US20110244948A1 - Methods and apparatus for match play credits - Google Patents

Methods and apparatus for match play credits Download PDF

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Publication number
US20110244948A1
US20110244948A1 US12/970,654 US97065410A US2011244948A1 US 20110244948 A1 US20110244948 A1 US 20110244948A1 US 97065410 A US97065410 A US 97065410A US 2011244948 A1 US2011244948 A1 US 2011244948A1
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game
play
match play
promotional
player
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US12/970,654
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Eric James Meyerhofer
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FutureLogic Inc
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FutureLogic Inc
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Assigned to FUTURELOGIC, INC. reassignment FUTURELOGIC, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MEYERHOFER, ERIC
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3251Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving media of variable value, e.g. programmable cards, programmable tokens
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • This invention relates to gaming, more specifically to offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards that are related to patron play, such as among others, bonus play and free play.
  • the gaming machine manufacturing industry provides a variety of gaming machines for the amusement of gambling players.
  • An exemplary gaming machine is a slot machine.
  • a slot machine is an electro-mechanical game wherein chance or the skill of a player determines the outcome of the game. Slot machines are usually found in casinos or other more informal gaming establishments.
  • Cashless enabled games are so named due to the fact that they can conduct their player's financial exchange with a mixture of traditional paper and coin currency and vouchers redeemable for cash or game credits.
  • Two pieces of necessary equipment for a cashless enabled game is a printer to produce the vouchers, and a bill acceptor that supports automatic reading of the vouchers.
  • a cashless enabled gaming system when a player cashes out, the game is signaled and depending on the size of the pay out, it can either present coins in the tradition method of a slot machine, or it can cause the printers which are installed in such machines to produce a voucher containing the value of the pay out.
  • the voucher may then either be redeemed for cash at the cashier's cage for currency, or it may be inserted into one of the casino's games' bill acceptor, at which point the network and server to which the game is connected will recognize the voucher as valid, redeem it and place the appropriate amount of playing credits on the game.
  • the present invention discloses methods and apparatus for offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards that are related to patron play, such as among others, bonus play and free play.
  • a campaign includes various play triggers and thresholds to sort players into levels of interest so that players achieving a specified minimum level of play activity can be offered match play credits automatically by the system.
  • a minimum amount of play which must take place on a target game before match play credits are activated is set.
  • a game is monitored on a real time basis to search for a particular caliber of player.
  • a variety of game play metrics may be monitored to screen for the player, each level of metrics achieved being considered a trigger.
  • multiple thresholds are used to screen for players, where a first threshold identifies that a player is considered to be of interest for tracking purposes for offering match play credits and starts a match play session and a second threshold offers the match play credits.
  • a match play session ends or is canceled when a player does not attain the second threshold.
  • a match play session ends or is canceled when a match play credit ticket is redeemed for cash.
  • a window displays at a game when the second threshold is met by a player, the window notifying the player of the match play credits and allowing the player to accept the match play credits.
  • games used with match play credits are identified in the Promotional Couponing System.
  • triggers are set as automatic or manual where manual setting of a trigger allows an attendant at a location to issue a promotional coupon to a player or patron.
  • FIG. 1 a is an illustration of a game voucher in accordance with an exemplary embodiment of the present invention
  • FIG. 1 b is an illustration of a match play credits ticket in accordance with an exemplary embodiment of the present invention
  • FIG. 2 is an illustration of the apparatus and connections used with the match play system in accordance with an exemplary embodiment of the present invention
  • FIG. 3 is a flowchart of a match play campaign design process in accordance with an exemplary embodiment of the present invention
  • FIG. 4 is a flowchart of a create and issue match play process in accordance with an exemplary embodiment of the present invention
  • FIG. 5 is a flowchart of a match play in use process in accordance with an exemplary embodiment of the present invention.
  • FIG. 6 a is an illustration of slot play metrics and triggers used with a first type threshold of the match play system in accordance with an exemplary embodiment of the present invention
  • FIG. 6 b is an illustration of slot play metrics and triggers used with a second type threshold of the match play system in accordance with an exemplary embodiment of the present invention
  • FIG. 7 is a block diagram of a host system in accordance with an exemplary embodiment of the present invention.
  • FIG. 8 is a block diagram of a printer in accordance with an exemplary embodiment of the present invention.
  • FIG. 9 is a block diagram of a routing device in accordance with an exemplary embodiment of the present invention.
  • FIG. 10 is a diagram illustrating the components of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention.
  • FIG. 11 is a process flow diagram of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention.
  • FIG. 12 is an illustration of a Promotional Couponing System and game connections thereof in accordance with an exemplary embodiment of the present invention.
  • APPENDIX A is a list of definitions of terms as used herein.
  • the present invention discloses methods and apparatus for offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards that are related to patron play, such as among others, bonus play and free play.
  • the system uses thresholds to identify and notify eligible players and patrons and issue the credits.
  • the system monitors the match play activity as well as identifies the games where the match play credits can be used.
  • cashless enabled games have found an increasing acceptance and use in the gaming industry with both the players, who enjoy the speed of play and ease of transporting their winnings around the casino, and the casinos who have realized significant labor savings in the form of reduced coin hopper reloads in the games, and an increase in revenue due to speed of play.
  • the broad installation base of cashless enabled games guarantees a wide installed base of networked games and their installed printers which may be used to print coupons and promotions for the captive player audiences.
  • the games are networked to a main server which monitors various metrics of activity on the games for regulatory, accounting and promotional activities.
  • the server related to promotions for player club cards is referred to as the Player Tracking Sever. Games share real-time play metrics with the Player Tracking Server in order to support frequent player incentives.
  • FIG. 1 a is an illustration of a game voucher in accordance with an exemplary embodiment of the present invention.
  • the voucher 100 shown is produced from commands issued by the game to the printer in response to a player's request to cash-out.
  • the voucher includes features such as, among others, a validation number, printed in both a human readable 102 form such as a character string and in a machine-readable 104 form such as a bar code, time 106 and date 108 stamps, cash-out amount 110 , casino location information 112 , game identifier 114 , and an indication of an expiration date 116 .
  • a barcode such as a Code 128 barcode containing the player tracking session ID 118 is appended to the game voucher 100 . This ID provides a lookup on the session. If the game voucher with player tracking session ID appended is inserted into another game, the bill validator of that game, as part of its game voucher acceptance cycle, passes the player tracking session ID to the Promotional Couponing System or Player Tracking System so that play behavior can continue to accumulate.
  • a barcode containing the match play session ID 120 is appended to the game voucher 100 . This ID provides a lookup on the session. If the game voucher with match play session ID appended is inserted into another game, the bill validator of that game, as part of its game voucher acceptance cycle, passes the match play session ID to the Promotional Couponing System so that play behavior can continue to accumulate.
  • FIG. 1 b is an illustration of a match play credits ticket in accordance with an exemplary embodiment of the present invention.
  • the match play credits ticket 122 shown is produced from commands issued to the printer.
  • the ticket includes features such as, among others, time 106 and date 108 stamps, casino location information 112 , game identifier 114 , an indication of an expiration date 116 , and player notification of the match play award 124 and amount 126 .
  • a barcode containing the match play session ID 120 is appended to the match play ticket 122 . This ID provides a lookup on the session.
  • FIG. 2 is an illustration of the apparatus and connections used with the match play system in accordance with an exemplary embodiment of the present invention.
  • a Promotional Couponing Server is used to create, issue and award players and/or patrons.
  • Any server connects to one or more servers for signaling and data exchange.
  • One or more servers connect to a game 220 installed printer 222 using a connection, for example, G2S 238 floor host, or a separate Ethernet connection (not shown).
  • One or more servers connect to a game installed routing device 224 using a connection, for example GSA 242 .
  • One or more servers connect to a terminal 228 for registration and redeeming match play tickets 122 using a connection, for example S2S 240 . Additionally, the terminal can connect to the Internet (not shown) for registration and redeeming match play tickets.
  • One or more servers connect to a terminal at a Point of Redemption 230 using a connection, for example GSA 242 . Additionally, the terminal can connect to the Internet (not shown).
  • the Point of Redemption 230 components include, among others, a display or interface 232 for visual notification and to show the available incentive, a scanning device 234 to scan a match play credits ticket 122 and/or other promotional coupon, and a printer 236 for generating a match play credits ticket and/or other promotional coupon.
  • the Promotional Couponing System server 214 connects to an administrator interface 216 , which the system administrator uses, for example, to set the parameters and triggers associated with promotions, campaigns, and/or thresholds, among other functions and settings.
  • the Promotional Couponing System 214 and Match Play System 200 are the same system.
  • Each game 220 such as a slot machine includes among other components, a window 218 that displays, a printer 222 , routing device 224 , and bill validator 226 . Games used with match play credits are identified in the Promotional Couponing System.
  • a printer 222 and bill validator 226 in each participating game 220 connect to a routing device 224 .
  • the method for offering incentives is semi-automated or automated. In another, the method is manual.
  • triggers are set as automatic or manual where manual setting of a trigger allows an attendant at a location to issue a promotional coupon to a player or patron.
  • the system 200 notifies and invites the player to take advantage of their match play credits.
  • the notification and invitation uses a window 218 displayed on the game 220 screen such as a video display, connected or attached to the game that includes a touch screen keypad area of the display or an actual keypad (herein referred to as “Window”).
  • the Window on the game activates and invites the player to take advantage of their match play credits by, for example, pressing a button. If the player accepts the invitation, a keypad appears on the Window.
  • a message on the Window prompts the player, for example, to enter their initials and room.
  • the entry for initials and/or room is, for example, up to 4 characters and is shown on the display.
  • a player's initials, code, or a combination thereof becomes the key or identifier associated with a match play session.
  • a message such as a thank you message is displayed on the Window 218 and the Window closes.
  • the Window displays and presents the match play credits offer to the player as per the Window application. If the player agrees to the offer, a match play credits ticket 122 such as the example in FIG. 1 b is printed.
  • a Window 218 displays at a game 220 when the second threshold is met by a player, the Window notifying the player of the match play credits and allowing the player to accept the match play credits.
  • data from an account of a player tracked in the PTS 204 is used as their key or identifier.
  • system 200 uses and logs one or more thresholds into the system, each threshold based on one or more game play 220 metrics or triggers.
  • the system 200 with multiple thresholds uses a first type threshold to identify a player considered to be of interest for tracking purposes for offering match play credits and starts and establishes a match play session; and a second type threshold to notify and invite the player of match play credits and to issue match play credits, the notification and invitation using a Window 218 displayed on the game 220 screen.
  • the session monitoring and play accumulation continues in the manner described herein until either a player abandons play such as by cashing out or a second type threshold is achieved.
  • the first threshold and second threshold are programmed by the system administrator using an administrator interface 216 .
  • FIG. 3 is a flowchart of a match play campaign design process in accordance with an exemplary embodiment of the present invention.
  • a campaign includes various play triggers and thresholds to sort players into levels of interest so that players achieving a specified minimum level of play activity can be offered match play credits automatically by the system 200 (of FIG. 2 ).
  • Campaigns may be designed in multiple stages. For example, a first stage creates the offer for match play credits and a second stage which must be met, activates the match play offer.
  • the match play campaign design process is accomplished using the administrator interface 216 (of FIG. 2 ).
  • the process begins 300 with design the match play credits ticket 302 where, for example, the ticket 122 of FIG. 1 b is designed.
  • the layout of the ticket and the data used with the ticket are designed, for example, in a template format. Data used with the ticket is static, dynamic, or a combination thereof.
  • the process continues with define first trigger threshold 304 , followed by define second trigger threshold 306 .
  • the first threshold is a play threshold, which when achieved, will begin monitoring a player's play.
  • the first threshold essentially segments players of interest.
  • the second threshold also is a play threshold, which when met, makes the player eligible for match play awards.
  • the Window 218 displays with a match play credits award.
  • player 308 where a player is defined as a carded player or not to be eligible for this match play offer.
  • play credits 310 where the amount of credits which must be played on the award's game set before a player's wagers will be matched (herein called “match play floor”) is defined. This can be the value loaded, for example, to the MPQual accumulator once play on an awards game set begins.
  • MPThrottle 312 where the matching provisions as either a wager-based interval for match (herein called “MPThrottle control register”) or a percentage match for each wager (herein called “MPPercent control register”) are defined.
  • MPThrottle control register a wager-based interval for match
  • MPPercent control register a percentage match for each wager
  • game(s) 314 where the participating game titles are defined. This is the list of participating games 220 of FIG. 2 which are created by linking a set of game I.D.s. Games are validated against this list.
  • coupon file 318 the coupon file is linked to this match play session. This is the coupon or ticket such as 122 of FIG. 1 b that prints in conjunction with the Window 218 of FIG. 2 offer.
  • the coupon is the ticket designed in design ticket 302 .
  • the coupon contains instruction of what to do with the ticket.
  • FIG. 4 is a flowchart of a create and issue match play process in accordance with an exemplary embodiment of the present invention.
  • a campaign includes various play triggers and thresholds to sort players into levels of interest so that players achieving a specified minimum level of play activity are offered match play credits automatically by the Promotional Couponing System 214 (of FIG. 2 ).
  • the Promotional Couponing System also allows the administrator to set a minimum amount of play which must take place on a target game 220 (of FIG. 2 ) before match play credits are activated. Details of an exemplary match play campaign design process are disclosed in FIG. 3 and throughout this specification.
  • release campaign 404 the match play campaign is released to the floor after management approvals.
  • varying levels, types, and/or number of approvals are defined in the Promotional Couponing System.
  • monitor play 406 play activity on a connected game 220 (of FIG. 2 ) is monitored on a real-time basis to screen for a particular caliber of player, the monitoring using one or more game play metrics.
  • a variety of game play metrics may be monitored (as selected by the system administrator) to screen for the player, each level of metrics achieved being considered a trigger as described throughout this specification.
  • a threshold is logged into the system. For example, when a first threshold is achieved, a player is considered to be of interest for tracking purposes for potentially offering match play credits.
  • the play level attaining the first threshold establishes a match play session.
  • the match play session 410 may be opened at any point during game play; its establishment is transparent to the player.
  • the process ends with cancel monitoring of play 412 .
  • a second threshold is met 414 , the player is offered the match play credits 418 . If the player accepts 420 , the process continues with process match play credits 422 where a match play credits ticket such as the exemplary ticket of FIG. 1 b is processed. If the player does not accept, the process ends with cancel monitoring of play 412 . In another embodiment, the process continues with monitor play 406 where the play activity is continually monitored. Match play credits offered to the player are based on settings defined in the Promotional Couponing System.
  • a cashout signal was received 416 , the process continues with print ticket 424 where a barcode 120 (of FIG. 1 a ) is appended to the game voucher if a match play session was established 410 but before a second threshold is reached, the player cashes out.
  • the barcode contains the match play session identifier. The identifier provides a lookup on the session. If the game voucher with the identifier appended is inserted into another game 220 , the bill validator 226 (both of FIG. 2 ) of that game, as part of its ticket acceptance cycle, passes the identifier to the system so that play behavior can continue to accumulate.
  • a barcode 120 (of FIG. 1 a ) is appended to the game voucher 100 (of FIG. 1 a ) if a match play session was established 410 , the barcode containing the match play session identifier.
  • the supplemental barcode allows for continued cross game 220 of FIG. 2 tracking of their play to determine if a second threshold 414 will be reached.
  • FIG. 5 is a flowchart of a match play in use process in accordance with an exemplary embodiment of the present invention.
  • the process 500 begins with insert match play ticket 502 followed by verify game 504 where data read from the ticket and game are transmitted to one or more host systems such as a Promotional Couponing System 214 (of FIG. 2 ) for validation and/or verification.
  • a Promotional Couponing System 214 (of FIG. 2 ) for validation and/or verification.
  • ticket data and game data is validated and verified in the Promotional Couponing System against data used to create a campaign.
  • Game 220 of FIG. 2 data also is transmitted, for example, to a slot management system to validate the game is on the floor.
  • the process continues with reject match play ticket 510 where, for example, the ticket is returned to the player.
  • the Window 218 (of FIG. 2 ) of the game displays a message notifying the player regarding the game's availability or non-availability in match play.
  • the ticket when a player inserts a match play ticket 122 (of FIG. 1 b ) into the bill validator 226 of a game 220 (both of FIG. 2 ), the ticket is scanned and returned to the player. In another, the ticket is stored in a ticket storage area, such as within the game.
  • games 220 used with match play credits are identified in the Promotional Couponing System 214 (of FIG. 2 ).
  • the Promotional Couponing System confirms that the game is one in a specified list of games that qualify for match play credits. For example, a system administrator using an administrator interface 216 (of FIG. 2 ) associates the games to use with match play using the unique game ID.
  • the Promotional Couponing System 214 uses accumulators for issuing match play credits.
  • the Promotional Couponing System sets up two dynamic accumulators, such as MPQual and MPTerm, respectively.
  • the MPQual accumulator is a qualifying register that accumulates the player's wagers until the wagers have satisfied the minimum wager condition of the award. Once MPQual is satisfied, a sequence of events occurs, such as:
  • each wager placed is matched according the award provisions specified by the system administrator or campaign designer.
  • Award provisions can either be credit match awarded over a number of game 220 of FIG. 2 plays, or by a straight percentage match of each wager.
  • the control registers associated with these controls are called, for example, MPThrottle and MPPercent, respectively.
  • the MPTerm and MPQual accumulators are system based, and therefore, if the player finishes playing on one game 220 (of FIG. 2 ) before their awards are exhausted and moves to another game, the same match play ticket 122 (of FIG. 1 b ) may be inserted into the bill validator 226 (of FIG. 2 ) of a listed game and the wager match session will continue.
  • Match play sessions are exhausted when all match play credits were used.
  • a match play session ends or is canceled when a player does not attain the second threshold.
  • a match play session ends or is canceled when a match play ticket 122 (of FIG. 1 b ) is redeemed for cash.
  • an additional accumulator such as MPInterval
  • MPInterval is used to allow the system administrator or campaign designer to specify a period of continuous game play before a Window 218 (of FIG. 2 ) displays offering an incentive for continued play or wagers on the existing game 220 (of FIG. 2 ). This interval of continue game play could continue to periodically appear, offering awards throughout the continuous play session.
  • the MPInterval accumulator which controls the periodic rate of Window offerings would arm, for example, the second threshold was achieved.
  • the specified timeframe is selected from a group consisting of, among others: days, months, years, hours, and minutes.
  • a match play session which is registered on more than one game 220 (of FIG. 2 ) simultaneously is immediately closed on all games identified as using the same match play session.
  • FIG. 6 a is an illustration of slot play metrics and triggers used with a first type threshold of the match play system in accordance with an exemplary embodiment of the present invention.
  • Triggers 602 are event-based and involve factors or parameters known to the printer 222 (of FIG. 2 ) directly and/or supplied by the host system such as 214 of FIG. 2 . These triggers can operate independently or in logical combination. These triggers are used to associate one or more promotional coupons such as 122 of FIG. 1 b with one or more promotions or campaigns.
  • G2S data packet 600 used to accomplish the match play system 200 of FIG. 2 and possible triggers 602 derived from this information to create one or more match play thresholds 604 .
  • the combination of several of these triggers allows for very specific targeting, for example, the search of new club player candidates.
  • Available and required slot meters by way of the G2S protocol 600 include, among others: Bonus; gamePlay Class; G2S PRE100; G2S CBE316; G2S PRE103; idReader; idReaderStatus; and Cabinet Class.
  • Available and possible triggers 602 include, among others:
  • the slot play metrics and possible triggers 602 are used to define the threshold 604 .
  • Slot machine meters and/or game meters also can be collected directly at the game 220 by, for example, the routing device 224 (both of FIG. 2 ).
  • the routing device is physically connected to, for example, one of the game's slot accounting system (herein “SAS”) ports and utilizes the SAS protocol to collect game play information.
  • SAS game's slot accounting system
  • the routing device includes a connection to the game.
  • triggers 602 are set as automatic or manual where manual setting of a trigger allows an attendant at a location to issue a promotional coupon such as 122 of FIG. 1 b to a player or patron.
  • Manual triggers 602 are soft buttons that appear on, for example, a terminal at a Point of Redemption 230 (of FIG. 2 ) as graphical designations. The trigger is an attendant pressing the soft button. Soft buttons are designed using the manual trigger wizard of the Promotional Couponing System. Any terminal selected as a target for the manual trigger campaign will display the soft buttons on its screen once its campaign is enabled.
  • the Promotional Couponing System 214 (of FIG. 2 ) includes a manual triggering class for use in attended locations such as hospitality venues, point-of-sale locations, the player club desk, lodging check-in desk and other locations where automatic data may not be available.
  • Manually triggering requires an attendant at the location to press a soft button that displays on the screen or display 232 (of FIG. 2 ) of the terminal to issue a ticket such as 122 of FIG. 1 b to the player or patron.
  • the Promotional Couponing System can create a set of soft buttons to facilitate this process. The set of soft buttons, after being created, are transmitted to one or more locations.
  • the soft buttons instruct the attendant as to which button to press in various situations, thereby directing a coupon such as 122 of FIG. 1 b in a targeted way.
  • a manual campaign for a particular point of sale location could be designed which would include two soft buttons, one button being for when a patron has spent up to either $100, and the second button being when they spent $200 or more.
  • the attendant presses the appropriate button, causing a coupon to issue which would be presented to the patron.
  • the coupon such as 122 of FIG. 1 b is manually triggered by the attendant, but tied to pre-established shopping levels at the location, thereby providing a behaviorally targeted promotion.
  • FIG. 6 b is an illustration of slot play metrics and triggers used with a second type threshold of the match play system in accordance with an exemplary embodiment of the present invention.
  • This illustration includes those previously disclosed and described in FIG. 6 a as well as the following triggers 602 :
  • FIG. 7 is a block diagram of a host system in accordance with an exemplary embodiment of the present invention. Any one or more components may be optional.
  • a host system 700 contains the programming instructions 710 , memory 704 , security interface means, among others necessary for signaling and data 708 transfer for data verification and other purposes.
  • Any exemplary host system 700 is a Promotional Couponing System 214 (of FIG. 2 ) used to create, manage, and track the issuance and redemption of promotional coupons.
  • Another exemplary host system is a Player Tracking system 204 (of FIG. 2 ).
  • a host 700 includes a processor 702 , operatively coupled via a bus 718 to a memory 704 .
  • the processor is further operatively coupled via the bus to a storage device 706 .
  • Program instructions 710 and data 708 for implementing the processes are stored in the storage device until the processor retrieves the program instructions and stores them in the memory.
  • the processor then executes the program instructions stored in the memory and uses the data to implement the features of the processes.
  • the processor 702 is further coupled via the bus 718 to one or more communications devices 716 or ports.
  • the host 700 uses the communications devices to securely transmit and receive control signals and/or data 708 to and from external devices as described herein.
  • the processor 702 is further coupled via the bus 718 to one or more user input devices 712 and one or more user output devices 714 for communicating with a user as described herein.
  • FIG. 8 is a block diagram of a printer in accordance with an exemplary embodiment of the present invention. Any one or more components may be optional.
  • a printer 800 contains the programming instructions 810 , memory 804 , security interface means, among others necessary for signaling and data 808 transfer of one or more files for data verification and other purposes.
  • a printer 800 includes a processor 802 , operatively coupled via a bus 816 to a memory 804 .
  • the processor is further operatively coupled via the bus to a storage device 806 .
  • Program instructions 810 and data 808 implementing described processes are stored in the storage device until the processor retrieves the program instructions and stores them in the memory.
  • the processor then executes the program instructions stored in the memory and uses the data to implement the features of the processes.
  • the processor 802 is further coupled via the bus 816 to one or more communication devices 812 or ports.
  • the printer 800 uses the communication devices to securely transmit and receive control signals and/or data 808 to and from any external device such as a host system 700 (of FIG. 7 ), gaming system, game 220 (of FIG. 2 ), handheld device and/or routing device 224 (of FIG. 2 ) as described herein.
  • the processor 802 is further coupled via the system bus 816 to a print device 814 .
  • the printer uses the print device to generate vouchers 100 (of FIG. 1 a ) and/or coupons such as 122 (of FIG. 1 b ) and to securely generate files as described herein.
  • FIG. 9 is a block diagram of a routing device in accordance with an exemplary embodiment of the present invention. Any one or more components may be optional.
  • a routing device 900 contains the programming instructions 910 , memory 904 , security, and interface means, among others necessary for signaling and data 908 transfer of one or a plurality files for data verification and other purposes.
  • a routing device 900 includes a processor 902 , operatively coupled via a bus 916 to a memory 904 .
  • the processor is further operatively coupled via the bus to a storage device 906 .
  • Program instructions 910 and data 908 implementing described voucher and coupon printing processes are stored in the storage device until the processor retrieves the program instructions and stores them in the memory.
  • the processor then executes the program instructions stored in the memory and uses the data to implement the features of the processes as described herein.
  • the processor 902 is further coupled via the bus 916 to one or more communication devices 912 or ports.
  • the routing device uses the communication devices to transmit and receive control signals and data 908 from a host system such as a Promotional Couponing System 214 (of FIG. 2 ), gaming system or game 220 (of FIG. 2 ) as described herein.
  • the processor 902 is further coupled via the system bus 916 to a print device 914 .
  • the routing device uses the print device to generate vouchers 100 (of FIG. 1 a ) and/or coupons such as 122 (of FIG. 1 b ) as described herein.
  • external devices can include a game 220 (of FIG. 2 ) such as a slot machine or gaming table, among others.
  • a game 220 such as a slot machine or gaming table, among others.
  • the routing device 900 is internal to the printer 222 (of FIG. 2 ). In another, it is external.
  • FIG. 10 is a diagram illustrating the components of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention. A component or plurality of components shown could be optional.
  • the Promotional Couponing System 1000 comprises a processor 1002 , memory 1006 , application code 1004 containing algorithms, storage 1008 , and a plurality of interfaces to external devices and systems including an interface to a plurality of printers 222 (of FIG. 2 ).
  • An exemplary device for the Promotional Couponing System would be a traditional network server.
  • the processor, executing the application code comprises the ways and means to, among others:
  • System administrator 1016 as to the algorithms, metrics, and triggers 602 of FIGS. 6 a and 6 b utilized for the creation of a promotional coupon template or plurality of such.
  • the interfaces comprising the protocols, messaging logic, hardware, and buffering necessary to exchange data with the Promotional Couponing System's processor 702 of FIG. 7 and application, and the:
  • a number of the interfaces for the system may exist on the same physical hardware connection, the attached devices being individually or group-addressable notes on that connection.
  • FIG. 11 is a process flow diagram of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention.
  • the process begins 1100 with the design of a promotional coupon template 1102 which is used to create promotional coupons 1138 .
  • Print regions 1106 can be added, edited, or deleted from a promotional coupon template 1108 .
  • Each promotional coupon template is given a name and a unique identifier 1104 .
  • Data for each promotional coupon template is used in one or more promotions 1122 and/or campaigns 1130 .
  • the data for a promotional coupon template is transmitted to and stored on a host system 1132 . All or some of the data for each promotional coupon template also is transmitted to, stored in, and used by one or more printers 1136 to generate one or more promotional coupons.
  • Each promotion is given a name and a unique identifier 1112 .
  • the promotion duration is set 1114 , triggers are identified 1116 , and promotional coupon templates are associated 1120 .
  • the promotion duration parameters 1118 include start and end date, start and end time, and number of issued coupons, among others.
  • the triggers include those described in FIG. 6 a and FIG. 6 b , among others.
  • the promotional coupon trigger is given a name and described.
  • the data for each promotion 1122 is transmitted to and stored on a host system 1132 . Data for each promotion also is used in one or more promotional campaigns 1130 . All or some of the data for each promotion also is transmitted to, stored in, and used by one or more printers 1136 to generate one or more promotional coupons 1138 .
  • each campaign is given a name and a unique identifier 1126 .
  • One or more promotions are associated with each campaign 1128 .
  • the data for each campaign 1130 is transmitted to and stored on a host system 1132 . All or some of the data may be transmitted to, stored in, and used by one or more printers 1136 to generate one or more promotional coupons.
  • routing devices 1134 where all or some of the data for each promotional coupon template 1118 , promotion 1122 , and/or campaign 1130 also is transmitted to and stored, each routing device connected to a host system 1132 and one or more printers 1136 , among others. The routing device then transmits the stored data to a printer to generate one or more promotional coupons 1138 .
  • design promotions 1110 and design campaigns 1124 processes are combined as one process.
  • FIG. 12 is an illustration of a Promotional Couponing System and game connections thereof in accordance with an exemplary embodiment of the present invention.
  • the Promotional Couponing System 214 is on its own LAN 1200 and not connected to one or more systems in use at a gaming establishment or other business establishment or shares bandwidth with one or more systems talking a different protocol, for example, it cannot control a game.
  • the LAN 1200 type illustrated is Ethernet, although any other network type can be used.
  • a slot machine 1202 SMIB 1204 , printer 1206 , and connections thereof.
  • the connection 1208 between a slot machine and printer is used for processing vouchers such as game vouchers such as 100 of FIG. 1 a .
  • the connection between the printer and SMIB 1210 and the slot machine and SMIB 1212 provide an additional interface to a slot machine as well as other components of a slot machine and/or a slot accounting server.
  • the connection from the SMIB to gaming establishment server(s) 1214 provides a connection to other systems.
  • the printer 1206 connection uses a third port for the LAN connection 1216 of an Ethernet type to the Promotional Couponing System 214 .
  • the Promotional Couponing System 214 monitors slot machine play metrics directly from a slot machine 1202 using a connection to the Slot Machine Interface Board (SMIB) 1204 and/or Slot Interface Board (SIB) (not shown).
  • SIB Slot Machine Interface Board
  • SIB Slot Interface Board
  • a game 1218 is illustrated in FIG. 1 a .
  • the connection 1224 between a game and printer is used for processing vouchers such as game vouchers such as 100 of FIG. 1 a .
  • the connection between the printer and GMU 1226 and the game and GMU 1228 provide an additional interface to a game as well as other components of a game and/or a game server.
  • the connection from the GMU to gaming establishment server(s) 1230 provides a connection to other systems.
  • the printer 1222 connection uses a third port for the LAN connection 1232 of an Ethernet type for the Promotional Couponing System 214 .
  • the Promotional Couponing System 214 monitors game play metrics directly from a game using a connection to the Game Machine Unit (GMU) 1220 (not shown).
  • GMU Game Machine Unit
  • the Promotional Couponing System 214 monitors slot machine 1202 play metrics and/or game 1218 play metrics using a connection with a Slot Accounting System (SAS) port (not shown).
  • SAS Slot Accounting System
  • a connection 1210 and 1226 from the printer to the SMIB, SIB, and/or GMU only monitors the connection and/or piggybacks the SMIB, SIB and/or GMU that connects to the slot machine 1202 or game 1218 ; the printer receiving information and not controlling the slot machine or game.

Abstract

Methods and apparatus for offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards related to patron play, such as among others, bonus play and free play. The system uses thresholds to identify and notify eligible players and patrons and issue the credits. The system monitors the match play activity as well as identifies the games where the match play credits can be used.

Description

    CROSS-REFERENCE TO RELATED APPLICATION(S)
  • The present application claims the benefit of U.S. Provisional Patent Application No. 61/287,412, filed Dec. 17, 2009. This application is related to U.S. patent application Ser. No. 11/502,888 entitled “METHOD AND APPARATUS FOR A PROMOTIONAL COUPONING SYSTEM”, filed Aug. 10, 2006, published as US 2007168251 and U.S. patent application Ser. No. 12/421,373 entitled “METHOD AND APPARATUS FOR A PROMOTIONAL COUPONING SYSTEM”, filed Apr. 9, 2009, published as US 20100094692, each of which is hereby incorporated by reference as if stated in full herein.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • This invention relates to gaming, more specifically to offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards that are related to patron play, such as among others, bonus play and free play.
  • 2. Background
  • The gaming machine manufacturing industry provides a variety of gaming machines for the amusement of gambling players. An exemplary gaming machine is a slot machine. A slot machine is an electro-mechanical game wherein chance or the skill of a player determines the outcome of the game. Slot machines are usually found in casinos or other more informal gaming establishments.
  • The gaming machine manufacturers have provided cashless enabled games to the market, and there now exists a broad population of such games in the casino industry. Cashless enabled games are so named due to the fact that they can conduct their player's financial exchange with a mixture of traditional paper and coin currency and vouchers redeemable for cash or game credits.
  • Two pieces of necessary equipment for a cashless enabled game is a printer to produce the vouchers, and a bill acceptor that supports automatic reading of the vouchers. In a cashless enabled gaming system, when a player cashes out, the game is signaled and depending on the size of the pay out, it can either present coins in the tradition method of a slot machine, or it can cause the printers which are installed in such machines to produce a voucher containing the value of the pay out. The voucher may then either be redeemed for cash at the cashier's cage for currency, or it may be inserted into one of the casino's games' bill acceptor, at which point the network and server to which the game is connected will recognize the voucher as valid, redeem it and place the appropriate amount of playing credits on the game.
  • SUMMARY OF THE INVENTION
  • The present invention discloses methods and apparatus for offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards that are related to patron play, such as among others, bonus play and free play.
  • In one aspect of the invention, a campaign includes various play triggers and thresholds to sort players into levels of interest so that players achieving a specified minimum level of play activity can be offered match play credits automatically by the system.
  • In another aspect of the invention, a minimum amount of play which must take place on a target game before match play credits are activated is set.
  • In another aspect of the invention, a game is monitored on a real time basis to search for a particular caliber of player.
  • In another aspect of the invention, a variety of game play metrics may be monitored to screen for the player, each level of metrics achieved being considered a trigger.
  • In another aspect of the invention, multiple thresholds are used to screen for players, where a first threshold identifies that a player is considered to be of interest for tracking purposes for offering match play credits and starts a match play session and a second threshold offers the match play credits.
  • In another aspect of the invention, a match play session ends or is canceled when a player does not attain the second threshold.
  • In another aspect of the invention, a match play session ends or is canceled when a match play credit ticket is redeemed for cash.
  • In another aspect of the invention, a window displays at a game when the second threshold is met by a player, the window notifying the player of the match play credits and allowing the player to accept the match play credits.
  • In another aspect of the invention, games used with match play credits are identified in the Promotional Couponing System.
  • In another aspect of the invention, triggers are set as automatic or manual where manual setting of a trigger allows an attendant at a location to issue a promotional coupon to a player or patron.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • These and other features, aspects, and advantages of the present invention will become better understood with regard to the following description, accompanying drawings and appendix where:
  • FIG. 1 a is an illustration of a game voucher in accordance with an exemplary embodiment of the present invention;
  • FIG. 1 b is an illustration of a match play credits ticket in accordance with an exemplary embodiment of the present invention;
  • FIG. 2 is an illustration of the apparatus and connections used with the match play system in accordance with an exemplary embodiment of the present invention;
  • FIG. 3 is a flowchart of a match play campaign design process in accordance with an exemplary embodiment of the present invention;
  • FIG. 4 is a flowchart of a create and issue match play process in accordance with an exemplary embodiment of the present invention;
  • FIG. 5 is a flowchart of a match play in use process in accordance with an exemplary embodiment of the present invention;
  • FIG. 6 a is an illustration of slot play metrics and triggers used with a first type threshold of the match play system in accordance with an exemplary embodiment of the present invention;
  • FIG. 6 b is an illustration of slot play metrics and triggers used with a second type threshold of the match play system in accordance with an exemplary embodiment of the present invention;
  • FIG. 7 is a block diagram of a host system in accordance with an exemplary embodiment of the present invention;
  • FIG. 8 is a block diagram of a printer in accordance with an exemplary embodiment of the present invention;
  • FIG. 9 is a block diagram of a routing device in accordance with an exemplary embodiment of the present invention;
  • FIG. 10 is a diagram illustrating the components of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention;
  • FIG. 11 is a process flow diagram of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention;
  • FIG. 12 is an illustration of a Promotional Couponing System and game connections thereof in accordance with an exemplary embodiment of the present invention; and
  • APPENDIX A is a list of definitions of terms as used herein.
  • Identically labeled elements appearing in different ones of the figures refer to the same elements but may not be referenced in the description for all figures.
  • DETAILED DESCRIPTION OF THE INVENTION
  • The present invention discloses methods and apparatus for offering incentives, awards, and rewards to players and patrons in the form of match play credits and other rewards that are related to patron play, such as among others, bonus play and free play. The system uses thresholds to identify and notify eligible players and patrons and issue the credits. The system monitors the match play activity as well as identifies the games where the match play credits can be used.
  • Over the last several years, cashless enabled games have found an increasing acceptance and use in the gaming industry with both the players, who enjoy the speed of play and ease of transporting their winnings around the casino, and the casinos who have realized significant labor savings in the form of reduced coin hopper reloads in the games, and an increase in revenue due to speed of play. The broad installation base of cashless enabled games guarantees a wide installed base of networked games and their installed printers which may be used to print coupons and promotions for the captive player audiences.
  • Currently, in typical casino operations, the games are networked to a main server which monitors various metrics of activity on the games for regulatory, accounting and promotional activities. The server related to promotions for player club cards is referred to as the Player Tracking Sever. Games share real-time play metrics with the Player Tracking Server in order to support frequent player incentives.
  • The Inventor has observed that with this networked environment exists opportunities to provide incentives to players of the games. One opportunity is to provide match play credits and other rewards such as bonus play and free play.
  • FIG. 1 a is an illustration of a game voucher in accordance with an exemplary embodiment of the present invention.
  • The voucher 100 shown is produced from commands issued by the game to the printer in response to a player's request to cash-out. The voucher includes features such as, among others, a validation number, printed in both a human readable 102 form such as a character string and in a machine-readable 104 form such as a bar code, time 106 and date 108 stamps, cash-out amount 110, casino location information 112, game identifier 114, and an indication of an expiration date 116.
  • Additionally, if a player tracking session has been established and a player cashes outs, a barcode such as a Code 128 barcode containing the player tracking session ID 118 is appended to the game voucher 100. This ID provides a lookup on the session. If the game voucher with player tracking session ID appended is inserted into another game, the bill validator of that game, as part of its game voucher acceptance cycle, passes the player tracking session ID to the Promotional Couponing System or Player Tracking System so that play behavior can continue to accumulate.
  • Additionally, if a match play session has been established and a player cashes outs, a barcode containing the match play session ID 120 is appended to the game voucher 100. This ID provides a lookup on the session. If the game voucher with match play session ID appended is inserted into another game, the bill validator of that game, as part of its game voucher acceptance cycle, passes the match play session ID to the Promotional Couponing System so that play behavior can continue to accumulate.
  • FIG. 1 b is an illustration of a match play credits ticket in accordance with an exemplary embodiment of the present invention.
  • The match play credits ticket 122 shown is produced from commands issued to the printer. The ticket includes features such as, among others, time 106 and date 108 stamps, casino location information 112, game identifier 114, an indication of an expiration date 116, and player notification of the match play award 124 and amount 126.
  • Additionally, if a match play session has been established and a player cashes outs, a barcode containing the match play session ID 120 is appended to the match play ticket 122. This ID provides a lookup on the session.
  • FIG. 2 is an illustration of the apparatus and connections used with the match play system in accordance with an exemplary embodiment of the present invention.
  • Exemplary equipment and connections for the system 200 are shown in connection form and described throughout this specification. The descriptions and figure are not indicated to be a definitive approach to accomplishing the technology, but rather provide an example method which could be practiced to accomplish the technology.
  • Illustrated are a plurality of servers, such as an Accounting 202, Player Tracking 204, Network Name Resolution 206, Network Time Sync 208, Automatic Network Administration 210, Certificate Management 212, and Promotional Couponing 214, each performing a specific function. For example, a Promotional Couponing Server is used to create, issue and award players and/or patrons.
  • Any server connects to one or more servers for signaling and data exchange. One or more servers connect to a game 220 installed printer 222 using a connection, for example, G2S 238 floor host, or a separate Ethernet connection (not shown). One or more servers connect to a game installed routing device 224 using a connection, for example GSA 242.
  • One or more servers connect to a terminal 228 for registration and redeeming match play tickets 122 using a connection, for example S2S 240. Additionally, the terminal can connect to the Internet (not shown) for registration and redeeming match play tickets.
  • One or more servers connect to a terminal at a Point of Redemption 230 using a connection, for example GSA 242. Additionally, the terminal can connect to the Internet (not shown).
  • The Point of Redemption 230 components include, among others, a display or interface 232 for visual notification and to show the available incentive, a scanning device 234 to scan a match play credits ticket 122 and/or other promotional coupon, and a printer 236 for generating a match play credits ticket and/or other promotional coupon.
  • Additionally, the Promotional Couponing System server 214 connects to an administrator interface 216, which the system administrator uses, for example, to set the parameters and triggers associated with promotions, campaigns, and/or thresholds, among other functions and settings.
  • In an embodiment, the Promotional Couponing System 214 and Match Play System 200 are the same system.
  • Each game 220 such as a slot machine includes among other components, a window 218 that displays, a printer 222, routing device 224, and bill validator 226. Games used with match play credits are identified in the Promotional Couponing System.
  • In another embodiment, a printer 222 and bill validator 226 in each participating game 220 connect to a routing device 224.
  • In another embodiment, the method for offering incentives is semi-automated or automated. In another, the method is manual.
  • In another embodiment, triggers are set as automatic or manual where manual setting of a trigger allows an attendant at a location to issue a promotional coupon to a player or patron.
  • In another embodiment, at the point when a second threshold is achieved, the system 200 notifies and invites the player to take advantage of their match play credits. The notification and invitation uses a window 218 displayed on the game 220 screen such as a video display, connected or attached to the game that includes a touch screen keypad area of the display or an actual keypad (herein referred to as “Window”). The Window on the game activates and invites the player to take advantage of their match play credits by, for example, pressing a button. If the player accepts the invitation, a keypad appears on the Window. A message on the Window prompts the player, for example, to enter their initials and room. The entry for initials and/or room is, for example, up to 4 characters and is shown on the display. In another embodiment, a player's initials, code, or a combination thereof becomes the key or identifier associated with a match play session.
  • Once the key or identifier is entered, a message such as a thank you message is displayed on the Window 218 and the Window closes. When the play session has expired, there are no credits, or the player cashes out, the Window displays and presents the match play credits offer to the player as per the Window application. If the player agrees to the offer, a match play credits ticket 122 such as the example in FIG. 1 b is printed.
  • In another embodiment, a Window 218 displays at a game 220 when the second threshold is met by a player, the Window notifying the player of the match play credits and allowing the player to accept the match play credits.
  • In another embodiment, data from an account of a player tracked in the PTS 204 is used as their key or identifier.
  • In another embodiment, the system 200 uses and logs one or more thresholds into the system, each threshold based on one or more game play 220 metrics or triggers.
  • In another embodiment, the system 200 with multiple thresholds, uses a first type threshold to identify a player considered to be of interest for tracking purposes for offering match play credits and starts and establishes a match play session; and a second type threshold to notify and invite the player of match play credits and to issue match play credits, the notification and invitation using a Window 218 displayed on the game 220 screen. The session monitoring and play accumulation continues in the manner described herein until either a player abandons play such as by cashing out or a second type threshold is achieved. The first threshold and second threshold are programmed by the system administrator using an administrator interface 216.
  • FIG. 3 is a flowchart of a match play campaign design process in accordance with an exemplary embodiment of the present invention.
  • A campaign includes various play triggers and thresholds to sort players into levels of interest so that players achieving a specified minimum level of play activity can be offered match play credits automatically by the system 200 (of FIG. 2). Campaigns may be designed in multiple stages. For example, a first stage creates the offer for match play credits and a second stage which must be met, activates the match play offer.
  • In one embodiment, the match play campaign design process is accomplished using the administrator interface 216 (of FIG. 2).
  • As illustrated, the process begins 300 with design the match play credits ticket 302 where, for example, the ticket 122 of FIG. 1 b is designed. The layout of the ticket and the data used with the ticket are designed, for example, in a template format. Data used with the ticket is static, dynamic, or a combination thereof.
  • The process continues with define first trigger threshold 304, followed by define second trigger threshold 306. The first threshold is a play threshold, which when achieved, will begin monitoring a player's play. The first threshold essentially segments players of interest.
  • The second threshold also is a play threshold, which when met, makes the player eligible for match play awards. When the player reaches this threshold, the Window 218 (of FIG. 2) displays with a match play credits award.
  • The process continues with define player 308 where a player is defined as a carded player or not to be eligible for this match play offer.
  • The process continues with define play credits 310 where the amount of credits which must be played on the award's game set before a player's wagers will be matched (herein called “match play floor”) is defined. This can be the value loaded, for example, to the MPQual accumulator once play on an awards game set begins.
  • The process continues with define MPThrottle 312 where the matching provisions as either a wager-based interval for match (herein called “MPThrottle control register”) or a percentage match for each wager (herein called “MPPercent control register”) are defined.
  • The process continues with define game(s) 314 where the participating game titles are defined. This is the list of participating games 220 of FIG. 2 which are created by linking a set of game I.D.s. Games are validated against this list.
  • In associate offer file 316, the Window file or message that will play in the Window 218 (of FIG. 2) to this offer is associated with the campaign.
  • In associate coupon file 318, the coupon file is linked to this match play session. This is the coupon or ticket such as 122 of FIG. 1 b that prints in conjunction with the Window 218 of FIG. 2 offer. In one embodiment, the coupon is the ticket designed in design ticket 302. In another embodiment, the coupon contains instruction of what to do with the ticket.
  • FIG. 4 is a flowchart of a create and issue match play process in accordance with an exemplary embodiment of the present invention.
  • As illustrated, the process begins 400 with design campaign 402 where a campaign is designed. In one embodiment, a campaign includes various play triggers and thresholds to sort players into levels of interest so that players achieving a specified minimum level of play activity are offered match play credits automatically by the Promotional Couponing System 214 (of FIG. 2). The Promotional Couponing System also allows the administrator to set a minimum amount of play which must take place on a target game 220 (of FIG. 2) before match play credits are activated. Details of an exemplary match play campaign design process are disclosed in FIG. 3 and throughout this specification.
  • In release campaign 404, the match play campaign is released to the floor after management approvals. In one embodiment, varying levels, types, and/or number of approvals are defined in the Promotional Couponing System.
  • The process continues with monitor play 406 where play activity on a connected game 220 (of FIG. 2) is monitored on a real-time basis to screen for a particular caliber of player, the monitoring using one or more game play metrics. A variety of game play metrics may be monitored (as selected by the system administrator) to screen for the player, each level of metrics achieved being considered a trigger as described throughout this specification. When one or a combination of triggers is met 408, a threshold is logged into the system. For example, when a first threshold is achieved, a player is considered to be of interest for tracking purposes for potentially offering match play credits. The play level attaining the first threshold establishes a match play session. The match play session 410 may be opened at any point during game play; its establishment is transparent to the player.
  • If the first threshold is not met 408, the process ends with cancel monitoring of play 412.
  • Once a match play session is established 410, the process continues with either determining that the second threshold is met 414 or if a cashout signal is received 416.
  • If a second threshold is met 414, the player is offered the match play credits 418. If the player accepts 420, the process continues with process match play credits 422 where a match play credits ticket such as the exemplary ticket of FIG. 1 b is processed. If the player does not accept, the process ends with cancel monitoring of play 412. In another embodiment, the process continues with monitor play 406 where the play activity is continually monitored. Match play credits offered to the player are based on settings defined in the Promotional Couponing System.
  • If a second threshold is not met, the process ends with cancel monitoring of play 412.
  • If a cashout signal was received 416, the process continues with print ticket 424 where a barcode 120 (of FIG. 1 a) is appended to the game voucher if a match play session was established 410 but before a second threshold is reached, the player cashes out. The barcode contains the match play session identifier. The identifier provides a lookup on the session. If the game voucher with the identifier appended is inserted into another game 220, the bill validator 226 (both of FIG. 2) of that game, as part of its ticket acceptance cycle, passes the identifier to the system so that play behavior can continue to accumulate.
  • In another embodiment, a barcode 120 (of FIG. 1 a) is appended to the game voucher 100 (of FIG. 1 a) if a match play session was established 410, the barcode containing the match play session identifier. The supplemental barcode allows for continued cross game 220 of FIG. 2 tracking of their play to determine if a second threshold 414 will be reached.
  • In another embodiment, if a first threshold is achieved 408 and a match play session is established, but a player does not reach the second threshold 414 before their game credits expire, the match play session is canceled.
  • In another embodiment, if a game voucher 100 (of FIG. 1 a) with a match play barcode 120 (of FIG. 1 a) appended to it is redeemed for cash, the match play session is canceled.
  • FIG. 5 is a flowchart of a match play in use process in accordance with an exemplary embodiment of the present invention.
  • As illustrated, the process 500 begins with insert match play ticket 502 followed by verify game 504 where data read from the ticket and game are transmitted to one or more host systems such as a Promotional Couponing System 214 (of FIG. 2) for validation and/or verification. For example, ticket data and game data is validated and verified in the Promotional Couponing System against data used to create a campaign. Game 220 of FIG. 2 data also is transmitted, for example, to a slot management system to validate the game is on the floor.
  • Once the ticket and game are verified 506, the process ends with accept match play ticket 508 where credits are issued to the player at the game 220 (of FIG. 2).
  • If the ticket and/or game is not verified, for instance, a ticket inserted into a game 220 (of FIG. 2) not on a match play game list, the process continues with reject match play ticket 510 where, for example, the ticket is returned to the player. In another embodiment, the Window 218 (of FIG. 2) of the game displays a message notifying the player regarding the game's availability or non-availability in match play.
  • In one embodiment, when a player inserts a match play ticket 122 (of FIG. 1 b) into the bill validator 226 of a game 220 (both of FIG. 2), the ticket is scanned and returned to the player. In another, the ticket is stored in a ticket storage area, such as within the game.
  • In another embodiment, games 220 (of FIG. 2) used with match play credits are identified in the Promotional Couponing System 214 (of FIG. 2). The Promotional Couponing System confirms that the game is one in a specified list of games that qualify for match play credits. For example, a system administrator using an administrator interface 216 (of FIG. 2) associates the games to use with match play using the unique game ID.
  • In another embodiment, the Promotional Couponing System 214 (of FIG. 2) uses accumulators for issuing match play credits. For example, the Promotional Couponing System sets up two dynamic accumulators, such as MPQual and MPTerm, respectively. The MPQual accumulator is a qualifying register that accumulates the player's wagers until the wagers have satisfied the minimum wager condition of the award. Once MPQual is satisfied, a sequence of events occurs, such as:
  • (a) The MPTerm accumulator is initiated with the match credits of the award.
  • (b) From this point on, each wager placed is matched according the award provisions specified by the system administrator or campaign designer. Award provisions can either be credit match awarded over a number of game 220 of FIG. 2 plays, or by a straight percentage match of each wager. The control registers associated with these controls are called, for example, MPThrottle and MPPercent, respectively.
  • (c) As play continues, each wager is matched as per the matching provisions until MPTerm accumulator is exhausted such as the match play credits award has been completely delivered to the player.
  • Continuing, the MPTerm and MPQual accumulators are system based, and therefore, if the player finishes playing on one game 220 (of FIG. 2) before their awards are exhausted and moves to another game, the same match play ticket 122 (of FIG. 1 b) may be inserted into the bill validator 226 (of FIG. 2) of a listed game and the wager match session will continue.
  • In another embodiment, once a match play session is exhausted, the session is closed. Match play sessions are exhausted when all match play credits were used.
  • In another embodiment, a match play session ends or is canceled when a player does not attain the second threshold.
  • In another embodiment, a match play session ends or is canceled when a match play ticket 122 (of FIG. 1 b) is redeemed for cash.
  • In another embodiment, an additional accumulator, such as MPInterval, is used to allow the system administrator or campaign designer to specify a period of continuous game play before a Window 218 (of FIG. 2) displays offering an incentive for continued play or wagers on the existing game 220 (of FIG. 2). This interval of continue game play could continue to periodically appear, offering awards throughout the continuous play session. The MPInterval accumulator which controls the periodic rate of Window offerings would arm, for example, the second threshold was achieved.
  • In another embodiment, the match play sessions that experienced no activity for a specified timeframe, such as 30 days, expire automatically, and the session ID 120 of FIGS. 1 a and 1 b is returned to the Promotional Couponing System 214 (of FIG. 2) for use.
  • In another embodiment, the specified timeframe is selected from a group consisting of, among others: days, months, years, hours, and minutes.
  • In another embodiment, a match play session which is registered on more than one game 220 (of FIG. 2) simultaneously is immediately closed on all games identified as using the same match play session.
  • FIG. 6 a is an illustration of slot play metrics and triggers used with a first type threshold of the match play system in accordance with an exemplary embodiment of the present invention.
  • Triggers 602 are event-based and involve factors or parameters known to the printer 222 (of FIG. 2) directly and/or supplied by the host system such as 214 of FIG. 2. These triggers can operate independently or in logical combination. These triggers are used to associate one or more promotional coupons such as 122 of FIG. 1 b with one or more promotions or campaigns.
  • Illustrated is a G2S data packet 600 used to accomplish the match play system 200 of FIG. 2 and possible triggers 602 derived from this information to create one or more match play thresholds 604. The combination of several of these triggers allows for very specific targeting, for example, the search of new club player candidates.
  • Available and required slot meters by way of the G2S protocol 600 include, among others: Bonus; gamePlay Class; G2S PRE100; G2S CBE316; G2S PRE103; idReader; idReaderStatus; and Cabinet Class.
  • Available and possible triggers 602 include, among others:
  • (a) Total amount of money wagered
  • (b) Total amount of money won
  • (c) Total amount of money lost
  • (d) Total amount of time played
  • (e) Amount of cash out
  • (f) Number of maximum bets as a percentage of total bets
  • (g) Maximum bet amounts as a percentage of total money played
  • (h) X minimum played after an award of y
  • (i) Time of day
  • (i) Date
  • (k) Average delay between plays in seconds
  • (l) Average number of players per hour
  • (m) Machine I.D. or target group of games
  • (n) Denomination of machine
  • (o) Number of bills inserted during play
  • In this example, the slot play metrics and possible triggers 602 are used to define the threshold 604.
  • Slot machine meters and/or game meters also can be collected directly at the game 220 by, for example, the routing device 224 (both of FIG. 2). The routing device is physically connected to, for example, one of the game's slot accounting system (herein “SAS”) ports and utilizes the SAS protocol to collect game play information. In this embodiment, the routing device includes a connection to the game.
  • In one embodiment, triggers 602 are set as automatic or manual where manual setting of a trigger allows an attendant at a location to issue a promotional coupon such as 122 of FIG. 1 b to a player or patron.
  • Manual triggers 602 are soft buttons that appear on, for example, a terminal at a Point of Redemption 230 (of FIG. 2) as graphical designations. The trigger is an attendant pressing the soft button. Soft buttons are designed using the manual trigger wizard of the Promotional Couponing System. Any terminal selected as a target for the manual trigger campaign will display the soft buttons on its screen once its campaign is enabled.
  • In one embodiment, the Promotional Couponing System 214 (of FIG. 2) includes a manual triggering class for use in attended locations such as hospitality venues, point-of-sale locations, the player club desk, lodging check-in desk and other locations where automatic data may not be available. Manually triggering requires an attendant at the location to press a soft button that displays on the screen or display 232 (of FIG. 2) of the terminal to issue a ticket such as 122 of FIG. 1 b to the player or patron. The Promotional Couponing System can create a set of soft buttons to facilitate this process. The set of soft buttons, after being created, are transmitted to one or more locations.
  • In another embodiment, the soft buttons instruct the attendant as to which button to press in various situations, thereby directing a coupon such as 122 of FIG. 1 b in a targeted way. For instance, a manual campaign for a particular point of sale location could be designed which would include two soft buttons, one button being for when a patron has spent up to either $100, and the second button being when they spent $200 or more. At the time of check out, the attendant presses the appropriate button, causing a coupon to issue which would be presented to the patron. In this example, the coupon such as 122 of FIG. 1 b is manually triggered by the attendant, but tied to pre-established shopping levels at the location, thereby providing a behaviorally targeted promotion.
  • FIG. 6 b is an illustration of slot play metrics and triggers used with a second type threshold of the match play system in accordance with an exemplary embodiment of the present invention.
  • This illustration includes those previously disclosed and described in FIG. 6 a as well as the following triggers 602:
  • (a) Maximum amount of cash out
  • (b) Minimum denomination of machine played
  • (c) Total number of different games played
  • FIG. 7 is a block diagram of a host system in accordance with an exemplary embodiment of the present invention. Any one or more components may be optional.
  • A host system 700 contains the programming instructions 710, memory 704, security interface means, among others necessary for signaling and data 708 transfer for data verification and other purposes. A more detailed discussion of an exemplary embodiment of a host system and components thereof is presented in U.S. patent application entitled “METHOD AND APPARATUS FOR A PROMOTIONAL COUPONING SYSTEM” filed Aug. 10, 2006, published as U.S. Patent Application Publication Number 2007168251, the contents of which are hereby incorporated by reference as if stated in full herein.
  • Any exemplary host system 700 is a Promotional Couponing System 214 (of FIG. 2) used to create, manage, and track the issuance and redemption of promotional coupons. Another exemplary host system is a Player Tracking system 204 (of FIG. 2).
  • A host 700 includes a processor 702, operatively coupled via a bus 718 to a memory 704. The processor is further operatively coupled via the bus to a storage device 706. Program instructions 710 and data 708 for implementing the processes are stored in the storage device until the processor retrieves the program instructions and stores them in the memory. The processor then executes the program instructions stored in the memory and uses the data to implement the features of the processes.
  • The processor 702 is further coupled via the bus 718 to one or more communications devices 716 or ports. The host 700 uses the communications devices to securely transmit and receive control signals and/or data 708 to and from external devices as described herein.
  • The processor 702 is further coupled via the bus 718 to one or more user input devices 712 and one or more user output devices 714 for communicating with a user as described herein.
  • FIG. 8 is a block diagram of a printer in accordance with an exemplary embodiment of the present invention. Any one or more components may be optional.
  • A printer 800 contains the programming instructions 810, memory 804, security interface means, among others necessary for signaling and data 808 transfer of one or more files for data verification and other purposes. A more detailed discussion of an exemplary embodiment of the printer and components thereof is presented in U.S. patent application entitled “METHOD & APPARATUS FOR A GAMING PROMOTIONAL PRINTER” filed Mar. 31, 2003, now U.S. Pat. No. 7,594,855, the contents of which are hereby incorporated by reference as if stated in full herein.
  • A printer 800 includes a processor 802, operatively coupled via a bus 816 to a memory 804. The processor is further operatively coupled via the bus to a storage device 806. Program instructions 810 and data 808 implementing described processes are stored in the storage device until the processor retrieves the program instructions and stores them in the memory. The processor then executes the program instructions stored in the memory and uses the data to implement the features of the processes.
  • The processor 802 is further coupled via the bus 816 to one or more communication devices 812 or ports. The printer 800 uses the communication devices to securely transmit and receive control signals and/or data 808 to and from any external device such as a host system 700 (of FIG. 7), gaming system, game 220 (of FIG. 2), handheld device and/or routing device 224 (of FIG. 2) as described herein.
  • The processor 802 is further coupled via the system bus 816 to a print device 814. The printer uses the print device to generate vouchers 100 (of FIG. 1 a) and/or coupons such as 122 (of FIG. 1 b) and to securely generate files as described herein.
  • FIG. 9 is a block diagram of a routing device in accordance with an exemplary embodiment of the present invention. Any one or more components may be optional.
  • A routing device 900 contains the programming instructions 910, memory 904, security, and interface means, among others necessary for signaling and data 908 transfer of one or a plurality files for data verification and other purposes.
  • A routing device 900 includes a processor 902, operatively coupled via a bus 916 to a memory 904. The processor is further operatively coupled via the bus to a storage device 906. Program instructions 910 and data 908 implementing described voucher and coupon printing processes are stored in the storage device until the processor retrieves the program instructions and stores them in the memory. The processor then executes the program instructions stored in the memory and uses the data to implement the features of the processes as described herein.
  • The processor 902 is further coupled via the bus 916 to one or more communication devices 912 or ports. The routing device uses the communication devices to transmit and receive control signals and data 908 from a host system such as a Promotional Couponing System 214 (of FIG. 2), gaming system or game 220 (of FIG. 2) as described herein.
  • The processor 902 is further coupled via the system bus 916 to a print device 914. The routing device uses the print device to generate vouchers 100 (of FIG. 1 a) and/or coupons such as 122 (of FIG. 1 b) as described herein.
  • Additionally, external devices can include a game 220 (of FIG. 2) such as a slot machine or gaming table, among others.
  • In one embodiment, the routing device 900 is internal to the printer 222 (of FIG. 2). In another, it is external.
  • FIG. 10 is a diagram illustrating the components of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention. A component or plurality of components shown could be optional.
  • As shown in FIG. 10, the Promotional Couponing System 1000 comprises a processor 1002, memory 1006, application code 1004 containing algorithms, storage 1008, and a plurality of interfaces to external devices and systems including an interface to a plurality of printers 222 (of FIG. 2). An exemplary device for the Promotional Couponing System would be a traditional network server. In FIG. 10, the processor, executing the application code, comprises the ways and means to, among others:
      • (a) create and maintain a database for storing promotional coupon template, promotion, promotional campaign, triggers 602 (of FIGS. 6 a and 6 b), and redemption data, then recalling any of that data at a later time to create a promotional coupon such as 122 of FIG. 1 b or plurality of such through one of its connected printers 222 of FIG. 2, either directly or through a coupled component such as a gateway.
      • (b) process data related to the creation of promotional coupon templates, promotions, and promotional campaigns, the data including triggers 602 of FIGS. 6 a and 6 b.
      • (c) process data related to the issuance of promotional coupons such as 122 of FIG. 1 b, the data including triggers 602 of FIGS. 6 a and 6 b.
      • (d) process data related to the redemption of promotional coupons such as 122 of FIG. 1 b.
      • (e) record and log its activities, such as coupon printing, for statistical and monitoring purposes.
      • (f) transfer statistical data and activity logs and records to the Promotional Couponing System administrator.
      • (g) accept programming through its interface to a Promotional Couponing
  • System administrator 1016 as to the algorithms, metrics, and triggers 602 of FIGS. 6 a and 6 b utilized for the creation of a promotional coupon template or plurality of such.
      • (h) set the communication options for both vouchers 100 of FIG. 1 a and promotional coupons such as 122 of FIG. 1 b to print using the same printer 222 of FIG. 2, including initializing each port and polling each printer.
      • (i) calculate the CRC based on promotional coupon or promotion data; thereafter, based on successful verification of the CRC, loading the promotional coupon or promotion data and sending the CRC to a printer 222 of FIG. 2 or plurality of printers, either directly or through a coupled component such as a gateway.
      • (j) request data exchange through the Promotional Couponing System's interface to the Player Tracking 1010 to determine if a promotional coupon such as 122 of FIG. 1 b or plurality of such is triggered as a result of a player being a member of a frequent player or membership club of a gaming establishment.
      • (k) request data exchange through the Promotional Couponing System's interface to the Player Tracking 1010 to query player tracking data for the customization of a promotional coupon such as 122 of FIG. 1 b or plurality of such.
      • (l) request data exchange through the Promotional Couponing System's interface to the Player Tracking 1010 to determine the validity of the redemption of a promotional coupon such as 122 of FIG. 1 b or plurality of such, whereby player tracking data is validated against data originally used for a promotional coupon, a promotion, a promotional campaign, a plurality of any, or a combination of any.
      • (m) request data exchange through the Promotional Couponing System's interface to the Point of Sale 1012 and/or Point of Redemption 230 of FIG. 2 for the issuance of a promotional coupon such as 122 of FIG. 1 b or plurality of such, whereby a trigger 602 of FIGS. 6 a and 6 b or plurality of triggers using data from the Point of Sale and/or Point of Redemption is used.
      • (n) request data exchange though the Promotional Couponing System's interface to the Point of Sale 1012 and/or Point of Redemption 230 of FIG. 2 to monitor and track the redemption of a promotional coupon such as 122 of FIG. 1 b or plurality of such, whereby point-of-sale data may be verified against data originally used to create a promotional coupon template, promotion, promotional campaign, a plurality of any, or a combination of any.
      • (o) request data exchange through the Promotional Couponing System's interface to the Accounting Server 1014 for the issuance of a promotional coupon such as 122 of FIG. 1 b or plurality of such, whereby a trigger 602 of FIGS. 6 a and 6 b or plurality of triggers using data from the Accounting Server is used.
      • (p) request data exchange through the Promotional Couponing System's interface to the Accounting Server 1014 to monitor and track the redemption of a promotional coupon such as 122 of FIG. 1 b or plurality of such, whereby data such as issuing game 220 of FIG. 2 may be verified against data originally used to create a promotional coupon template, promotion, promotional campaign, a plurality of any, or a combination of any.
      • (q) request data exchange through the Promotional Couponing System's interface to Other(s) 1018 to monitor and track promotional coupons such as 122 of FIG. 1 b, among others.
  • The interfaces comprising the protocols, messaging logic, hardware, and buffering necessary to exchange data with the Promotional Couponing System's processor 702 of FIG. 7 and application, and the:
  • (a) Player Tracking System 1010
  • (b) Point of Sale 1012 and/or Point of Redemption 230 of FIG. 2
  • (c) Accounting Server 1014
  • In one embodiment, a number of the interfaces for the system may exist on the same physical hardware connection, the attached devices being individually or group-addressable notes on that connection.
  • FIG. 11 is a process flow diagram of the Promotional Couponing System in accordance with an exemplary embodiment of the present invention.
  • As illustrated, the process begins 1100 with the design of a promotional coupon template 1102 which is used to create promotional coupons 1138. Print regions 1106 can be added, edited, or deleted from a promotional coupon template 1108. Each promotional coupon template is given a name and a unique identifier 1104. Data for each promotional coupon template is used in one or more promotions 1122 and/or campaigns 1130. The data for a promotional coupon template is transmitted to and stored on a host system 1132. All or some of the data for each promotional coupon template also is transmitted to, stored in, and used by one or more printers 1136 to generate one or more promotional coupons.
  • If one or more promotional coupon templates 1108 are used in one or more promotions 1122, the process continues with design promotions 1110. Each promotion is given a name and a unique identifier 1112. The promotion duration is set 1114, triggers are identified 1116, and promotional coupon templates are associated 1120. The promotion duration parameters 1118 include start and end date, start and end time, and number of issued coupons, among others. The triggers include those described in FIG. 6 a and FIG. 6 b, among others. The promotional coupon trigger is given a name and described. The data for each promotion 1122 is transmitted to and stored on a host system 1132. Data for each promotion also is used in one or more promotional campaigns 1130. All or some of the data for each promotion also is transmitted to, stored in, and used by one or more printers 1136 to generate one or more promotional coupons 1138.
  • If one or more promotions 1122 are to be used in one or more campaigns 1130, the process continues with design campaigns 1124. Each campaign is given a name and a unique identifier 1126. One or more promotions are associated with each campaign 1128. The data for each campaign 1130 is transmitted to and stored on a host system 1132. All or some of the data may be transmitted to, stored in, and used by one or more printers 1136 to generate one or more promotional coupons.
  • Also illustrated is one or more routing devices 1134, where all or some of the data for each promotional coupon template 1118, promotion 1122, and/or campaign 1130 also is transmitted to and stored, each routing device connected to a host system 1132 and one or more printers 1136, among others. The routing device then transmits the stored data to a printer to generate one or more promotional coupons 1138.
  • In another embodiment, the design promotions 1110 and design campaigns 1124 processes are combined as one process.
  • FIG. 12 is an illustration of a Promotional Couponing System and game connections thereof in accordance with an exemplary embodiment of the present invention.
  • In this embodiment, the Promotional Couponing System 214 is on its own LAN 1200 and not connected to one or more systems in use at a gaming establishment or other business establishment or shares bandwidth with one or more systems talking a different protocol, for example, it cannot control a game.
  • The LAN 1200 type illustrated is Ethernet, although any other network type can be used.
  • Also illustrated are a slot machine 1202, SMIB 1204, printer 1206, and connections thereof. For example, the connection 1208 between a slot machine and printer is used for processing vouchers such as game vouchers such as 100 of FIG. 1 a. The connection between the printer and SMIB 1210 and the slot machine and SMIB 1212 provide an additional interface to a slot machine as well as other components of a slot machine and/or a slot accounting server. The connection from the SMIB to gaming establishment server(s) 1214 provides a connection to other systems.
  • In this embodiment, the printer 1206 connection uses a third port for the LAN connection 1216 of an Ethernet type to the Promotional Couponing System 214.
  • In another aspect of the invention, the Promotional Couponing System 214 monitors slot machine play metrics directly from a slot machine 1202 using a connection to the Slot Machine Interface Board (SMIB) 1204 and/or Slot Interface Board (SIB) (not shown).
  • Also illustrated are a game 1218, GMU 1220, printer 1222, and connections thereof. For example, the connection 1224 between a game and printer is used for processing vouchers such as game vouchers such as 100 of FIG. 1 a. The connection between the printer and GMU 1226 and the game and GMU 1228 provide an additional interface to a game as well as other components of a game and/or a game server. The connection from the GMU to gaming establishment server(s) 1230 provides a connection to other systems.
  • In this embodiment, the printer 1222 connection uses a third port for the LAN connection 1232 of an Ethernet type for the Promotional Couponing System 214.
  • In another aspect of the invention, the Promotional Couponing System 214 monitors game play metrics directly from a game using a connection to the Game Machine Unit (GMU) 1220 (not shown).
  • In another aspect of the invention, the Promotional Couponing System 214 monitors slot machine 1202 play metrics and/or game 1218 play metrics using a connection with a Slot Accounting System (SAS) port (not shown).
  • In another aspect of the invention, a connection 1210 and 1226 from the printer to the SMIB, SIB, and/or GMU only monitors the connection and/or piggybacks the SMIB, SIB and/or GMU that connects to the slot machine 1202 or game 1218; the printer receiving information and not controlling the slot machine or game.
  • Although the invention has been described in certain specific embodiments, many additional modifications and variations would be apparent to those skilled in the art. It is therefore to be understood that this invention may be practiced otherwise than as specifically described. Thus, the present embodiments of the invention should be considered in all respects as illustrative and not restrictive, the scope of the invention to be determined by any claims supportable by this application and the claims' equivalents rather than the foregoing description.

Claims (1)

1. A system for match play credits, comprising:
a central data processing unit; and
a plurality of games coupled to a network; each game comprising:
a printer for print match play credits, promotional coupons, and game vouchers;
a Window for displaying match play session information;
a bill validator for accepting financial transactions including match play credit tickets, promotional coupons, and game vouchers; and
a routing device for processing match play credit and promotional coupon data.
US12/970,654 2009-12-17 2010-12-16 Methods and apparatus for match play credits Abandoned US20110244948A1 (en)

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US28741209P 2009-12-17 2009-12-17
US12/970,654 US20110244948A1 (en) 2009-12-17 2010-12-16 Methods and apparatus for match play credits

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US10373433B2 (en) 2012-09-10 2019-08-06 Gaming Arts, Llc Systems and gaming devices for indicating comp eligibility
CN110245656A (en) * 2019-05-10 2019-09-17 上海果藤互联网金融信息服务有限公司 A kind of bill operation management method and its system
US10629031B2 (en) 2012-09-10 2020-04-21 Gaming Arts, Llc Systems and gaming devices for indicating comp eligibility
US10726671B2 (en) 2012-09-10 2020-07-28 Gaming Arts, Llc Systems and gaming devices for indicating comp eligibility

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US10373433B2 (en) 2012-09-10 2019-08-06 Gaming Arts, Llc Systems and gaming devices for indicating comp eligibility
US10629031B2 (en) 2012-09-10 2020-04-21 Gaming Arts, Llc Systems and gaming devices for indicating comp eligibility
US10726671B2 (en) 2012-09-10 2020-07-28 Gaming Arts, Llc Systems and gaming devices for indicating comp eligibility
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