US20130090156A1 - Gaming systems and methods for eligibility rewards in group play - Google Patents

Gaming systems and methods for eligibility rewards in group play Download PDF

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Publication number
US20130090156A1
US20130090156A1 US13/269,903 US201113269903A US2013090156A1 US 20130090156 A1 US20130090156 A1 US 20130090156A1 US 201113269903 A US201113269903 A US 201113269903A US 2013090156 A1 US2013090156 A1 US 2013090156A1
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Prior art keywords
amount
units
eligibility
gaming
user
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US13/269,903
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Meng Yang Oh
Chris Brune
Jason Pawloski
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International Game Technology
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International Game Technology
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Priority to US13/269,903 priority Critical patent/US20130090156A1/en
Assigned to IGT reassignment IGT ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: PAWLOSKI, JASON, BRUNE, CHRIS, OH, MENG YANG
Publication of US20130090156A1 publication Critical patent/US20130090156A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game 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

  • the described embodiments relate generally to gaming systems and methods, such as, but not limited to, gaming systems and methods deployed in a casino enterprise.
  • Gaming machines such as slot machines, were originally played by a single player-user. The player-user played against the machine, and games played on the machine were not affected by play on other machines. Over time, server-based slot machines have been designed that allow for community play games. This allows for games that link local or distant slot machines together to create a potentially large progressive jackpot that can be won by a single player-user. Alternatively, player-users of different machines in the same bank of machines, playing the same game, can participate in the same bonus event to share a potential jackpot.
  • a gaming system includes a plurality of end-user devices.
  • Each of the plurality of end-user devices may maintain an accounting of units (“bonus eligibility units”), wherein a number of bonus eligibility units may be adjusted according to an occurrence of particular event(s).
  • Each of a plurality of end-user devices may further credit an amount of a prize that was won as a result of a game or event between multiple end-user devices, wherein the amount credited may be based at least in part on a number of bonus eligibility units.
  • Some embodiments of the present disclosure include, among particular event(s) that result in adjustment of eligibility units, an event that a wager may be placed. Some embodiments include that a particular event(s) include passage of a predetermined amount of time. Some embodiments include that a particular event(s) include an event that a particular time interval(s) has passed.
  • the amount credited may be based at least in part on a base prize amount multiplied by a number of bonus eligibility units. According to some embodiments, a number of bonus eligibility units may be adjusted such that an amount of a prize credited may be increased if wagers are placed faster. According to some embodiments, a number of bonus eligibility units may be limited to a maximum unit amount or a minimum unit amount.
  • a first end-user device may be eligible to play in a game between multiple end-user devices only if a number of bonus eligibility units associated with a first end-user device may be above a particular minimum eligibility amount or below a particular maximum eligibility amount.
  • each of a plurality of end-user devices may further output a number of bonus eligibility units.
  • each of the plurality of end-user devices may further provide a game or event that may not be between multiple end-user devices.
  • a prize may be a progressive jackpot. According to some embodiments, an amount of a prize that is not credited may be added to a future prize for a future game or event between multiple end-user devices.
  • At least one end-user device may interface with a server of a system through the Internet.
  • the gaming system includes a plurality of gaming devices. Each device may monitor a speed at which a player-user places bets, and may maintain an accounting of points, award point(s) when a bet may be placed, may deduct point(s) at predetermined intervals of time, may determine whether to participate in a group play event, and may award a prize to a player-user of a gaming device if a player-user is a winner of a group play event.
  • a gaming device may participate in a group play event only if a number of points may be above a particular minimum eligibility amount or below a particular maximum eligibility amount. An amount of the prize may be adjusted up or down depending on ae number of points, such that faster betting may be rewarded with a larger prize.
  • a gaming system further may include at least one server which may provide a group play event.
  • FIG. 1A is a perspective drawing of a gaming device in accordance with an embodiment of the present disclosure
  • FIG. 1B is a block diagram of a gaming device in accordance with an embodiment of the present disclosure.
  • FIG. 2 is a block diagram of a gaming system according to an embodiment of the present disclosure
  • FIG. 3 is a flow diagram of a process according to an embodiment of the present disclosure, wherein gaming devices may be thick clients;
  • FIG. 4 is a flow diagram of a process according to an embodiment of the present disclosure implemented by a server, wherein gaming devices may be thin clients;
  • FIG. 5A is a chart illustrating an example of how eligibility points may be increased in response to events and decreased over time, according to an embodiment of the present disclosure
  • FIG. 5B is a chart illustrating an example of how eligibility points may be capped, according to an embodiment of the present disclosure.
  • FIG. 6 is a chart illustrating an example of how much of a jackpot a player-user could win, depending on the player-user's eligibility points, according to an embodiment of the present disclosure.
  • Gaming systems and methods are described regarding community play games, such as, but not limited to, community slot machine games.
  • a wagering incentive arrangement is described that may provide player-users with an interesting motivation to bet again quickly, while also being elegant and simple enough for casual player-users to understand.
  • the shorter a time between a player-user's bets the larger a fraction of a prize the player-user may be eligible to win during a group-play bonus event.
  • FIG. 1A shows a perspective drawing of a gaming device 1 in accordance with an embodiment.
  • a gaming device 1 may be, but may not be limited to, a slot-type gaming device, electronic gaming device, table gaming device, or the like.
  • the gaming device 1 may be capable of handling cash or gaming credits, or may allow player-users to play for free.
  • the gaming device 1 may communicate with one or more servers or devices or may be standalone. Thus, features of gaming device 1 may be described for the purposes of illustration only and may not be meant to be limiting.
  • FIG. 1B is a block diagram of a gaming device 1 in accordance with an embodiment.
  • a gaming device 1 may include a player interface 9 , a game controller 8 , a network interface 10 , mobile device interface(s) 11 , value input devices 12 , value output devices 13 , secondary controllers 14 , mass storage 15 , security circuitry 16 , and metering 17 .
  • gaming device 1 may include a player interface 9 that may allow input from a player-user, such as a wager amount, associated with a wager-based game, to be made.
  • the player interface 9 may facilitate communication of an outcome of a game or other information related to a game to a player-user.
  • An outcome of a game may be displayed, shown, described, transmitted, or otherwise communicated to a player-user or another device through an output device 9 .
  • the output device 9 may include, but may not be limited to, one or more electro-mechanical reels, video displays, any visible or audible devices that may disclose or describe an outcome of a game, network devices that may communicate an outcome of a game to another device, or the like.
  • the gaming device 1 may include a game controller 8 that may control a wager-based game played on a gaming device 1 .
  • a game controller 8 includes one or more processors 2 , memory 3 for holding, among other things, software executed by one or more processors 2 , power-hit tolerant memory 4 , trusted memory 5 , one or more random or pseudo-random number generator(s) (RNG) 6 , and software application(s) 7 .
  • RNG random or pseudo-random number generator
  • One or more of the components of a game controller 8 and/or one or more of the components of the player interface 9 may be coupled, directly or indirectly, by a system bus.
  • the gaming device 1 utilizes a “state” machine architecture.
  • a state machine architecture critical information in each state is identified and queued for storage to persistent memory. The architecture does not advance to the next state from a current state until all of the critical information that is queued for storage for the current state is stored to persistent memory.
  • an error condition occurs between two states, such as a power failure
  • the gaming device 1 implementing the state machine can likely be restored to its last state prior to the occurrence of the error condition using the critical information associated with its last state stored in persistent memory. This feature is often called a “roll back” of the gaming device.
  • Examples of critical information can include, but are not limited to, an outcome determined for a game, a wager amount made on the wager-based game, an award amount associated with the outcome, credits available, and/or the amount of credits deposited to the gaming device 1 .
  • the processing unit 2 may include one or more electronic processors (by hardware, software, or both) which may perform functions described herein.
  • a processing unit 2 (processor) may output information to an output device 9 .
  • Some embodiments may use just one processor 2 in a gaming device 1 , while others may use multiple processors 2 .
  • processors 2 may be in the same gaming device 1 , while in others, processors 2 may be distributed among a network of gaming device(s) 1 , server(s), and/or other devices.
  • memory 3 may be any non-transient data-storage device that can store data which may thereafter be read by a system that may execute software 7 .
  • Examples of memory 3 may include, but are not limited to, read-only memory (ROM), random-access memory (RAM), CD-ROMs, DVDs, electrically erasable programmable read-only memory (EEPROM), field programmable gate array (FPGA), flash memory, compact disk, magnetic tape, magnetic disk, and other magnetic storage devices, and optical data-storage devices, or the like.
  • the memory 3 may be distributed over network-coupled systems so that software 7 may be stored and executed in a distributed fashion.
  • a non-transient memory 3 may include volatile memory, non-volatile memory, and/or combinations of volatile and non-volatile memory.
  • power-hit tolerant memory 4 may be used as persistent memory for critical data, such as critical data associated with maintaining a state machine on a gaming device 1 .
  • critical data such as critical data associated with maintaining a state machine on a gaming device 1 .
  • One characteristic of a power-hit tolerant memory 4 may be a fast data transfer time.
  • critical data may be quickly loaded from volatile memory, such as RAM associated with a processor 2 , into a power-hit tolerant memory 4 and saved.
  • a gaming device 1 may detect power fluctuations and in response, may trigger a transfer of critical data from RAM to a power-hit tolerant memory 4 .
  • a power-hit tolerant memory 4 may be a battery-backed RAM.
  • a battery supplies power to a normally volatile RAM so that, in the event of a power failure, data may not be lost.
  • a battery-backed RAM may also be referred to as a nonvolatile RAM or NV-RAM.
  • An advantage of a battery-backed RAM may be that fast data transfer times associated with a volatile RAM may be obtained.
  • a trusted memory 5 may be ROM of some type that may be designed to be unalterable.
  • An EPROM or EEPROM are two types of memory that may be used as a trusted memory 5 , but it may not be limited to those types.
  • Other types of memories, such as Flash memory, may be utilized as an unalterable memory.
  • a gaming device 1 may include one or more trusted memories.
  • contents of a trusted memory 5 may be verified. For instance, a unique identifier, such as a hash value, may be generated on the contents of a memory and then may be compared to an accepted hash value for the contents of the memory. The memory may not be installed if generated and accepted hash values do not match.
  • a gaming device 1 may check contents of a trusted memory 5 . For instance, a unique identifier, such as a hash value, may be generated on contents of a trusted memory 5 and may be compared to an expected value for a unique identifier. If a generated value of a unique identifier and an expected value of a unique identifier do not match, then an error condition may be generated on a gaming device 1 . In some embodiments, an error condition may result in a gaming device 1 which may enter a “tilt” state in which game play may be temporarily disabled on a gaming device 1 .
  • a trusted memory 5 may store authentication programs and/or authentication data for authenticating the contents of various memories on a gaming device 1 .
  • a trusted memory 5 may store an authentication program that may be used to verify contents of a mass storage device, which may include software which may be executed by a game controller 8 .
  • RNG 6 may be used to generate random or pseudo-random numbers for use in determining outcomes for a game of chance played on a gaming device 1 .
  • an RNG 6 in conjunction with a paytable that may list possible outcomes for a game of chance and associated awards for each outcome, may be used to generate random or pseudo-random numbers for determining reel positions that may display randomly determined outcomes to a game.
  • outcomes generated on a gaming device 1 may be considered critical data.
  • generated outcomes may be stored to a power-hit tolerant memory 4 .
  • gaming devices 1 may be “thick” clients. They may not all generate their own game outcomes and thus may not use RNG 6 for this purpose. Game outcomes may be generated on a remote device, such as server, and then may be transmitted to a gaming device 1 where an outcome and an associated award may be displayed to a player via a player interface 9 .
  • a gaming device 1 may be used to play central-determination games.
  • a pool of game outcomes may be generated and then particular game outcomes may be selected as needed (e.g., in response to a player requesting to play a central-determination game) from a pool of possibly previously-generated outcomes.
  • a pool of game outcomes for a central-determination game may be generated and stored on a server.
  • one outcome from a pool may be downloaded to a gaming device 1 .
  • a game presentation that may include a downloaded outcome may be displayed on a gaming device 1 .
  • a thin-client type gaming device 1 may receive at least game outcomes from a remote device and not use a RNG 6 to generate game outcomes locally.
  • the game outcomes may be generated remotely in response to inputs made on a mobile device, such as, but not limited to, an input indicating a wager amount and/or an input to initiate a game. This information may be sent from a mobile device to a remote device.
  • a game presentation for game outcomes generated remotely may be generated and displayed on a mobile device.
  • the game presentation may also be generated remotely and streamed for display to a mobile device.
  • a game controller 8 may utilize and execute many different types of software applications 7 .
  • software applications 7 utilized by a game controller 8 may be highly regulated and may undergo a lengthy approval process before a regulatory body allows software applications 7 to be utilized on a gaming device 1 that may be deployed in the field, such as in a casino.
  • One type of software application 7 a game controller may utilize is an Operating System (OS).
  • An OS may allow various programs to be loaded for execution by a processor 2 , such as programs for implementing a state machine on a gaming device 1 .
  • an OS may be used to monitor resource utilization on a gaming device 1 . For instance, certain applications, such as applications associated with game outcome generation and game presentation that may be executed by the OS, may be given higher priority to resources, such as a processor 2 and memory 3 , than other applications that may be executing simultaneously on a gaming device.
  • a gaming device 1 may execute software 7 for determining an outcome of a game and generating a presentation of a determined game outcome that may include displaying an award for a game.
  • a game outcome presentation one or more of 1) electro-mechanical devices, such as reels or wheels, may be actuated, 2) video content may be output to video displays, 3) sounds may be output to audio devices, 4) haptic responses may be actuated on haptic devices or 5) combinations thereof, may be generated under control of a game controller 8 .
  • Peripheral devices used to generate components of a game outcome presentation may be associated with a player interface 9 where types of devices that may be utilized for a player interface 9 may vary from device to device.
  • a gaming device 1 may communicate with one or more remote devices via one or more network interfaces 10 . Via network interfaces 10 and a network 31 , a gaming device 1 may communicate with other gaming devices 1 .
  • Network interfaces 10 may provide wired or wireless communications pathways for a gaming device 1 .
  • Gaming devices 1 may not include a network interface 10 or may operate in a stand-alone mode where a network interface 10 may not be connected to a network 31 .
  • a mobile device interface or interfaces 11 may be provided for communicating with a mobile device, such as, but not limited to, a cell phone, smartphone, PDA, tablet computer, laptop, or the like, that may be carried by player-users or casino personnel at least temporarily in the vicinity of a gaming device 1 .
  • a wireless communication protocol such as BluetoothTM, IrDA, ultrasonic multitone, FSK or PSK, a Wi-Fi compatible standard, or other protocol may be used for communicating with mobile devices via mobile device interface(s) 11 .
  • the mobile device interface(s) 11 may implement a short-range communication protocol, such as, but not limited to, a near-field communication (NFC) protocol used for mobile wallet applications.
  • a wired communication interface such as a docking station, may be integrated into a gaming device 1 .
  • a wired communication interface may provide communications between a gaming device 1 and a mobile device, and/or to provide power to a mobile device.
  • a gaming device 1 may include one or more value input devices 12 and/or one or more value output devices 13 .
  • Value input devices 12 may be used to deposit cash or indicia of credit onto a gaming device. Cash or indicia of credit may be used to make wagers on games played on a gaming device 12 .
  • Examples of value input devices 12 include, but are not limited to, a magnetic-striped card, smart card reader, USB memory device, bill and/or ticket acceptor, network interface for downloading credits from a remote source, wireless communication interface for reading credit data from nearby devices, and a coin or token acceptor.
  • Value output device(s) 13 may dispense cash, indicia of credit, or the like from a gaming device 1 .
  • value output devices 13 include, but are not limited to, a network interface for transferring credits into a remote account, wireless communication interface that may be used with a mobile device implementing mobile wallet application(s), coin hopper for dispensing coins or tokens, bill dispenser, smart card writer, magnetic-striped card writer, USB memory device, and printer for printing tickets or cards redeemable for cash or credits.
  • Another type of value output device 13 may be a merchandise dispenser, which may dispense merchandise with a tangible value from a gaming device 1 .
  • a gaming device 1 may not include a value input device 12 or a value output device 13 .
  • a thin-client gaming device may be used in a mobile gaming application that may not include a value input device 12 or a value output device 13 .
  • a remote account may be used to maintain credits or amounts won or lost.
  • An account may be accessed directly or indirectly by a gaming device 1 such that an account balance may be adjusted as a result of game play on a gaming device 1 .
  • a gaming device 1 may include one or more secondary controllers 14 .
  • Secondary controller(s) 14 may be associated with various peripheral devices coupled to a gaming device 1 , such as value input device(s) 12 and value output device(s) 13 .
  • Secondary controller(s) 14 may be associated with peripheral devices associated with a player interface 9 , such as, but not limited to, input devices, video displays, electro-mechanical displays and/or a player tracking unit.
  • a secondary controller(s) 14 may receive instructions and/or data from, and may provide responses to, a game controller 8 .
  • Secondary controller(s) 14 may interpret instructions and/or data from a game controller 8 and may control a particular device according to received instructions and/or data.
  • a print controller may receive a print command with a number of parameters, such as a credit amount and, in response, print a ticket redeemable for a credit amount.
  • a touch screen controller may detect touch inputs and send information to a game controller 8 that may characterize a touch input.
  • a secondary controller 14 may control a number of peripheral devices independently of a game controller 8 .
  • a player tracking unit may include one or more of a video display, a touch screen, card reader, network interface, or input buttons.
  • a player tracking controller may control these devices to provide player tracking services and bonusing on a gaming device 1 .
  • a game controller 8 may control these devices to perform player tracking functions.
  • functions of a gaming device 1 that may not be subject to as much regulatory scrutiny as game play functions may be decoupled from a game controller 8 and implemented on a secondary controller 14 instead.
  • An advantage of this approach is that software approval process for software which may be executed by a secondary controller 14 may be less intensive than a process needed to get software approved for a game controller 8 .
  • one or more mass storage unit(s) 15 such as, but not limited to, a device including a hard drive, optical disk drive, flash memory, or some other memory storage technology may be used to store applications and data used and/or generated by a gaming device 1 .
  • a mass storage unit 15 may be used to store gaming applications that may be executed by a game controller 8 that may have been downloaded from remote device(s), such as a server 30 .
  • a game controller 8 may include its own dedicated mass storage unit 15 .
  • critical data such as game history data that may have been stored in a power-hit tolerant memory 4
  • critical data may be moved from a power-hit tolerant memory 4 to a mass storage unit 15 at periodic intervals for archival purposes and/or to free up space in a power-hit tolerant memory 4 .
  • a gaming device 1 may include security circuitry 16 , such as, but not limited to, security sensors and circuitry for monitoring sensors. Security circuitry 16 may operate while a gaming device 1 may be receiving direct power and may be operational to provide game play, as well as when a gaming device 1 may be uncoupled from direct power, such as during shipping or in an event of a power failure.
  • a gaming device 1 may be equipped with one or more secure enclosures, which may or may not include locks for limiting access to enclosures.
  • One or more sensors may be located within secure enclosures or coupled to locks. Sensors may generate signals that may be used to determine whether secure enclosures have been accessed, locks have been actuated or a gaming device 1 has been moved to an unauthorized area.
  • Security monitoring circuitry may generate, store, and/or transmit error events when security events, such as, but not limited to, accessing an interior of a gaming device, have occurred.
  • an error event may cause a game controller 8 to place itself in a “safe” mode such that no game play may be allowed until an error event may be cleared.
  • a gaming device 1 may include a metering function 17 .
  • Metering function 17 keeps track of information relating to operation of a gaming device 1 .
  • Information metered may include, but is not limited to, betting frequency, betting patterns, and/or betting amount(s) of a player-user or the player-users of a gaming device 1 .
  • Metering function 17 may increment a game play meter as each game is played. A recent play meter may be incremented for each recent game played. A recent play meter may reset for a new session, new time period, or the like. An accumulated wager meter may track an amount wagered during recent play.
  • FIG. 2 illustrates a block diagram of a gaming system 20 in accordance with an embodiment.
  • a gaming system 20 may include one or more servers 30 and one or more gaming devices 1 .
  • Gaming devices 1 may be located in publicly accessible areas, such as a casino floor, and a server(s) 30 may be located in publicly inaccessible areas, such as in a back-room of a casino or in a location separate from a casino.
  • Gaming device(s) 1 and server(s) 30 communicate with one another via a network 31 , using network interfaces 10 .
  • a network 31 may include wired, wireless, or a combination of wired and wireless communication connections and associated communication routers.
  • method(s) and/or system(s) discussed throughout may be operated in a networked environment using logical connections to one or more remote devices or computers having processors.
  • Logical connections may include a local area network (LAN) and a wide area network (WAN) that may be presented here by way of example and not limitation.
  • LAN local area network
  • WAN wide area network
  • Such networking environments may be commonplace in office-wide or enterprise-wide networks, intra nets, and the Internet.
  • network computing environments may typically encompass many types of computing configurations, including personal computers, hand-held devices, multi-processor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, and the like.
  • server 30 may provide one or more functions to gaming devices 1 or other server(s) 30 in a gaming system 20 . Functions may be divided among multiple servers 30 with a result that each server 30 may communicate with a different combination of gaming device(s) 1 . For instance, player interface support 22 and gaming device software 23 may be provided on a first server 30 , progressives 24 may be provided on a second server 30 , loyalty program functions 25 and accounting 28 may be provided on a third server 30 , linked gaming 26 may be provided on a fourth server 30 , cashless functions 27 may be provided on a fifth server 30 , and security functions 29 may be provided on a sixth server 30 .
  • Each server 30 may communicate with a different combination of gaming devices 1 if each of the functions provided by a servers 30 may not be provided to every gaming device 1 in a gaming system 20 .
  • a server 30 implementing progressive functions 24 may not communicate with a certain mobile gaming device 1 if progressive functions are not enabled on a mobile gaming device 1 at a particular time.
  • a server(s) 30 may include a game controller 8 with one or more components of a game controller 8 of a gaming device 1 , such as, but not limited to, a processor(s) 2 , memory 3 , power-hit tolerant memory 4 , trusted memory 5 , RNG 6 , and/or software 7 .
  • server 30 may include an administrator interface 21 that allows functions associated with a server 30 to be initialized, adjusted, and/or maintained.
  • a player interface support 22 may serve content to gaming devices 1 .
  • the content may include video and/or audio content to be output through a player interface(s) 9 of one or more gaming devices 1 .
  • Content may utilize unique features of a particular player interface 9 , such as video displays, wheels or reels, if a particular player interface 9 is so equipped.
  • content may be output to all or a portion of a primary video display that may be used to output game outcomes on a player interface 9 that may be associated with a gaming device 1 .
  • a portion of a primary display may be allocated to provide a “service window” on a primary video display such that content in a service window may be provided from a server 30 remote to a gaming device 1 .
  • Content delivered from a server 30 to a gaming device 1 as part of a player interface support 22 may be affected by inputs made through a player interface 9 of a gaming device 1 .
  • a service window may be generated on a touch screen display where inputs may be received via a service window may be sent to server 30 through a network interface 10 .
  • a server 30 may adjust content that may be displayed on a gaming device 1 .
  • a player interface support 22 may be used to provide custom content to a gaming device 1 .
  • a player-user may provide identification information, such as information indicating membership in a loyalty program, during their utilization of a gaming device 1 .
  • Custom content may then be selected to meet an identified player-user's interests.
  • a player-user's identity and interests may be managed via a loyalty program account associated with loyalty function 25 .
  • Custom content may include notifications, advertising, specific offers, or the like, that may be determined to be likely of interest to a player-user.
  • a gaming device software function 23 may be used to provide downloads of software for a game controller 8 and/or second controllers 14 may be associated with peripheral devices on a gaming device 1 .
  • gaming device software 23 may allow an operator and/or a player-user to select a new game for play on a gaming device 1 .
  • gaming device software function 23 may cause game software to be downloaded that may allow a game controller 8 to generate a selected game.
  • a gaming device software function 23 may cause a new detection algorithm to be downloaded to a gaming device 1 that allows a counterfeit bill to be detected.
  • a progressive gaming function 24 may implement progressive game play on one or more gaming devices 1 .
  • a portion of wagers associated with play of a progressive game may be allocated to one or more progressive jackpot(s).
  • a group of gaming devices 1 may support play of a progressive game and contribute to one or more progressive jackpot(s).
  • Gaming devices 1 contributing to progressive jackpot(s) may be a group of gaming devices 1 located near one another, such as a bank of gaming machines on a casino floor, a group of gaming devices 1 distributed throughout a single casino, group of gaming devices 1 distributed throughout multiple casinos (e.g., a wide-area progressive), or a group of mobile devices connected via the Internet.
  • a progressive gaming function 24 may keep track of jackpot contributions from each of the gaming devices 1 participating in a progressive game, determine current jackpot(s), and/or notify participating gaming devices 1 of current progressive jackpot amount(s), which may be displayed on participating gaming devices 1 .
  • a loyalty function 25 may implement a loyalty program, for example, within a context of a casino enterprise.
  • a loyalty function 25 may receive information regarding activities such as gaming and non-gaming activities and may associate activities with particular player-users. player-users may be known, or they may be anonymous.
  • a loyalty function 25 may store a record of activities associated with particular individuals and/or preferences of individuals. Based upon information stored with a loyalty function 25 , “comps” (e.g., free or discounted services, such as a free game), promotions, and/or custom contents may be served to particular player-users.
  • a linked gaming function 26 may provide game play activities involving player-users participating as a group via multiple gaming devices. For example, a group of player-users may be competing against one another as part of a slot tournament. For another example, a group of player-users may be working together in attempt to win a bonus that may be shared among a group.
  • a cashless function 27 may enable redemption and/or dispensation of cashless instruments on a gaming device 1 .
  • printed tickets may be used to transfer credits from one gaming device 1 to another gaming device 1 .
  • a cashless function 27 may generate identifying information that may be stored to a cashless instrument, that may allow an instrument to later be authenticated. After authentication, a cashless instrument may be used for additional game play, redeemed for cash or other credits at another gaming machine 1 , or the like.
  • an accounting function 28 may receive transactional information from various gaming devices 1 within a gaming system 20 .
  • Transactional information may relate to value deposited on each gaming device, value dispensed from each gaming device, or the like.
  • Transactional information which may be received in real-time, may be used to assess performance of each gaming device 1 , to assess an overall performance of a gaming system 20 , and/or for tax and auditing purposes.
  • a security function 29 may combat fraud and crime.
  • Security function 29 may receive notification(s) of a security event that may have occurred on a gaming device 1 , such as an attempt at illegal access.
  • Security function 29 may receive transactional data that may be used to identify if gaming devices 1 may be being utilized in a fraudulent or unauthorized manner.
  • Security function 29 may receive, store and analyze data from multiple sources, including, but not limited to, detection device located on a gaming device 1 and/or detection device, such as cameras, distributed separately from gaming device(s) 1 . In response to detecting a security event, security function 29 may notify security personnel of an event.
  • a gaming device has been described in connection with FIGS. 1A , 1 B, and 2 , it will be appreciated that a wagering incentive arrangement described herein may be used in a context of games played on other computing devices, such as computing devices interacting with a server via a global communication network (e.g., the Internet).
  • a computing device may be any general-purpose or special-purpose computerized device such as, but not limited to, a desktop computer, laptop computer, PDA, smartphone, cell phone, tablet computer, thin client device, thick client device, or the like.
  • a generalized example of a process 100 carried out by a gaming system 20 is described with reference to FIG. 3 .
  • one or more player-user(s) may play a game on a gaming device 1 of a gaming system 20 .
  • a gaming device 1 may determine whether a point accumulation event has occurred.
  • the term “point” or “points” may be used herein to denote a unit or units of any type.
  • a point accumulation event may occur when a player-user performs desired behavior, such as, but not limited to, placing a bet, betting an amount that may be equal to or larger than a predetermined amount, or the like.
  • points may be added to the player-user's eligibility meter.
  • a gaming device 1 may deduct points from a player-user's eligibility meter based on a number of point reduction events that may have occurred. There may be no reduction of points if there has been no point reduction event.
  • a point reduction event may be that a predetermined amount of time has passed. For example, a point reduction event may occur at every second or half second.
  • Point deductions may occur at any time that a point reduction event occurs, and may not be dependent on a state of the process 100 . In some embodiments, point deductions may not occur if a player-user does not have any points. In some embodiments, point deductions may not occur during game play.
  • point accumulation and deduction may be performed by a metering function 17 of a gaming device 1 and saved in memory 3 or power-hit tolerant memory 4 .
  • point accumulation and deduction may be performed by server(s) 30 and may be saved in a server's memory.
  • An eligibility meter may be maintained for each player-user and/or each gaming device 1 .
  • An amount of eligibility points for each player-user (or gaming device 1 ) may be output through a player interface 9 of a corresponding gaming device 1 . For example, an amount of eligibility points may be shown on a display of a gaming device 1 . This may provide an encouragement to a player-user to bet faster, so that eligibility points may be positively affected.
  • FIG. 5A illustrates an exemplary embodiment that portrays how eligibility points may be increased in response to point accumulation events (betting) and may be decreased over time, in response to point deduction events (passage of time).
  • an eligibility meter may be set to zero eligibility points, as shown in the first row of the chart.
  • a player-user may be awarded 200 additional eligibility points.
  • 30 points may be deducted from a total. If a result is less than zero, a total may be set to zero.
  • a point total may be set to 170 (which is 200 minus 30).
  • a player-user may play a game individually, which may take four seconds. As shown on the chart, a player-user immediately may place another bet after completion of a first game, but may not after completion of a second game. During play of the games, points may continue to be deducted every second. Then, if a bonus event is triggered, because a player-user has more than zero eligibility points, a player-user may be allowed to participate in a group bonus event along with other player-users who may be playing on different gaming devices 1 .
  • points in a player-user's eligibility meter may be limited to a predetermined maximum or minimum.
  • a player-user may receive no benefit for points above an amount of a cap.
  • a player-user may receive a benefit in that an amount above a cap may be deducted from as point reduction events occur, but points above the cap may not otherwise benefit a player-user.
  • FIG. 5B illustrates an exemplary embodiment in which eligibility points may be capped.
  • a game described above in regard to FIG. 5A has already been played by a player-user for 200 seconds.
  • eligibility points available to benefit a player-user may be limited to a maximum of 2000 points.
  • a player-user has only 2000 points available, even though a player-user had earned 2060 points. However, at time 205 seconds, the player-user still has 2000 points available (instead of 1970). This may be because the amount of points earned may be tracked, and points may be deducted from (or added to) points earned instead of from points available.
  • a gaming device 1 may determine whether a group bonus event has been triggered.
  • Group bonus event triggers may include, but are not limited to, particular symbol(s) being displayed on reel(s) after reel(s) have completed their “spin”, a predetermined amount of time has passed, a predetermined amount has been wagered (in one bet or over multiple bets), or the like.
  • a predetermined amount of time has passed
  • a predetermined amount has been wagered in one bet or over multiple bets
  • a gaming device 1 determines whether a player-user may be eligible for a group bonus event.
  • a player-user may be eligible if an eligibility meter corresponding with a player-user (and/or a player-user's gaming device 1 ) has at least a predetermined number of points.
  • an eligibility meter may have more than zero points for a player-user to be eligible for a group bonus event.
  • all players may be eligible for a group bonus event. If a player-user may not be eligible for a group bonus event, then individual play of a game may continue.
  • a group bonus event may be executed.
  • Player-users (through one or more different gaming devices 1 ), may compete against each other for one or more prizes or for a larger share of a prize pool.
  • a prize may be a progressive jackpot.
  • only one of the player-users participating in a group bonus event may win a progressive jackpot.
  • a gaming device 1 may determine whether a player-user(s) using a gaming device 1 may have won a prize (or any portion of a prize) as a result of a group bonus event. If a player-user may not have won, then individual play of a game may continue.
  • a gaming device 1 credits a player-user an amount won.
  • an amount won may be added to a number of credits, currency, or the like associated with a player's account.
  • An amount won may be cashed out to a player-user, such as, but not limited to, on a ticket or credit slip, as a credit on a card, in cash or currency, or the like.
  • an amount credited to a player-user may be based, at least in part, on a number of points in a player-user's eligibility meter. In various further embodiments, the more points in the eligibility meter, the higher the amount credited may be. An amount credited may be based, at least in part, on a base prize amount multiplied by a number of points.
  • FIG. 6 is a chart illustrating an example of how much of a jackpot a player-user might win, depending on a player-user's eligibility points.
  • a base prize amount won is $100
  • a number of points is 2000
  • an amount credited may be $100 multiplied by 2000, divided by 1000, or $200.
  • an amount credited may be $100 (which is $100 multiplied by 1000, divided by 1000).
  • an amount credited may be $2 (which is $100 multiplied by 20, divided by 1000), and so on.
  • an amount of a prize not awarded might be added to a future prize. For example, according to an exemplary embodiment in regard to FIG. 6 , consider a case in which a player-user wins $2 of a $100 jackpot (because the player-user had only 20 eligibility points, as discussed above). A remaining $98 of a jackpot might be rolled over into the next jackpot. If a base jackpot amount may be $100, for example, a new amount might be $198 (which is $100 plus $98). In other embodiments, an amount of a prize not awarded might not be added to a future prize.
  • a winner(s) of a group bonus event prize may not have their eligibility points reset after a win.
  • a winner(s) may keep all eligibility points after a group bonus event (subject to usual point reduction events). All players who did not win may have their points reset to a default amount. For example, players who did not win during a group bonus event may have their eligibility points set to zero. In other embodiments, all players keep all eligibility points after a group bonus event (subject to the usual point reduction events).
  • process 120 A generalized example of a process 120 that may be carried out by a gaming system 20 is described with reference to FIG. 4 .
  • Various features of process 120 may be the same or similar to process 100 of FIG. 3 , except process 120 of FIG. 4 may be carried out by server(s) interacting with thin client(s) while process 100 of FIG. 3 may be carried out by thick client(s) interacting with server(s).
  • a server 30 may add or deduct points from eligibility meters, based on any accumulation and/or reduction events. Point accumulation and reduction events are discussed above with reference to FIGS. 3 , 5 A, and 5 B. Gaming device(s) 1 may notify a server(s) of point accumulation events and/or point reduction events, if any. Once a point accumulation event has occurred, points may be added to eligibility meter associated with an appropriate gaming device 1 . Once a point reduction event has occurred, points may be deducted from an eligibility meter associated with an appropriate gaming device 1 . Eligibility meters may be located on server(s) 30 of gaming device(s) 1 .
  • a server 30 determines whether a group bonus event has been triggered. If a group bonus event has been triggered, then in step 124 , a gaming device 1 may determine a player-user(s) (or a gaming device(s) 1 ) that may be eligible for a group bonus event. Group bonus event triggers and eligibility for those events are discussed above with reference to FIG. 3 .
  • a group bonus event may be executed.
  • Group bonus events are discussed above with reference to FIG. 3 .
  • a server 30 may generate outcome(s) of a group bonus event and may notify gaming device(s) 1 of outcome(s).
  • a server 30 may determine whether a player-user(s) using participating gaming device(s) 1 may have won a prize (or any portion of a prize) as a result of a group bonus event.
  • a server 30 may credit a winning player-user(s) an amount won or may notify a player-user(s)'s gaming device 1 of an amount won.
  • an amount credited to a player-user may be based, at least in part, on a number of points in a player-user's eligibility meter.

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Abstract

Systems and methods for a gaming activity involving a plurality of gaming devices and at least one server. Players each earn points when they bet. But, points are deducted from each player over time, to maintain the incentive to place bets quickly. Players who have points are each eligible to play in a group bonus event, if one is triggered. When a group bonus event is triggered, it results in a player winning a prize. The amount of that prize is adjusted up or down, depending on the number of points that particular player has accumulated. Thus, faster betting is rewarded with eligibility to win a larger prize.

Description

    BACKGROUND
  • 1. Field of the Described Embodiments
  • The described embodiments relate generally to gaming systems and methods, such as, but not limited to, gaming systems and methods deployed in a casino enterprise.
  • 2. Description of the Related Art
  • Gaming machines, such as slot machines, were originally played by a single player-user. The player-user played against the machine, and games played on the machine were not affected by play on other machines. Over time, server-based slot machines have been designed that allow for community play games. This allows for games that link local or distant slot machines together to create a potentially large progressive jackpot that can be won by a single player-user. Alternatively, player-users of different machines in the same bank of machines, playing the same game, can participate in the same bonus event to share a potential jackpot.
  • SUMMARY
  • Various embodiments of the present disclosure provide a method or gaming system for playing games. According to various embodiments, a gaming system includes a plurality of end-user devices. Each of the plurality of end-user devices may maintain an accounting of units (“bonus eligibility units”), wherein a number of bonus eligibility units may be adjusted according to an occurrence of particular event(s). Each of a plurality of end-user devices may further credit an amount of a prize that was won as a result of a game or event between multiple end-user devices, wherein the amount credited may be based at least in part on a number of bonus eligibility units.
  • Some embodiments of the present disclosure include, among particular event(s) that result in adjustment of eligibility units, an event that a wager may be placed. Some embodiments include that a particular event(s) include passage of a predetermined amount of time. Some embodiments include that a particular event(s) include an event that a particular time interval(s) has passed. In some embodiments, the amount credited may be based at least in part on a base prize amount multiplied by a number of bonus eligibility units. According to some embodiments, a number of bonus eligibility units may be adjusted such that an amount of a prize credited may be increased if wagers are placed faster. According to some embodiments, a number of bonus eligibility units may be limited to a maximum unit amount or a minimum unit amount. In some embodiments, a first end-user device may be eligible to play in a game between multiple end-user devices only if a number of bonus eligibility units associated with a first end-user device may be above a particular minimum eligibility amount or below a particular maximum eligibility amount. For some embodiments of the present disclosure, each of a plurality of end-user devices may further output a number of bonus eligibility units.
  • According to some embodiments of the present disclosure, each of the plurality of end-user devices may further provide a game or event that may not be between multiple end-user devices.
  • In some embodiments of the present disclosure, a prize may be a progressive jackpot. According to some embodiments, an amount of a prize that is not credited may be added to a future prize for a future game or event between multiple end-user devices.
  • For some embodiments of the present disclosure, at least one end-user device may interface with a server of a system through the Internet.
  • Some embodiments of the present disclosure provide a method or gaming system for a gaming activity. According to various embodiments, the gaming system includes a plurality of gaming devices. Each device may monitor a speed at which a player-user places bets, and may maintain an accounting of points, award point(s) when a bet may be placed, may deduct point(s) at predetermined intervals of time, may determine whether to participate in a group play event, and may award a prize to a player-user of a gaming device if a player-user is a winner of a group play event. A gaming device may participate in a group play event only if a number of points may be above a particular minimum eligibility amount or below a particular maximum eligibility amount. An amount of the prize may be adjusted up or down depending on ae number of points, such that faster betting may be rewarded with a larger prize. According to various embodiments, a gaming system further may include at least one server which may provide a group play event.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1A is a perspective drawing of a gaming device in accordance with an embodiment of the present disclosure;
  • FIG. 1B is a block diagram of a gaming device in accordance with an embodiment of the present disclosure;
  • FIG. 2 is a block diagram of a gaming system according to an embodiment of the present disclosure;
  • FIG. 3 is a flow diagram of a process according to an embodiment of the present disclosure, wherein gaming devices may be thick clients;
  • FIG. 4 is a flow diagram of a process according to an embodiment of the present disclosure implemented by a server, wherein gaming devices may be thin clients;
  • FIG. 5A is a chart illustrating an example of how eligibility points may be increased in response to events and decreased over time, according to an embodiment of the present disclosure;
  • FIG. 5B is a chart illustrating an example of how eligibility points may be capped, according to an embodiment of the present disclosure; and
  • FIG. 6 is a chart illustrating an example of how much of a jackpot a player-user could win, depending on the player-user's eligibility points, according to an embodiment of the present disclosure.
  • DETAILED DESCRIPTION
  • Numerous specific details may be set forth below to provide a thorough understanding of concepts underlying the described embodiments. It may be apparent, however, to one skilled in the art that the described embodiments may be practiced without some or all of these specific details. In other instances, some process steps have not been described in detail in order to avoid unnecessarily obscuring the underlying concepts.
  • Gaming systems and methods are described regarding community play games, such as, but not limited to, community slot machine games. A wagering incentive arrangement is described that may provide player-users with an interesting motivation to bet again quickly, while also being elegant and simple enough for casual player-users to understand. As described in more detail below, according to various embodiments, the shorter a time between a player-user's bets, the larger a fraction of a prize the player-user may be eligible to win during a group-play bonus event.
  • FIG. 1A shows a perspective drawing of a gaming device 1 in accordance with an embodiment. A gaming device 1 may be, but may not be limited to, a slot-type gaming device, electronic gaming device, table gaming device, or the like. The gaming device 1 may be capable of handling cash or gaming credits, or may allow player-users to play for free. The gaming device 1 may communicate with one or more servers or devices or may be standalone. Thus, features of gaming device 1 may be described for the purposes of illustration only and may not be meant to be limiting.
  • FIG. 1B is a block diagram of a gaming device 1 in accordance with an embodiment. A gaming device 1 may include a player interface 9, a game controller 8, a network interface 10, mobile device interface(s) 11, value input devices 12, value output devices 13, secondary controllers 14, mass storage 15, security circuitry 16, and metering 17.
  • In various embodiments, gaming device 1 may include a player interface 9 that may allow input from a player-user, such as a wager amount, associated with a wager-based game, to be made. The player interface 9 may facilitate communication of an outcome of a game or other information related to a game to a player-user. An outcome of a game may be displayed, shown, described, transmitted, or otherwise communicated to a player-user or another device through an output device 9.
  • The output device 9 may include, but may not be limited to, one or more electro-mechanical reels, video displays, any visible or audible devices that may disclose or describe an outcome of a game, network devices that may communicate an outcome of a game to another device, or the like.
  • In various embodiments, the gaming device 1 may include a game controller 8 that may control a wager-based game played on a gaming device 1. In some embodiments, a game controller 8 includes one or more processors 2, memory 3 for holding, among other things, software executed by one or more processors 2, power-hit tolerant memory 4, trusted memory 5, one or more random or pseudo-random number generator(s) (RNG) 6, and software application(s) 7. One or more of the components of a game controller 8 and/or one or more of the components of the player interface 9 may be coupled, directly or indirectly, by a system bus.
  • In various embodiments, the gaming device 1 utilizes a “state” machine architecture. In a state machine architecture, critical information in each state is identified and queued for storage to persistent memory. The architecture does not advance to the next state from a current state until all of the critical information that is queued for storage for the current state is stored to persistent memory. Thus, if an error condition occurs between two states, such as a power failure, the gaming device 1 implementing the state machine can likely be restored to its last state prior to the occurrence of the error condition using the critical information associated with its last state stored in persistent memory. This feature is often called a “roll back” of the gaming device. Examples of critical information can include, but are not limited to, an outcome determined for a game, a wager amount made on the wager-based game, an award amount associated with the outcome, credits available, and/or the amount of credits deposited to the gaming device 1.
  • The processing unit 2 may include one or more electronic processors (by hardware, software, or both) which may perform functions described herein. In various embodiments, a processing unit 2 (processor) may output information to an output device 9. Some embodiments may use just one processor 2 in a gaming device 1, while others may use multiple processors 2. In some embodiments involving multiple processors 2, processors 2 may be in the same gaming device 1, while in others, processors 2 may be distributed among a network of gaming device(s) 1, server(s), and/or other devices.
  • In various embodiments, memory 3 may be any non-transient data-storage device that can store data which may thereafter be read by a system that may execute software 7. Examples of memory 3 may include, but are not limited to, read-only memory (ROM), random-access memory (RAM), CD-ROMs, DVDs, electrically erasable programmable read-only memory (EEPROM), field programmable gate array (FPGA), flash memory, compact disk, magnetic tape, magnetic disk, and other magnetic storage devices, and optical data-storage devices, or the like. The memory 3 may be distributed over network-coupled systems so that software 7 may be stored and executed in a distributed fashion. A non-transient memory 3 may include volatile memory, non-volatile memory, and/or combinations of volatile and non-volatile memory.
  • According to various embodiments, power-hit tolerant memory 4 may be used as persistent memory for critical data, such as critical data associated with maintaining a state machine on a gaming device 1. One characteristic of a power-hit tolerant memory 4 may be a fast data transfer time. Thus, in the event of a power-failure, which might be indicated by a sudden power fluctuation, critical data may be quickly loaded from volatile memory, such as RAM associated with a processor 2, into a power-hit tolerant memory 4 and saved.
  • In some embodiments, a gaming device 1 may detect power fluctuations and in response, may trigger a transfer of critical data from RAM to a power-hit tolerant memory 4. One example of a power-hit tolerant memory 4 may be a battery-backed RAM. A battery supplies power to a normally volatile RAM so that, in the event of a power failure, data may not be lost. Thus, a battery-backed RAM may also be referred to as a nonvolatile RAM or NV-RAM. An advantage of a battery-backed RAM may be that fast data transfer times associated with a volatile RAM may be obtained.
  • In various embodiments, a trusted memory 5 may be ROM of some type that may be designed to be unalterable. An EPROM or EEPROM are two types of memory that may be used as a trusted memory 5, but it may not be limited to those types. Other types of memories, such as Flash memory, may be utilized as an unalterable memory. In various embodiments, a gaming device 1 may include one or more trusted memories.
  • Prior to installation, contents of a trusted memory 5 may be verified. For instance, a unique identifier, such as a hash value, may be generated on the contents of a memory and then may be compared to an accepted hash value for the contents of the memory. The memory may not be installed if generated and accepted hash values do not match. After installation, a gaming device 1 may check contents of a trusted memory 5. For instance, a unique identifier, such as a hash value, may be generated on contents of a trusted memory 5 and may be compared to an expected value for a unique identifier. If a generated value of a unique identifier and an expected value of a unique identifier do not match, then an error condition may be generated on a gaming device 1. In some embodiments, an error condition may result in a gaming device 1 which may enter a “tilt” state in which game play may be temporarily disabled on a gaming device 1.
  • Sometimes, verification of software executed on a gaming device 1 may be performed by a regulatory body, such as a government agency. Often software used by a game controller 8 may be highly regulated, where only software approved by a regulatory body may be allowed to be executed by a game controller 8. A trusted memory 5 may store authentication programs and/or authentication data for authenticating the contents of various memories on a gaming device 1. For instance, a trusted memory 5 may store an authentication program that may be used to verify contents of a mass storage device, which may include software which may be executed by a game controller 8.
  • According to various embodiments, RNG 6 may be used to generate random or pseudo-random numbers for use in determining outcomes for a game of chance played on a gaming device 1. In one exemplary embodiment of a mechanical or video slot reel type of game, an RNG 6, in conjunction with a paytable that may list possible outcomes for a game of chance and associated awards for each outcome, may be used to generate random or pseudo-random numbers for determining reel positions that may display randomly determined outcomes to a game. Typically, as described above, outcomes generated on a gaming device 1 may be considered critical data. Thus, generated outcomes may be stored to a power-hit tolerant memory 4.
  • Not all gaming devices 1 may be “thick” clients. They may not all generate their own game outcomes and thus may not use RNG 6 for this purpose. Game outcomes may be generated on a remote device, such as server, and then may be transmitted to a gaming device 1 where an outcome and an associated award may be displayed to a player via a player interface 9.
  • In other embodiments, a gaming device 1 may be used to play central-determination games. In a central-determination game, a pool of game outcomes may be generated and then particular game outcomes may be selected as needed (e.g., in response to a player requesting to play a central-determination game) from a pool of possibly previously-generated outcomes. A pool of game outcomes for a central-determination game may be generated and stored on a server. In response to a request to play a central-determination game on gaming device 1, one outcome from a pool may be downloaded to a gaming device 1. A game presentation that may include a downloaded outcome may be displayed on a gaming device 1.
  • In other embodiments, a thin-client type gaming device 1, such as a mobile gaming device, may receive at least game outcomes from a remote device and not use a RNG 6 to generate game outcomes locally. The game outcomes may be generated remotely in response to inputs made on a mobile device, such as, but not limited to, an input indicating a wager amount and/or an input to initiate a game. This information may be sent from a mobile device to a remote device. After receiving a game outcome from a remote device, a game presentation for game outcomes generated remotely may be generated and displayed on a mobile device. The game presentation may also be generated remotely and streamed for display to a mobile device.
  • A game controller 8 may utilize and execute many different types of software applications 7. Typically, software applications 7 utilized by a game controller 8 may be highly regulated and may undergo a lengthy approval process before a regulatory body allows software applications 7 to be utilized on a gaming device 1 that may be deployed in the field, such as in a casino. One type of software application 7 a game controller may utilize is an Operating System (OS). An OS may allow various programs to be loaded for execution by a processor 2, such as programs for implementing a state machine on a gaming device 1. Further, an OS may be used to monitor resource utilization on a gaming device 1. For instance, certain applications, such as applications associated with game outcome generation and game presentation that may be executed by the OS, may be given higher priority to resources, such as a processor 2 and memory 3, than other applications that may be executing simultaneously on a gaming device.
  • As previously described, a gaming device 1 may execute software 7 for determining an outcome of a game and generating a presentation of a determined game outcome that may include displaying an award for a game. As part of a game outcome presentation, one or more of 1) electro-mechanical devices, such as reels or wheels, may be actuated, 2) video content may be output to video displays, 3) sounds may be output to audio devices, 4) haptic responses may be actuated on haptic devices or 5) combinations thereof, may be generated under control of a game controller 8. Peripheral devices used to generate components of a game outcome presentation may be associated with a player interface 9 where types of devices that may be utilized for a player interface 9 may vary from device to device.
  • With reference to FIGS. 1B and 2, in various embodiments, a gaming device 1 may communicate with one or more remote devices via one or more network interfaces 10. Via network interfaces 10 and a network 31, a gaming device 1 may communicate with other gaming devices 1. Network interfaces 10 may provide wired or wireless communications pathways for a gaming device 1. Gaming devices 1 may not include a network interface 10 or may operate in a stand-alone mode where a network interface 10 may not be connected to a network 31.
  • In other embodiments, a mobile device interface or interfaces 11 may be provided for communicating with a mobile device, such as, but not limited to, a cell phone, smartphone, PDA, tablet computer, laptop, or the like, that may be carried by player-users or casino personnel at least temporarily in the vicinity of a gaming device 1. A wireless communication protocol, such as Bluetooth™, IrDA, ultrasonic multitone, FSK or PSK, a Wi-Fi compatible standard, or other protocol may be used for communicating with mobile devices via mobile device interface(s) 11. The mobile device interface(s) 11 may implement a short-range communication protocol, such as, but not limited to, a near-field communication (NFC) protocol used for mobile wallet applications. A wired communication interface, such as a docking station, may be integrated into a gaming device 1. A wired communication interface may provide communications between a gaming device 1 and a mobile device, and/or to provide power to a mobile device.
  • With reference to FIG. 1B, according to some embodiments, a gaming device 1 may include one or more value input devices 12 and/or one or more value output devices 13. Value input devices 12 may be used to deposit cash or indicia of credit onto a gaming device. Cash or indicia of credit may be used to make wagers on games played on a gaming device 12. Examples of value input devices 12 include, but are not limited to, a magnetic-striped card, smart card reader, USB memory device, bill and/or ticket acceptor, network interface for downloading credits from a remote source, wireless communication interface for reading credit data from nearby devices, and a coin or token acceptor.
  • Value output device(s) 13 may dispense cash, indicia of credit, or the like from a gaming device 1. Examples of value output devices 13 include, but are not limited to, a network interface for transferring credits into a remote account, wireless communication interface that may be used with a mobile device implementing mobile wallet application(s), coin hopper for dispensing coins or tokens, bill dispenser, smart card writer, magnetic-striped card writer, USB memory device, and printer for printing tickets or cards redeemable for cash or credits. Another type of value output device 13 may be a merchandise dispenser, which may dispense merchandise with a tangible value from a gaming device 1.
  • In some embodiments, a gaming device 1 may not include a value input device 12 or a value output device 13. For instance, a thin-client gaming device may be used in a mobile gaming application that may not include a value input device 12 or a value output device 13. Instead, a remote account may be used to maintain credits or amounts won or lost. An account may be accessed directly or indirectly by a gaming device 1 such that an account balance may be adjusted as a result of game play on a gaming device 1. In other embodiments, there may be no value input device 12 or a value output device 13 because a gaming device 1 may be meant for free play and not wagering.
  • According to some embodiments, a gaming device 1 may include one or more secondary controllers 14. Secondary controller(s) 14 may be associated with various peripheral devices coupled to a gaming device 1, such as value input device(s) 12 and value output device(s) 13. Secondary controller(s) 14 may be associated with peripheral devices associated with a player interface 9, such as, but not limited to, input devices, video displays, electro-mechanical displays and/or a player tracking unit. In some embodiments, a secondary controller(s) 14 may receive instructions and/or data from, and may provide responses to, a game controller 8. Secondary controller(s) 14 may interpret instructions and/or data from a game controller 8 and may control a particular device according to received instructions and/or data. For instance, a print controller may receive a print command with a number of parameters, such as a credit amount and, in response, print a ticket redeemable for a credit amount. In another example, a touch screen controller may detect touch inputs and send information to a game controller 8 that may characterize a touch input.
  • According to some embodiments, a secondary controller 14 may control a number of peripheral devices independently of a game controller 8. For instance, a player tracking unit may include one or more of a video display, a touch screen, card reader, network interface, or input buttons. A player tracking controller may control these devices to provide player tracking services and bonusing on a gaming device 1. In some alternate embodiments, a game controller 8 may control these devices to perform player tracking functions.
  • In various embodiments, functions of a gaming device 1 that may not be subject to as much regulatory scrutiny as game play functions may be decoupled from a game controller 8 and implemented on a secondary controller 14 instead. An advantage of this approach is that software approval process for software which may be executed by a secondary controller 14 may be less intensive than a process needed to get software approved for a game controller 8.
  • According to some embodiments, one or more mass storage unit(s) 15, such as, but not limited to, a device including a hard drive, optical disk drive, flash memory, or some other memory storage technology may be used to store applications and data used and/or generated by a gaming device 1. For instance, in some embodiments, a mass storage unit 15 may be used to store gaming applications that may be executed by a game controller 8 that may have been downloaded from remote device(s), such as a server 30. A game controller 8 may include its own dedicated mass storage unit 15. In other embodiments, critical data, such as game history data that may have been stored in a power-hit tolerant memory 4, may be moved from a power-hit tolerant memory 4 to a mass storage unit 15 at periodic intervals for archival purposes and/or to free up space in a power-hit tolerant memory 4.
  • In various embodiments, a gaming device 1 may include security circuitry 16, such as, but not limited to, security sensors and circuitry for monitoring sensors. Security circuitry 16 may operate while a gaming device 1 may be receiving direct power and may be operational to provide game play, as well as when a gaming device 1 may be uncoupled from direct power, such as during shipping or in an event of a power failure. A gaming device 1 may be equipped with one or more secure enclosures, which may or may not include locks for limiting access to enclosures. One or more sensors may be located within secure enclosures or coupled to locks. Sensors may generate signals that may be used to determine whether secure enclosures have been accessed, locks have been actuated or a gaming device 1 has been moved to an unauthorized area. Security monitoring circuitry may generate, store, and/or transmit error events when security events, such as, but not limited to, accessing an interior of a gaming device, have occurred. In some further embodiments, an error event may cause a game controller 8 to place itself in a “safe” mode such that no game play may be allowed until an error event may be cleared.
  • According to various embodiments, a gaming device 1 may include a metering function 17. Metering function 17 keeps track of information relating to operation of a gaming device 1. Information metered may include, but is not limited to, betting frequency, betting patterns, and/or betting amount(s) of a player-user or the player-users of a gaming device 1. Metering function 17 may increment a game play meter as each game is played. A recent play meter may be incremented for each recent game played. A recent play meter may reset for a new session, new time period, or the like. An accumulated wager meter may track an amount wagered during recent play.
  • FIG. 2 illustrates a block diagram of a gaming system 20 in accordance with an embodiment. In various embodiments, a gaming system 20 may include one or more servers 30 and one or more gaming devices 1. Gaming devices 1 may be located in publicly accessible areas, such as a casino floor, and a server(s) 30 may be located in publicly inaccessible areas, such as in a back-room of a casino or in a location separate from a casino.
  • Gaming device(s) 1 and server(s) 30 communicate with one another via a network 31, using network interfaces 10. A network 31 may include wired, wireless, or a combination of wired and wireless communication connections and associated communication routers. In some embodiments, method(s) and/or system(s) discussed throughout may be operated in a networked environment using logical connections to one or more remote devices or computers having processors. Logical connections may include a local area network (LAN) and a wide area network (WAN) that may be presented here by way of example and not limitation. Such networking environments may be commonplace in office-wide or enterprise-wide networks, intra nets, and the Internet. Those skilled in the art may appreciate that such network computing environments may typically encompass many types of computing configurations, including personal computers, hand-held devices, multi-processor systems, microprocessor-based or programmable consumer electronics, network PCs, minicomputers, mainframe computers, and the like.
  • In various embodiments, server 30 may provide one or more functions to gaming devices 1 or other server(s) 30 in a gaming system 20. Functions may be divided among multiple servers 30 with a result that each server 30 may communicate with a different combination of gaming device(s) 1. For instance, player interface support 22 and gaming device software 23 may be provided on a first server 30, progressives 24 may be provided on a second server 30, loyalty program functions 25 and accounting 28 may be provided on a third server 30, linked gaming 26 may be provided on a fourth server 30, cashless functions 27 may be provided on a fifth server 30, and security functions 29 may be provided on a sixth server 30. Each server 30 may communicate with a different combination of gaming devices 1 if each of the functions provided by a servers 30 may not be provided to every gaming device 1 in a gaming system 20. Thus, a server 30 implementing progressive functions 24 may not communicate with a certain mobile gaming device 1 if progressive functions are not enabled on a mobile gaming device 1 at a particular time.
  • In various embodiments, a server(s) 30 may include a game controller 8 with one or more components of a game controller 8 of a gaming device 1, such as, but not limited to, a processor(s) 2, memory 3, power-hit tolerant memory 4, trusted memory 5, RNG 6, and/or software 7.
  • According to various embodiments, server 30 may include an administrator interface 21 that allows functions associated with a server 30 to be initialized, adjusted, and/or maintained.
  • In some embodiments, a player interface support 22 may serve content to gaming devices 1. The content may include video and/or audio content to be output through a player interface(s) 9 of one or more gaming devices 1. Content may utilize unique features of a particular player interface 9, such as video displays, wheels or reels, if a particular player interface 9 is so equipped.
  • In some embodiments, via a player interface support 22, content may be output to all or a portion of a primary video display that may be used to output game outcomes on a player interface 9 that may be associated with a gaming device 1. For instance, a portion of a primary display may be allocated to provide a “service window” on a primary video display such that content in a service window may be provided from a server 30 remote to a gaming device 1. Content delivered from a server 30 to a gaming device 1 as part of a player interface support 22 may be affected by inputs made through a player interface 9 of a gaming device 1. For instance, a service window may be generated on a touch screen display where inputs may be received via a service window may be sent to server 30 through a network interface 10. In response to received inputs, a server 30 may adjust content that may be displayed on a gaming device 1.
  • According to various embodiments, if a player's identity is known, a player interface support 22 may be used to provide custom content to a gaming device 1. For instance, a player-user may provide identification information, such as information indicating membership in a loyalty program, during their utilization of a gaming device 1. Custom content may then be selected to meet an identified player-user's interests. A player-user's identity and interests may be managed via a loyalty program account associated with loyalty function 25. Custom content may include notifications, advertising, specific offers, or the like, that may be determined to be likely of interest to a player-user.
  • In various embodiments, a gaming device software function 23 may be used to provide downloads of software for a game controller 8 and/or second controllers 14 may be associated with peripheral devices on a gaming device 1. For instance, gaming device software 23 may allow an operator and/or a player-user to select a new game for play on a gaming device 1. In response to a game selection, gaming device software function 23 may cause game software to be downloaded that may allow a game controller 8 to generate a selected game. In response to determining that a new counterfeit bill has been submitted to bill acceptors 12 in a gaming system 20, a gaming device software function 23 may cause a new detection algorithm to be downloaded to a gaming device 1 that allows a counterfeit bill to be detected.
  • According to some embodiments, a progressive gaming function 24 may implement progressive game play on one or more gaming devices 1. A portion of wagers associated with play of a progressive game may be allocated to one or more progressive jackpot(s). A group of gaming devices 1 may support play of a progressive game and contribute to one or more progressive jackpot(s). Gaming devices 1 contributing to progressive jackpot(s) may be a group of gaming devices 1 located near one another, such as a bank of gaming machines on a casino floor, a group of gaming devices 1 distributed throughout a single casino, group of gaming devices 1 distributed throughout multiple casinos (e.g., a wide-area progressive), or a group of mobile devices connected via the Internet. A progressive gaming function 24 may keep track of jackpot contributions from each of the gaming devices 1 participating in a progressive game, determine current jackpot(s), and/or notify participating gaming devices 1 of current progressive jackpot amount(s), which may be displayed on participating gaming devices 1.
  • In some embodiments, a loyalty function 25 may implement a loyalty program, for example, within a context of a casino enterprise. A loyalty function 25 may receive information regarding activities such as gaming and non-gaming activities and may associate activities with particular player-users. player-users may be known, or they may be anonymous. A loyalty function 25 may store a record of activities associated with particular individuals and/or preferences of individuals. Based upon information stored with a loyalty function 25, “comps” (e.g., free or discounted services, such as a free game), promotions, and/or custom contents may be served to particular player-users.
  • According to some embodiments, a linked gaming function 26 may provide game play activities involving player-users participating as a group via multiple gaming devices. For example, a group of player-users may be competing against one another as part of a slot tournament. For another example, a group of player-users may be working together in attempt to win a bonus that may be shared among a group.
  • In some embodiments, a cashless function 27 may enable redemption and/or dispensation of cashless instruments on a gaming device 1. For instance, via cashless function 27, printed tickets may be used to transfer credits from one gaming device 1 to another gaming device 1. A cashless function 27 may generate identifying information that may be stored to a cashless instrument, that may allow an instrument to later be authenticated. After authentication, a cashless instrument may be used for additional game play, redeemed for cash or other credits at another gaming machine 1, or the like.
  • According to some embodiments, an accounting function 28 may receive transactional information from various gaming devices 1 within a gaming system 20. Transactional information may relate to value deposited on each gaming device, value dispensed from each gaming device, or the like. Transactional information, which may be received in real-time, may be used to assess performance of each gaming device 1, to assess an overall performance of a gaming system 20, and/or for tax and auditing purposes.
  • In some embodiments, a security function 29 may combat fraud and crime. Security function 29 may receive notification(s) of a security event that may have occurred on a gaming device 1, such as an attempt at illegal access. Security function 29 may receive transactional data that may be used to identify if gaming devices 1 may be being utilized in a fraudulent or unauthorized manner. Security function 29 may receive, store and analyze data from multiple sources, including, but not limited to, detection device located on a gaming device 1 and/or detection device, such as cameras, distributed separately from gaming device(s) 1. In response to detecting a security event, security function 29 may notify security personnel of an event.
  • While a gaming device has been described in connection with FIGS. 1A, 1B, and 2, it will be appreciated that a wagering incentive arrangement described herein may be used in a context of games played on other computing devices, such as computing devices interacting with a server via a global communication network (e.g., the Internet). A computing device may be any general-purpose or special-purpose computerized device such as, but not limited to, a desktop computer, laptop computer, PDA, smartphone, cell phone, tablet computer, thin client device, thick client device, or the like.
  • A generalized example of a process 100 carried out by a gaming system 20 is described with reference to FIG. 3. In the process 100, one or more player-user(s) may play a game on a gaming device 1 of a gaming system 20.
  • In step 101, a gaming device 1 may determine whether a point accumulation event has occurred. The term “point” or “points” may be used herein to denote a unit or units of any type. In various embodiments, a point accumulation event may occur when a player-user performs desired behavior, such as, but not limited to, placing a bet, betting an amount that may be equal to or larger than a predetermined amount, or the like. Once a point accumulation event has occurred, then in step 102, points may be added to the player-user's eligibility meter.
  • If no point accumulation event has occurred, then in step 108, a gaming device 1 may deduct points from a player-user's eligibility meter based on a number of point reduction events that may have occurred. There may be no reduction of points if there has been no point reduction event. A point reduction event may be that a predetermined amount of time has passed. For example, a point reduction event may occur at every second or half second. Point deductions may occur at any time that a point reduction event occurs, and may not be dependent on a state of the process 100. In some embodiments, point deductions may not occur if a player-user does not have any points. In some embodiments, point deductions may not occur during game play.
  • According to various embodiments, point accumulation and deduction may be performed by a metering function 17 of a gaming device 1 and saved in memory 3 or power-hit tolerant memory 4. In other embodiments, point accumulation and deduction may be performed by server(s) 30 and may be saved in a server's memory. An eligibility meter may be maintained for each player-user and/or each gaming device 1. An amount of eligibility points for each player-user (or gaming device 1) may be output through a player interface 9 of a corresponding gaming device 1. For example, an amount of eligibility points may be shown on a display of a gaming device 1. This may provide an encouragement to a player-user to bet faster, so that eligibility points may be positively affected.
  • FIG. 5A illustrates an exemplary embodiment that portrays how eligibility points may be increased in response to point accumulation events (betting) and may be decreased over time, in response to point deduction events (passage of time). Before a player-user begins using a gaming device 1, an eligibility meter may be set to zero eligibility points, as shown in the first row of the chart. For each bet, a player-user may be awarded 200 additional eligibility points. For each second that passes, 30 points may be deducted from a total. If a result is less than zero, a total may be set to zero. Thus, one second after a player-user has placed a first bet, a point total may be set to 170 (which is 200 minus 30). After a bet is placed, a player-user may play a game individually, which may take four seconds. As shown on the chart, a player-user immediately may place another bet after completion of a first game, but may not after completion of a second game. During play of the games, points may continue to be deducted every second. Then, if a bonus event is triggered, because a player-user has more than zero eligibility points, a player-user may be allowed to participate in a group bonus event along with other player-users who may be playing on different gaming devices 1.
  • According to various embodiments, points in a player-user's eligibility meter may be limited to a predetermined maximum or minimum. A player-user may receive no benefit for points above an amount of a cap. In other embodiments, a player-user may receive a benefit in that an amount above a cap may be deducted from as point reduction events occur, but points above the cap may not otherwise benefit a player-user. FIG. 5B illustrates an exemplary embodiment in which eligibility points may be capped. In FIG. 5B, a game described above in regard to FIG. 5A has already been played by a player-user for 200 seconds. In this embodiment, eligibility points available to benefit a player-user may be limited to a maximum of 2000 points. If a player reaches a cap at time 204 seconds, a player-user has only 2000 points available, even though a player-user had earned 2060 points. However, at time 205 seconds, the player-user still has 2000 points available (instead of 1970). This may be because the amount of points earned may be tracked, and points may be deducted from (or added to) points earned instead of from points available.
  • Returning to FIG. 3, in step 103, a gaming device 1 may determine whether a group bonus event has been triggered. Group bonus event triggers may include, but are not limited to, particular symbol(s) being displayed on reel(s) after reel(s) have completed their “spin”, a predetermined amount of time has passed, a predetermined amount has been wagered (in one bet or over multiple bets), or the like. In various embodiments, if no group bonus event has been triggered, then individual play of a game continues.
  • If a group bonus event has been triggered, then in step 104, a gaming device 1 determines whether a player-user may be eligible for a group bonus event. A player-user may be eligible if an eligibility meter corresponding with a player-user (and/or a player-user's gaming device 1) has at least a predetermined number of points. In some embodiments, an eligibility meter may have more than zero points for a player-user to be eligible for a group bonus event. In some other embodiments, all players may be eligible for a group bonus event. If a player-user may not be eligible for a group bonus event, then individual play of a game may continue.
  • If a player-user may be eligible for a group bonus event, then in step 105, a group bonus event may be executed. Player-users (through one or more different gaming devices 1), may compete against each other for one or more prizes or for a larger share of a prize pool. For example, a prize may be a progressive jackpot. In a further example, only one of the player-users participating in a group bonus event may win a progressive jackpot.
  • In step 106, a gaming device 1 may determine whether a player-user(s) using a gaming device 1 may have won a prize (or any portion of a prize) as a result of a group bonus event. If a player-user may not have won, then individual play of a game may continue.
  • If a player-user(s) using a gaming device 1 has won as a result of a group bonus event, then in step 107, a gaming device 1 credits a player-user an amount won. According to various embodiments, an amount won may be added to a number of credits, currency, or the like associated with a player's account. An amount won may be cashed out to a player-user, such as, but not limited to, on a ticket or credit slip, as a credit on a card, in cash or currency, or the like.
  • According to various embodiments, an amount credited to a player-user may be based, at least in part, on a number of points in a player-user's eligibility meter. In various further embodiments, the more points in the eligibility meter, the higher the amount credited may be. An amount credited may be based, at least in part, on a base prize amount multiplied by a number of points.
  • FIG. 6 is a chart illustrating an example of how much of a jackpot a player-user might win, depending on a player-user's eligibility points. According to an exemplary embodiment of FIG. 6, if a base prize amount won is $100, and a number of points is 2000, then an amount credited may be $100 multiplied by 2000, divided by 1000, or $200. Similarly, if a number of points may be 1000, then an amount credited may be $100 (which is $100 multiplied by 1000, divided by 1000). If a number of points may be 20, then an amount credited may be $2 (which is $100 multiplied by 20, divided by 1000), and so on.
  • In some embodiments, an amount of a prize not awarded might be added to a future prize. For example, according to an exemplary embodiment in regard to FIG. 6, consider a case in which a player-user wins $2 of a $100 jackpot (because the player-user had only 20 eligibility points, as discussed above). A remaining $98 of a jackpot might be rolled over into the next jackpot. If a base jackpot amount may be $100, for example, a new amount might be $198 (which is $100 plus $98). In other embodiments, an amount of a prize not awarded might not be added to a future prize.
  • According to various embodiments, a winner(s) of a group bonus event prize may not have their eligibility points reset after a win. In some further embodiments, a winner(s) may keep all eligibility points after a group bonus event (subject to usual point reduction events). All players who did not win may have their points reset to a default amount. For example, players who did not win during a group bonus event may have their eligibility points set to zero. In other embodiments, all players keep all eligibility points after a group bonus event (subject to the usual point reduction events).
  • A generalized example of a process 120 that may be carried out by a gaming system 20 is described with reference to FIG. 4. Various features of process 120 may be the same or similar to process 100 of FIG. 3, except process 120 of FIG. 4 may be carried out by server(s) interacting with thin client(s) while process 100 of FIG. 3 may be carried out by thick client(s) interacting with server(s).
  • In step 121 of FIG. 4, a server 30 may add or deduct points from eligibility meters, based on any accumulation and/or reduction events. Point accumulation and reduction events are discussed above with reference to FIGS. 3, 5A, and 5B. Gaming device(s) 1 may notify a server(s) of point accumulation events and/or point reduction events, if any. Once a point accumulation event has occurred, points may be added to eligibility meter associated with an appropriate gaming device 1. Once a point reduction event has occurred, points may be deducted from an eligibility meter associated with an appropriate gaming device 1. Eligibility meters may be located on server(s) 30 of gaming device(s) 1.
  • In step 123 of FIG. 4, a server 30 determines whether a group bonus event has been triggered. If a group bonus event has been triggered, then in step 124, a gaming device 1 may determine a player-user(s) (or a gaming device(s) 1) that may be eligible for a group bonus event. Group bonus event triggers and eligibility for those events are discussed above with reference to FIG. 3.
  • If a predetermined number of player-user(s) may be eligible for a group bonus event, then in step 125, a group bonus event may be executed. Group bonus events are discussed above with reference to FIG. 3. A server 30 may generate outcome(s) of a group bonus event and may notify gaming device(s) 1 of outcome(s). In step 126 of FIG. 4, a server 30 may determine whether a player-user(s) using participating gaming device(s) 1 may have won a prize (or any portion of a prize) as a result of a group bonus event.
  • If player-user(s) using participating gaming device(s) 1 have won as a result of a group bonus event, then in step 127, a server 30 may credit a winning player-user(s) an amount won or may notify a player-user(s)'s gaming device 1 of an amount won. As discussed above with reference to FIGS. 3 and 6, in various embodiments, an amount credited to a player-user may be based, at least in part, on a number of points in a player-user's eligibility meter.
  • The various aspects, embodiments, implementations or features of the described embodiments can be used separately or in any combination. Various aspects of the described embodiments can be implemented by software, hardware, or a combination of hardware and software.
  • The foregoing description, for purposes of explanation, used specific nomenclature to provide a thorough understanding of the disclosure. However, it will be apparent to one skilled in the art that the specific details are not required in order to practice the disclosure. Thus, the foregoing descriptions of specific embodiments of the present disclosure are presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the disclosure to the precise forms disclosed. It will be apparent to one of ordinary skill in the art that many modifications and variations are possible in view of the above teachings.
  • The embodiments were chosen and described in order to best explain the principles of the disclosure and its practical applications, to thereby enable others skilled in the art to best utilize the disclosure and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the scope of the disclosure be defined by the following claims and their equivalents.
  • While the embodiments have been described in terms of several particular embodiments, there are alterations, permutations, and equivalents, which fall within the scope of these general concepts. It should also be noted that there are many alternative ways of implementing the methods and devices of the present embodiments. It is therefore intended that the following appended claims be interpreted as including all such alterations, permutations, and equivalents as fall within the true spirit and scope of the described embodiments.

Claims (36)

1. A method of operating a system for playing games, the system involving multiple end-user computing devices, the method comprising:
maintaining, using a processor, an accounting of bonus eligibility units, wherein a number of bonus eligibility units is adjusted according to an occurrence of at least one particular event; and
crediting, using the processor, an amount of a prize that was won as a result of a game or event between multiple end-user computing devices, wherein the amount credited is based at least in part on a base prize amount multiplied by the number of bonus eligibility units or a fraction of a base prize amount determined by the number of bonus eligibility units.
2. The method of claim 1, wherein the number of bonus eligibility units is adjusted when a wager is placed.
3. The method of claim 1, wherein the number of bonus eligibility units is adjusted at particular time intervals.
4. The method of claim 1, wherein the number of bonus eligibility units is adjusted such that the amount credited is increased if wagers are placed faster.
5. The method of claim 1, wherein the amount credited is based at least in part on a base prize amount multiplied by the number of bonus eligibility units.
6. The method of claim 1, wherein the number of bonus eligibility units is limited to a maximum unit amount or a minimum unit amount.
7. The method of claim 1, wherein a first end-user computing device is eligible to play in the game between the multiple end-user computing devices only if a number of bonus eligibility units associated with the first end-user computing device is above a particular minimum eligibility amount or below a particular maximum eligibility amount.
8. The method of claim 1, further comprising:
providing a game or event that is not between multiple end-user computing devices.
9. The method of claim 1, wherein the prize is a progressive jackpot.
10. The method of claim 1, wherein an amount of the prize that is not credited is added to a future prize for a future game or event between multiple end-user computing devices.
11. The method of claim 1, further comprising:
outputting the number of bonus eligibility units.
12. The method of claim 1, wherein at least one end-user computing device interfaces with a server of the system through the Internet
13. A gaming system for playing games, comprising
a plurality of gaming devices, each gaming device configured to:
maintain an accounting of bonus eligibility units, wherein a number of bonus eligibility units is adjusted according to an occurrence of at least one particular event; and
credit an amount of a prize that was won as a result of a game or event between multiple end-user gaming devices, wherein the amount credited is based at least in part on a base prize amount multiplied by the number of bonus eligibility units or a fraction of a base prize amount determined by the number of bonus eligibility units.
14. The gaming system of claim 13, wherein the number of bonus eligibility units is adjusted when a wager is placed.
15. The gaming system of claim 13, wherein the number of bonus eligibility units is adjusted at particular time intervals.
16. The gaming system of claim 13, wherein the number of bonus eligibility units is adjusted such that the amount credited is increased if wagers are placed faster.
17. The gaming system of claim 13, wherein the amount credited is based at least in part on a base prize amount multiplied by the number of bonus eligibility units.
18. The gaming system of claim 13, wherein the number of bonus eligibility units is limited to a maximum unit amount or a minimum unit amount.
19. The gaming system of claim 13, wherein a first gaming device is eligible to play in the game between the multiple end-user gaming devices only if a number of bonus eligibility units associated with the first gaming device is above a particular minimum eligibility amount or below a particular maximum eligibility amount.
20. The gaming system of claim 13, each of the plurality of gaming devices further configured to:
provide a game or event that is not between multiple end-user gaming devices.
21. The gaming system of claim 13, wherein the prize is a progressive jackpot.
22. The gaming system of claim 13, wherein an amount of the prize that is not credited is added to a future prize for a future game or event between multiple end-user gaming devices.
23. The gaming system of claim 13, each of the plurality of gaming devices further configured to:
output the number of bonus eligibility units.
24. The gaming system of claim 13, wherein at least one end-user gaming device interfaces with a server of the system through the Internet.
25. A method of operating a system for playing games, the system involving multiple end-user devices, the method comprising:
maintaining, using a processor, an accounting of units, wherein a number of units is adjusted according to an occurrence of one or more particular events, and wherein the one or more particular events include passage of an amount of time; and
crediting, using the processor, an amount of a prize that was won as a result of a game or event between multiple end-user devices, wherein the amount credited is based at least in part on the number of units;
wherein a first end-user device participates in the game between the multiple end-user devices only if a number of units associated with the first end-user device is above a particular minimum eligibility amount or below a particular maximum eligibility amount.
26. The method of claim 25, wherein the number of units is adjusted when a wager is placed.
27. The method of claim 25, wherein the number of units is adjusted at particular time intervals.
28. The method of claim 25, wherein the number of units is adjusted such that the amount credited is increased if wagers are placed faster.
29. The method of claim 25, wherein the amount credited is based at least in part on a base prize amount multiplied by the number of units.
30. The method of claim 25, wherein the number of units is limited to a maximum unit amount or a minimum unit amount.
31. The method of claim 25, further comprising:
providing a game or event that is not between multiple end-user devices.
32. The method of claim 25, wherein the prize is a progressive jackpot.
33. The method of claim 25, wherein an amount of the prize that is not credited is added to a future prize for a future game or event between multiple end-user devices.
34. The method of claim 25, further comprising:
outputting the number of units.
35. The method of claim 25, wherein at least one end-user device interfaces with a server of the system through the Internet.
36. A gaming system for a gaming activity, comprising:
a plurality of gaming devices; each gaming device configured to:
monitor a speed at which a player-user places bets, including
maintain an accounting of points;
award at least one awarded point when a bet is placed;
deduct at least one deducted points at predetermined intervals of time;
determine whether to participate in a group play event, wherein the gaming device participates in the group play event only if a number of the points is above a particular minimum eligibility amount or below a particular maximum eligibility amount; and
award a prize to the player-user of the gaming device if the player-user is a winner of the group play event, wherein the amount of the prize is adjusted up or down depending on the number of the points, such that faster betting is rewarded with a larger prize; and
at least one server configured to provide the group play event.
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