the at least one activity via the device based at least in part on determining that the user is within the first area;
determine that the user has left the first area to a second area, wherein the user is not permitted to engage in at the least one activity via the device from within the second area;
determine that the user has returned to the first area from the second area;
determine that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a predetermined amount of time; and based at least in part on determining that the duration of time is less than the predetermined amount of time, permit the user, upon returning to the first area from the second area, to engage in the least one activity via the device without requiring an identity verification by the user.
80. The apparatus of claim 79, wherein the instructions, when executed by the at least one processor, further direct the at least one processor to:
determine that that duration of time is at least the predetermined amount of time;
and based at least in part on determining that the duration of time is at least the predetermined amount of time, not permit the user, upon returning to the first area from the second area, to engage in the at least one activity via the device.
determine that that duration of time is at least the predetermined amount of time;
and based at least in part on determining that the duration of time is at least the predetermined amount of time, not permit the user, upon returning to the first area from the second area, to engage in the at least one activity via the device.
81. The apparatus of claim 80, wherein to not permit the user to engage in the at least one activity via the device comprises to deactivate the device.
82. The apparatus of claim 79, wherein the at least one activity comprises at least one casino type gambling activity.
83. The apparatus of claim 79, wherein the at least one activity comprises wagering on least one type of event.
84. The apparatus of claim 79, wherein the at least one activity is sports betting.
85. The apparatus of claim 79, wherein the at least one activity comprises conducting financial transactions.
86. The apparatus of claim 79, wherein the at least one activity comprises at least one of:
receiving audio, and receiving video.
receiving audio, and receiving video.
87. A method comprising:
determining by at least one processor that a user of a device is within a first area;
permitting by at least one processor the user to engage in the at least one activity via the device based at least in part on determining that the user is within the first area;
determining by at least one processor that the user has left the first area to a second area, wherein the user is not permitted to engage in the at least one activity via the gaming device from within the second area;
determining by at least one processor that the user has returned to the first area from the second area;
determining by at least one processor that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a predetermined amount of time; and based at least in part on determining that the duration of time is less than the predetermined amount of time, permitting by at least one processor the user, upon returning to the first area from the second area, to engage in the least one activity via the device without requiring an identity verification by the user.
determining by at least one processor that a user of a device is within a first area;
permitting by at least one processor the user to engage in the at least one activity via the device based at least in part on determining that the user is within the first area;
determining by at least one processor that the user has left the first area to a second area, wherein the user is not permitted to engage in the at least one activity via the gaming device from within the second area;
determining by at least one processor that the user has returned to the first area from the second area;
determining by at least one processor that a duration of time between the user leaving the first area to the second area and returning to the first area from the second area is less than a predetermined amount of time; and based at least in part on determining that the duration of time is less than the predetermined amount of time, permitting by at least one processor the user, upon returning to the first area from the second area, to engage in the least one activity via the device without requiring an identity verification by the user.
88. The method of claim 87, further comprising:
determining that that duration of time is at least the predetermined amount of time;
and based at least in part on determining that the duration of time is at least the predetermined amount of time, not permitting the user, upon returning to the first area from the second area, to engage in the at least one activity via the device.
determining that that duration of time is at least the predetermined amount of time;
and based at least in part on determining that the duration of time is at least the predetermined amount of time, not permitting the user, upon returning to the first area from the second area, to engage in the at least one activity via the device.
89. The method of claim 88, wherein not permitting the user to engage in the at least one activity via the device comprises deactivating the device.
90. The method of claim 87, wherein the at least one activity comprises at least one casino type gambling activity.
91. The method of claim 87, wherein the at least one activity comprises wagering on least one type of event.
92. The method of claim 87, wherein the at least one activity is sports betting.
93. The method of claim 87, wherein the at least one activity comprises conducting financial transactions.
94. The method of claim 87, wherein the at least one activity comprises at least one of:
receiving audio, and receiving video.
receiving audio, and receiving video.
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US20080214261A1 (en) * | 2007-03-02 | 2008-09-04 | Alderucci Dean P | Biometric for purchases |
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US9129135B2 (en) * | 2011-08-16 | 2015-09-08 | Jeffrey D. Jacobs | Play time dispenser for electronic applications |
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US20030064807A1 (en) * | 2001-09-25 | 2003-04-03 | Walker Jay S. | Method and apparatus for linked play gaming |
EP1074156A4 (en) * | 1998-04-22 | 2004-08-25 | Netline Comm Technologies Nct | Method and system for providing cellular communications services |
US6251017B1 (en) * | 1999-04-21 | 2001-06-26 | David Leason | Game or lottery with a reward validated and/or redeemed online |
US7076255B2 (en) * | 2000-04-05 | 2006-07-11 | Microsoft Corporation | Context-aware and location-aware cellular phones and methods |
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JP2003109010A (en) * | 2001-09-28 | 2003-04-11 | Toshiba Corp | Device for authenticating entering and leaving |
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US7510474B2 (en) * | 2001-04-10 | 2009-03-31 | Carter Sr Russell | Location based mobile wagering system |
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JP2003233654A (en) * | 2002-02-07 | 2003-08-22 | Matsushita Electric Ind Co Ltd | Service providing system |
JP2004255187A (en) * | 2003-02-26 | 2004-09-16 | Wms Gaming Inc | Network surroundings for service pointed game |
CA2426236A1 (en) * | 2003-04-22 | 2004-10-22 | Daniel Bartozzi | Wireless gaming system |
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