WO2012139083A1 - Management system for skill-based component and game objects of games in a casino application - Google Patents

Management system for skill-based component and game objects of games in a casino application Download PDF

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Publication number
WO2012139083A1
WO2012139083A1 PCT/US2012/032652 US2012032652W WO2012139083A1 WO 2012139083 A1 WO2012139083 A1 WO 2012139083A1 US 2012032652 W US2012032652 W US 2012032652W WO 2012139083 A1 WO2012139083 A1 WO 2012139083A1
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Prior art keywords
game
player
exchange device
interactive
gwc
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PCT/US2012/032652
Other languages
French (fr)
Inventor
Miles Arnone
Eric Meyerhofer
Caitlyn ROSS
Original Assignee
Mercury Associates, Structure Ii
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Publication date
Application filed by Mercury Associates, Structure Ii filed Critical Mercury Associates, Structure Ii
Publication of WO2012139083A1 publication Critical patent/WO2012139083A1/en
Priority to US13/961,849 priority Critical patent/US20130324227A1/en
Priority to US15/456,079 priority patent/US10235835B2/en

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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
    • G07F17/3272Games involving multiple players
    • G07F17/3281Games involving multiple players wherein game attributes are transferred between players, e.g. points, weapons, avatars

Definitions

  • the GWEx system uses its own unique underlying currency, as its base currency to effect the exchanges, and all other forms of GWC (i.e. game specific, operator specific, redemption specific, etc.) are managed in the context of their worth in terms of this base underlying currency, called "UGWC" and defined below.
  • FIG. 10 is an architecture diagram of a game exchange in accordance with the present disclosure.
  • the GWEx looks in Lhe lable for a row for Game B and reads the object stored in lhal row, thus reLurning the correct converted object for Game B.
  • a similar table such as exemplary
  • GWO the player accumulates as a function of game play can be stored in the native GWC or GWO form (i.e. GWCl , GWC2, GWOl, GW02 etc.) or translated into a Universal Game World Credit (UGWC) or Universal Game World Objects (UGWOs).
  • the GWEx keeps track of the player ' s currency positions in an account and confers this information to relevant player tracking systems through the interface layer.
  • the GWEx as a matter of policy seL by the operaLor, can force conversion of a player's varied GWC or GWOs into UGWC or UGWOs at a specific time or interval, or can store each type of CWC or GWO as an independent record indefinitely. This is one of many operator specific choices controlled through the supervisory layer 202.
  • the GWEx provides a mechanism to glue to together these disparate GWC classes into a cohesive approach, (liven the disparity of the various GWC type and classes, a common currency is required. For this invention, it is the UGWC.
  • the GWEx is used by the operator to establish a conversion factor between each type of GWC and UGWC. At Level 0, UGWC0 is the common currency used to affect this translation.
  • the GWEx may not use UGWCs or UGWOs. Instead, the

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A game exchange for exchanging game world credits or game world objects between different kinds of interactive games. The game exchange maintains a set of exchange tables determining an exchange rate between the game world credits or the game world objects for the different interactive games. The interactive games may be components of a hybrid game having both an interactive component and a game of chance. In addition, the game world credits or game world objects may be exchanged for player points in a player tracking system for a conventional casino or the like.

Description

MANAGEMENT SYSTEM FOR SKILL-BASED COMPONENT AND GAME OBJECTS
OF GAMES IN A CASINO APPLICATION
CROSS-REFERENCE TO RELATED APPLICATIONS
[00011 The present application claims the benefit of U.S. Provisional Patent Application
No. 61/516,693, Hied April 6, 201 1 and U.S. Provisional Palent Application No. 61/630, 180, filed December 6, 2011, the contents of each of which arc hereby incorporated by reference as if fully stated herein.
BACKGROUND OF THE INVENTION
Field of the Invention
[0002J The present disclosure relates lo gaming, and more specifically to gambling using interactive entertainment games.
Background
[00031 The gamin machine manufacturing industry provides a variety of gaming machines to enable wagering for interested parties whilst providing an entertainment experience. An exemplary gaming machine is a slot, machine. As the demographic of eligible players has shifted with time to newer generations who have grown accustomed to highly sophisticated graphics and interactive games, a need has arisen to increase the entertainment content present on a gaming machine to keep it relevant, to a growing portion of a casino's patronage.
[00041 Conventional interactive games include a crediting system wherein a player of the interactive game accumulates credits and awards for achieving certain levels within the game, talcing certain actions, etc. In addition, the player may acquire game objects that are useful to the player in playing a game. Typically, these game objects become more powerful and/or desirable the as the game player advances through the game.
Γ00051 However, a conventional interactive game does not have the capability of importing or exchanging credits and objects with other types of interactive games.
Furthermore, conventional interactive games cannot exchange credits with gaming machines or gaming systems, such as player tracking systems.
SUMMARY
[0006] The present disclosure is directed to a form of gaming machine, designed for use in a physical or virtual casino environment, that provides players an environment in which to play for cash, prizes and points, either against the casino or in head to head modes in a controlled and regulated manner while being allowed to use their skills and adeptness at a particular type of game. An example of such a game would be a challenging word spelling game, or an interactive action game such as is found on video game consoles popular today, such as a PlayStation®, an Xbox®, a Wii® or a PC based game.
10007] This design, therefore, relates generally to an interactive entertainment game where skill and chance may coalesce to provide a rich gaming experience, visually exciting and challenging, where players may wager cash, credits, prizes and points in order to win more of the foregoing.
[00081 The present disclosure is also directed to a system for application with a casino gaming environment that manages skill-related credits or game world objects acquired by game players in the context of a single-player, multi-player cooperative and/or head-to-head environment in which the participant(s) win cash and credits as a result of their- play activity within the environment. The system allows credits and objects acquired across disparate games in disparate locations and/or across disparate operators, to flow seamlessly across these boundaries.
[00091 In addition, the system manages the accounts for and exchanges of a type play points or credits, herein termed Game World Credit ( GWC), or Game World Objects (GWOs) that, accrue to players as a function of their demonstrated skill within an interactive game, such as a video game, or a gaming machine having an interactive game component, etc. Within an interactive game, GWC or GWOs are accrued and/or consumed during play of the interactive game. In the case of a gaming machine having an interactive game component, the gaming machine operates on and/or accrues or consumes two forms of "currency", the first currency being a type of Real world Credit (RC), such as legal tender, credits in an account, tokens redeemable for credits or legal tender, etc., and a second currency being GWC, the gaming machine including a traditional game of random chance playing for the RC which functions in concert with a skill-based interactive game playing for the GWC, such a gaming machine herein termed a hybrid game.
[00101 In one aspect, one or more games are operatively connected in various arrangements through a Wide Area Network (WAN) or a Local Area Network (LAN) to one or more servers that control various aspects of a gaming environment. For example, the one or more servers provide gaming regulatory body monitoring, financial accoxmting and forms of player monitoring or player tracking for marketing purposes. 10011J In another aspect, the system interfaces to each of the aforementioned games, other computer devices, as well as existing casino management software, and provides a game world exchange across disparate games, gaming environments (e.g. casino floors, the intertiet in country X, the internet in country Y, mobile device type A in country Z, etc.) and game operators (e.g. casinos, on line gambling companies, mobile service providers, etc.). A system, herein termed a Game World Exchange (GWEx) also provides mechanisms for exchanging GWC into other forms of currency such as cash, vouchers, coupons, prizes, etc. as well as concrete goods and services via a form of barter (e.g. a dinner for two, a massage, a car. etc.). The GWEx system provides an interface by which approved users can establish a range of parameters governing the exchange of GWC, including exchange rates.
L0012J In another aspect, the GWEx system also maintains a record of all exchanges that are undertaken, and can assess charges in the form of GWC or another currency, including legal tender, in the form of a transaction fee for affecting the exchange.
10013] In another aspect, the GWEx system can also bank GWC on behalf of a player, operator, or other entity.
[0014] In another aspect, the GWEx system uses its own unique underlying currency, as its base currency to effect the exchanges, and all other forms of GWC (i.e. game specific, operator specific, redemption specific, etc.) are managed in the context of their worth in terms of this base underlying currency, called "UGWC" and defined below.
[0015] In another aspect, the GWEx system is used to manage Game World
Objects (GWOs) instead of GWC through the use of Universal Game World Objects (UGWOs) instead of UGWCs.
[0016] In another aspect, a separate system can be used to manage GWOs and UGWOs, such that the GWEx are replaced by one or more Game World Object Exchanges (GWOExs).
[0017] In another aspect, the GWEx can operate on various types of GWC and
GWOs.
[0018] In another aspect, the GWEx converts GWC and/or UGWC into forms of GWO or UGWO and vice versa.
[00191 In another aspect, the GWEx manages GWOs and GWC separately. Γ00201 In another aspect, a GWO can be won or lost in a side bet. Players put up a GWO they own as a stake in such a bet, in the same way that they bet GWC or other forms of RC that are associated with their player account. GWOs are won or lost by a player as a function of performance in the hybrid game, either as a bonus driven as a result of a gambling game result, or as a function of performance, within the context of the entertainment game, or a combination of both or at the discretion of the operator based on a wide range of factors (i.e. time spent at a casino, player club status, etc.). For example, within a context of a hybrid football game a player might be awarded Lawrence Taylor to his Learn, or a draft pick in the upcoming "mock draft", as a function of the amount of GWC accumulated, having scored a certain number of touchdowns in the football game, having sacked the quarterback more than N times, etc. Likewise, a particularly poor performance could cause a game player to lose Lawrence Taylor as a player on his team.
[0021J By way of example, a GWEx or GWOEx makes it possible for a gaming machine or interactive game to trade a sword obtained by a player in an adventure game for a reusable blank Scrabble tile in another game gaming machine or interactive game. Another example would be that a gaming machine or interactive game with Lawrence Taylor on a football team trades Lawrence Taylor to another a gaming machine or interactive game to get Wayne Gret/ky for use in a hockey game.
[0022J In another aspect, a hybrid gaming machine or an interactive video game is modi fied to exchange GWC or GWOs with another hybrid gaming machine or an interactive video game.
Γ00231 Jn another aspect, a server is modified to act as a GWHx or GWOHx to facilitate exchange of GWC or GWOs between a hybrid gaming machine or an interactive video game with another hybrid gaming machine or interactive video game.
[00241 In another aspect, a GWEx interacts with a Player Tracking System (PTS) to convert GWC' or GWOs into player points for use by a player playing a gaming machine.
[0025] In another aspect, a system, namely the GWEx, is constructed to exchange
GWC, based on a pre-determined exchange rate, between any combination of different gaming platforms, different locations and different networks, thereby allowing player to fluidly port their GWC from one game context to the next. [0026J In another aspect, a GWEx is operatively connected to other GWExs to form a wide area exchange network of different layers as may be required to connect to disparate-' Hybrid Game classes, Hybrid Game networks, internet vs. local area network
arrangements, gaming locations and gaming operations, such that GWC may be fluidly exchanged between all these domains.
I0027J In another aspect, the GWEx is operatively connected to one or a plurality of
Hybrid Games, in one or more domains, for the purposes of exchanging and accounting for GWC.
10028] In another aspect, the GWEx is constructed to convert GWC from one domain or Game, into a unified "currency", namely a UGWC, and to convert UGWC into GWC in another domain, based on established exchange rates.
10029] In another aspect, the GWEx is constructed to exchange, manage and account for a plurality of GWC types in one or more Hybrid Games and/or domains.
[0030J In another aspect, the GWEx supports protocols and interfaces allowing it to connect with other GWExs and Hybrid Games, across a number of network types, such that any GWEx in the hierarchy chain or in any domain may conduct transactions which exchange UGWC (or GWC) in and out of the whole of the system, withoxit negatively- impacting the integrity of the accounting of the credits and the system.
10031J In another aspect, the GWEx is constructed to exchange, manage and account for a plurality of UGWC types in one or more Hybrid Games and/or domains.
[0032] In another aspect, the GWEx is constructed to convert GWC and/or UGWC into other forms of currency, such as legal tender, vouchers, coupons, prizes, etc.
[0033] In another aspect, the GWEx is constructed to assess an exchange transaction fee to the transaction, taking payment in the form of legal tender, GWC, or UGWC.
[0034] In another aspect, the GWEx is constructed to perform a banking function whereby a player's UGWC and/or GWC may be securely stored for later retrieval. Such feature subsumes that the GWEx would contain databases, secxire password methods, accounting logs, web or network interfaces and the other fundamentals of a complete electronic vault to safely and securely store UGWC, GWC and any applicable transaction fees. [0035] In another aspect, the GWEx is constructed to operatively connect to a traditional player tracking system in order to allow exchanges of player club points with UGWC and/or GWC, and to exchange other player activity between the systems.
10036] In another aspect, the GWEx is constructed to operatively connect with a
Hybrid Game such that the game can act as terminal where a player can review information related to their player account, and perform transactions and exchanges of UGWC and GWC.
[0037] In another aspect, the GWEx is constructed to connect with a Hybrid Game such that transactions involving the GWEx can operate in the skill or entertainment portion of the Hybrid Game in the game context.
BRIEF DESCRIPTION OF THE DRAWINGS
10038J These and other features and aspects of the present disclosure will become better understood with regard to the following description, accompanying drawings and appendix where:
[0039] Fig. 1 is a diagram illustrating a game world exchange in accordance with the present disclosure;
[0040J Fig. 2 is an architecture diagram of a game world exchange device in accordance with the present disclosure;
[0041] Fig. 3 is an architecture diagram of a game device in accordance with the present disclosure;
[0042] Fig. 4 is a diagram illustrating a network of game exchanges in accordance with the present disclosure;
[00431 Fig. 5 is a diagram illustrating a hierarchy of networked game exchanges in accordance with the present disclosure;
[0044] Fig. 6 is a diagram illustrating the use of a player tracking system in accordance with the present disclosure;
[0045] Fig. 7 is a sequence diagram illustrating the interactions between game devices and a game exchange in accordance with the present disclosure;
[0046] Fig. 8 is a sequence diagram illustrating a sequence of interactions between game devices and an interactive game player account server in accordance with the present disclosure; 10047] Fig. 9 is a sequence diagram illustrating a sequence of transactions between game devices, a game world exchange and a player tracking system in accordance with the present disclosure;
[00481 Fig. 10 is an architecture diagram of a game exchange in accordance with the present disclosure;
[0049J Fig. 1 1 is an architecture diagram of a game device in accordance with the present disclosure; and
[00501 APPENDIX A is a list of terminology as used herein.
[0051] Identically labeled elements appearing in different ones of the figures refer to the same elements but may not be referenced in the description for all figures.
DETAILED DESCRI PTION
[0052J. Fig. 1 is a diagram illustrating a game world exchange in accordance with the present disclosure. A game world exchange device 100 is operatively connected to one or more game devices via a network, such as network 1 02. l ixemplary game devices include a mobile computing device 104 (such as personal digital assistant, smartphonc or the like), hybrid game 1 06, game console 108 and a general purpose computer 1 10 (such as a personal computer or the like). Each of the game devices host one or more interactive games that arc played by a player to acquire GWCs and GWOs or the like. In addition, a game device hosting a hybrid game hosts a game of chance that is operati vely connected to an interactive game. When a player plays the interactive game of the hybrid game, the player also plays the game of chance. Hybrid games arc more fully described in PCT Application Nos. PCT/l LSI 1/26768 and PCT/US 11/63587, the contents of each of which arc hereby incorporated by reference as if fully slated herein.
[0053] In one aspect, the game world exchange device operates on Game World Credits
(GWCs), in which case the game world exchange device is termed herein a Game World Credit 1 Exchange (GWCI 0· In other aspecls, the game world exchange device operates on Game World Objects (GWOs), in which case, the game world exchange device is termed herein a Game World Object Hxchange (GWOH). In another aspect, the game world exchange device operates using both GWCs and GWOs. Λ game world exchange device is generally termed herein a Game World Exchange (GWEx).
[0054] In anolher aspect, the game world exchange device 1 00 is operatively connected to a database 101 for the storage and retrieval of GWCs and GWOs as described herein. [0055J The game world exchange device 100 may be further opcrativcly connected to one or more game player account servers, such as game player account server 112. The game world exchange device 100 obtains GWCs and GWOs from the game player account sever I 1 2 that arc associated with a player by the game player account server 112.
[0056] 'Hie game world exchange device 100 may be further operatively connected to a player tracking system 118. The player tracking system stores player points associated with a player for use by a player when playing a game of chance associated with the player tracking system. The game world exchange device may exchange GWCs and GWOs with the player tracking system by converting GWCs and GWOs into player points and vice versa. When the player points arc stored on the player tracking system, a conventional gaming machine, such as gaming machine 116 may access the player points for use by a player playing the gaming machine.
[ 00571 In one aspect, the network 102 may be a Local Area Network (LAN) or may be a plurality οΓ J ,ANs operatively connected and operating under one or more domains. In another aspect, the network 102 may be a Wide Area Network (WAN) such as the Internet.
[00581 Fig. 2 is an architecture diagram of various logical components of a GWHx in accordance with the present disclosure. A GWEx 200 includes the logical components of a supervisory layer 202, an interface layer 204, an exchange rate table 206, an exchange rate engine 208 and one or more player accounts 210. .Study of l 'ig. 2 in relation to the other figures and related descriptions in this disclosure will make apparent the various functions which reside within the GWEx, and their interrelation, so that the GWHx may operatively connect to other GWT,xs and game devices, and that enable the GWHx to accomplish exchange functions. NoLe that as termed herein the term "accounts" also refers collectively to "interchange accounts".
[0059] 'Hie accounts 210 reflect player GWC and GWOs of various types, but also balances (positive or negative) of merchants, vendors, casinos, operators and other parties that provide redemption means for one or more types of GWC, UGWC, GWOs and UGWOs.
Access to the accounts, and management of the accounts is controlled by the supervisory layer 202, and under the supervisory layer's direction, the exchange rate engine 208.
[0060] '! "he exchange rate table includes the conversion ratios between various types of
GWC, UGWC, GWOs and/or UGWOs as well as other forms of currency (e.g. U.S. Dollars, Japanese Yen, hamburgers at restaurant X, etc.) [0061] In one aspect, the various GWCs arc stored in their native format, in which case an exemplary exchange table for a particular GWC of would take a form as follows in Table 1 :
Figure imgf000011_0001
[0062] For example, each conversion factor for converting a type of GWC used by an interactive game is stored in a manner such that, in order to obtain a conversion factor for converting GWC from Game A into GWC for Game B, the GWEx iooks to find a row for Game Λ and then looks across the row for Game Λ to find the column for Game B and reads the rate for converting from GWC in Game A to GWC in Game B, namely RateAB.
[0063] In another aspect, Lhe GWCs are converted to UGWCs, in which case an exchange table would take the form of exemplary Tabic 2:
Figure imgf000011_0002
i(M)64] To use such a table, for example, the GWEx looks up a row for a game, such as
Game A, and reads across the row to find a rate for converting GWC of Game A into UGWC, namely Rate AU. Alternatively, to convert from UGWC to GWC of Game A, the GWEx looks along the row for Game Λ to the rate for exchanging UGWC into GWC of Game A, namely Rate UA.
[0065J In anoLher aspect, similar tables are used to convert G WOs of one game into
GWOs of another game, as exemplified by Table 3:
Figure imgf000011_0003
[00661 For example, to convert an object in Game A to an object in Game B, the GWEx looks in Lhe lable for a row for Game B and reads the object stored in lhal row, thus reLurning the correct converted object for Game B. 10067] In another aspect, in order to use UGWOs, a similar table, such as exemplary
Table 4 below, associating universal objects with objects in a particular game, is used:
Figure imgf000012_0001
[0068] For example, to convert an object, Object A2, in Game A to a UGWO, the GWHx looks in Lhe table for a row for Game A and then reads along that row until the GWHx finds the column containing Object Λ2. The GWEx then looks in that column for the Univcrsal:Objcct2 that corresponds to Object A2.
10069] The exchange rale engine 208 ensures accounts remain in balance, includes checks and balances on exchanges (i.e. rate limitations, limits on amounts exchanged). The exchange rale engine also communicates with supervisory layer 202 as to the stale of exchanges.
[0070] The interface layer 204 manages communication between GWExs and also between a GWEx and a specific game device. The interface layer also communicates with players through various hybrid game GWKs, game devices, web interfaces, or other means, to allow for account management, the implementation of exchanges, etc. The interface layer also facilitates communication with player tracking systems, such as player tracking system 1 1 8 of Fig, 1.
Γ0071] The supervisory layer 202 controls access to the accounts 210, the exchange rate engine 208 and the exchange rate tables 206. 'ITirough the supervisory layer, a parly with the appropriate level of authority can monitor and affect the operation of these subsystems. The supervisory layer also includes the mechanism for applying charges to the various accounts as a function of activity, balance or other user defined metrics.
[0072] Accordingly, within the GWEx 200, for a given player, each form of GWC or
GWO the player accumulates as a function of game play can be stored in the native GWC or GWO form (i.e. GWCl , GWC2, GWOl, GW02 etc.) or translated into a Universal Game World Credit (UGWC) or Universal Game World Objects (UGWOs). The GWEx keeps track of the player's currency positions in an account and confers this information to relevant player tracking systems through the interface layer. The GWEx, as a matter of policy seL by the operaLor, can force conversion of a player's varied GWC or GWOs into UGWC or UGWOs at a specific time or interval, or can store each type of CWC or GWO as an independent record indefinitely. This is one of many operator specific choices controlled through the supervisory layer 202.
[0073J In addition Lo providing mechanisms to convert one type of GWC into another
(namely the exchange rate engine), and to store records of the level of player GWC, the GWEx provides a forum for converting GWC and/or UGWC into other forms of currency (including real world money such as U.S. Dollars) and/or things of value (i.e. redemption); also as part of the Exchange Rate Engine. For example, a player might be able to convert 50,000 UGWC into a free trip to Las Vegas, or 25,000 UGWC into a home entertainment system, or 75,000
GWCMaddcn Football into entry into a Madden FootballTM tournament in Atlantic City on a specific date in the future, said tournament offering cash prizes or other material incentives. 10074J The GWEx can store additional, player-specific information in an Account along with the player's GWC records relating to the player's standing in one or more game types, or it can store solely GWC records and link these to other player information as stored in a player tracking system. There are also accounts within the GWEx to store information about GW1 £x balances for other participants in the system that arc not players, such as operators and/or businesses who might be offering items or services for redemption.
[0075J The GWEx is capable of interacting with the a specific game's GWE, not only lo receive the value of GWC earned by the player during game play on that machine, but to provide information lo the player through the game-specific GWE, such that the GWE acts as a local terminal for the player, by winch s/hc can check GWC and UGWC balances, redeem GWC or UGWC for goods or services, exchange one type of GWC for another or convert it into UGWC or vice versa. This functionality is enabled by the Inter ace Layer of the local GWE and the Interface Layer of the GWEx in question.
[0076] 'ITie GWEx, and when more than one level of GWEx is in existence, the network of GWExs, act like a banking system. A local GWE can be, in effect, a full service bank terminal in the context of GWCs of various types, as well as a store front where GWC can be redeemed Tor worldly goods and services, as well as, in one embodiment, cash. The local GWE (and/or the relevant G Wl ix) can control a printer or other output device to confer redeemed goods or services upon the player in the form of a coupon, or a download (e.g. a piece of software, a coupon, a redemption code, etc.) to a local wireless device (e.g. a smarlphone or iPad). The GWEx can also communicate this information to wireless or other devices (e.g. printer), software or email accounts independent of the local GWE, in keeping with pre- established player preferences or player preferences as selected at the time of redemption.
10077J The GWEx may be managed by a casino operator, or a 3rd party. In the case where the GWEx at a higher level (e.g. level n) spans multiple operators it is likely to be managed by a consortium of those operators or by a 3rd party.
10078J Connection of a GWEx to the Hybrid Game, cither directly or indirectly, allows the possibility for the GWEx to function with the game world context of the Hybrid Game. For example, say a player has 1000 UGWC in the system. The player is also playing a Hybrid Game which is a wandering traveler adventure game. In the adventure game, there is a merchant shop in a village, and the player wishes to buy some provisions, so the player enters the shop. Once in the shop, the player checks his "purse". The purse in the game is a graphic representation of the player's account on the GWEx. The GWEx, through its interface to the Hybrid Game, provides information as to what is in the player's account. Let's say in this example, each Hybrid Game GWC is worth 2 UGWC on the system. A check of the purse by the player in the game shows that there arc 500 gold coins in the purse (2: 1 exchange rate), which is the game's method fox- demonstrating the GWC that the player has at their disposal to spend. Ί "he player takes 5 gold coins out for payment and gives them to the shop keep. The act of paying the merchant in the game triggers the GWEx to debit the player's accounts 10 UGWC (the 2: 1 exchange rate). Let's say there is a transaction fee of 1 UGWC for this transaction. In the game, this could be represented as "tax for the king", effectively a sales tax. The act of paying the 5 coins would result in a total cost of 5 gold coins and a silver coin ( 1/2 the value of a gold coin in the game), so the game would show 6 gold coins removed, and a silver coin given back in change. This would be the same as the actual debit of 11 UGWC from the player account. Continuing the example, when the player decides to finish with the game, they could go to a bank in the village and deposit their money for safe keeping. The player would turn over the purse with say 655 gold coins in it (they had a good day), and play it on deposit with this virtual bank. There the money would remai n until either the player returned to the same game, or wished to access their bank account in the one world from a portal in another world. Since the player's account actually resides in the GWKx system, whereas it would appear to the player that they were going to convert from gold coins in the one game world to rubies in the other, they would actually be accessing their account within the GWEx and making a withdrawal of UGWC. 10079] Each type of skill-enabled gambling game has its own form of GWC. For example, the GWC for a game featuring a version of EA's Madden FootballTM has a different GWC than a game featuring a version of Ualo'I'M. It is also possible for GWC to vary by game type and/or casino and/or operator, as opposed to being equivalent for a given game type across multiple game floors and/or operators. Consider also the case where a casino operator may elect to run specials where a more liberal awarding of GWC on a type of game to promote its adoption and popularity. The operator may wish to allow the portability of GWC on this gaming special to other games not involved in the promotion where GWC is more difficult to earn. The GWEx provides a mechanism to glue to together these disparate GWC classes into a cohesive approach, (liven the disparity of the various GWC type and classes, a common currency is required. For this invention, it is the UGWC. The GWEx is used by the operator to establish a conversion factor between each type of GWC and UGWC. At Level 0, UGWC0 is the common currency used to affect this translation. For example, each unit of GWC in a game featuring Madden Football might be worth 1 UGWC0 at a particular casino, while each unit of GWC in a game featuring Halo (GWCHalo) might be worth two UGWC0. The effective exchange rate between GWCMadden Football and GWCHalo would be 2: 1 therefore. Operators can set the exchange rales explicitly by populating a table within the GWEx that expresses each type of GWC in terms of UGWC, or in another implementation, the UGWC can support a market-based approach, whereby the value of each type of GWC relative to other types of GWC is set through a trading process, by which holders of various types of GWC (e.g. players, operators, merchants, etc.) trade GWC in a market with trading rules set by through the GWEx (trade limits, caps on exchange rales, eLc). Note thaL in this embodiment, it is possible Lhat exchange rales may not balance across three or more types of GWC. The invention supports the case where all exchanges must be made in terms of UGWC to ensure balance, as well as allowing direct exchanges between various types of GWC where such balance is not assured.
[00801 GWC can also be accumulated by parties independent of playing a gambling game. 1 for example, playing a skill-based game at home on an X-box will generate a specific game score lhat is by definition a form of GWC (Figure I ). Ί Tiis specific form of GWC (e.g. GWCPlanLsVs/.ombiesXboxHome) can also be accumulated and ultimately exchanged for other forms of GWC or UGWC. GWC can also be accumulated independent of playing any type of gambling or video game whatsoever. The owner of a GWEx environment, acting in effect like a central banker, can sell GWC of any type to 3rd parties for distribution or subsequent resale. The resulting GWC can then be redeemed or traded at a later time through the GWEx.
[0081J Fig. 3 is an architecture diagram of a game device in accordance with the present disclosure. A game device 300 hosts an interactive game 302. The interactive game includes an interface layer 304 to opera tively connects a game device to a GWHx 308. Alternatively, if the game device is hosting a hybrid game, a Game World Engine (GWE) 306 may include the interface layer 304. In one aspect, the GWEx and the game device exchange GWC or GWOs that are appropriate for the interactive game 302 but the GWEx converts (310) the GWC into UGWC for internal processing. In addition, the GWEx may also convert the GWOs into UGWOs as needed for internal processing. The game device interfaces with a GWEx via the interface layer thus enabling the game device to connect to one or more GWExs. The connection itself can take place directly or via any suitable network topology, including the Internet, f 00821 Fig. 4 is a diagram illustrating a network of game exchanges in accordance with the present disclosure. Fig. 5 is a diagram illustrating a hierarchy of networked game exchanges in accordance with the present disclosure. Fig. 6 is a diagram illustrating the use of a player tracking system in accordance with the present disclosure.
[0083J .Speaking now of Figs, 4, 5 and 6 collectively, processor-executable instructions implementing a GWEx runs on one or game exchange devices, such as servers 400, 402, 404, 406, 500, 502, 504, 506, 508, 510, 51 2, 600, 602, 604, 606, 608, 610, 12, 614, 616, 18, 620, 622, that arc connected to one or more game devices. The connection to these game devices can be through the Internet, a wide area network (WAN), local area network (LAN), direct connection via wireline or wireless or any other means by which computers are connected. Λ GWEx can exist at a local level, and also at increasingly higher levels of abstraction. For example, a GWHx could service all οΓ the appropriate game devices at a single casino location (e.g. "Level 0"). Each of these GWEx's could then interface to another GWEx that operates as an umbrella over all casino locations within a single property group ("Level 1") or that spans several distinct playing areas within a single property. At an even higher level, a GWEx could bridge across muUiple properly groups ("Level 2") and so on through "Level N". Each instance of the GWHx could reside within a separate computer server, muUiple computer servers, or all or some of the GWHxs could exist within a single server or in the cloud. Ί Tie entire logic of the GWEx can also be embodied within a broader player tracking system up to and including the span addressed by the player tracking system itself (e.g. a specific property group), beyond which an interface to the next higher level of GWEx would be required (e.g. across property groups).
[00841 Referring now to Fig. 4, there arc two levels of GWExs. At the base level 0, two
GWHxs each connect to their own type of unique hybrid gambling game, namely hybrid games 410 and 412, respectively opcrativcly connected to server 402 and 404, each such hybrid game containing a GWE, of which one of its functions is to couple to the GWEx. In Fig.4, it can also be seen that a GWEx can interface with a heterogeneous mix of game types, machine types and/or gamc-location-typc combinations. Note from the figure that there arc various distinct types of devices depicted: a hybrid slot machine supporting GWC (such as the hybrid games of banks 410 and 412), a home PC 420 used for playing a cloud based computer game, a mobile computing device 422, and a Microsoft X-boxTM console 424 used in a home.
[00851 Fig. 4 also illustrates that each of the game groups has its own type of GWC, scaled as appropriate to its context. Note also, that some of the games have more than one type of GWC, such that the GWExs must be able to convert multiple types of GWC into a universal currency, UGWC.
10086J It should be noted in Fig. 4, that the mobile computing device 422, PC 420 and the X-boxTM 424 home console may not contain a complete GWE as defined in this disclosure, but would still contain a mechanism used to communicate information about the player's GWC levels and game performance to the GWEx to which the game devices arc connected.
[00871 Fig. 4 also illustrates an architecture whereby games of different types, different classes and i n di fferent locations have a method for interconnection to allow their disparate GWC. and GWOs to be converted into UGWC and UGWO, respectively. In Fig. 4 for example, GWC from one type of game, via its connection to the GWHx network and levels stack, would be converted to UGWC, and back into GWC applicable to a different type of game. The method, therefore, allows for portability of GWC between these various game, classes and locations. L00SSJ In Fig. 5, the architecture of Fig. 4 has been expanded to show an additional
GWEx level, namely level 2. In this example implementation, the GWl ixs have the following purposes:
[0089] l £ve1 0 GWHxs: one set, 504 and 506, is connected to two different games groupings, 520 and 522 respetively, in two different casinos for instance. Another, 510, is connected to a regional market of PCs 524 for game execution, and a fourth, 512, is connected to say a region set of home consoles 526.
100 0J l £ c\ I GWKxs: one, 502, is used to connect together a group of casinos all belonging to a group casino operator, and another one, 508, is used to join a set of region home console and PC! players together.
[0091J Level 2 GWEx, 500,530 is managed by an entity who offers a subscription service allowing casino operators and home console users the ability to perform interchange with 3rd parties, 530, who would like to offer goods and/or services and/or money for redemption by the use of UGWC based on the subscription terms which in turn results in redemption of GWC into one of the GWEx domains.
10092J Fig. 6 shows an example of a system connected in the casino context whereby
GWC can be freely interchanged between different games, casinos and even properly groups. Fig. 6 also shows how a traditional player tracking system 630 of one particular property can interface to the GWEx construct so that a player's club points could be interchanged (632, 634 and 636) in some manner with UGWC and inevitably be available on a connected game as GWC" in that game space.
10093J Fig. 7 is a sequence diagram illustrating the interactions between game devices and a game exchange in accordance with the present disclosure. A game device A 704 transmits a player 11 ) 706 to a GWEx 700 indicating a player playing an interactive game hosted by the game device Λ. The GWEx receives the player ID and cither creates or finds an account of GWC associated with the player ID. 'Fhe game device A transmits to the GWEx a game ID and an amount of GWC 708 to be converted into GWC for another game. The GWC are GWCs acquired by the player while playing the interactive game hosted by game device A. The GWEx receives the GWC transmitted by the game device A and converts ( 10) the GWC into UGWC that the GWEx then stores (712) the UGWC.
100941 Subsequently, the player, using another game device B 702, transmits the player' s
II) 71 4 to the GWEx. The GWEx receives the player ID and determines an account of GWC associated with the player ID. The game device B transmits a request for GWC 71 6 for another interactive game hosted by the game device B. 'I'he request includes an identifier for the another interacti ve game and optionally and identifier of the type of GWC that the game device is requesting. When the GWEx receives the request for the GWC from the game device B, the GWEx retrieves (718) UGWC stored in the GWEx and associated with the player in a player account. The GWEx then converts (720) the UGWC into GWC and transmits the GWC 722 to the game device B. The game device Π then uses the GWC when executing (724) the another interactive game hosted by the game device B.
[0095] In one aspect, the game device A and the game device B may be the same game device. That is, a player using the same game device may wish to play a first interactive game on the game device, store acquired GWC on the GWEx and then player another interactive game on the same game device using GWC retrieved from the GWEx.
[0096] In another aspect, an interactive game hosted by cither game device A or game device B is a component of a hybrid game having an interactive game and a game of chance as described herein.
[0097J In addition, it should be understood that either game device Λ or game device B can be any of the game devices described herein, such as a gaming machine, a mobile device, a general purpose computer, a game console, etc.
[0098] In another aspect, instead of, or in addition to, exchanging GWC, the game device
A, game device B, and the GWKx exchange GWOs.
[0099] In another aspect, the GWEx may not use UGWCs or UGWOs. Instead, the
GWEx may store GWC and GWOs in their native format and then convert the GWC and GWOs when retrieved as previously described herein.
[00100] Fig. 8 is a sequence diagram illustrating a sequence of interactions between game devices and an interactive game player account server in accordance with the present disclosure. Λ game device Λ 804 transmits a player TD 808 to a GWEx 800 indicating a player playing an interactive game hosted by the game device A. The game device A also transmits a game ID and an amount of GWC 10 to be converted into GWC for another game to the GWEx. "he GWKx receives the player ID, the game ID and the GWC request and accesses 812 an interactive game player account server 806 storing GWC for the player playing the interactive game of game device A. I Tie interactive game player account server retrieves (814) the GWC 816 and transmits the GWC to the GWEx. Ί Tie GWEx receives the transmitted GWC 816 from the interactive game player account server and converts (81 8) the GWC into UGWC that the GWEx then stores (820). 100101J Subsequently, the player, using another game device B 802, transmits the player's
ID 822 to the GWEx. The GWEx receives the player ID and determines an account of GWC associated with the player ID. l*he game device Π transmits a request for GWC 824 Tor another interactive game hosted by the game device B. The request includes an identifier for the another interactive game and optionally an identifier of the type of GWC that the game device is requesting. When the GWEx receives the request for the GWC from the game device B, the GWEx retrieves (826) UGWC stored in the GWEx and associated with the player in a player account. The GWEx then converts (828) the UGWC into GWC and transmits the GWC 830 to the game device B. The game device B receives the GWC 830 and then uses the GWC when executing (840) the another interactive game hosted by the game device B.
[00102] In one aspect, the game device Λ and the game device B may be the same game device. Thai is, a player using the same game device may wish to play a first interactive game on the game device, store acquired GWC on the GWEx and then player another interactive game on the same game device using GWC retrieved from the GWHx.
[00103] In another aspect, an interactive game hosted by either game device A or game device B is a component of a hybrid game having an interactive game and a game of chance as described herein.
[00104] In addition, it should be understood that either game device A or game device B can be any of the game devices described herein, such as a gaming machine, a mobile device, a general purpose computer, a game console, etc.
[001051 hi another aspect, instead of, or in addition to, exchanging GWC, the game device
Λ, game device B, and the GWEx exchange GWOs.
[001061 In another aspect, the GWEx may not use UGWCs or UGWOs. Instead, the
GWHx may store GWC and GWOs in their native formal and ihen convert the GWC and GWOs when retrieved as previously described herein.
Γ00107] Fig. 9 is a sequence diagram illustrating a sequence of transactions between game devices, a game world exchange and a player tracking system in accordance with the present disclosure. Λ game device Λ 904 transmits a player II) 908 to a GWEx 900 indicating a player playing an interactive game hosted by the game device A. ITie game device A also transmits a game ID and an amount of GWC 9.10 to be converted into GWC for another game to the GWHx. The GWCs are GWCs acquired by the player while playing the interactive game hosted by game device Λ. The GWEx receives the GWC transmitted by the game device Λ and converts (912) the GWC into UGWC that the GWEx then stores (914).
[0010SJ vSubsequenlly, the player, using another game device Π 802 that is a gaming device, transmits the player' s ID 16 to a player tracking system 906. The pJaycr tracking system 906 receives the player II) and forwards the player ID to GWHx 900. GWHx 900 receives the player ID and determines an account of GWC associated with the player ID. The player tracking system transmits a request for player points for the gambling game hosted by the gaming device B. When the GWEx receives the request for the player points from the game player tracking system, the GWEx retrieves (922) UGWC stored in the GWEx and associated with the player in a player account. The GWEx then converts (924) the UGWC into player points and transmits the player points 926 to the player tracking system. The player tracking system receives the player points 926 and transmits them as player points 928 to the game device B. The game device B then uses the player points when executing (930) the gambling game hosted by the game device B.
[00109] In another aspect, an interactive game hosted by device A or the gambling game hosted by device B may be components of hybrid games having interactive games and games of chance as described herein.
f 001101 In addition, it should be understood that either game device A or game device B can be any of Lhe game devices described herein, such as a gaming machine, a mobile device, a general purpose computer, a game console, etc.
fOOllll In another aspect, instead of, or in addition to, exchanging GWCs for player credits or points, the game device Λ, game device B, and the GWEx exchange GWOs for player credits or points.
[00112] In anolher aspect, the GWHx may not use UGWCs or UGWOs. Instead, the
GWEx may store GWC and GWOs in their native format and then convert the GWC and GWOs when retrieved as previously described herein.
[00113] Fig. 10 is an architecture diagram of a game exchange device in accordance with the present disclosure. The game exchange device 1 000 may be a general purpose computer, a computing device, a controller, or the like, that is used to host a game exchange as described herein. In the game exchange device, a processor is coupled to a memory by a bus. 'I e processor is also coupled to non-transitory processor-readable storage media, such as a storage
-I P- device that stores processor-executable instructions and data. The processor is also coupled to one or more interfaces that may be used to connect the processor to other processing apparatuses as well as networks as previously described herein. The processor is also coupled via the bus to user input devices, such as tactile devices like keyboards, keypads, foot pads, touch screens, trackballs, etc., as well as non-contact devices such as audio input devices, motion sensors and motion capture devices, etc. that the processing apparatus may use to receive inputs from a user when the user interacts with the processing apparatus. The processor is also coupled via the bus to user output devices such as visual output devices like display screens, light panels, lighted displays, etc., audio output devices like speakers, sound amplifiers, etc. and tactile output devices like vibrators, manipulators, etc. that the processing apparatus uses to generate outputs perceivable by the user when the user interacts with the processing apparatus.
[00114] In operation, the processor loads the instructions and the data from the storage device into the memory and executes the instructions and operates on the data to implement the various aspects and features of a game exchange as described herein. Ί Tie processor uses the user input devices and the user output devices in accordance with the instructions and the data in order to create and operate user interfaces for the game exchange for players, casino operators, owners, etc. as described herein.
Γ001151 It should be understood that although the processing apparatus is described herein as being constructed from a processor and instructions stored and executed by hardware components, the processing apparatus can be composed of only hardware components. In addition, although the storage device is described as being coupled to the processor through a bus, those skilled in the art of processing apparatuses will understand that the storage device could include removable media such as a USB memory device, an optical CD ROM, magnetic media such as tape or disks, etc. Also, the storage device could be accessed throu h one of the interfaces or over a network. Furthermore, any of the user input devices or user output devices could be coupled to the processor via one of the interfaces or over a network. In addition, although a single processor is described, those skilled in the art will understand that the processor- could be a controller or other computing device or a separate computer as well as be composed of multiple processors or computing devices.
[00116] Fig. 1 1 is an architecture diagram of a game device in accordance with the present disclosure. The game device 1100 may be a mobile device, a game console, a general purpose computer or the like as described herein. The game exchange device may be a general purpose computer, a computing device, a controller, or the like, that is used to host a game exchange as described herein. In the game exchange device, a processor is coupled to a memory by a bus. The processor is also coupled to non-transitory processor-readable storage media, such as a storage de-vice that stores processor-executable instructions and data. The processor is also coupled to one or more interfaces that may be used to connect the processor to other processing apparatuses as well as networks as previously described herein. The processor is also coupled via the bus to user input devices, such as tactile devices like keyboards, keypads, foot pads, touch screens, trackballs, etc., as well as non-contact devices such as audio input devices, motion sensors and motion capture devices, etc. that the processing apparatus may use to receive inputs from a user when the user interacts with the processing apparatus. The processor is also coupled via the bus to user output devices such as visual output devices like display screens, light panels, lighted displays, etc., audio output devices like speakers, sound amplifiers, etc. and tactile output devices like vibrators, manipulators, etc. that the processing apparatus uses to generate outputs perceivable by the user when the user interacts with the processing apparatus.
[001171 In operation, the processor loads the instructions and the data from the storage device into the memory and executes the instructions and operates on the data to implement the various aspects and features of a game exchange as described herein. The processor uses the user input devices and the user output devices in accordance with the instructions and the data in order to create and operate user interfaces for the game exchange for players, casino operators, owners, etc. as described herein.
100118J It should be understood that although the processing apparatus is described herein as being constructed from a processor and instructions stored and executed by hardware components, the processing apparatus can be composed of only hardware components. In addition, although the storage device is described as being coupled to the processor through a bus, those skilled in the art of processing apparatuses will understand that the storage device could include removable media such as a USB memory device, an optical CI) ROM, magnetic media such as tape or disks, etc. Also, the storage device could be accessed through one of the interfaces or over a network. Furthermore, any of the user input devices or user output devices could be coupled to the processor via one of the interfaces or over a network. In addition, although a single processor is described, those skilled in the art will understand that the processor could he a controller or other computing device or a separate computer as well as be composed of multiple processors or computing devices.
100119J It should also be understood thai a GWlix or gaming device as described herein can be implemented on multiple processing apparatuses, whether dedicated, shared or distributed in any combination thereof, or may be implemented on a single processing apparatus. 100120J To the extent that the GWEx or gaming device utilizes networks, connections and interfaces as herein described, it would be apparent to those skilled in the art that such networks, connections and interfaces could be any combination of the internet, a LAN, optical or wireless networks or any other method for connecting computer devices, and any applicable protocols and data interchange methods routinely practiced for such purposes.
[00121J Although certain specific embodiments have been described herein, many additional modifications and variations would be apparent to those skilled in the art. It is therefore to be understood that the aspects and features disclosed herein may be practiced otherwise than as specifically described. Thus, the exemplary embodiments should be considered in all respects as illustrative and not restrictive, the scope of the claims to be determined as supported by the present application and the claims' equivalents rather than the foregoing description.
APPENDIX A - L ST OF TERMS
1'or the purposes of this disclosure, the following terminology applies:
100122] "Casino" A gaming establishment in either one or a plurality of locations where people go to play gambling games of chance. Casino, for the purposes of this document, may also refer to a virtual manifestation of a casino, such as an on-line casino or gambling operation.
100123] "Casino Operator", or "Operator" A person or entity which operates one or more gambling operations, including but not limited to a Wide Area Network gaming franchise, a gaming route, or other gambling business be it a physical manifestation in the case of a casino or virtual in the case of an internet gambling operation. 100124] "Game World Object" (GWO) An clement of the entertainment game that can be associated with a player's character within that game and/or the player profile associated with the person playing a I lybrid Game, lixamples are as follows: a type of weapon in a first-person shooter game; an accessory for a car in a racing game; a personal attribute (e.g. marksmanship) in an adventure game; a supply or "physical object" within a game-world (e.g. a potion, food, bandages, ammunition, a form of in-game currency, a horse). Other examples include EE, AE, and CEE.
100125] "Universal Game World Objects" (UGWO) A universal form of GWO into which game specific GWO can be converted. Each GWEx (or GWOE as may be the case) supports a localized UGWC. In the case where the exchange of GWOs is accomplished via one or more GWExs, and GWOs and GWC are accepted as fungible, the localized UGWC may be utilized in lieu of a separate localized UGWO. In cases where the exchange of GWOs is accomplished via one or more GWExs, but GWOs and GWC are not
considered fungible, UGWO is utilized as relates the management of accounts of and the exchange of GWOs.
[00126] "Slot" or "Slot Machine" An electro-mechanical game wherein a random number generator determines the chance of outcome of a game, and coupled with the betting decisions of a player, a gambling outcome results. Slot machines are usually found in casinos or other more informal gaming establishments.
[00127] "GWC" Game World Credits. Game World Credits are player points earned or depleted as a function of player skill, i.e. as a function of player
performance in the context of the game. GWC is analogous to the "score" in a typical video game. Each game capable of connecting to the system which is the subject of this invention, has its own scoring criterion, embedded within its algorithms and memory that reflects player performance against the goal(s) of the game. Note that as entertainment video games all having different scoring levels and absolute score ranges. GWC will often be game specific (e.g. game world credits earned in a soccer game may be very different than credits earned in a shooter game). GWC can be carried forward from one level of game play to another, and ultimately paid out in various manners such as directly in cash, or indirectly such as earning entrance into a sweepstakes drawing, or earning participation in, or victory in, a tournament with prizes. GWC may be stored on a player tracking card or in a network-based player tracking system and the GWC is attributed to a specific player. . -
[00128] "UGWC" Universal Game World Credits. A universal form of GWC into which game specific GWC can be converted. Each GWEx supports a localized UGWC.
[00129J "GWE" Game World Engine. The portion of the hybrid game, to which the
GWEx connects, which includes the algorithms, ways and means to (a) manage the GWC activities of the hybrid game, (b) to effect entertainmen game impacts from interrelationships of GWC and game performance, (c) to contain various meters and activity logs necessary for proper accounting, and (d) to connect with the GWEx. The GWE can also contain other functionality in addition to that described herein.
[00130J "GWEx" Game World Credits Exchange. The system which is the
invention and primary subject of this document that provides a mechanism for storing, exchanging, redeeming and managing GWC from one or multitude of games, located in one or many distinct locations, including the world wide web. GWExs can be one or many depending upon the implementation and can also interact with each other so as to create a network of GWExs that spans a variety of different dimensions (i.e. geography, property groups, game types, non-game devices, etc.). A GWEx can interface with a heterogeneous mix of game types, machine types and/or game-location-type combinations (e.g. an aforementioned hybrid slot machine game located in a casino, an X-box u sed in a home, a video game in an arcade, etc.). A GWEx can also interface with non-game computers and/or terminals through which entities (e.g. individuals, non-gaming enterprises, casinos) generate or redeem variou s types of GWC or manage their own accounts and/or the activities of the GWEx (e.g. setting up redemption programs). A GWEx can also interface with slot machine embedded printers and other output devices to provide a redemption mechanism or status information as in regards to GWC or goods/services/currency.
[00131J "Interchange Account" or "IA" A storage mechanism within the GWEx that keeps track of a party's holdings of various types of GWC and/or UGWC and/or items/services/currency available for redemption. Each GWEx can store its IA locally, or they can be stored centrally or in any manner that is computationally and economically efficient where in such cases each GWEx includes the means to access the necessary IA contents. Note that mechanisms exist within the GWEx software to ensure the data in an IA is not corrupted or replicated so that the contents are deterministic. The IA can also maintain a history of all transactions related to a given party, and can be decremented or incremented by the Supervisory Layer to reflect various charges or benefits that accrue to the entity holding the account in question.
[00132] "Exchange Rate Engine" A part of the GWEx software that translates one type of GWC into another and/or into UGWC and/or items/services/currency. The Exchange Rate Engine can be deterministically governed by the Supervisory Layer or it can be a market-based system, whereby trading guidelines are established through the Supervisory Layer (e.g. minimum or maximum trade sizes, cost for a trade, excluded trade types or windows where trading is excluded, etc), or it can be a combination of these two approaches.
1001331 "Exchange Rate Table" Stores the conversion ratios between various types of GWC and/or UGWC as well as other forms of currency (e.g. US Dollars, Japanese Yen, hamburgers at restaurant X, spa treatments, club passes, etc.)
[00134] "Supervisory Layer" Controls access to Interchange Accounts, the exchange rate engine and the exchange rate table. Through the supervisory layer, a party with the appropriate level of authority can monitor and affect the operation of these subsystems. The Supervisory Layer also inclu des the mechanism for applying charges to the various IAs as a function of activity, balance or other user defined metrics. In cases where IAs, Exchange Rate Tables and/or Exchange Rate Engines are to he synchronized across multiple GWExs, or where a higher level GWEx's values as regards these elements are to dictate the state at a lower level GWEx, this process is affected by the Supervisory Layer, which in this way provides a mechanism by which the activities of multiple GWExs can be coordinated. Access to the Supervisory Layer is generally restricted to the owner of the GWEx, but certain functions can be exposed to users. For example, functionality to set tip a redemption program cotild be accessed by merchant partners of the entity that owns the GWEx so that the merchants can offer goods or services for redemption.

Claims

WHAT IS CLAIMED LS:
1. A method of exchanging game credits for a plurality of interactive games, comprising:
receiving, by a game exchange device one or more first game world credits transmitted by a first game device, the one or more first game world credits acquired by a player while playing a first interactive game;
receiving by the game exchange device from a second game device a request for second game world credits for a second interactive game; and
transmitting, by the game exchange device to the second game device, in response to the request for the second game world credits, the first game world credits as converted into second game world credits by the game exchange device.
2. The method of Claim I , further comprising:
receiving by the game exchange device a player identifier identifying a player of the first interactive game; and
storing, by the game exchange device, the first game world credits in an account determined by the player identifier.
3. The method of Claim 1, further comprising:
converting, by the game exchange device, the first game world credits into universal game world credits: and
converting, by the game exchange device, the universal game world credits into the second game world credits.
4. The method of Claim 3, further comprising:
receiving by the game exchange device a player identifier identifying a player of the first interactive game; and
storing, by the game exchange device, the universal game world credits in an account determined by the player identifier.
5. Ί Tie method of Claim I , wherein the first game device and the second game device are the same game device.
6. The method of Claim 1, wherein the first interactive game is a component of a hybrid game having an interactive game and a game of chance.
7. The melhod of Claim 1, wherein the second interactive game is a component of a hybrid game having an interactive game and a game of chance.
8. The method of Claim 1, wherein the first game device is selected from the group comprising: a gaming machine; a mobile device: a general puipose computer; and a game console.
9. The meLhod of Claim I , wherein the second game device is selected from the group comprising: a gaming machine; a mobile device; a general purpose computer; and a game console.
10. Λ method of exchanging game objects for a plurality of interactive games, comprising:
receiving, by a game exchange device one or more first game world objects transmitted by a first game device, the one or more first game world objects acquired by a player while playing a first interactive game;
receiving by the game exchange device from a second game device a request for second game world objects for a second interactive game; and
transmitting, by the game exchange device to the second game device, in response to the request for the second game world objects, the first game world objects as converted into second game world objects by the game exchange device.
11. A game exchange device for exchanging game world credits for a plurality of interactive games, the game exchange device comprising:
a processor and a memory having processor-executable instructions stored thereon, the processor-executable instructions comprising:
receiving, by the game exchange device one or more first game world credits transmitted by a first game device, the one or more first game world credits acquired by a player while playing a first interactive game;
receiving by the game exchange device from a second game device a request lor second game world credits For a second interactive game; and
transmitting, by the game exchange device to the second game device, in response to the request for the second game world credits, the first game world credits as converted into second game world credits by the game exchange device.
12. The game exchange device of Claim 1 I , the instructions further comprising: receiving by the game exchange device a player identifier identifying a player of the first interactive game; and
storing, by the game exchange device, the first game world credits in an account determined by the player identifier.
13. The game exchange device of Claim 11 , the instructions further comprising: converting, by the game exchange device, the first game world credits into universal game world credits; and
converting, by the game exchange device, the universal game world credits into the second game world credits.
14. The game exchange device of Claim 13, the instructions further comprising: receiving by the game exchange device a player identifier identifying a player of the first interactive game; and
storing, by the game exchange device, the universal game world credits in an account determined by the player identifier.
15. The game exchange device of Claim 1 I , wherein the first game device and the second game device arc the same game device.
16. The game exchange device of Claim 11 , wherein the first interactive game is a component of a hybrid game having an interactive game and a game of chance.
17. The game exchange device of Claim 11 , wherein the second interactive game is a component of a hybrid game having an interactive game and a game of chance.
18. The game exchange device of Claim 1 I , wherein the first game device is selected from the group comprising: a gaming machine, a mobile deviee, a general purpose computer, and a game console.
19. 'I rte game exchange device of Claim 1 1 , wherein the second game device is selected from Lhe group comprising: a gaming machine, a mobile device, a general purpose computer, and a game console.
20. A game exchange device for exchanging game world objects for a plurality of interactive games, the game exchange device comprising:
a processor and a memory having processor-executable instructions stored thereon, the processor-executable instructions comprising:
receiving, by the game exchange device one or more first game world objects transmitted by a first game device, the one or more first game world objects acquired by a player while playing a first interactive game;
receiving by the game exchange device from a second game device a request for second game world objects for a second interactive game; and transmitting, by the game exchange device to the second game device, in response lo the request for the second game world objects, the first game world objects as converted into second game world objects by the game exchange device.
PCT/US2012/032652 2011-04-06 2012-04-07 Management system for skill-based component and game objects of games in a casino application WO2012139083A1 (en)

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US201161516693P 2011-04-06 2011-04-06
US61/516,693 2011-04-06
US201161574515P 2011-08-04 2011-08-04
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US201161630180P 2011-12-06 2011-12-06
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