WO2008127810A1 - Game account access device - Google Patents
Game account access device Download PDFInfo
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- WO2008127810A1 WO2008127810A1 PCT/US2008/056120 US2008056120W WO2008127810A1 WO 2008127810 A1 WO2008127810 A1 WO 2008127810A1 US 2008056120 W US2008056120 W US 2008056120W WO 2008127810 A1 WO2008127810 A1 WO 2008127810A1
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- WIPO (PCT)
- Prior art keywords
- player
- gaming
- communication
- information regarding
- bracelet
- Prior art date
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
Definitions
- FIG. 1 illustrates in perspective view an exemplary gaming machine according to one embodiment of the present invention.
- FIGS. 2A through 2C illustrate in perspective view several stages of application of a player worn RFID bracelet for use in association with the gaming machine of FIG. 1 according to one embodiment of the present invention.
- FIGS. 3A and 3B illustrate in perspective view several alternative examples of player worn RFID communication items for use in association with the gaming machine of FIG. 1 according to one embodiment of the present invention.
- FIG. 6 illustrates a flowchart of one method of providing remote gaming and remote player verification according to one embodiment of the present invention.
- a specific Player A checks in at an established hotel having a gaming casino on the premises. Upon check in, the identity of Player A is affirmatively verified by a hotel desk clerk, using various items such as a drivers license, credit card, specific player tracking and rewards card, and the like, or any combination thereof, any or all of which bear the name and/or a likeness of Player A.
- Player A After playing at the kiosk for some time, Player A concludes his session, is appropriately credited to or debited from his player account electronically, and then proceeds to a lounge chair at the pool. A few minutes later, he orders a drink and is able to have the drink paid or accounted for by placing his bracelet in proximity to a different "remote terminal" (i.e., a portable RFID tag reader) carried by the drink attendant.
- a remote terminal i.e., a portable RFID tag reader
- gaming machine 10 can be adapted for presenting and playing any of a number of gaming events, particularly games of chance involving a player wager and potential monetary payout, such as, for example, a wager on a sporting event or general play as a slot machine game, a keno game, a video poker game, a video blackjack game, and/or any other video table game, among others. While gaming machine 10 can typically be adapted for live game play with a physically present player, it is also contemplated that such a gaming machine may also be adapted for game play with a player at a remote gaming terminal.
- One such item can be a player tracking, authorizing and/or identifying device 35.
- a player tracking, authorizing and/or identifying device 35 can be placed anywhere about, on or within gaming machine 10, and can in fact be integrated within the gaming machine so as to be less conspicuous, as desired.
- the size, shape, location and actual presence of any and all of the items shown on gaming machine 10 can vary, and that any and all gaming machines can be readily adapted for use with the present invention.
- RFID transceiver can be, for example, an RI-R00-321A model Series 6000 Reader Module S6110 transceiver manufactured by Texas Instruments of Dallas, Tex., although many other off-the-shelf and customized brands and types of RFID transceivers can also be effectively utilized for such a purpose.
- player identifying device 35 can also act as or be coupled with a standard player tracking device used for player loyalty and rewards programs, with such devices and programs being well known in the art.
- the RFID transceivers of the present invention be incorporated into existing player tracking systems
- RFID tags and objects can be used in conjunction with player identifying device or RFID transceiver 35, and such RFID tags can also be off-the-shelf or customized as desired for any particular application.
- RFID tags be administered or managed in a sufficient manner by a casino, gaming operator, gaming regulator, or other competent authority, such that some degree of confidence can be had with respect to the correlation between an RFID tag being read and the player or person who is wearing, carrying, or otherwise controlling the tag.
- an off-the-shelf RFID tag can be an
- RFID card with such cards being issued or checked out to players to use at various remote gaming terminals.
- Such cards could include, for example, the RI-THl- CBIA model 13.56 MHz Vicinity Card Transponder, also manufactured by Texas Instruments.
- Other card examples can include the RI-TRP -R4FF read-only model and the RI-TRP- W4FF read-write model Card Transponders, also manufactured by Texas Instruments.
- RFID devices beyond cards could include tokens, objects or simply RFID tags themselves that can be inserted or attached to other devices, such as, for example, the RI-TRP-R9QL read-only model and the RI-TRP-W9QL read-write model 30 mm Disk Transponders, as well as the RI-TRP-R9UR read-only model and the RI-TRP-W9UR read- write model 85 mm Disk Transponders, all of which are also manufactured by Texas Instruments.
- RFID cards, tokens, charms or other such objects that are merely loosely checked out to players. While the majority of players may not wish for others to use such devices registered in their name and will thus take appropriate safeguards against improper transfers, there is a high potential for theft, fraud and unauthorized uses in a system utilizing such freely transferable devices. In addition, many casinos, gaming operators and other similar establishments would also prefer the option of having a system whereby such identifying devices are not so freely transferable, for many obvious reasons. Accordingly, it is desirable that some forms of these devices be more secure, and that there be a high likelihood that only the registered player or person for a given device can be using that device in an authorized manner.
- One way of achieving such an objective is to include one or more RFID tags in a worn device, such as a collar, wristwatch, wrist bracelet, ankle bracelet or the like, in a manner such that the device is disabled or otherwise deactivated when removed from the legitimate wearer.
- disposable bracelet 100 contains an embedded RFID tag 140 and an embedded circuit strip 141, which is designed to form a closed circuit when applied to and worn by a user.
- Circuit strip 141 also forms a convenient antenna for the RFID tag 140.
- a flat battery 142 may also be included, and is preferably also embedded. Although not necessary for many passive and simpler RFID tags, such a battery may be needed where a relatively powerful RFID tag is used. In addition, such a battery may also be necessary to power and accurately monitor any closed circuit formed by circuit strip 141.
- the disposable bracelet I 00 of FIG. 2A is shown in a permutation 101 as it is first being applied to the wrist (not shown) of a player or wearer. With the bracelet wrapped around the wrist of a player, end knob 143 has been placed through a given hole, as shown. The remainder of the bracelet beyond the used hole can be cut or detached at marking or groove 145 A, and the end knob can then be clamped, pressed or otherwise distorted such that it cannot be pulled back through the used hole without doing irreparable damage to the bracelet.
- permutation 102 of the bracelet shows that the excess band beyond the used hole has been removed, that the end knob 143 A has been deformed or clamped in place such that it cannot be readily undone without tearing at the band, and that a solid contact has been formed between the clamped end knob 143 A and the eyelet of its mating hole, such that a closed electrical circuit along the embedded circuit strip has been formed.
- the top of clamped end knob 1 43 A may comprise a plastic, rubber or other electrically insulating cap, both to render the bracelet as more aesthetically pleasing and to hinder fraudulent attempts to create alternate closed electrical circuits.
- a cover or cap may be pasted, glued or otherwise attached atop end knob 143 A after it is deformed. The bracelet is now securely worn and ready for use by the player.
- an RFID bracelet to a player be accomplished or at least supervised by one or more authorized personnel of the gaming operator or other entity managing the player tracking system using such RFID bracelets. Not only can control and distribution of such bracelets be important, but the time of application is an ideal opportunity to check player ID, verify that a player is of age and otherwise eligible for gaming, apply the bracelet correctly, and program or issue code to the RFID tag within the bracelet, if necessary. It should also be appreciated that such a disposable bracelet can be readily removed by a player at virtually any time due to the pliable nature of its material of construction. However, consequence of such a removal is that the embedded closed electrical circuit will most likely be broken. In this manner, fairly reliable regulation of bracelet wearers or players can be had, since the embedded RFID tag can be adapted to become disabled or to communicate an appropriate signal when this closed circuit has been broken, such that player verification through the compromised bracelet is no longer possible.
- the closed electrical circuit formed by circuit strip 141 can be used to power the RFID tag itself, such that the RFID tag becomes disabled when the circuit is broken.
- any convenient feature such as flash memory, erasable RAM or a simple validation register can be used.
- the RFID tag can be a "smart" tag powered by the battery at all times, with the closed electrical circuit formed by circuit strip 141 merely acting as a monitored circuit, with appropriate action taken within the RFID when it detects that this circuit has been broken.
- Such action can be a simple "NO" signal or register to any potential verification or other authorization request, with information on the purportedly prospective user still being communicated from the now compromised bracelet. In this manner, information that might be relevant to any fraud or misuse can be communicated, tracked, recorded and/or acted upon more readily.
- a pulse sensor adapted to detect and monitor a pulse, and to send a signal to the RFID tag when the detected pulse disappears
- one or more strain gauges adapted to sense when the pliable material of the bracelet is being unduly stretched or torn, and to similarly send a signal to the RFID tag if such an event is detected.
- Such added devices may also be connected to the battery for power, if needed, and may also be connected to the closed electrical circuit or some other circuit in communication with the RFID tag.
- FIGS. 3A and 3B several alternative examples of player worn RFID communication items for use in association with the gaming machine of FIG. 1 are similarly illustrated in perspective view.
- bracelet 103 of FIG. 3 A and wristwatch 104 of FIG. 3B are preferably reusable items that can be worn and used by different users within a given player verification system. Because these items can be reused many times over, it becomes practical for the item cost to be substantially higher.
- more "fashionable" items such as a hard plastic stylish bracelet or a nice wristwatch can be used, with such items having more appeal to players who might not wish to wear an unusual looking "hospital-style” bracelet.
- a wide variety of types, colors and styles can be used for such items, with each variation preferably coming in a number of different sizes, such that any given user may have a choice of RFID objects to wear.
- Various varieties, themes and charms can be used on or with such reusable worn communication items, and more desirable higher end items, such as a very nice wristwatch, for example, may be assigned to MVP players, or those who pay extra monies or player rewards points for the privilege, if desired.
- hard plastic jewelry style bracelet 103 contains an embedded RFID tag 140, an embedded circuit strip 141 designed to form a closed circuit when applied to and worn by a user, and an embedded battery 142, similar to the foregoing disposable bracelet 100.
- a hinge 146 connects two halves of the bracelet to facilitate its application and removal, and one or more buttons or releases 147 are adapted to disengage an internal locking mechanism (not shown) such that the bracelet can be opened and removed.
- an internal locking mechanism not shown
- jewelry style wristwatch 104 similarly contains an embedded RFID tag 140, an embedded circuit strip 141 designed to form a closed circuit when applied to and worn by a user, and an embedded battery 142.
- a flexible watch band 148 connects the watch face with a standard fold over safety clasp 149, which comprises three sections connected by hinges 150 and pins 151.
- the fold over safety clasp 149 folds up on itself as the wristwatch 104 is being applied to a wearer, with end knob 152 protruding through hole 153 and into a receiving socket 154, where it is held in place.
- end knob 152 is preferably made of an electrically conducting material, and preferably comprises one end of embedded circuit strip 141.
- Socket 154 preferably comprises the other end of embedded circuit strip 141, such that a closed electrical circuit is formed when end knob 152 mates with socket 154 upon application of the wristwatch 104 to a wearer.
- watchband 148 may be metallic or otherwise electrically conductive, it is preferably that at least one section of the three sections comprising fold over safety clasp 149 be of a plastic or other suitable non-conducting material, such that a permanent closed circuit is not formed.
- a wearable dongle or other insertable that can be inserted into a player tracking device, as well as an optical scanner or reader on the player tracking device adapted to read one or more optical patterns on the player worn bracelet or communication item.
- Such an optical pattern can comprise, for example, a simple bar code, a two-dimensional bar code, and/or a rewritable bar code, such as what might be implemented using electronic paper or another like device or system.
- readings can be made based on two separate forms of communication, such as a radio frequency signal from an embedded RFID tag and an optical scan of a bar code, with acceptable readings from two different sources being required before a proper player validation or authorization is granted by the reading device, gaming machine or other associated device.
- anonymous player accounts may also be used in conjunction with such an anonymous system, where a nameless account is established and associated with a given bracelet or communication device upon the application of the device to the anonymous player or user.
- a checkout station or printer having a reader adapted to communicate with the anonymously worn communication object may then be used to allow the user to cash out from his or her anonymous account, and direct interaction with a cashier utilizing a reader may also be possible.
- the inventive RFID device may also include one or more added mechanisms for providing information to the wearer.
- a small display or speaker could alert the wearer of possible tournaments, shows, events, and openings or last calls of restaurants, lounges, stores or other areas of interest within a casino or establishment.
- Such a display or speaker could also provide player tracking information to the wearer, as well as tournament or event results or updates, and might also provide news, weather, sports updates and other informational items of interest, for example.
- a display may be a simple LED or dot matrix display adapted to provide text messages, or the display could be a small video screen or panel in the event that a more sophisticated and expensive unit is used.
- a speaker could be a special speaker adapted for a full range of sounds and voice messages, or a simple speaker adapted for emitting a range of alert beeps or noises, as desired.
- any form of RFID device disclosed herein could be used with any kind of speaker or visual display
- one particular form could be an "info watch," where the display of the wristwatch 104 shown in FIG. 3B is adapted for such an informational-display.
- this RFID wristwatch may also show the time on this display, which can overlay any information provided, such as on a small video display, or which can be preempted whenever other information is to be provided or shown.
- Such an informational watch can display content that might be pre-programmed into it at appropriate times or intervals, such as tournament notes, show times and restaurant opening times, as well as content that might be transmitted to it while a wearer is on the premises.
- info watch would have greater functionality, and thus be more attractive to potential users, such that players would be more receptive to the idea of wearing this RFID device.
- One or more gaming machines 1 adapted for use in conjunction with remote gaming system 200 and at least one specifically adapted remote gaming terminal 10 can be in a plurality of locations, such as in banks on a casino floor, standing alone at a smaller non-gaming establishment, in isolation and not generally exposed to live in-person play, or in isolation in regions such as individual player hotel rooms (i.e., an iTV system).
- one or more other game play devices, retail connections, electronic door locks, game servers, databases, administration tools, and other player and host-side items may also reside within remote gaming system 200, as described in greater detail below.
- Remote gaming terminal 10 can be located remotely from a primary casino floor or other monitored gaming environment, and preferably contains at least one player tracking unit, verifier or reader, such as the RFID tag reader described in greater detail above.
- a player verifier can also be any of a number of different devices not shown here, such as, for example, biometric identification devices such as a fingerprint sensor, a retinal scanner, an image taking or recording device, or a voice recognition hardware device, among others.
- biometric identification devices such as a fingerprint sensor, a retinal scanner, an image taking or recording device, or a voice recognition hardware device, among others.
- biometric identification devices such as a fingerprint sensor, a retinal scanner, an image taking or recording device, or a voice recognition hardware device, among others.
- the actual game providing device itself can be any of a number of different devices, such as, for example, a standard or modified gaming machine, a proprietary kiosk, an iTV system, a home or personal computer, or a personal digital assistant (PDA), among others.
- a game providing device can include any number of components, similar to a standard gaming machine, such as, for example, a display unit, one or more speakers or other output unit, a keyboard or other input unit or units, one or more communication units, one or more processors, and/or other electronics and circuitry, as desired.
- Other associated player accessible items within remote gaming system 200 can include, for example, various retail or restaurant establishments 202, as well as hotel room door locks 203 and other such devices.
- an RFID tag reader can be adapted at such a location to read the unique code or identifier carried on an RFID tag securely worn by a registered player, and then credit or debit a monetary or other amount to an account of that player or user as appropriate.
- a simple read and unlocking of the door can be accomplished when the worn RFID tag comes in close proximity to the lock, such as when the player reaches for the doorknob, for example.
- One way to transmit data from the device used as a player identifier to the host- side of the remote gaming system 200 is along a mode of communication that is separate from any mode of communication that might be used to transmit a game or other game play information between the host-side gaming machine or servers and the game-providing device.
- a mode of communication that is separate from any mode of communication that might be used to transmit a game or other game play information between the host-side gaming machine or servers and the game-providing device.
- transmitting such information on a communication line separate from any communication line that transmits player verification information is thought to add an additional layer of security to the process.
- Provisions of separate communication lines or networks can be made through any of the above listed means or methods, or any other suitable communication, as will be readily appreciated by those skilled in the art. While one way of accomplishing this would be to provide separate network addresses and channels for each player verification hardware item, for example, it is thought that the implementation of a separate player verification network would result in a system that is even more foolproof.
- common bus 201 can also connect a number of other networked devices, such as, for example, a general-purpose server 210, one or more special-purpose servers 220, a sub-network of peripheral devices 230, and/or a database 240.
- a general-purpose server 210 may be already present within an establishment for one or more other purposes in lieu of or in addition to remote game playing and player verification.
- Functions for such a general-purpose server can include, for example, both general and game specific accounting functions, payroll functions, general Internet and e-mail capabilities, switchboard communications, and reservations and other hotel and restaurant operations, as well as other assorted general establishment record keeping and operations.
- remote game play and remote player verification functions may also be associated with or performed by such a general-purpose server.
- a server may contain various programs related to general game play operations, remote game play administration and remote game player verification, and may also be linked to one or more gaming machines adapted for remote game play within an establishment, in some cases forming a network that includes all or substantially all of the remote game play capable machines within that establishment.
- Communications can then be exchanged from each adapted gaming machine to one or more player verification related programs or modules on the general-purpose server.
- remote gaming system 200 comprises one or more special-purpose servers that can be used for various functions relating to the provision of remotely played games and remote player verification.
- special-purpose servers can include, for example, a player verification server 220, a general game server (not shown), a GPS server (not shown), and/or a specialized accounting server (not shown), among others.
- Such added special-purpose servers are desirable for a variety of reasons, such as, for example, to lessen the burden on an existing general-purpose server or to isolate or wall off some or all remote player verification information from the general-purpose server and thereby limit the possible modes of access to such remote player verification information.
- remote gaming system 200 can be isolated from any other network within the establishment, such that a general-purpose server 210 is essentially impractical and unnecessary.
- one or more of the special-purpose servers are preferably connected to sub-network 230 of devices.
- Peripheral devices in this sub-network may include, for example, one or more video displays 231, one or more user terminals 232, one or more printers 233, and one or more other digital input devices 234, such as a card reader or other security identifier, among others.
- at least the player verification server 220 or another similar component within a general-purpose server 210 also preferably includes a connection to a remote player database or other suitable storage medium, 240.
- Database 240 is preferably adapted to store many or all files containing pertinent data or information for players registered with the remote gaming system, with this data or information being particularly relevant to player verification at a remote gaming terminal.
- Player files and other information on database 240 can be stored for backup purposes, and are preferably accessible to one or more system components, such as a specially adapted gaming machine 10 or remote gaming terminal, a general-purpose server 21 0, and/or a player verification server 220, as desired.
- Database 240 is also preferably accessible by one or more of the peripheral devices on sub-network 230 connected to remote player verification server 220, such that information or data specific to given players or transactions that are recorded on the database may be readily retrieved and reviewed at one or more of the peripheral devices, as desired.
- a direct connection can be added if desired. Additional features and characteristics specific to database 240 and the player files therein are provided in greater detail below.
- the obtaining of information from a prospective player occurs either after that player attempts or makes a request to participate in a particular gaming event or during the process of making the specific request. This presumably results in information that is either live or at least very current, such that the use of less reliable or potentially fraudulent older information or data identifiers is reduced.
- an authentication or other preliminary identifying step first occur, such that the system is alerted as to which presumably registered player is attempting to access the remote gaming system.
- a player can first enter a player name or handle and an associated password, after which the player verification can be made according to the personal information obtained.
- the request to play a specific gaming event can first be associated with a particular registered player and player account before a player verification is made. It is also preferable that other factors beyond a personal identification also be available for determining whether a given player is authorized to participate in the requested gaming event. For example, it may be desirable to allow some players to play a general slate of slots and table games, but to forbid them from playing high stakes games, such as baccarat. It may also be desirable to set limits on some or all players.
- a given player may have a gaming loss limit of $1000 per day on the remote gaming system, with an ultimate account balance of $5000 for gaming, restaurant and retail purchases combined, whereupon the realization of either limit results in further play or purchases for that player being terminated or restricted until an appropriate payment or other resolution is made.
- Such limits may be sent as part of a loss prevention program to protect the interests of a casino or gaming operator, as part of a gaming harm minimization or other similar type program to protect individual players, or a combination of both.
- Other issues may involve security problems or a recorded history of a given individual engaging in problematic activity, such as attempting to defraud the system or hand off control to an underage or otherwise unauthorized player. Such acts may result in the desire to further limit or ban an otherwise positively identified registered player.
- the information obtained from the prospective or current player being verified can also be information regarding the actual current geographic location of that specific player.
- This can be determined by, for example, a global positioning system that is adapted to determine player position and communicate that information independently on a separate mode of communication. Inclusion of this type of personal information can assist greatly in the prevention or reduction of remote gaming sessions from jurisdictions where gaming is illegal or restricted.
- the worn communication item may also comprises a small GPS device, and a GPS server or other similar hardware item can be specifically adapted to note the geographic location of a purported player, and then either permit that player to play all games, restrict that player from all games, or permit certain games and/or betting limits or actions, as allowed by the jurisdiction where that player is currently located.
- GPS units capable of being adapted to work in association with RFID tags and their uses be used with the inventive methods and systems provided herein.
- the GPS features present in an RFID tag system By utilizing the GPS features present in an RFID tag system, the combination of verifying both a player identity and specific location can be accomplished. In this manner, both this and the previous preferred embodiment can be practiced at the same time, with the advantages inherent to each embodiment being simultaneously realized. This can be particularly useful in the event of mobile gaming terminals or devices, such as PDAs or home computers. Other uses of such a combination system will be readily apparent to those skilled in the art.
- the steps of obtaining and verifying player information, and permitting a given remote gaming event or session to continue are repeated even after the gaming event or session has already been allowed to commence for a given player.
- a preferred embodiment may be used in combination with one or more of the previously discussed preferred embodiments, resulting in an even better method or system.
- the repetition of these steps is particularly useful in preventing or at least limiting the ability of a legitimate player to hand off control of the remote gaming terminal to an underage or otherwise unauthorized player.
- the repetition of these steps can result in a particular gaming event or session being terminated if it is determined that an inappropriate use or activity has occurred or is in the process of taking place. In this manner, it can be said that ongoing monitoring of the remote gaming terminal is essentially taking place.
- While the repeated verification of a player can take place at regularly timed intervals, such as every 5 to 10 minutes, for example, it is thought that re- verification at random intervals can result in stricter adherence to proper play by the registered player, as it would then be unknown as to when a re-verification might occur next or is presently occurring.
- the repetition of obtaining personal information and verifying the player can be continuous.
- requiring the player to place his or her RFID device in close proximity to the reader on occasion for verification purposes may also be desirable, in addition to the use of securely encrypted verification keys for devices and readers.
- database 240 is accessible to one or more servers, preferably including at least remote player verification server 220.
- Database 240 also preferably has a connection to a sub-network 230 of one or more peripheral devices. Contained within database 240 are numerous files or data sets with respect to many different past and present active and inactive players within the remote gaming system, and preferably files for all such players are contained within database 240 or a collection of related databases.
- Such files or data sets can be classified according to presently active player files 241 and presently inactive files 242, with such inactive player files possibly including files for unregistered players, banned players, known or suspected cheats or thieves, and/or otherwise unauthorized or untrustworthy players.
- banned player files can help to track improper or illegal attempts by unauthorized, underage or other undesirable players to play at a remote gaming terminal, and thus aid in the denial of gaming activities to such individuals and/or reporting of such attempts.
- inactive player files include the files of players who are not currently active within the remote player verification system, such that any attempt to circumvent the check in process and use player data or a player identifier can be more readily detected by the system.
- Each file or data set 241, 242 preferably contains information regarding the identity, status and any pertinent restrictions with respect to past and present active and inactive players, with database 240 preferably being adapted to store updated player information for each player over time as such information changes and/or as players access the remote gaming system in the future. Parameters for storing player information can vary widely, and are left up to the discretion of the system administrators.
- such information can include information for the player such as, for example, a player name, account number, payment method, payment identifier, registration date, last check in date, checked in status, permitted game types, banned game types, daily gaming loss limit, cumulative balance limit, activations for associated door keys, hotel room number, activations for associated restaurants, activations for associated retail units or establishments, security history, permitted remote locations, and one or more player verification types, files, and established dates among others.
- information for the player such as, for example, a player name, account number, payment method, payment identifier, registration date, last check in date, checked in status, permitted game types, banned game types, daily gaming loss limit, cumulative balance limit, activations for associated door keys, hotel room number, activations for associated restaurants, activations for associated retail units or establishments, security history, permitted remote locations, and one or more player verification types, files, and established dates among others.
- information for the player such as, for example, a player name, account number, payment method, payment identifier, registration date, last check in date, checked in
- these player verification files can also include one or more forms of biometric information for the player, such as fingerprint or retinal data, a voice recording, a visual image or a short movie clip, among others.
- Such information is preferably stored within a player file within the database, and can be retrieved and utilized by a remote player verification server 220 and/or a player verification program on another system server or actual gaming machine, if applicable, in order to determine not only whether the identity of a potential player is correct as claimed, but also whether that player is established and authorized at a particular remote location, for the requested game, and/or at the requested betting levels, among other factors.
- the provided method or system which preferably includes a network or like structure, involves the ongoing recordation of data or information as players repeatedly access the remote gaming system for ordinary remote game play.
- live data capture can be used immediately in the event that an alarm or alert needs to be triggered due to an improper access attempt or gaming behavior, and can also be stored in one or more databases, such as the database described above.
- this system be at least somewhat intertwined with one or more elements of a security system or general law enforcement, such that action might be taken at the remote gaming terminal, if possible, with the recordation of data advantageously providing evidence of the illegal or improper activity.
- a first process step 302 involves a player registering with the remote gaming service. This can involve, for example, an added procedure upon making a hotel reservation or checking in at a hotel, or may simply involve a player signing up at a front desk or cashier window of a casino, among other processes.
- a registration step preferably includes establishing a player account for a specific player, which might include a manual check by system administration personnel of an item of player identification, such as a driver's license, and the establishment on a file record of a payment slip or method, such as a credit card number or cancelled bank check.
- a check-in under a previously established player account might also be considered as registering with the remote gaming service.
- a subsequent step of applying a unique communication object takes place at a process step 304.
- Such an object is preferably an object with an embedded or otherwise associated RFID tag, such as any of the specific examples disclosed in greater detail above.
- This object can be unique in many different ways, and is preferably unique at least with respect to a unique code or identifier contained within the embedded RFID tag.
- such an application step preferably involves a verified placement of the communication object on the player as a worn article, along with an activation of a closed electrical circuit within the object and associated with the RFID tag.
- activation or initialization of such an RFID device only be possible once the device is in place and worn by the user, such that theft and misuse of pre-configured or easily activated devices is minimized or rendered impossible. Further, it is preferable that only authorized personnel at an appropriate issuance and activation location can administer, configure and activate a worn RFID device, to similarly reduce or eliminate the chances for fraud or misuse.
- the player is then free to utilize the worn object in conjunction with some or all of the items within a provided remote gaming system.
- items can include hotel door locks, registers at restaurants, retail outlets, cafes, and bars, as well as other similar items, but in any event preferably includes the use of one or more gaming terminals, and in particular remote gaming terminals.
- remote gaming terminals can include, for example, regulated kiosks, isolated gaming machines away from a casino floor, personal computers, and hotel room gaming systems, among others.
- the player requests or attempts to play in a gaming event at a particular gaming terminal.
- a gaming terminal can be any gaming location at or remote from a casino floor or location.
- a request or attempt can involve, for example, accessing or turning on a remote gaming device in a hotel iTV unit, requesting a remotely downloadable game at a secondary gaming machine or kiosk, or accessing a remote gaming program from a personal computer or PDA, among others.
- a subsequent decision step 308 then involves a decision as to whether an attempted or requested gaming event or channel is restricted. While restricted gaming events or channels can generally include all games involving a player wager, non-restricted events and channels can include, for example, those involving suitable recreational video games, such as in the instance of a hotel room iTV unit. If such an attempted or requested gaming event or channel is deemed to be restricted, then the player verification method proceeds to a process step 310. Should the gaming event or channel be non-restricted, however, then the charted method becomes relatively simple, as the method proceeds to a process step 320, where the requested gaming event or channel can be accessed, with the requested gaming event commencing as requested. Results could then be forwarded to the gaming network at a process step 322, if necessary or desired, and presumably no further verification would be needed or desired at decision step 324. The process would then end at end step 326.
- player verification is necessary, such that a player identifier is obtained from the player worn communication object at a process step 310.
- the player can thus be prompted or otherwise required to authenticate himself or herself via the unique RFID tag worn in close proximity to the player, preferably in a securely worn bracelet, wristwatch or other secured device, as described above.
- a data obtaining step can happen in an automated fashion, as a player tracking unit in or connected to the gaming terminal can read the RFID tag embedded within the communication object worn by the player without any action required on behalf of the player.
- this obtained data is then transmitted to a player verification program at a remote gaming service, remote host, or within the remote terminal itself, depending upon the particular application.
- the obtained information or data is then evaluated by the player verification program, which evaluation can involve the reading and interpretation of part or all of the code or data identifier submitted by the RFID tag embedded in the device worn by the player. Based upon this reading and interpretation of information communicated by the RFID device, an association with a particular proper player account can be made at a following process step 316.
- a file for this player account can reside on an associated system database, and information from this player account can then be used by the evaluating program or programs as part of the following decision step. In simplified embodiments where only minimal player eligibility verification is desired, then this association process step 316 may be eliminated.
- decision step 318 it is determined whether the data obtained from the prospective player is verified as acceptable. Such a verification may be relatively crude, in that only underage gaming is targeted, or may be refined, in that a determination is made as to the actual identity of the prospective player. Such an identity determination is desirable in the event that access to player accounts is a feature of an implemented method and system.
- decision step 318 should involve a decision or determination as to whether the integrity of the closed circuit associated with the RFID communication object has been compromised. In the event that this circuit has been broken, such as during the removal of a bracelet or wristwatch, then either no data will be sent, or data indicating that a denial or "NO" decision is in order should be communicated from the RFID tag.
- the gaming event is permitted to commence at a subsequent process step 320.
- results of the gaming event are then subsequently forwarded to the appropriate network server, such as an accounting server at the next process step 322, and a decision step as to whether further player verification is desired is arrived at a subsequent decision step 324.
- process steps 310 through 324 are repeated as necessary, with the method terminating at an end step 326 if further player verification is not desired.
- the method proceeds to a process step 319, where a denial of the requested gaming event from commencing or continuing occurs.
- a decision is especially appropriate where the integrity of the communication object has been compromised, such as by any break of the closed electrical circuit contained therein.
- an appropriate alert sequence can be initiated, whereby an alarm may sound and the automated denial and any pertinent information or data can be forwarded, depending upon the nature and severity of the infraction. Appropriate gaming operator, security and/or law enforcement personnel can also be notified at this stage, if desired.
- the method then returns to the primary process branch at process step 322, where such results are then forwarded to the appropriate network server for recording and/or additional processing.
- one or more of the foregoing steps may be similarly undertaken in the event that the system is used for a non-gaming event, such as to pay for a retail purchase or restaurant tab, or to open a hotel room door.
- a non-gaming event such as to pay for a retail purchase or restaurant tab, or to open a hotel room door.
- Other similarly convenient applications of the foregoing system may also be implemented as desired by a gaming operator or other operating entity with an interest in securely and conveniently identifying individuals within a given system in a reliable manner.
- a network not be implemented in the case of a worn RFID device player authentication system.
- a server or set of servers need not be used, as a simple system with one or more device issuing locations and one or more device reading and authentication units at appropriate gaming or other authentication locations can be used.
- the process of verifying player identities and issuing worn RFID devices would likely be similar to the process used in a networked system.
- the actual reading and authenticating units at the authentication locations would simply read worn devices and authenticate use or nonuse of a gaming device or other such item without using a network, server or other centralized device to assist in the process.
- a bracelet with an RFID tag such as bracelet 100, or 103, may also feature various patterns, designs, logos, color schemes, or other visual schemes. Patterns may serve a number of functions, in various embodiments.
- a pattern may be ornamental. Thus, for example, patterns on a bracelet may be designed for visual appeal so that a player will be willing or eager to wear a bracelet.
- a pattern may indicate a player status.
- a bracelet of first color may indicate that a player is a high-roller, while a bracelet of a second color may indicate that a player is not a high-roller.
- a status of a player may also include privileges held by the player.
- a player of a first status may be granted access to areas that are off-limits to other players.
- the color of a bracelet may indicate the age of a player, or an age range of the player.
- the bracelet may allow a determination to be made as to whether a player is of age to play gambling games, to enter certain clubs, to obtain senior citizen discounts, or to engage in any other age-dependent activity.
- the color of a bracelet may indicate the relationship of the player with a casino.
- a bracelet color may indicate that a player has been a long- time patron of a casino.
- a bracelet of a first color may indicate that a player has made more than 20 visits to a casino over a two-year period.
- a bracelet of a second color may indicate that a player has not made that many visits over the same period.
- a bracelet color may indicate certain privileges of a player.
- a bracelet color may indicate that a player has the privilege to enter a certain club, visit a certain restaurant, visit a certain lounge, visit a certain gaming room (e.g., a high-roller room), or visiting any other area.
- a privilege of a player may include preferential access to a restaurant, theater, or other location.
- a privilege may include entering a restaurant before others waiting in line, getting special seating at a theater (e.g., getting front row seating), sitting at a special table in a restaurant, or any other privilege.
- a bracelet color may indicate a disability status of a player. For example, a player with a certain color bracelet may be granted priority seating at a gaming device with wheel chair access.
- a first player may be given a bracelet of a first color to indicate a first status of the first player
- a second player may be given a second bracelet of a second color to indicate a second status of the second player, where the first color is different from the second color, and where the first status is different from the second status.
- status may be conveyed through different patterns printed on a bracelet, through different designs, through different materials, through different weaving patterns, or through any other visually distinct schemes.
- advertisements may be printed on a bracelet.
- any promotion may be printed on a bracelet, such as an indication of 20% off on some product, a political campaign slogan, or any other promotion.
- a marketer may pay for the privilege of placing promotions on bracelets.
- a marketer may pay according to various protocols.
- a marketer may pay a fixed price per bracelet, per hundred bracelets, or per any other quantity of bracelets.
- a marketer may pay per time that a bracelet with his promotion is handed to a player. Thus, for example, a marketer may pay $X per bracelet.
- a marketer may pay according to how long a bracelet was in the possession of a player or players. For example, a marketer may pay $X per hour in which a bracelet is in the possession of a player. Presumably, the longer a bracelet is in the possession of a player, the more exposure the marketer's promotion receives.
- a marketer may pay according to the way gaming proceeds while a bracelet is worn.
- a marketer may pay $X per Y amount wagered while a bracelet is worn.
- a marketer may pay $X per Y amount won, $X per Y amount lost, $X per Y gross amount won, $X per Y gross amount lost, $X per Y games played, or according to any other measure.
- a marketer may tend to pay more as more amounts are wagered when a bracelet is worn. The marketer may thus pay a premium for promoting to wealthy players or to players with a lot of money to spend.
- a marketer may pay based on where bracelets are given out.
- a marketer may pay $X per bracelet for bracelets given out in a first casino, but $Y per bracelet for bracelets given out in a second casino.
- a marketer may be willing to pay more to have his promotions on bracelets in a casino with typically wealthy clientele than in casinos with typical clientele of average income.
- an electrical circuit may be tripped or broken and may thereby indicate when a bracelet is no longer being worn, and/or when a bracelet is no longer active.
- the tripping or breaking of an electrical circuit may thus mark a time which may be used to determine how much a marketer should pay to have his promotion on a bracelet. For example, a marketer may pay $0.50 per hour that a bracelet is worn and that the bracelet permits gaming by the wearer. When the bracelet is taken off and the electrical circuit is broken, the marketer may stop paying.
- the time when a the circuit is broken is marked. A charge for a marketer is then computed based on the time the bracelet was broken, based on the time the bracelet was first put on, and based on the hourly rate for wearing the bracelet.
- a marketer may pay to have promotions on a bracelet based on the gaming history of the player wearing the bracelet. For example, the greater the lifetime amount wagered by the player wearing the bracelet, the more a marketer might pay.
- the marketer may pay for putting promotions on bracelets based on any demographic characteristic of a player. For example, a marketer may pay based on an age, occupation, place of residence, income level, or any other demographic.
- a player may be offered a bracelet with a promotion printed on it.
- the player may decline to wear the bracelet.
- the player may then receive a bracelet without a promotion.
- the player may be offered a bracelet with a new promotion.
- a player may be paid to wear a bracelet with a promotion on it.
- the payment may come directly or indirectly from a marketer. For example, marketer may pay the casino $1.00 per hour the bracelet is worn. The player may receive from the casino $0.50 per hour the bracelet is worn.
- bracelets with certain printed promotions may grant the player certain privileges.
- a bracelet with a logo or color scheme of a restaurant may gain priority entry for a player into the restaurant (e.g., the player may be able to enter without reservations; e.g., the player may be able to get in before others who came first).
- a player may be offered a bracelet based on the color, design, or other feature of an item of clothing the player is wearing. For example, if a player is wearing an orange blouse, the player may be offered an orange bracelet. In various embodiments, a player may be asked what bracelet he/she wants. The player may be given the bracelet with the color, pattern, or other scheme that the player has asked for.
- a bracelet may include a printed identifier, such as a printed numerical identifier, bar code, or a printed name of a player.
- the printed identifier may be used by a restaurant or other merchant to grant the player special privileges, such as priority entry.
- a player may use the identifier printed on his bracelet to pay.
- the identifier may be linked to a financial account (e.g., to a room bill; e.g., to a credit card account).
- the player need only show the bracelet to a merchant in order to pay for an item.
- the merchant need not necessarily use an RFID reader to read the RFID tag in the bracelet.
- the identifier may be representative of a player status.
- a bracelet may have printed on it one or more logos.
- a bracelet has a logo of a casino printed on it.
- the logo may be a logo of the casino which is giving out the bracelet.
- the bracelet may have printed the logo of a technology provider for a gaming system. For example, if a bracelet is used to enable access to a mobile gaming device (e.g., a portable or handheld gaming device), the bracelet may have printed on it the logo of the manufacturer of the mobile gaming device.
- names of companies may be printed, in various embodiments. For example, a bracelet may have printed on it the name of a casino or technology provider.
- a bracelet may include a battery indicatory.
- the indicator may show when the battery or other power source of the bracelet is near depletion.
- bracelets may not be given out if their batteries are in a certain state of depletion or more (e.g., if there is less than two hours battery life left on the bracelet's battery).
- the battery in the bracelet may be recharged before the bracelet is given out again to another player.
- a bracelet may be sterilized or otherwise cleansed between when it is returned by one player and when it is given out to another player.
- a bracelet may be heated or treated with alcohol in order to disinfect the bracelet.
- a sterilization process may alleviate concerns about wearing something that someone else has already worn.
- images, logos, colors, patterns, or other designs may be placed on a bracelet using screenprinting, serigraphy, and silkscreening technologies.
- designs may be printed onto a bracelet using any other technology.
- designs may be created by fashioning the bracelet out of materials with particular colors. For example, a black bracelet may be created using a black material.
- designs may be woven into a bracelet (e.g., if the bracelet is s cloth material).
- designs may be etched or burnt into a bracelet (e.g., if a bracelet is a plastic material).
- a player may continue to receive entries into a drawing so long as he is wearing a bracelet. For example, a drawing for a $1 million prize may be held at the end of each day. The drawing may consist of 6 randomly chosen numbers. To win the prize, a player with an entry must match the 6 randomly chosen numbers with his own entry of 6 numbers. In various embodiments, a player may receive an additional slate of 6 numbers as an entry into the drawing for each minute that he wears a bracelet with an RFID tag. This may encourage the player to continue to wear the bracelet. It may also encourage the player to continue gaming since gaming may be permissible for the player when he is wearing the bracelet.
- a player may receive comp points just for wearing a bracelet.
- the player may receive one comp point per minute in which he is wearing his bracelet.
- a casino may put in place processes for giving out communications objects.
- Processes may include processes for determining which of two or more types of communications objects a customer will receive.
- Processes may include processes for determining which of two or more patterns, colors, or designs will appear on a communications object.
- Processes may include processes for determining a hardware component that will be included in the communication object given to a player. For example, in some cases, an RFID tag may be included, while in other cases, another type of signaling device may be included.
- Processes may include processes for determining a signal that should be emitted from a communications object. For example, a first signal may grant a player with the communications object a first set of privileges, while a second signal may grand the player a second set of privileges.
- a decision to give out a particular communications object, or a communications object under a particular configuration may be made in various ways.
- the decision may be made by a program.
- the program may reside on a casino device, such as on a casino server or such as on a computer terminal at a location where communications objects are given out to players.
- a decision may be made by a casino employee.
- a casino employee may act according to predetermined instructions. Thus, the casino employee's actions may be in accordance with a well defined process for giving out bracelets.
- the decision maker be it a human, program, or other entity, may have access to various information.
- Such information may include information about a player's gaming history, information about which communications objects are currently available to be given out, which communications objects have been given out, how given out communications objects have been programmed or configured (e.g., what signals such communications objects have given out), information about what privileges are available to be conferred by giving out communications objects (e.g., what restaurants have special tables that can be reserved for players with particular communications objects), information about what communications objects have been discarded or destroyed, and any other type of information.
- information about a player's gaming history information about which communications objects are currently available to be given out, which communications objects have been given out, how given out communications objects have been programmed or configured (e.g., what signals such communications objects have given out), information about what privileges are available to be conferred by giving out communications objects (e.g., what restaurants have special tables that can be reserved for players with particular communications objects), information about what communications objects have been discarded or destroyed, and any other type of information.
- a communications object may be given out based on a player status.
- a player's status may be based on the profitability of the player to the casino giving out communications objects.
- the player's status may be linked to direct or indirect measures of a player's profitability, such as how frequently the player has visited a casino, how much the player has gambled at the casino, how much money the player has spent at the casino, how many total nights the player has spent at the casino, how many friends the player has brought to the casino, how much the player has lost at the casino, and so on.
- a player with high profitability may be given a communications object signifying a first status.
- a player with lower profitability may be given a communications object signifying a second status.
- a given threshold designated in terms of profitability per unit time, may divide players of a first status from players of a second status.
- a player's status may be conveyed visually.
- the design, structure, or pattern of the communications object may correspond to a player's status, and thus may convey the player's status.
- an RFID bracelet colored blue may correspond to a first status
- an RFID bracelet colored red may correspond to a second status.
- Status may also be conveyed through patterns.
- a striped wristband on a bracelet may correspond to one status
- a solid color wristband on a bracelet may correspond to another status.
- a first patterned communications object may be given to the player, or a second patterned communications object may be given to the player.
- the player may receive either a blue bracelet or a red bracelet depending on his status.
- a status may be conveyed electronically.
- a communications device may broadcast a signal indicative of a player status.
- a communications device may broadcast a sequence of bits that is recognized by a point-of-sale terminal in a restaurant. The point-of-sale terminal may recognize the sequence of bits as entitling the wearer of the communications object to be seated before others who have come before him.
- a first communications object which broadcasts a first signal may be given out to a first player with a first status, while a second communications object which broadcasts a second signal may be given out to a second player with a second status.
- a status may be purely symbolic. For example, wearing a bracelet that shows a player to be of high status may make the player feel important, however it may otherwise not grant the player any special privileges.
- status may grant a player special privileges.
- a status may grant a player discounts or other promotions at one or more merchants, priority access to restaurants, access to special tables at restaurants, access to special menu items, access to special seats for a show, access to special rooms in a casino, and so on.
- first type of communications object may be chosen to be given to a player over a second type of communications object based on the number of each type remaining in inventory.
- the casino may decide (e.g., a program run on a casino server may decide) to give out a communications object with a red wristband to the next player who needs a communications object. If the player then specifically requests a communications object with the blue wristband, the requested communications object may be provided instead. However, the red one may be provided initially. Thus, in some embodiments, a type of communications object for which there are a greater number remaining may be given to a player as a default.
- a report may be generated describing the numbers of various types of communications object remaining in inventory.
- a report may be generated describing the number of communications objects currently in the position of players or otherwise outstanding.
- a report may be generated, for example, when there is a shift change among employees responsible for giving out communications objects. When a new employee begins work, he may peruse a report to get an idea of how many communications objects are currently outstanding and/or of how many communications objects are currently in inventory.
- a communications object may be programmed or configured before or after it is applied.
- a communications object may be configured, for example, to emit a first type of signal indicative of a first player status.
- a communications object may, for example, be alternatively configured to emit a second type of signal indicative of a player status.
- a communications object may be configured after it is applied.
- a communications object may be configured to emit a signal which conveys any desired information.
- a communications object may be configured to emit a signal indicative of a player's name or other player identifying information.
- a communications object may be configured to emit a signal indicating that an associated circuit is closed or that an associated circuit has been broken.
- the player may be asked about various intentions or preferences of the player.
- the player may be asked: (a) what type of food he likes; (b) what type of restaurants he likes; (c) what restaurants he would like to eat at; (d) whether he likes buffets; (e) whether he likes shows; (f) what types of shows he likes; (g) what type of foods or drinks he likes to have delivered to him; (h) what types of games he likes; (i) what gaming machines he likes; (j) what areas of a casino he likes; (k) what types of products he would like to buy; (1) what merchants he plans to spend at; (m) how many days he is staying; (n) how much he would like to spend on one or more items or activities; and any other information about intentions or preferences.
- a player may indicate his preferences to a casino. For example, a player may fill out a survey at a casino terminal, or may verbally indicate preferences or intentions to a casino representative, who may then fill in a form for the casino.
- a player's communications object may be configured so as to make it easier for the player to fulfill his intentions, so as to provide the player with a benefit for pursuing his preferences (e.g., for visiting a preferred restaurant) or for pursuing his intentions.
- a player's communications object may be configured to emit a signal which grants the player a privilege at a preferred location.
- the signal may allow a player to bypass a line for a preferred restaurant, to get a discount at a preferred restaurant, to get a discount at a preferred merchant, to get tickets to a preferred sold-out show, to receive extra comp points at a preferred game, to visit a preferred merchant after business hours, to receive a preferred drink delivered hourly at his gaming device, or to receive any other benefit or privilege.
- a player may be motivated to receive and wear a bracelet because the bracelet may grant the player privileges.
- the player may be motivated to disclose intentions so as to receive benefits for fulfilling the intentions.
- a merchant may be willing to grant to the player privileges just so that the player may be more likely to visit the merchant.
- a restaurant device may readily accept signals from a communications object of a player and thereby allow the player to bypass a line.
- a player's communications object is configured to emit a particular signal
- one or more merchants, casino devices, or other parties may be informed of the particular signal (e.g., the bit sequence of the particular signal), and may be informed of the privileges the signal is supposed to signify.
- a merchant may then actually be willing to provide such privileges.
- merchants, retailers, or other parties may specify one or more privileges they are willing to give out.
- the merchants, retailers, or other parties may further specify a quantity of such benefits that may be given out.
- the merchants, retailers, or other parties may further specify characteristics of players that are to receive such benefits. For example, a merchant may specify that he wishes for ten 2-for-l specials on all items for sale to be given out to any player who is 70 years of age or over.
- the casino may track how many of such benefits have already been dispensed and/or how many are still available to be dispensed. The casino may ask players for various information in order to determine whether such players are eligible for benefits from a merchant, retailer, or other entity. If a player is eligible, then the player's communication object
- a player may provide a security deposit when receiving a communications object.
- the player may lose all or a portion of the security deposit if he fails to return the communications object.
- the player may lose all or a portion of the security deposit if he fails to return the communications object by a certain specified time, such as by the end of the day on which he received the communications object.
- the player may lose all or a portion of the security deposit if he fails to return the communications object within a predetermined amount of time after the circuit in the communications object has been broken (e.g., after the bracelet has been opened). Taking away a security deposit or otherwise applying a fee or penalty may discourage players from transferring communications objects to other players, and thereby grant the other players unwarranted benefits.
- a first communications object may include an active transmitter
- a second communications object may include a passive RFID tag.
- communications objects of different configurations may be given out depending on the stated intentions of a player. If a player intends to use a mobile gaming device in areas that are far from RFID detectors (e.g., on a casino golf course), the player may be provided with a bracelet with an active transmitter so as to be able to broadcast a signal to more distant receivers.
- a player may be provided with a bracelet with an RFID tag. If a player intends to go swimming, the player may be given a bracelet with a water resistant coating around the electronics of the bracelet. If the player does not intend to go swimming, a bracelet without water resistant coating may be given to a player.
- a communications object may be used to make purchases or to make other payments.
- a player may hold his communications device to a reader or player tracking device.
- the communications device may emit, reflect, or otherwise transmit a signal to the reader.
- the signal may be indicative of the player's identity, or a financial account of the player, or of some other information about the player.
- the signal may indicate the player's name and room number.
- the reader may receive the player signal and use it to access an account of the player.
- Such account may include a credit card account, debit card account, or other financial account.
- Such account may include an account with gaming credits, a merchant-specific account (e.g., an account containing currency usable only at a particular merchant, such as a gift certificate), an account linked to a room bill, an account linked to a tab, an account of comp points or other loyalty points, or to any other account.
- the amount of the purchase or payment may then be deducted from the player's account.
- value in an account may be useable for gaming purposes, such as for making wagers.
- a player may present his communications object (e.g., hold the object near to a reader) for the purposes of having value added to an account. For example, when a player cashes out from a gaming device, he may hold his communications object near to the gaming device. The amount being cashed out may then be added to a balance associated with the player.
- a player may have two associated accounts. In some embodiments, a player may have more than two associated accounts.
- two accounts may be associated with a player.
- the player may be able to spend from either of two accounts.
- the two accounts may be useable for different purposes.
- the player may be allowed to use a first account for a first set of purchases and payments, but not for a second set of purchases and payments.
- the player may be able to use the second account for a second set of purchases and payments but not for the first set of purchases and payments.
- a player may be able to use a first account for a first set of purchases and payments and for a second set of purchases and payments.
- the player may only be able to use a second account for the second set of purchases and payments.
- two accounts may be useable for different purposes.
- a player may have a first account that is useable only for purchases and payments that do not involve gaming.
- the first account may be useable to make purchases at a merchant, to pay for theatre tickets, to pay for a hotel, or to tip a waiter.
- the first account may not be useable to place a bet, to purchase a keno ticket, or to perform any other activity that may be classified as gambling.
- the player may have a second account that is useable for gaming.
- the second account may be useable to make bets.
- the second account may also be used to receive winnings from gambling activities.
- an account generally restricted to non-gambling uses may still receive winnings from gaming.
- an account generally useable for gaming activities may also be used to make purchases. Gaming credits stored in a gaming account, for example, may be used at their face value to make purchases.
- a player may present his communications object to an RFID reader, player tracking device, or other device in the course of a transaction. For example, the player may be paying for something, or may be making a bet. During a transaction, an account of the player's may be determined for making a payment. The player's ability to pay may be further verified.
- a communications object may emit one of two signals depending on what account is to be used for a transaction.
- a communications object may be apprised of the type of transaction in various ways.
- the communications object may receive a signal from a point-of-sale terminal, from a gaming device, from an RFID reader, or from some other device, where such device may be involved in the transaction in some way.
- the communications object may also receive an indication of the nature of the transaction from a person, such as from the player wearing the communications object, such as from a casino employee, such as from a merchant employee, of such as from some other person.
- the communications object may include a receiver for receiving a signal indicative of the nature of a transaction in which the player is involved.
- the Communications object may have one or more input devices (e.g., buttons), through which the nature of a transaction may be specified.
- the communications object may contain a processor or other internal logic for determining which of two or more signals to emit depending on the nature of the transaction in progress. If the transaction is of a first type (e.g., a purchase at a merchant), then the internal logic of the communications device may lead the communications device to emit a first signal indicative of a first player account. If the transaction is of a second type (e.g., a gambling related transaction), then the internal logic of the communications device may lead the communications device to emit a second signal indicative of a second player account.
- a first type e.g., a purchase at a merchant
- the internal logic of the communications device may lead the communications device to emit a first signal indicative of a first player account.
- a second type e.g., a gambling related transaction
- the communications object may utilized a GPS unit (e.g., a GPS unit that is part of the communications object) to determine the nature of a transaction, and thus to determine which financial account indicator to transmit. For example, of a GPS location corresponds to a location of a merchant, the communications object may emit a signal indicative of an account used for non- gambling related purposes. If a GPS location corresponds to the location of a slot machine, the communications object may emit a signal indicative of an account used for gambling related purposes.
- a GPS unit e.g., a GPS unit that is part of the communications object
- the communications object itself may determine a signal to emit based on the nature of a transaction in which the player is involved, where one signal may indicate an account usable for gambling related transactions, and where another signal may be usable for non-gambling related transactions.
- a communications object may emit multiple signals, with each signal indicative of a different player account.
- a communications object may emit a single signal that provides indications of multiple player accounts. Thus, it may be left to another device to decide which of two or more player accounts to charge.
- an RFID reader or player tracking device may determine which two or more player accounts to use. For example, RFID reader may receive a signal indicative of two player accounts from a communications object. However, the RFID reader may forward to the casino server a signal indicative of only one of the player accounts. The player account that the casino server is informed of may then be the account that is used (e.g., charged for a purchase).
- an RFID reader or player tracking device may forward all indications of a player account to another device, and the other device may make a decision as to which account to use.
- an RFID reader may receive from the communications object an indication of two player accounts. The RFID reader may forward information about both accounts to the casino server. The casino server may then determine which of the two accounts to use.
- a device that first receives information about a player's accounts may be in a position to determine which account should be used because the device may be directly knowledgeable of the nature of the transaction. For example, a POS terminal at a merchant may assume that a transaction is non- gambling related, while a slot machine may assume that a transaction is gambling related.
- the casino server may make a determination of which of two or more player accounts to use for a transaction.
- the casino server may receive an indication of both the player accounts.
- the casinos server may receive an indication of the nature of the transaction, such as from an RFID reader or player tracking device.
- the casino server may infer the nature of the transaction based on the device from which the casino server received information about the player accounts.
- a device that determines which of two player accounts to use for a transaction may receive information about the nature of the transaction.
- a casino server may receive information, such as the identity of a merchant where a transaction takes place, such as an identifier for a slot machine, or such as an identifier for a casino table game, where a transaction takes place.
- the device may determine which player account to use.
- the device may have stored a record of which account should be used depending on what information about a transaction is received.
- a communications object may emit a signal indicative of a player identifier.
- the signal may indicate a player's name, a player tracking number, a social security number, or any other information about a player.
- the information may be unique to the player such that the information may be used to identify the player.
- a device which receives a signal from the communications object may then determine which of two or more player accounts to use for a particular transaction. For example, a point-of-sale (POS) terminal may receive an identifier of a player. The POS terminal may use the identifier to determine an account of the player's which is used for non-gambling activities.
- POS point-of-sale
- the POS terminal may, for example, transmit the player's identifying information to a retail server, which may have a record of player identifiers and associated account identifiers.
- the retail server (or other device in communication with the POS terminal) may determine what player account to use for a transaction.
- a casino server may receive a player identifier.
- the casino server may receive the identifier directly via a signal from the communications device.
- the casino server may receive the player identifier via an intermediate device, such as via an RFID reader, a player tracking device, a gaming device, a POS terminal, or via some other intermediate device or chain of intermediate devices.
- the casino server may determine which of two or more player accounts to user for a particular transaction.
- the casino server may, in making the determination, utilize further information received about the nature of the transaction. For example, the casino server may receive from a POS terminal a player identifier together with a code indicating that the transaction was a purchase and was non-gambling related. Accordingly, the casino server may charge a player account that is non-gambling related.
- a player may enter into a transaction.
- a device such as a gaming device or POS terminal may receive an account identifier of the player.
- Such devices may receive information about a player that can be used to look up an account identifier of the player.
- an authorization step may take place.
- the authorization step the balance of an appropriate account of the player's may be checked to ensure that the player has sufficient funds, or sufficient credit, to complete the transaction.
- the authorization step may include a transmission of player information (e.g., a player name; e.g., a player account identifier) to the casino server.
- the casino server may store a record of the amount of funds remaining corresponding to the appropriate player account.
- the casino server may verify that the amount of funds or that the amount of available credit exceeds the amount necessary to complete the purchase. If so, the casino server may send an authorization signal to the effect that the purchase may proceed.
- the casino server may not directly authorize a purchase, but may simply indicate a balance of funds remaining for a player, or an amount of credit available for a player.
- Another device such as a POS terminal, may then determine based on this amount and based on the size of the transaction whether the transaction should be completed or not.
- extra authorization checks may be performed if a payment amount or purchase amount exceeds a certain threshold. If a transaction is for more than $100, a transmission of a player account identifier from a communications object may not be sufficient. Rather, a POS terminal or RFID reader may require that the player provide a biometric input (e.g., a fingerprint), that the player answer a security question (e.g., the player provide his mother's maiden name), or that the player provide some other piece of information to better prove his identity.
- the communications object may communicate with a casino server in various ways. The communications object may transmit a signal directly to the casino server. For example, the communications object may communicate via a WiFi or via a Bluetooth protocol. Such protocols may include relatively powerful signals that may allow the communications object to transmit a signal to a relatively distant receiver which may, in turn, be electronically coupled with the casino server.
- a communications object may communicate with a casino server via a mobile gaming device, such as a Blackberry, cell phone, or a proprietary mobile gaming device provided by a casino to a player.
- the communications object may first transmit an identifier for a player financial account to the mobile gaming device.
- the mobile gaming device may then transmit the identifier to the casino server.
- the casino server may then modify a balance of a player financial account in accordance with an amount to be paid by the player.
- a communications object may transmit an identifier (e.g., a financial account identifier) to a mobile gaming device.
- the mobile gaming device may transmit the financial account identifier to a POS terminal, gaming device, or other device which is participating in a transaction with a player.
- the POS terminal may then transmit the player's financial account identifier to the casino server.
- the casino server may then modify an account balance of the player based on the nature of the transaction (e.g., based on the amount of the purchase).
- other information may be transmitted from the communications object to the server, possibly via intermediate devices, such as a mobile gaming device or POS terminal.
- Such other information may include a player name or other identifier.
- Such other information may be used, e.g., by a casino server, to look up a financial account identifier associated with the player.
- a communications object may communicate via Bluetooth, via WiFi or via any other communications technology or standard.
- the communications object may communicate with other devices (e.g., with slot machines) that are similarly outfitted to communicate via Bluetooth or WiFi standards.
- the proximity of a mobile gaming device and a communications object may be determined though the two do not directly communicate.
- a third device may receive signals from both the communications object and from the mobile gaming device. The third device may determine that the communications object and the mobile gaming device are proximate to one another. Use of the mobile gaming device may thereby be permitted.
- other devices may determine a position of the communications object and the mobile gaming device. For example, a third device may determine the position of the communications object and a fourth device may determine the position of the mobile gaming device. The two positions may be compared. If the two positions are found to be close (e.g., within 5 feet of one another), then the mobile gaming device may allow gaming to proceed using the mobile gaming device.
- a casino or other area may be divided into sub-regions, or grid areas.
- Each sub-region may include a receiver or other device for detecting the presence of communications objects or mobile gaming devices. If a receiver detects a signal from a mobile gaming device or communications object, such may be determined to lie within the sub-region.
- gaming may be allowed on a mobile gaming device if both a communications object and the mobile gaming device are within the same sub-region.
- a communications object may include a buzzer or other sound-generating device.
- the buzzer or sound-generating device may generate a sound when the electrical loop of the communications object is broken (e.g., when the communications object is taken off).
- a communications object may include lights or other visual indicators. Such visual indicators may flash, blink, turn on, or otherwise generate signals to indicate when the electrical circuit of the communications object has been broken.
- a communications object may include a display. The display on the communications object may display different images, text, or other visuals depending on the location of the player. For example, if the player is in a location where gaming is not allowed, the displays may show a first color.
- a display may indicate when a mobile gaming device is close enough for gambling to be allowed.
- a display may indicate when a player may exercise a privilege (e.g., when a player may get immediate seating at a table).
- a display may indicate a privilege that a player has. For example, a display on a communications object may display a message saying, "You can get half price on any necklace at the jeweler to your right.”
- two communications objects may communicate with one another.
- a first communications object may be capable of detecting a signal from a second communications object, where the signal servers as an identifier for the wearer of the object.
- the first communications object may display the identifier for the wearer of the first communications object.
- the first communications object may display the name of the wearer of the second communications object.
- communications objects may store records of signals that may be received from other communications objects and player identifiers associated with such other communications objects.
- a first communications object may be able display the name of the wearer of the other communications object. In this way, friends or relatives may find one another when they are near. Friends' communications objects may be programmed to detect one another.
- the communications objects may blink, flash, buzz, or otherwise indicate the presence of another recognized communications object.
- a communications object may recognize a gaming device (e.g., a mobile gaming device).
- a gaming device e.g., a mobile gaming device
- a signal from a communications object may be detected by a receiver, tracking device, or other device.
- the location of the communications device may be inferred (e.g., based on the location of the receiver, e.g., based on triangulation).
- a map may be populated with the location of one or more communications objects. The may, for example, show the floor of a casino together with blinking lights indicating the presence of various communications objects.
- the gaming history of a player may include outcomes, results, and other events that have occurred in a player's games in the past.
- the gaming history of a player may include information about the following:
- An amount of a buy in e.g., an amount of money initially brought to a table by a player
- An amount of a cash out e.g., an amount of a money with which a player leaves a gaming device, gaming table or gaming session
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- Engineering & Computer Science (AREA)
- Computer Networks & Wireless Communication (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Pinball Game Machines (AREA)
- Slot Machines And Peripheral Devices (AREA)
Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU2008239516A AU2008239516B2 (en) | 2007-03-08 | 2008-03-07 | Game account access device |
Applications Claiming Priority (6)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/683,476 US9183693B2 (en) | 2007-03-08 | 2007-03-08 | Game access device |
US11/683,508 | 2007-03-08 | ||
US11/683,476 | 2007-03-08 | ||
US11/683,508 US8581721B2 (en) | 2007-03-08 | 2007-03-08 | Game access device with privileges |
US11/685,997 US8319601B2 (en) | 2007-03-14 | 2007-03-14 | Game account access device |
US11/685,997 | 2007-03-14 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2008127810A1 true WO2008127810A1 (en) | 2008-10-23 |
Family
ID=39864291
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2008/056120 WO2008127810A1 (en) | 2007-03-08 | 2008-03-07 | Game account access device |
Country Status (2)
Country | Link |
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AU (1) | AU2008239516B2 (en) |
WO (1) | WO2008127810A1 (en) |
Cited By (1)
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WO2013081541A1 (en) * | 2011-11-28 | 2013-06-06 | Sportident International Ab | System for controlling and showing eligibility of golf players on a golf course |
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- 2008-03-07 AU AU2008239516A patent/AU2008239516B2/en active Active
- 2008-03-07 WO PCT/US2008/056120 patent/WO2008127810A1/en active Application Filing
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US20030162593A1 (en) * | 2002-02-27 | 2003-08-28 | Griswold Chauncey W. | Contactless card reading in a gaming machine |
US20060019745A1 (en) * | 2004-07-22 | 2006-01-26 | Igt | Remote gaming eligibility system and method using RFID tags |
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WO2013081541A1 (en) * | 2011-11-28 | 2013-06-06 | Sportident International Ab | System for controlling and showing eligibility of golf players on a golf course |
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AU2008239516A1 (en) | 2008-10-23 |
AU2008239516B2 (en) | 2012-02-23 |
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