WO2006080911A1 - Systeme permettant de communiquer avec un joueur - Google Patents

Systeme permettant de communiquer avec un joueur Download PDF

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Publication number
WO2006080911A1
WO2006080911A1 PCT/US2005/002339 US2005002339W WO2006080911A1 WO 2006080911 A1 WO2006080911 A1 WO 2006080911A1 US 2005002339 W US2005002339 W US 2005002339W WO 2006080911 A1 WO2006080911 A1 WO 2006080911A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
vertical
display
gaming device
touch screen
Prior art date
Application number
PCT/US2005/002339
Other languages
English (en)
Inventor
Scott A. Boyd
Kim Martin
Original Assignee
Igt
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Igt filed Critical Igt
Priority to PCT/US2005/002339 priority Critical patent/WO2006080911A1/fr
Priority to MX2007008890A priority patent/MX2007008890A/es
Priority to CA002593372A priority patent/CA2593372A1/fr
Priority to EP05712003A priority patent/EP1842170A1/fr
Priority to AU2005325724A priority patent/AU2005325724B2/en
Publication of WO2006080911A1 publication Critical patent/WO2006080911A1/fr
Priority to AU2011201886A priority patent/AU2011201886B2/en

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • 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
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3209Input means, e.g. buttons, touch screen
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • G07F17/3239Tracking of individual players

Definitions

  • the present invention relates to play on electronic gaming machines and, more particularly, to a vertical interactive player interface for players playing electronic gaming devices for purposes such as communicating services, player tracking, and others.
  • each player is assigned a card and an associated account, which is maintained on a network computer. Before playing one of the slot machines, the player inserts his or her card to cause points proportionate to play to accrue in his or her account. The points are then redeemable by the player for additional play, dinners, merchandise, or the like.
  • the card, keypad and display which is typically a vacuum fluorescent display or a small-character LCD display, can be used to permit a player to access a cashless play account or to access credits that are either complimentary or awarded to the player during the course of his or her play.
  • Fig. IA is a front view of a prior art electronic gaming device including a player tracking system.
  • Fig. IB is a front view of an electronic gaming device showing embodiments of the present invention and including a vertical player tracking display.
  • FIGs. 2 A and 2B together are a block diagram showing components of a gaming network according to embodiments of the invention.
  • Embodiments of the invention include an electronic gaming device including vertical player interface with player tracking functionality, among others, and methods for retrofitting existing electronic gaming machines with vertical player interfaces and tracking devices.
  • electronic gaming devices, electronic gaming machines, EGMs, gaming devices, and gaming machines are used interchangeability to refer to electronic gaming devices.
  • Player tracking includes all communications between a given EGM, or set of given EGMs, and the network, including aspects of play and player tracking, as well as Communications between the player and casino relating to services and calendaring, etc.
  • the EGM 9 includes a bill acceptor 207 that accepts and validates bills, tickets or vouchers.
  • Bill validators operate by scanning barcodes or other identifying features on tickets or vouchers, and by examining printing or other security features on paper currency to determine authenticity.
  • Bill validators are well known in the gaming arts.
  • the EGM 9 also includes one or more coin slots 201 for accepting coins or tokens.
  • An internal hopper 203 temporarily stores coins or tokens for later payment to the player through a payout bin 205, if the player chooses to cash out in such a manner.
  • Bills can also be stored in a separate hopper, and dispensed to the player through the bill acceptor 207 or through another bill slot 209 in the machine cabinet, similar to an ATM machine.
  • a set of game electronics 13 manages the central operations of the gaming device 9. For example, the game electronics 13 counts the monetary value input into the EGM 9, and tracks and stores values for this and other data items. The game electronics 13 also control the game play of the EGM 9, such as by accepting user input from various buttons (not shown) to cause credits to be wagered, as well as cause motors to spin the game wheels, speakers to generate sound, and circuits to generate lights or video signals.
  • the EGM 9 also includes game-mounted components of a player tracking system.
  • the components are shown affixed to a frame 214, which is mounted to front of the gaming device 9.
  • the player tracking system includes an LED display 215, keypad 217 and card reader 219. Also shown is a game printer 211.
  • Figure IB shows an electronic gaming device 10 including embodiments of the present invention. While the electronic gaming device 10 shows some of the features of the gaming device 9 of Fig. IA, it further includes a vertical player interface 228, which includes player tracking functionality, among others.
  • a set of game electronics 15 manages the central operations of the gaming device 10.
  • the game electronics 15 may be a main board that interfaces with various controller boards that control specific functions in the EGM 10, or may control the various devices directly. For example, the game electronics 15 counts the monetary value input into the EGM 10, and tracks and stores values for this and other data items.
  • the game electronics 15 also control the game play of the EGM 10, such as by accepting user input from various buttons (not shown) to cause credits to be wagered, as well as game results to be displayed, speakers to generate sound, and circuits to generate lights or video signals.
  • the internal game printer can be of any type known in the art, such as impact, inkjet, thermal, laser, and can be a color printer or standard black and white. Even if the game printer is only capable of printing in a single color, cardstock or paper used by the printer could be pre-printed in color, hi lieu of an internal game printer 212, the EGM 10 can be associated with a game and/or system printer (not shown), which can be located at the EGM 10 or be a stand-alone printer associated with one or more gaming devices.
  • a game and/or system printer not shown
  • the EGM 10 also includes a vertical player interface 228, including player tracking system.
  • the components of the vertical player interface 228 are generally shown affixed to a housing 238, which is capable of being affixed or mounted to the gaming device 10. When so affixed, the vertical player interface 228 is mounted to the side of the EGM 10. While described as being on the side of the gaming machine, it is contemplated that the vertical player interface can be located anywhere near the gaming machine. Although the vertical player interface interacts with the EGM 10, it is a separate system from the gaming device.
  • the vertical player interface 228 affixed to the EGM 10 includes a display 218.
  • the display contains a 240 x 640 touch-panel liquid crystal display ("LCD") or touch screen display 218. Images appearing on the display are stretched or pulled vertically to fill the area of the display.
  • the display 218 comprises a Hitachi SX16H005-AZA LCD.
  • the vertical player interface also includes speakers 230.
  • the speakers 230 can be made to produce sounds or music by the bonus engine 220, and can be in communication with the casino's sound system through the network to produce sounds, music or announcements available throughout the entire casino, or available through only portions of the casino or a given EGM 10.
  • the vertical player interface further includes a card reader 234.
  • the card reader 234 has a slot 236 (visible in Fig. IB), into which a player's card is received.
  • the card reader 234 can additionally be structured with a keypad to facilitate entry of a PIN number at the card reader.
  • a representation of a keypad can be rendered on the display 218. While a touch screen display 218 is shown and described, alternate embodiments could use traditional displays, such as VFD, LCD, etc.
  • the player interface housing 238 is described as having only one part, it is contemplated that the various components of the vertical player interface can be made of multiple components associated with the EGM 10.
  • the vertical player interface 228 is in turn affixed or otherwise coupled to the EGM 10, or a portion thereof, and once coupled to the EGM 10 permits communication between the player and casino, including player tracking. Affixation can, but need not, be permanent to permit casinos or other gaming operators to move the vertical player interface devices to different machines as needed by the casino.
  • vertical player interfaces 228 can be optionally structured and adapted for application to various machines, poles, and other structures in the casino environment. Additionally, a single vertical player interface 228 can be associated with more than one EGM 10. For example, two adjacent EGMs 10 can be electronically connected to a single vertical player interface where spacing between adjacent devices is a concern for the casino. The number of such EGMs connected to a single vertical player interface, is limited only by the network or networks communicating with the vertical player interface and associated EGMs.
  • the vertical player interface 228 can be used to communicate to the player about services offered by the casino or gaming establishment. Such services could include bonus opportunities, awards, promotions, dining or beverage services, emergency notification, player-to-casino communication, player-to-player communication, calendaring or event planning, broadcast or cable television, movies, videos, music, casino maps, show availability, etc.
  • the player interface can likewise be used to accept communications from the player, such as player tracking sign-in or sign-up, food or beverage orders, award or promotion redemption, text messaging, credit purchase, ATM withdrawal, etc.
  • the player tracking system a function of the vertical player interface 228, including the card reader 234, speakers 230 and display 218, is managed by functions operating on a "bonus engine” 220 which is a specialized piece of hardware used in the electronic gaming network.
  • the bonus engine 220 manages the display 218, speakers 230 and card reader 234, as well as provides the bonusing and other functions described above.
  • a player of the gaming device 10 uses a card and/or a PIN code to identify himself or herself to the player tracking system.
  • the PIN can be entered at the card reader 234.
  • the vertical player tracking display can enable player interface by allowing the player to enter a PIN number on a keypad represented on the display 218.
  • Monetary value can be entered into the game at the display 218, either from the ID card itself, from a credit-card account with a bank or from a special gaming account managed by a casino.
  • a player can use the card and/or PIN code to identify himself or herself, and then put credits on the machine by using the display 218 or by depositing coins, tokens, bills, or tickets/vouchers into the machine.
  • the bonus engine 220 is coupled by a computer connection to the gaming network 5, and plays a central role in the player interface and player tracking systems.
  • the bonus engine 220 is in constant communication between the game electronics 15 and the gaming network 5.
  • the bonus engine 220 receives constant status updates about the state and status of the EGM 10, including messages or communications entered by the player at the display 218.
  • the game electronics 15 may automatically send information to the bonus engine 220, such as "events", when the events occur, such as at the end of the game, or when a key event happens like a bill being accepted into the EGM 10.
  • the bonus engine 220 may send electronic updates, requests, or polls to the game electronics 15. When polled, the game electronics 15 sends the latest events to the bonus engine 220.
  • the gaming network can send commands and directives to a particular EGM 10 through the bonus engine 220 of that device.
  • the bonus engine 220 then performs the commands, such as by displaying a message on the display 218, or the bonus engine delivers the commands to the game electronics 15 of that gaming device or to the network.
  • the vertical player interface may be contained within the same housing of the EGM 10 or may be an add-on sitting atop or adjacent the EGM (as shown in Fig. IB). Preexisting EGMs not built with a vertical player interface can therefore be retrofitted to provide the necessary electronics and displays.
  • the configuration necessary to operate the vertical player interface can be specific to the EGM 10 or can be coordinated through the gaming network 5. Although the specific hardware included in the gaming device 10 is important in implementing embodiments of the invention, the invention can operate regardless of the type of components in the gaming device 10 or player interface 228.
  • One such gaming network is illustrated in Figs. 2A and 2B. In a gaming network 5, a number of EGMs 10 are organized in groups called banks. Individual banks 20 can contain almost any number of EGMs 10.
  • any number of banks is possible in a gaming network 5.
  • the gaming network 5 illustrated in Figs. 2A and 2B is only an example gaming network. Those skilled in the art will appreciate that embodiments of the invention can operate on any acceptable network, even if it differs from the one illustrated.
  • Each bank is controlled by a bank controller 30, which is coupled to each EGM 10 by a communication cable 12.
  • the bank controller 30 facilitates data communication between the EGMs 10 in its associated bank and the other components on the gaming network 5. In some embodiments, the bank controller 30 need not be present, and the EGMs 10 communicate directly with the other portions of the gaming network 5.
  • the bank controller 30 can include audio capabilities, like an audio board or sound card for transmitting digitized sound effects, such as music and the like, to a sound system 34 coupled to the bank controller. Additionally, the bank controller 30 or sound system 34 may include a device for playing locally stored sounds, such as a hard-drive, CD or DVD-ROM drive.
  • the bank controller 30 can also be connected to an electronic sign or screen 32 that displays information, such as scrolling, flashing, or other types of messages that indicate jackpot amounts and the like, which are visible to players of machines on a particular bank.
  • Bank messages can likewise be displayed on the display 218.
  • These message displays 32, 34 may be generated or changed responsive to commands issued over the network 5 to the bank controller 30.
  • the sounds and images created by the bank controller may be identical for each of the banks 20 or all of sounds and images created by the banks may be different than the others.
  • Configuration data for the gaming network 5 is stored in one or more network data repositories 61, 67, 69.
  • the data repositories 61, 67, 69 are made of battery backed-up non-volatile SRAM (Static Random Access Memory), which provides dual advantages of having extremely fast data input and output, and having a power source that is independent from the network 5 or the EGMs 10.
  • the data repositories 61, 67, 69 may also be mirrored, i.e., duplicate copies are made in real-time. This prevents data from being lost if one of the battery sources should fail or other catastrophic event.
  • Data may be stored in the data repositories 61, 67 69 using CRCs (Cyclic Redundancy Checks) and timestamps to ensure the data is valid and non-corrupt.
  • CRCs Cyclic Redundancy Checks
  • Configuration data is created at a configuration workstation 44 and stored in the data repositories 61, 67, 69.
  • Configuration data may include message data for players, which can be displayed on the display 218, as well as for promotions such as bonuses, which can likewise be communicated to the player via the display 218.
  • Player message data is stored in the data repository 61, where it can be accessed by a player server 60.
  • Player message data can include welcoming messages, casino and EGM maps, card-in/card-out messages, and special messages about current promotions, dining, casino services, calendaring, event planning, for instance, all of which can be displayed on the display 218.
  • the player server 60 reads the message data from the data repository 61 and sends a properly formatted message back to the bank controllers 30 and EGMs 10. These player messages may be displayed on a screen 32 for an entire bank, or may be shown on the display 218. hi a like manner, messages created by the player at the display 218 are sent via the network 5 to the host computer.
  • Other configuration data created at the configuration workstation 44 and stored in the data repositories 61, 67, 69 may include casino configuration data, such as identification of each EGM 10 on a casino floor. Additional parameters stored in the data repository 67, 69 are parameters used in promotions, such as bonus promotions. These parameters include such items as what EGMs 10 are included in the promotion, such as which EGMs are capable of playing secondary games, how to fund a bonus, i.e., if a bonus is funded by a portion of the coin-in amount of the EGMs 10, whether a paid bonus is to be taxed or non-taxed, and other parameters. As players play the EGMs 10 in the gaming network 5, the EGMs send data from their coin meters, or meter values.
  • One or more bonus server 66 stores these meter values, or summaries of the meter values, in its associated data repository 67.
  • the bonus servers 66 can also operate based on the present and stored meter values to determine an amount of money being wagered on the EGMs in near realtime.
  • the bonus servers 66 can use the amount of money being wagered to calculate bonus pools that are funded as a percentage of the coin-in of participating EGMs 10. For instance, the bonus servers 66 can calculate a present amount of a bonus pool that is funded at one-half of one percent of the coin-in for the participating EGMs 10.
  • An example of bonus promotions that can be operated from the bonus servers 66 includes LUCKY COIN and progressive bonuses, for example.
  • Players can be provided with game information, such as game totals, bonuses, promotions, progressive jackpots, etc. via the display 218.
  • the promotion server 68 can use an amount of money being wagered to calculate promotion pools funded as a percentage of the coin-in.
  • the casino or operator can configure the promotion server 68 to award promotions not related to coin-in, for example, incentives for enrolling in player tracking programs, which can occur at the display 218.
  • the promotion server 68 may include functions and processes operative to generate signals to cause a system award to be generated and to communicate the generated system award to the particular EGM 10 at which the player receiving the award can be notified and receive the award via the display 218.
  • the player can communicate to the host computer via the network and can, for instance, opt whether to receive an award or whether to add the award to the player's stored credits associated with his player tracking account.
  • the promotion server 68 can access data stored anywhere on the network 5 looking-for triggering events, such as: from any of the databases 100 described below; from any of the data repositories 61, 67, 69; from the bank controller 30; and from a bonus engine 220 (Fig. IB) on any or all of the EGMs 10 coupled to the gaming network.
  • the promotion server 68 determines that a triggering event has been satisfied and that a system or bonus award should be generated, it sends appropriate signals to the bonus engine 220 of the appropriate EGM 10 through the gaming network 5 to deliver the award or initiate the game via the display 218. Records of awards, promotions, bonuses, and may be maintained by the promotion server 68 or elsewhere in the gaming network 5 for tracking and accounting purposes.
  • the servers 60, 66, 68 could be embodied in a single device, or in other configurations, and do not have to appear as in Fig. 2A, which is only a functional representation.
  • the data repositories 61, 67, 69 could be embodied in a single device.
  • data is generated by the EGMs 10, data is passed through communication hardware, such as Ethernet hubs 46, and a concentrator 48.
  • the concentrator 48 is also coupled to a translator 50, which includes a compatibility buffer so that the data from the EGMs 10 can be used by a server cluster 56 (Fig. 2B), and other parts of the gaming network 5.
  • a communication hub 102 is connected to the translator 50 and to an event monitor 104.
  • the event monitor 104 is also coupled to a server cluster 56 (Fig. 2B).
  • the server cluster 56 may, of course, be embodied by more than one physical server box. In practice, including multiple server boxes with dynamic load sharing and backup capabilities of one another ensures the gaming network 5 is nearly always operational.
  • the server cluster 56 is attached to and manages several databases, such as a slot accounting database 90, a patron management database 92, a ticket wizard database 94, a "Cage Credit and Table Games” (CCTG) database 96, a player tracking database 98, and a cashless database 99. These databases are collectively referred to as the databases 100. Of course these databases 100 are only exemplary, and more or fewer databases can be part of the gaming network 5. hi some embodiments, particular servers in the server cluster 56 manage a single database. For example, a single server in the server cluster 56 may manage the slot accounting database 90, while another server manages the patron management database 92. Such implementation details are well within the expertise of one skilled in the art. However, for ease of illustration, Fig. 2B shows a single server cluster 56 that is coupled to all of the databases 100.
  • the slot accounting database 90 receives and stores statistical and financial information about the EGMs, such as dates, times, totals, game outcomes, etc. This statistical and financial information, and the analyses thereof, can be made available to a player or group of players via the display 218.
  • the patron management database 92 stores information regarding identified players, such as how often and which games they play, how often they stay in the casino, their total loyalty points, past awards, preferences, etc.
  • the ticket wizard database 94 stores data about tickets that are issued by the EGMs, such as payouts and cashout tickets, as well as promotional tickets.
  • the CCTG database 96 stores information about non-EGM 10 data in a casino. That data is typically generated by a client station (not shown) coupled to one of the bank controllers 30.
  • the client station can be located in a casino cage or at a table game, for instance, and data generated by the client station is forwarded to the CCTG database 96 where it is stored. For example, data such as when and how many chips a customer buys, when a customer creates or pays off markers, when a customer cashes checks, etc. is stored in the CCTG database 96.
  • the player tracking database 98 is a subset database of the patron management database 92, and is used when data retrieval speed is important, such as for real time promotions and bonusing.
  • the cashless database 99 stores information about payment options other than bills, coins, and tokens.
  • Application clients 80 and 82 couple to the server cluster 56, and can retrieve data from any or all of the databases 100.
  • Application programs run on an application client 80, 82 to provide users information about the gaming network 5 and the casino in which the network is established and to cause functions to operate on the gaming network 5.
  • An example application client 80 could include, for instance, an accounting server that allows queries and provides reports on financial and statistical information on single or groups of EGMs 10.
  • a data interface 88 presents a uniform interface to other applications and servers (not shown), and grants access to retrieve data from the databases 100. Typically these other clients or servers would not be controlled by the same entity that provides the other components of the gaming network 5, and therefore the data interface 88 grants only guarded access to the databases 100.
  • casinos can provide vertical interactive player interfaces to provide players access to casino services, such as player tracking, bonuses and promotions, refreshments and reservations, upcoming events, video and audio programming, text messaging, casino maps, etc. even where more traditional player interfaces are not possible because of antiquated equipment or spacing considerations.

Abstract

Des modes de réalisation décrits dans cette invention concernent un dispositif d'interface joueur vertical pourvu d'une fonctionnalité de suivi du joueur ainsi que des méthodes permettant de mettre à niveau des machines à jeu électroniques existantes avec des interfaces joueur verticales et des dispositifs de suivi. L'interface joueur est conçue pour faciliter l'interaction du joueur avec le réseau de jeu afin de permettre un échange de données, un jeu virtuel, un suivi du joueur, un système d'octroi de bonus et des services et des promotions de casinos.
PCT/US2005/002339 2005-01-24 2005-01-24 Systeme permettant de communiquer avec un joueur WO2006080911A1 (fr)

Priority Applications (6)

Application Number Priority Date Filing Date Title
PCT/US2005/002339 WO2006080911A1 (fr) 2005-01-24 2005-01-24 Systeme permettant de communiquer avec un joueur
MX2007008890A MX2007008890A (es) 2005-01-24 2005-01-24 Sistema para comunicarse con un jugador.
CA002593372A CA2593372A1 (fr) 2005-01-24 2005-01-24 Systeme permettant de communiquer avec un joueur
EP05712003A EP1842170A1 (fr) 2005-01-24 2005-01-24 Systeme permettant de communiquer avec un joueur
AU2005325724A AU2005325724B2 (en) 2005-01-24 2005-01-24 System for communicating with a player
AU2011201886A AU2011201886B2 (en) 2005-01-24 2011-04-27 System for communicating with a player

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/US2005/002339 WO2006080911A1 (fr) 2005-01-24 2005-01-24 Systeme permettant de communiquer avec un joueur

Publications (1)

Publication Number Publication Date
WO2006080911A1 true WO2006080911A1 (fr) 2006-08-03

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Application Number Title Priority Date Filing Date
PCT/US2005/002339 WO2006080911A1 (fr) 2005-01-24 2005-01-24 Systeme permettant de communiquer avec un joueur

Country Status (5)

Country Link
EP (1) EP1842170A1 (fr)
AU (2) AU2005325724B2 (fr)
CA (1) CA2593372A1 (fr)
MX (1) MX2007008890A (fr)
WO (1) WO2006080911A1 (fr)

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US9875499B2 (en) 2015-02-16 2018-01-23 Synergy Blue, Llc Enhanced on-demand service functionality implemented in casino gaming networks

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US20020155887A1 (en) * 2001-04-19 2002-10-24 International Game Technology Universal player tracking system
US20030054868A1 (en) * 2001-09-20 2003-03-20 International Game Technology Game service interfaces for player tracking touch screen display
US20030109307A1 (en) * 2001-06-11 2003-06-12 Boyd Scott A. Method and apparatus for communicating with a player of a networked gaming device
WO2004025594A1 (fr) * 2002-09-16 2004-03-25 Igt Mecanismes de communication pour la surveillance de joueurs dans une machine de jeu

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US6375567B1 (en) * 1998-04-28 2002-04-23 Acres Gaming Incorporated Method and apparatus for implementing in video a secondary game responsive to player interaction with a primary game
US7976389B2 (en) * 2000-09-29 2011-07-12 Igt Method and apparatus for gaming machines with a tournament play bonus feature

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Publication number Priority date Publication date Assignee Title
US20020155887A1 (en) * 2001-04-19 2002-10-24 International Game Technology Universal player tracking system
US20030109307A1 (en) * 2001-06-11 2003-06-12 Boyd Scott A. Method and apparatus for communicating with a player of a networked gaming device
US20030054868A1 (en) * 2001-09-20 2003-03-20 International Game Technology Game service interfaces for player tracking touch screen display
WO2004025594A1 (fr) * 2002-09-16 2004-03-25 Igt Mecanismes de communication pour la surveillance de joueurs dans une machine de jeu

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9875499B2 (en) 2015-02-16 2018-01-23 Synergy Blue, Llc Enhanced on-demand service functionality implemented in casino gaming networks
US11080778B2 (en) 2015-02-16 2021-08-03 Synergy Blue Llc Enhanced on-demand service functionality implemented in casino gaming networks

Also Published As

Publication number Publication date
CA2593372A1 (fr) 2006-08-03
AU2005325724A1 (en) 2006-08-03
AU2005325724B2 (en) 2011-01-27
AU2011201886B2 (en) 2012-03-15
EP1842170A1 (fr) 2007-10-10
MX2007008890A (es) 2008-01-14
AU2011201886A1 (en) 2011-05-19

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