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AU2025208547A1 - Game account access device - Google Patents

Game account access device

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Publication number
AU2025208547A1
AU2025208547A1 AU2025208547A AU2025208547A AU2025208547A1 AU 2025208547 A1 AU2025208547 A1 AU 2025208547A1 AU 2025208547 A AU2025208547 A AU 2025208547A AU 2025208547 A AU2025208547 A AU 2025208547A AU 2025208547 A1 AU2025208547 A1 AU 2025208547A1
Authority
AU
Australia
Prior art keywords
player
account
user
identifier
gaming
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
AU2025208547A
Inventor
Dean P. Alderucci
Joseph M. Asher
Geoffrey M. Gelman
Ronald Rushin
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
CFPH LLC
Original Assignee
CFPH LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2008239516A external-priority patent/AU2008239516B2/en
Priority claimed from AU2015207906A external-priority patent/AU2015207906B2/en
Application filed by CFPH LLC filed Critical CFPH LLC
Priority to AU2025208547A priority Critical patent/AU2025208547A1/en
Publication of AU2025208547A1 publication Critical patent/AU2025208547A1/en
Pending legal-status Critical Current

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  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Devices For Checking Fares Or Tickets At Control Points (AREA)
  • Pinball Game Machines (AREA)
  • Control Of Vending Devices And Auxiliary Devices For Vending Devices (AREA)

Abstract

#$%^&*AU2025208547A120250814.pdf##### ABSTRACT Systems and methods for verifying the eligibility of players attempting to participate in gaming events are disclosed. Communication objects having RFID tags and closed electrical circuits are individually assigned to and worn by players within a gaming player verification system, which can be administrated by a casino desk, hotel concierge, or other operating entity. These RFID tags are adapted to communicate with associated player tracking units attached to gaming machines and other devices via radio frequency waves, and each communication object is adapted to alter its communication pattern in response to any break of its closed electrical circuit. Bracelets, wristwatches or collars can be used as communication objects, such that the removal of such an object from the player cannot be accomplished without breaking the closed electrical circuit contained therein, thereby disabling or de-authenticating the device. ABSTRACT Systems and methods for verifying the eligibility of players attempting to participate in gaming events are disclosed. Communication objects having RFID tags and closed electrical circuits are individually assigned to and worn by players within a gaming player verification system, which can be administrated by a casino desk, hotel concierge, or other operating entity. These RFID tags are adapted to communicate with associated player tracking units attached to gaming machines and other devices via radio frequency waves, and each communication object is adapted to alter its communication pattern in response to any break of its closed electrical circuit. Bracelets, wristwatches or collars can be used as communication objects, such that the removal of such an object from the player cannot be accomplished without breaking the closed electrical circuit contained therein, thereby disabling or de-authenticating the device. 20 25 20 85 47 28 J ul 2 02 5 A B S T R A C T 2 0 2 5 2 0 8 5 4 7 2 8 J u l 2 0 2 5 S y s t e m s a n d m e t h o d s f o r v e r i f y i n g t h e e l i g i b i l i t y o f p l a y e r s a t t e m p t i n g t o p a r t i c i p a t e i n g a m i n g e v e n t s a r e d i s c l o s e d . C o m m u n i c a t i o n o b j e c t s h a v i n g R F I D t a g s a n d c l o s e d e l e c t r i c a l c i r c u i t s a r e i n d i v i d u a l l y a s s i g n e d t o a n d w o r n b y p l a y e r s w i t h i n a g a m i n g p l a y e r v e r i f i c a t i o n s y s t e m , w h i c h c a n b e a d m i n i s t r a t e d b y a c a s i n o d e s k , h o t e l c o n c i e r g e , o r o t h e r o p e r a t i n g e n t i t y . T h e s e R F I D t a g s a r e a d a p t e d t o c o m m u n i c a t e w i t h a s s o c i a t e d p l a y e r t r a c k i n g u n i t s a t t a c h e d t o g a m i n g m a c h i n e s a n d o t h e r d e v i c e s v i a r a d i o f r e q u e n c y w a v e s , a n d e a c h c o m m u n i c a t i o n o b j e c t i s a d a p t e d t o a l t e r i t s c o m m u n i c a t i o n p a t t e r n i n r e s p o n s e t o a n y b r e a k o f i t s c l o s e d e l e c t r i c a l c i r c u i t . B r a c e l e t s , w r i s t w a t c h e s o r c o l l a r s c a n b e u s e d a s c o m m u n i c a t i o n o b j e c t s , s u c h t h a t t h e r e m o v a l o f s u c h a n o b j e c t f r o m t h e p l a y e r c a n n o t b e a c c o m p l i s h e d w i t h o u t b r e a k i n g t h e c l o s e d e l e c t r i c a l c i r c u i t c o n t a i n e d t h e r e i n , t h e r e b y d i s a b l i n g o r d e - a u t h e n t i c a t i n g t h e d e v i c e .

Description

GAME ACCOUNT ACCESS DEVICE
TECHNICAL FIELD 5
The present invention relates generally to providing authentication in a gaming 2025208547
environment, and more specifically to systems and methods for verifying the
eligibility of a player at a remote gaming location.
10 BACKGROUND
Radio Frequency Identification ("RFID") tags and systems have been widely
adopted in recent years for the traceability and tracking of a wide variety of
products and objects. Although these wireless systems are similar to UPC bar code
15 type systems in that they allow for the non-contact reading of various products,
items and devices, they are an effective improvement over UPC bar code systems
in a variety of ways. In fact, RFID tags and systems can be vastly superior to bar
code systems in many manufacturing and other hostile environments where bar
code labels are inconvenient or wholly impractical. One advantage of RFID tags
20 and systems is the non-line-of-sight nature of the technology, whereby tags can be
read through a variety of substances such as snow, fog, clothing, paint, packaging
materials or other conditions where UPC bar codes or other such technologies
would be useless.
25 In most applications, an ordinary RFID system comprises three primary
components: 1) a transceiver for transmitting and receiving radio frequency
signals, 2) a transponder electronically programmed with data, preferably
comprising unique information, and 3) at least one antenna. The transceiver is
generally analogous to a bar code scanner, and controls communication within the
30 system by restricting when and where data is written, stored and acquired. The
transponder is analogous to a bar code label, and typically comprises at least a
small integrated circuit chip, with this chip often being referred to as an RFID
Integrated Circuit ("RFIDIC"). Antennae function as conduits between RFIDICs
and transceivers, as RFIDICs are frequently too small to act as their own antennae
and collect a sufficient level of emitted radio signals standing alone. Antennae can
be attached to the transceiver, transponder, or both, and are generally used to emit
5 and/or collect radio signals to activate an RFIDIC, read data from the RFIDIC
and/or write data to it. 2025208547
In general, the term "RFID tag" refers to the combination of the RFIDIC and any
antennae attached thereto. An RFID tag is essentially a microchip with antennae
10 that listens for a radio query and responds by transmitting an identification code
that is usually unique to that RFID tag. In operation, the transceiver emits radio
waves that usually range from a fraction of an inch to 100 feet or more, depending
upon the power output and radio frequency utilized. When an individual RFID tag
passes through an electromagnetic zone covered by the transceiver, it detects the
15 activation signal of the transceiver and responds by emitting its individual recorded
code. The "reader" or transceiver then collects this emitted code and passes this
data along to a host computer or other like device for processing. Standard
apparatuses and methods for manufacturing RFID tags are well known, and
instances of such apparatuses and methods can be found, for example, in U.S. Pat.
20 Nos. 6,100,804 and 6,509,217, both of which are incorporated herein by reference
in their entirety.
RFID tags come in a wide variety of shapes and sizes, and are usually noted for
their particularly small and unobtrusive nature. Large RFID tags include, for
25 example, the hard plastic anti-theft devices attached to merchandise in stores,
credit-card shaped tags for use in access applications, and screw shaped tags for
use with trees or wooden items. In smaller versions, animal tracking tags inserted
beneath the skin can be as small as a pencil lead in diameter and one-half inch in
length. Applications and venues utilizing some form of RFID tags and systems
30 vary, and can include, for example, package delivery, luggage handling, highway
toll monitoring, livestock identification, and automated vehicle identification
systems, among others. Other applications are thought to be possible as RFID tag
and system technologies become further developed and refined.
It has become popular in recent years for many gaming (i.e., gambling) operators,
such as casinos, Internet-based groups and other gaming establishments, to provide
5 various ways of allowing players to engage in betting and wager type games from
remote locations. In such instances, a player can generally participate in gaming 2025208547
activities from a remote gaming terminal that is at some location other than an
established casino floor or other authorized and regulated gaming location. Various
mediums that can be used for providing a remote gaming terminal include, for
10 example, interactive television (iTV), personal computers, and established kiosks
with customized controls and displays, among others. In addition, remote gaming
can take place, for example, over a closed network, whereby patrons can engage in
gaming activities from established kiosks or their private hotel rooms, as well as
online, whereby players can participate in gaming activities on various Internet
15 websites at virtually any location.
A number of problems have emerged, however, with respect to the advent of
remote gaming. Many forms of gaming are highly regulated, albeit with wide
variations in the rules and regulations existing from jurisdiction to jurisdiction, and
20 it is particularly significant that the location of the player typically governs which
set of laws apply. While many gaming operators are generally responsible in
providing and running their closed gaming networks and/or Internet gaming
websites from locations where gaming is legal, remote access to the gaming
activities provided therein can sometimes problematically be had from locations
25 where gaming is illegal, particularly in the case of Internet websites. Furthermore,
virtually all jurisdictions that allow some form of gaming have strict laws and
regulations with respect to the minimum age of any player that can participate in
such games. While age verification and player restrictions can be easily and
reliably made on a casino floor or at any other authorized and regulated gaming
30 location, such measures tend to be more difficult and less reliable at remote
gaming terminals. In fact, the control of underage gaming at environments such as
hotel rooms, personal computers and other remote locations is a continuing
problem that limits the growth of legitimate mobile or Internet-based gaming
worldwide. The verification of who is trying to place bets from a remote gaming
terminal and if such a person is underage is a well-known problem.
5 As a result of these and other related problems, many gaming operators and
regulators have considered the impact of remote gaming and have started to 2025208547
implement various rules and procedures specific to remote gaming activities. In
general, these added rules and procedures address some of the problems associated
with the enforcement of existing laws and regulations, such as age limits, as well
10 as issues related to the new potential availability of gaming activities to players
located in jurisdictions where gaming is illegal. One example of such an added
procedure is for the gaming system to require the verification of legitimate players
whose identities have been previously confirmed before any remote gaming
activities can commence. In some instances, players must enter individualized
15 identification codes, such as PIN numbers, into the remote gaming terminal to
identify themselves before gaming may begin. Other possible procedures involve
the reading of a fingerprint or some other biometric indicator by a connected
device at the remote gaming terminal to verify the identity of a player before
gaming can begin.
20
Such verification procedures and systems can be readily defrauded or
circumvented in many cases, however, as an underage child could learn the access
code of a parent or other adult and then engage in gaming activities illegally. In
addition, a legitimate player might properly log in to such a gaming system at a
25 remote gaming terminal and then completely hand off control to another user or
otherwise permit another player to play. Another disadvantage of such verification
procedures and systems is that they are all a "one-time" process, such that gaming
activities at the remote gaming terminal are allowed to continue on indefinitely
after an initial verification procedure, despite the potential for changes that would
30 result in the termination of gaming activities in a more closely monitored
environment. Such changes could involve a significant reduction in the capacity in
the legitimate player, a criminal interception or interference of a gaming session by
unscrupulous third parties, or simply a handing off of the remote gaming terminal
from the legitimate player to an underage or otherwise unauthorized user.
While existing systems and methods for providing player verification in remote
5 gaming terminals may grant some protection against unauthorized or improper
gaming activity, improvements and better systems and methods are usually 2025208547
welcomed and encouraged. In particular, there exists a need for such systems and
methods to be more reliable in verifying players correctly and not allowing
unauthorized players access to various gaming events.
10
SUMMARY
It is an advantage of the present invention to provide improved and more reliable
systems and methods for verifying actual players at remote gaming terminals. This
15 can be accomplished by providing secured communication objects having RFID
tags to players within a gaming player verification system, with such a system also
having a plurality of player tracking devices adapted to communicate with these
secured RFID communication objects.
20 According to a particular embodiment of the present invention, the provided
system can involve one or more communication objects adapted to be securely
worn by players within a gaming player verification system, wherein each such
communication object comprises an RFID tag and is adapted to communicate via
radio frequency waves. Security for these communication objects can result from
25 establishing a closed electrical circuit associated with the RFID tag within the
object when it is assigned to and worn by a player, with the object becoming
disabled or otherwise de-authorized upon any break in this closed electrical circuit.
The object is thus adapted to alter its communication pattern in response to any
break of its closed electrical circuit. Good candidates for such player assigned and
30 securely worn RFID communications objects can include necklaces, collars, wrist
bracelets, wristwatches, belts, ankle bracelets, and the like.
In various embodiments, the separation of a communication object from a player
can be determined in other ways besides the breaking of an electrical circuit. In
various embodiments, a communication object includes a temperature sensor. The
temperature sensor may be used to detect the body heat from the player. If the
5 communication object becomes separated from the player, the temperature sensor
may register a temperature other than a normal human body temperature. E.g., the 2025208547
temperature sensor may register an ambient room temperature. In various
embodiments, a communication object may include a pressure sensor. The
pressure sensor may register the pressure from the contact with the player's body.
10 E.g., the pressure sensor may register pressure as the weight of the
communications object presses the pressure sensor into the player's body. When
the communications object is separated from the player's body, the pressure sensor
may register a reduced pressure. It may thereby be determined that the
communications object has been separated from the player's body. In various
15 embodiments, a communications object may include a moisture detector for
detecting moisture from a player's body, such as player sweat. In various
embodiments, a communications object may include a salinity detector for
detecting salt on a player's body. In various embodiments, a communications
object may include a pH detector for detecting the pH of e.g., moisture on the
20 player's body. Each of these sensors may be capable of registering different input
levels depending on whether or not the sensors are in contact with a player's body.
It may thereby be determined whether or not the communications device has been
separated from the player's body.
25 The provided system can also involve one or more player tracking devices adapted
to obtain information regarding a specific player from such a communication
object worn by that player, as well as at least one computer server having a player
verification program adapted to verify whether obtained information regarding a
specific player is adequate or acceptable according to one or more set criteria for
30 verifying a player. Such criteria can include the presence of an unbroken electrical
circuit within a registered and assigned player communication object. This
computer server can be adapted to deny the initiation or continuation of a particular
gaming event when its player verification program determines that any information
obtained from a prospective player is inadequate or unacceptable, or when an
insufficient amount of information has been obtained. This player verification
program can also be adapted to verify multiple submissions of information
5 regarding a specific player during the progress of or between one or more gaming
events. The provided system can also involve a database containing specific 2025208547
informational data with respect to a plurality of players within the system, as well
as communication links or paths between various system items, such as a
communication path between a player tracking device and a computer server.
10
According to another embodiment of the present invention, a method of providing
automated player verification within a gaming environment can include the steps
of providing one or more gaming events involving the placement of a wager, the
presentation of a game, and the grant of a monetary award based upon the outcome
15 of the game, receiving a request by a specific player to participate in a particular
gaming event, obtaining information regarding that player from a communication
object worn by the player, verifying that the obtained information is acceptable
according to one or more set criteria, and permitting the gaming event to
commence or continue. This method can include situations where the pertinent
20 information becomes unacceptable when the communication object is no longer
worn by said player. This method can also include the use of communication
objects adapted to communicate via radio frequency waves, such as RFID tags
associated with a closed electrical circuits within the worn communication objects.
The method can thus also include steps of detecting breaks in these circuits, as well
25 as denying gaming events to commence or continue.
Other potential method steps can include associating the player request to play a
game with a specific player account associated with that player, and determining
whether that player is authorized to participate in the requested gaming event. In
30 order to provide further player verification, various method steps can also be
repeated as desired, with such repeated steps including the steps of obtaining
information from the communication object, verifying that this obtained
information is acceptable according to one or more criteria, and permitting a
gaming event to commence or continue. These repeated steps may be continuously
performed, or can be performed at set or random intervals.
5 Other variations can also be practiced, such as those involving all system
components within a single gaming machine or device, the incorporated use of one 2025208547
or more master gaming controllers in connection with the system, and/or the
integration of the system with a new or pre-existing player tracking system and
player tracking host. Other devices and functions beyond gaming machines and
10 remote gaming terminals can also be included, such as the use of RFID readers in
association with opening hotel room door locks, paying for retail purchases and
paying for restaurant tabs in associated with the provided system and method. In
addition, the provided systems and methods may also be used for securely and
reliably identifying users in contexts outside of a casino or gaming context.
15
Other methods, features and advantages of the invention will be or will become
apparent to one with skill in the art upon examination of the following figures and
detailed description. It is intended that all such additional methods, features and
advantages be included within this description, be within the scope of the
20 invention, and be protected by the accompanying claims.
BRIEF DESCRIPTION OF THE DRAWINGS
The included drawings are for illustrative purposes and serve only to provide
25 examples of possible structures and process steps for the disclosed inventive
systems and methods for providing player verification in remote gaming terminals
and other associated locations. These drawings in no way limit any changes in
form and detail that may be made to the invention by one skilled in the art without
departing from the spirit and scope of the invention.
30
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.
5
FIGS. 3A and 3B illustrate in perspective view several alternative examples of 2025208547
player worn RFID communication items for use in association with the gaming
machine of FIG. 1 according to one embodiment of the present invention.
10 FIG. 4 illustrates a block diagram of an exemplary network infrastructure for
providing remote player verification within a remote gaming system of gaming
machines and other items according to one embodiment of the present invention.
FIG. 5 illustrates an exemplary database containing associated data identifiers of
15 various registered active and inactive players 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.
20
DETAILED DESCRIPTION
Exemplary applications of systems and methods according to the present invention
are described in this section. These examples are being provided solely to add
25 context and aid in the understanding of the invention. It will thus be apparent to
one skilled in the art that the present invention may be practiced without some or
all of these specific details. In other instances, well known process steps have not
been described in detail in order to avoid unnecessarily obscuring the present
invention. Other applications are possible, such that the following example should
30 not be taken as definitive or limiting either in scope or setting.
In the following detailed description, references are made to the accompanying
drawings, which form a part of the description and in which are shown, by way of
illustration, specific embodiments of the present invention. Although these
embodiments are described in sufficient detail to enable one skilled in the art to
practice the invention, it is understood that these examples are not limiting; such
5 that other embodiments may be used, and changes may be made without departing
from the spirit and scope of the invention. 2025208547
One advantage of the present invention is the provision of a more reliable system
and method for initially verifying players at remote gaming terminals, such that a
10 higher level of confidence can be had that any person engaging in a gaming event
at a remote gaming terminal is an appropriate person for that gaming event. In one
embodiment, information specific to a given player is obtained after or during the
process of receiving a request from that player to participate in a specific gaming
event, such that unauthorized access to that gaming event can be minimized or
15 prevented altogether despite the presence of an adequate coin, bill or ticket input,
or a correct command, game play request or other such input.
Another advantage of the disclosed system and method is the ability to verify a
player repeatedly during the progress of the gaming event or session at the remote
20 gaming terminal. This advantageously hinders the ability of players to log in to the
system properly and then hand off control of the remote gaming terminal to an
underage or otherwise unauthorized player. This is accomplished through the
subsequent repetition during the gaming event or session of the steps of obtaining
information specific to the given player, verifying that the obtained information is
25 adequate, and permitting the requested gaming event to commence or continue.
Yet another advantage of the disclosed system and method is the ability to
incorporate the system and method into other items and ventures that extend
beyond the play and administration of wager based games and gaming.
30 Accordingly, it should be noted that while the inventive player verification system
and method disclosed herein is being described primarily with references to and
illustrations of remote gaming terminals, gaming establishments, gaming machines
and wager based games of chance in general, this verification system is readily
adaptable for use in other types of businesses and environments, such that its use is
not restricted exclusively to remote gaming terminals, gaming establishments,
gaming machines or games of chance. Examples of such other items and ventures
5 can include individual identifications and payments with respect to hotel and
transportation reservations and check-ins, restaurant visits, retail outlet 2025208547
registrations and purchases and the like. Such uses can be in conjunction with a
gaming based system, or separately altogether.
10 As an introduction to the various embodiments described herein, a very specific
example under a particular implementation according to the present invention will
now be provided. It will be readily appreciated that the following example is
picked from a potentially infinite number of possibilities that may occur under the
present invention, such that this example is not limiting in any way. According to
15 this example, 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.
20
During the check in process, Player A indicates that he would like to be able to
play in one or more gaming events at a remote terminal during the stay at the hotel
and casino. Upon such a request, the player is then fitted with a temporary ID
bracelet containing a closed circuit and RFID tag therein. Upon this fitting, the
25 unique RFID tag contained therein has its contents recorded, such that all
associated remote terminals will recognize that Player A is at that location when
the bracelet is active and on this player. After settling into his room, the player
decides to play at a remote gaming kiosk near the hotel pool. Because he continues
to wear his unique RFID bracelet, the gaming kiosk accepts Player A as a
30 legitimate player, opens his account locally on the kiosk, and permits game play to
commence. 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.
5
Later that afternoon, Player A stops in at an associated boutique store within the 2025208547
hotel and purchases a few personal items. Rather than pay by cash, check or credit
card, however, he merely positions his uniquely identifying bracelet in close
proximity to a stationary RFID tag reader at the store register, at which point his
10 personal account at the hotel is again debited for the purchased items. Upon
returning to his hotel room, Player A positions his bracelet in close proximity to
the door lock on his hotel room door, whereupon another RFID tag reader built
into the door lock reads the unique tag in his bracelet and unlocks the door. During
a brief respite in his hotel room, Player A checks in and plays a few games of
15 video poker at the gaming station on his hotel room television and accompanying
set top box and hardware, in much the same manner as the earlier session at the
pool kiosk. At dinner at a hotel restaurant that night, Player A pays or accounts for
the cost of the meal by placing his bracelet near another portable RFID tag reader
carried by the waiter or cashier, similar to the way that his retail purchases were
20 made at the boutique store earlier.
Later that night, in a cafe within the hotel, Player A is able to play at a bank of
remotely located slot machines by using his bracelet as a means for identifying
himself and verifying that he is authorized to participate in remote gaming.
25 Although he can use cash to play at this bank of gaming machines, he again uses
his ID bracelet to access his personal account such that any winnings are credited
and any losses are debited to this personal account. Prior to a brief break from
game play, Player A temporarily closes, stays or otherwise suspends his session at
a particular gaming machine. While washing up during this break, he accidentally
30 bangs the ID bracelet fairly hard, such that the bracelet considers the hit to be a
tampering attempt. The bracelet accordingly breaks the active circuit therein or
otherwise disables itself, such that it is no longer actively operating as an
affirmative remote identifier for Player A. The player is then unable to be verified
at the bank of gaming machines in the cafe, and thus cannot resume play after his
break. After a set length of time, his temporarily closed or suspended gaming
session terminates and his account is credited or debited accordingly. Player A can
5 no longer participate in any activity requiring the use of his RFID bracelet until he
goes to have this bracelet reset by the hotel front desk or some other appropriate 2025208547
administering agent authorized within the system.
Again, this specifically detailed example represents only one of the myriad
10 possible outcomes and arrangements of remote player identification, game play
and other identifying events and interactions under an RFID tag system and
method for remote player verification. The following detailed description will now
provide for other possibilities and implementations of these and other such systems
and methods at varying levels. Again, it should be remembered that not all
15 implementations of the inventive systems and methods disclosed herein must be
associated with a gaming system or establishment, and that details under such
systems and establishments are provided only for purposes of illustration. While
any such similarly identifying use is thus possible, uses within a gaming
environment are thought to be particularly useful, such that further examples will
20 provided within a gaming context. In particular, an especially useful application
can be had with respect to gaming machines and other stand alone gaming devices,
where supervision and manual interaction with casino or gaming operator
personnel can be relatively low with respect to other gaming events.
25 Referring first to FIG. 1, an exemplary gaming machine according to one
embodiment of the present invention is illustrated in perspective view. Gaming
machine 10 includes a top box 11 and a main cabinet 12, which generally
surrounds the machine interior (not shown) and is viewable by users. Main cabinet
12 includes a main door 20 on the front of the machine, which opens to provide
30 access to the interior of the machine. Attached to the main door are typically one or
more player-input switches or buttons 21, one or more money or credit acceptors,
such as a coin acceptor 22, and a bill or ticket validator 23, a coin tray 24, and a
belly glass 25. Viewable through main door 20 is a primary video display monitor
26 and one or more information panels 27. The primary video display monitor 26
will typically be a cathode ray tube, high resolution flat-panel LCD, plasma/LED
display or other conventional electronically controlled video monitor. Top box 11,
5 which typically rests atop of the main cabinet 12, may also contain a bill or ticket
validator 28, a key pad 29, one or more additional displays 30, a card reader 31, 2025208547
one or more speakers 32, one or more cameras 33, and a secondary video display
monitor 34, which may also be a cathode ray tube, high resolution flat-panel LCD,
plasma/LED display or other conventional electronically controlled video monitor.
10
It will be readily understood that 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
15 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. Such an adaptation preferably involves the implementation of one or
20 more types or modes of communication from the gaming machine to at least one
outside location, such as a remote gaming terminal itself, as well as the
incorporation of a gaming network that is capable of supporting a system of remote
gaming with multiple gaming machines and/or multiple remote gaming terminals.
25 Additional components and devices that can be used to permit gaming machine 10
to be used in a remote gaming environment will now be presented in greater detail.
One such item can be a player tracking, authorizing and/or identifying device 35.
Although shown as an auxiliary device attached to the lower left side of main door
20 in FIG. 1, it will be readily appreciated that such a device can be placed
30 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. In fact, it is
specifically contemplated that 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. With
respect to player identifying device 35, this device can be, for example, an RFID
transceiver adapted to interact with one or more RFID tags outside of the gaming
5 machine, and in particular those worn, carried or otherwise controlled by various
registered players. In a preferred embodiment, player identifying device 35 is 2025208547
adapted to act as a conduit between such outside RFID tags and a player tracking
system/network, a player accounting system/network, one or more processors at
the gaming machine itself, or any combination thereof. Such an RFID transceiver
10 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. Besides acting as an RFID transceiver,
player identifying device 35 can also act as or be coupled with a standard player
15 tracking device used for player loyalty and rewards programs, with such devices
and programs being well known in the art. In fact, it is specifically contemplated
that the RFID transceivers of the present invention be incorporated into existing
player tracking systems
20 A wide variety of types, styles, sizes and shapes of 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. Of particular importance is that such RFID tags be
administered or managed in a sufficient manner by a casino, gaming operator,
25 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. Although a virtually endless number of possible models, types and brands of
RFID tags and be used for such purposes, several specific examples are given here
30 for purposes of illustration. One example of 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-TH1-
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.
5
Other RFID devices beyond cards could include tokens, objects or simply RFID 2025208547
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
10 and the RI-TRP-W9UR read-write model 85 mm Disk Transponders, all of which
are also manufactured by Texas Instruments. Other off-the-shelf examples can
include a key ring or keychain with an embedded RFID tag, such as the RI-TRP-
RFOB-01 read-only model and the RI-TRP-WFOB-01 read-write model Keyring
Tags, also manufactured by Texas Instruments. Of course, many other models and
15 brands of RFID tags can also be used in conjunction with the inventive systems
and methods described herein, and such systems and methods are by no means
limited to the foregoing relatively small listing of possible examples.
One problem with utilizing RFID cards, tokens, charms or other such objects that
20 are merely loosely checked out to players is that there is always the potential for
such objects to be freely transferred among players or other individuals. 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
25 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
30 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.
Turning now to FIGS. 2A through 2C, several stages of application of one example
5 of a player worn RFID bracelet for use in association with the gaming machine of
FIG. 1 are illustrated in perspective view. As first shown in FIG. 2A, disposable 2025208547
RFID bracelet 100 resembles in many aspects a disposable hospital type bracelet,
in that it is a one-use disposable item, can be relatively cheaply mass-produced, is
intended to be applied to a wearer by one or more authorized persons of an
10 operating entity, can be applied to most individuals regardless of size, is adapted to
aid in identifying the wearer, and is adapted such that it becomes readily apparent
when the bracelet has been removed from the original wearer. Such disposable
bracelets can be readily mass produced, shipped and stored in a flat format with
multiple holes, slots or other devices for adjusting the size to fit a given wearer,
15 and can be made of a pliable plastic, rubber or other suitable material, as desired.
As also shown in FIG. 2A, 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
20 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. Disposable
25 bracelet 100 also comprises an end knob 143 and plurality of holes 144 adapted for
securely applying the bracelet to a user, with the combination of end knob 143 and
any of holes 144 comprising a one-way, one-time fastener, as will be readily
appreciated by one skilled in the art. End knob 143 is preferably metal or otherwise
adapted as an electrical conductor, and is electrically connected to circuit strip 141.
30 Each hole 144 preferably includes a metal eyelet or other conductive device, and is
also electrically connected to circuit strip 141, such that a closed electrical circuit
is formed when end knob 143 is placed through any given hole 144 and securely
fastened within or atop that hole. A plurality of grooves 145, perforations,
markings or other band removal facilitating devices are also preferably contained
on disposable bracelet 100, such that any excess bracelet band beyond a utilized
hole 144 can be readily removed.
5
Continuing on to FIG. 2B, the disposable bracelet I 00 of FIG. 2A is shown in a 2025208547
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
10 the used hole can be cut or detached at marking or groove 145A, 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.
Moving on to FIG. 2C, permutation 102 of the bracelet shows that the excess band
beyond the used hole has been removed, that the end knob 143A has been
15 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 143A 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
43A (and possibly pre-clamped end knob 143 as well) may comprise a plastic,
20 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. Alternatively, such a cover or cap may be pasted, glued or
otherwise attached atop end knob 143A after it is deformed. The bracelet is now
securely worn and ready for use by the player.
25
It is specifically contemplated that the application of 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
30 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
5 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 2025208547
signal when this closed circuit has been broken, such that player verification
through the compromised bracelet is no longer possible.
10 To this end, 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. To ensure that any subsequent reconnection of the circuit strip
into a full circuit does not then re-enable the bracelet, any convenient feature such
as flash memory, erasable RAM or a simple validation register can be used.
15 Alternatively, 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
20 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.
25 In addition to this closed electrical circuit, other features that can be added to such
a bracelet to further discourage or prevent misuse or fraud can include a pulse
sensor adapted to detect and monitor a pulse, and to send a signal to the RFID tag
when the detected pulse disappears, as well as one or more strain gauges adapted to
sense when the pliable material of the bracelet is being unduly stretched or torn,
30 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. Various other specifics regarding various RFID
bracelet features, applications, uses, monitoring and disablement are discussed in
greater detail below.
5 Turning now to FIGS. 3A and 3B, several alternative examples of player worn
RFID communication items for use in association with the gaming machine of 2025208547
FIG. 1 are similarly illustrated in perspective view. Unlike the exemplary
disposable RFID bracelet of FIGS. 2A through 2C, bracelet 103 of FIG. 3A and
wristwatch 104 of FIG. 3B are preferably reusable items that can be worn and used
10 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. Hence, 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
15 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
20 assigned to MVP players, or those who pay extra monies or player rewards points
for the privilege, if desired.
Referring first to FIG. 3A, hard plastic jewelry style bracelet 103 contains an
embedded RFID tag 140, an embedded circuit strip 141 designed to form a closed
25 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. As in the foregoing example, it
30 is preferable that such a removal be readily accomplished by a wearer, albeit with
the consequence that the embedded closed electrical circuit is broken thereby,
disabling the bracelet. Although only one knob or button 147 might be necessary, it
is thought that including more than one such device and requiring mutual
activation for removal might lessen the chances of accidental removal and the
resulting inconveniences attaching thereto. Also, it will be readily apparent that
each bracelet may likely include mating face plates or other internal devices
5 located at the end of each bracelet half and adapted to facilitate the formation of
the embedded closed electrical circuit when the bracelet is applied to a wearer and 2025208547
closed.
Referring next to FIG. 3B, jewelry style wristwatch 104 similarly contains an
10 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.
As will be readily understood by those skilled in the art, the fold over safety clasp
15 149 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. A sliding mechanism within socket 154 then allows the end knob
152 to be pulled out when release 155 is pressed, with a similar release preferably
located on the opposing end of the socket 154 and sliding mechanism. As in the
20 disposable bracelet 100, 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. Although watchband 148
25 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.
30 Similar to the foregoing embodiment, reusable RFID bracelet 103 and wristwatch
104 may also include additional devices such as pulse sensors or strain gauges
adapted to detect tampering efforts more readily. Other features of both disposable
and reusable bracelets, wristwatches, collars, ankle bracelets and the like can
include an embedded GPS locating device, waterproof or water resistant abilities,
and the use of various encryption items and techniques, such as a random
encryption key associated with each unique communication bracelet item, to better
5 distinguish each unique RFID device where many may be in the same general
region. Further, it may also be preferable to require that a special machine or 2025208547
application device be used to apply each worn RFID device, such that players and
other purported users are even less likely to be able to freely transfer these devices
amongst each other.
10
Other items and features that can be used to provide better security and reliability
in a system using such communication items can include 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
15 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. In this manner, readings can be
made based on two separate forms of communication, such as a radio frequency
20 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.
25 While the three examples illustrated above refer only to bracelets or wristwatches,
it will be understood that many more types of devices can be used, and that such
devices can be worn securely in other places beyond the wrist of the player or user.
For example, a collar or relatively tight necklace around the neck, an ankle bracelet
or like device, and a belt or other like device about the waist may all be practical
30 applications of a securely worn communication object that cannot be readily
removed by a wearer without breaking a closed and monitored circuit. It will also
be readily appreciated that other communication means can also be used in lieu or
in conjunction with an RFID means or system, with such alternative means
including the bar code or electronic paper examples given above, for example. Of
course, other implementations are also possible, although many may not come with
the same safeguards afforded by such a securely worn device with an internal
5 closed circuit. 2025208547
In addition, while the foregoing communication items, readers and any system
encompassing these devices can involve establishing player accounts with known
and identified players or users, it is also specifically contemplated that such a
10 system can be established for anonymous verified gaming. Under such a system
embodiment, it might only be necessary to verify that a player or user be eligible to
participate in gaming events, which may be apparent merely upon a visual review
of many individuals by authorized device applying personnel. In such instances,
the worn bracelet or communication item would not definitively identify the player
15 or user, but would merely provide a confirming communication to an inquiring
reading device that a correctly verified wearer is authorized to participate in
gaming events or other events of interest. If desired, 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
20 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.
25
In yet another embodiment, it is contemplated that the inventive RFID device may
also include one or more added mechanisms for providing information to the
wearer. For example, a small display or speaker could alert the wearer of possible
tournaments, shows, events, and openings or last calls of restaurants, lounges,
30 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. Similarly, a speaker could be a special
5 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. 2025208547
Although it is contemplated that any form of RFID device disclosed herein could
be used with any kind of speaker or visual display, one particular form could be an
10 "info watch," where the display of the wristwatch 104 shown in FIG. 3B is adapted
for such an informational-display. Of course, 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
15 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. Overall, it is thought that such
an 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
20 this RFID device.
Turning now to FIG. 4, a block diagram of an exemplary network infrastructure for
providing remote player verification within a remote gaming system of gaming
machines and other items according to one embodiment of the present invention is
25 illustrated. Remote gaming system 200 comprises one or more remote gaming
terminals, a variety of other communication items, and a number of host-side
components and devices adapted for use with gaming terminals, remote gaming
environments and the inventive remote player verification methods and systems
disclosed herein. One or more gaming machines 1 adapted for use in conjunction
30 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). In addition, 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
5 reside within remote gaming system 200, as described in greater detail below. 2025208547
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
10 detail above. Such 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. Various examples of player
verification using a biometric identifier are disclosed in commonly assigned and
15 co-pending U.S. patent application Ser. No. 10/244,156, by Rowe, et al., filed Sep.
12, 2002, and entitled "Method and System for Verifying Entitlement to Play a
Game Using a Biometric Identifier," which application is incorporated herein in its
entirety and for all purposes. Another example of biometric information being used
in conjunction with gaming machines and systems is described in commonly
20 assigned and co-pending U.S. patent application Ser. No. 09/491,899, by Wells, et
al. filed on Jan. 27, 2000, and entitled "Gaming Terminal and System with
Biometric Identification," which application is also incorporated herein in its
entirety and for all purposes.
25 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. Such a game providing device can include
any number of components, similar to a standard gaming machine, such as, for
30 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. In the case of a retail or restaurant establishment,
an RFID tag reader can be adapted at such a location to read the unique code or
5 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 2025208547
appropriate. For hotel door locks, 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.
10
Modes of communication between one or more gaming machines 1, remote
gaming terminals 10, various retail or restaurant establishments 202, various door
or other locks 203 and/or a player verification network can involve, for example, a
standard bus, token ring, hard-wired connection directly to the gaming machine or
15 network, direct dial-up connections that can involve CDMA, GSM or other like
connections, wireless systems such as a Bluetooth.RTM., Wi-Fi or other type of
wireless network, or any form of Internet connection, although other types and
forms of communication are also contemplated. As illustrated here, communication
line 201 is a standard bus that connects multiple gaming machines, remote gaming
20 terminals and other player usable devices with several host-side player verification
network items.
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
25 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. In the event that such game play information is
indeed transmitted from a remote location to a display used by a player,
transmitting such information on a communication line separate from any
30 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
5 player verification network would result in a system that is even more foolproof. 2025208547
In addition to player accessible items such as gaming machines, remote gaming
terminals, retail establishments, hotel door locks, and other communication
devices, common bus 201 can also connect a number of other networked devices,
10 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. Such
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
15 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. In some instances, remote
game play and remote player verification functions may also be associated with or
20 performed by such a general-purpose server. For example, such 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
25 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.
30 In a preferred embodiment, 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. Such 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
5 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 2025208547
the possible modes of access to such remote player verification information.
Alternatively, remote gaming system 200 can be isolated from any other network
within the establishment, such that a general-purpose server 210 is essentially
10 impractical and unnecessary. Under either embodiment of an isolated or shared
network, 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
15 card reader or other security identifier, among others. Similarly, under either
embodiment of an isolated or shared network, 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.
20
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
25 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
30 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. Although not shown as directly
connected to common bus 201, it is also contemplated that such 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.
5 With a preferred remote gaming system, such as the remote gaming system 200
illustrated in FIG. 4 and discussed herein, it is thus possible to provide one or more 2025208547
gaming events at a remote gaming terminal, receive a request by a specific player
at the remote gaming terminal to participate in a particular gaming event, obtain
information regarding that player, verify that the obtained information is
10 acceptable, according to one or more acceptable criteria, and permit the requested
gaming event to commence or continue. In such instances, the remote gaming
terminal can be a secondary gaming machine that provides downloadable games or
communicates with a primary gaming machine that actually runs gaming events
from a central location for various remote gaming terminals. It is also worth noting
15 that while the game being presented at the remote gaming terminal may originate
from a single gaming machine, as shown in FIG. 4, it is also possible that such
games be run from a game server, such that a wider variety and number of games
and options be available at a plurality of remote gaming terminals simultaneously.
20 In one embodiment, it is specifically contemplated that 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
25 fraudulent older information or data identifiers is reduced. In addition, it is
preferable that 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. In this regard, a player can first
enter a player name or handle and an associated password, after which the player
30 verification can be made according to the personal information obtained. Hence,
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
5 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 2025208547
players. For example, 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
10 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
15 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.
20 In another embodiment of the present invention, 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
25 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. In such an instance, 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
30 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.
Although many types of GPS units are possible for use with the present system, it
is specifically contemplated that the GPS units capable of being adapted to work in
association with RFID tags and their uses be used with the inventive methods and
5 systems provided herein. By utilizing the GPS features present in an RFID tag
system, the combination of verifying both a player identity and specific location 2025208547
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
10 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.
In yet another embodiment of the present invention, it is specifically contemplated
15 that 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. Of
course, such a preferred embodiment may be used in combination with one or
more of the previously discussed preferred embodiments, resulting in an even
20 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
25 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-
30 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. Alternatively, it is possible that the
repetition of obtaining personal information and verifying the player can be
continuous. For example, it can be required that a player simply keep his or her
securely worn communication object or device within reading range of the player
tracking device adapted to read player specific information. In the event that such a
5 device is a relatively high-powered RFID reading unit, then such a requirement
will not tend to be an issue. Of course, requiring the player to place his or her 2025208547
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.
10
Continuing on to FIG. 5, an exemplary database containing associated data
identifiers of various registered active and inactive players according to one
embodiment of the present invention is illustrated. As similarly illustrated in FIG.
4, database 240 is accessible to one or more servers, preferably including at least
15 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
20 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. Although not necessary, the existence and maintenance of
25 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. It is also possible that inactive player files include the files of
players who are not currently active within the remote player verification system,
30 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
5 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 2025208547
administrators. As shown in the illustrated example for established player file
241A, such information can include information for the player such as, for
example, a player name, account number, payment method, payment identifier,
10 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
15 dates among others. Of course, other possible player informational items can be
stored, and not every exemplary item listed here is necessary. In addition to
containing data on any unique RFID bracelet currently worn by a given player,
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
20 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
25 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. In the event that an established player defaults on a
payment, accesses the remote gaming system from an improper location, attempts
30 to aid in the access of an underage or otherwise unauthorized player, or acts in
other ways deemed to be improper, then the file for such a player be appropriately
updated by a system administrator to reflect such information, add restrictions, or
alternatively reclassify the file as a banned player file. In such cases, RFID
identifiers, player information and biometric or other verification file types can be
maintained within the database in order to utilize such information in the event that
unauthorized access may be attempted at some point in the future by that
5 individual. 2025208547
According to one embodiment of the present invention, 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
10 system for ordinary remote game play. Such 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. In the event that one or more
alarms or alerts are to be triggered in conjunction with use of the present remote
15 player verification system, it is preferable that 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.
20
Referring now to FIG. 6, a flowchart of one method of providing remote gaming
and remote player verification according to one embodiment of the present
invention is presented. After a start step 300, a first process step 302 involves a
player registering with the remote gaming service. This can involve, for example,
25 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. Such 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
30 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. After a successful registration at process step 302, 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
5 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 2025208547
within the embedded RFID tag. As discussed previously, 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
10 object and associated with the RFID tag. It is preferable that 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
15 administer, configure and activate a worn RFID device, to similarly reduce or
eliminate the chances for fraud or misuse.
Once the unique communication object is securely worn by the assigned player and
its embedded RFID tag and circuit have been activated, the player is then free to
20 utilize the worn object in conjunction with some or all of the items within a
provided remote gaming system. As discussed above, such 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. Such remote gaming
25 terminals can include, for example, regulated kiosks, isolated gaming machines
away from a casino floor, personal computers, and hotel room gaming systems,
among others. Of course, use of the disclosed RFID system in connection with
gaming machines on a casino floor is also contemplated, particularly where
functions beyond a simple supervisory verification of player eligibility to
30 participate in a gaming event are utilized. At a subsequent process step 306, the
player requests or attempts to play in a gaming event at a particular gaming
terminal. Again, such a gaming terminal can be any gaming location at or remote
from a casino floor or location. For remote gaming terminals, such 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
5 computer or PDA, among others. 2025208547
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
10 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
15 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
20 would then end at end step 326.
Should the requested channel or gaming event be restricted, then 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
25 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. In one embodiment, such 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
30 communication object worn by the player without any action required on behalf of
the player. In other embodiments, the player may be prompted to place the worn
communication object in close proximity to the player tracking device adapted to
read the RFID tag therein, such as by placing a wristwatch, for example, next to
the reader. Other player prompts may include a manual input or other verification
regarding the identity of the player, particularly where an individual player account
is accessed.
5
At a subsequent process step 312, this obtained data is then transmitted to a player 2025208547
verification program at a remote gaming service, remote host, or within the remote
terminal itself, depending upon the particular application. At the next process step
314, the obtained information or data is then evaluated by the player verification
10 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
15 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.
20
At the following 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.
25 Such an identity determination is desirable in the event that access to player
accounts is a feature of an implemented method and system. In particular, 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
30 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. Should the decision be that the data collected from this person is
acceptable, then the gaming event is permitted to commence at a subsequent
process step 320. In such a case, 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
5 is desired is arrived at a subsequent decision step 324. Should further player
verification be desired, then process steps 310 through 324 are repeated as 2025208547
necessary, with the method terminating at an end step 326 if further player
verification is not desired.
10 In the event that the evaluation of data obtained from the player or prospective
player results in an unacceptable player verification at decision step 318, however,
then the method proceeds to a process step 319, where a denial of the requested
gaming event from commencing or continuing occurs. As discussed above, such a
decision is especially appropriate where the integrity of the communication object
15 has been compromised, such as by any break of the closed electrical circuit
contained therein. At a subsequent process step 321 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
20 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.
25 It is worth noting that additional factors beyond the verification of RFID
information can be involved at the "acceptable?" decision step 318. Such additional
factors can include, for example, whether the player is banned or restricted from
playing certain games or denominations, whether the player has exceeded a daily
loss limit or maximum balance limit, or whether the player is the subject of any
30 security inquiries or other potential problems. Additional factors may likewise be
added here as desired for any particular remote gaming operator. In any such case,
it may be possible that the response to the decision step 318 is a "NO," even where
the integrity of the communication device is not indicated to have been
compromised, and/or the identity of the player has been otherwise properly
verified.
5 Of course, 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 2025208547
purchase or restaurant tab, or to open a hotel room door. In such cases it can also
be important to be able to obtain identifying code or data from an RFID tag
embedded in a communication object applied to (i.e., worn by) a registered player,
10 to evaluate this obtained data, associate it with a proper player account, make a
decision as to whether the data is acceptable, and permit an event or check out to
occur. 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
15 in a reliable manner.
Of course, it is also possible that a network not be implemented in the case of a
worn RFID device player authentication system. In fact, even a server or set of
servers need not be used, as a simple system with one or more device issuing
20 locations and one or more device reading and authentication units at appropriate
gaming or other authentication locations can be used. In such simplified systems,
the process of verifying player identities and issuing worn RFID devices would
likely be similar to the process used in a networked system. However, the actual
reading and authenticating units at the authentication locations would simply read
25 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.
Such simpler systems might be implemented where overall cost is a concern, yet
an establishment still would like to be able to authenticate players or users for
particular gaming machines or other items automatically. For example, where
30 remote and unsupervised banks of gaming machines might attract underage users,
only users wearing an RFID device would be able to play such machines.
Although the foregoing invention has been described in detail by way of
illustration and example for purposes of clarity and understanding, it will be
recognized that the above described invention may be embodied in numerous other
specific variations and embodiments without departing from the spirit or essential
5 characteristics of the invention. Certain changes and modifications may be
practiced, and it is understood that the invention is not to be limited by the 2025208547
foregoing details, but rather is to be defined by the scope of the appended claims.
The point of patterns
10 In various embodiments, 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
15 bracelet.
A pattern may indicate a player status. For example, 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
20 privileges held by the player. For example, a player of a first status may be
granted access to areas that are off-limits to other players. In various
embodiments, the color of a bracelet may indicate the age of a player, or an age
range of the player. For example, the bracelet may allow a determination to be
made as to whether a player is of age to play gambling games, to enter certain
25 clubs, to obtain senior citizen discounts, or to engage in any other age-dependent
activity.
In various embodiments, 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-
30 time patron of a casino. For example, 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
5 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 2025208547
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.,
10 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
15 with wheel chair access.
According to various embodiments, a first player may be given a bracelet of a first
color to indicate a first status of the first player, and a second player may be given
a second bracelet of a second color to indicate a second status of the second player,
20 where the first color is different from the second color, and where the first status is
different from the second status.
As will be appreciated, status may be conveyed through different patterns printed
on a bracelet, through different designs, through different materials, through
25 different weaving patterns, or through any other visually distinct schemes.
Advertisements
In various embodiments, advertisements may be printed on a bracelet. In various
embodiments, any promotion may be printed on a bracelet, such as an indication of
30 20% off on some product, a political campaign slogan, or any other promotion. In
various embodiments, 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. In various embodiments, 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. In various embodiments, a marketer may pay according to how
5 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. 2025208547
Presumably, the longer a bracelet is in the possession of a player, the more
exposure the marketer's promotion receives.
10 In various embodiments, 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. Using one or more of the above
15 schemes, 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.
In various embodiments, a marketer may pay based on where bracelets are given
20 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. For example, 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.
25
In various embodiments, as described herein, 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
30 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. In various embodiments, 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.
5
In various embodiments, a marketer may pay to have promotions on a bracelet 2025208547
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. In various embodiments, the marketer may pay for putting
10 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.
In various embodiments a player may be offered a bracelet with a promotion
15 printed on it. The player may decline to wear the bracelet. The player may then
receive a bracelet without a promotion. In various embodiments, the player may
be offered a bracelet with a new promotion.
In various embodiments, a player may be paid to wear a bracelet with a promotion
20 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.
In various embodiments, bracelets with certain printed promotions may grant the
25 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).
30 Bracelets that match clothes
In various embodiments, 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.
5
Bracelet with identifier 2025208547
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
10 entry. In various embodiments, a player may use the identifier printed on his
bracelet to pay. For example, the identifier may be linked to a financial account
(e.g., to a room bill; e.g., to a credit card account). In various embodiments, 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
15 bracelet. In various embodiments, the identifier may be representative of a player
status.
Logos on a bracelet
In various embodiments, a bracelet may have printed on it one or more logos. In
20 various embodiments, 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. In various embodiments,
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
25 on it the logo of the manufacturer of the mobile gaming device. In addition to, or
instead of logos, 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.
30 Battery indicator
In various embodiments, a bracelet may include a battery indicatory. The indicator
may show when the battery or other power source of the bracelet is near depletion.
In various embodiments, 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). In various embodiments, when a player returns a
bracelet, the battery in the bracelet may be recharged before the bracelet is given
5 out again to another player. 2025208547
Sterilization
In various embodiments, a bracelet may be sterilized or otherwise cleansed
between when it is returned by one player and when it is given out to another
10 player. For example, a bracelet may be heated or treated with alcohol in order to
disinfect the bracelet. In various embodiments, a sterilization process may
alleviate concerns about wearing something that someone else has already worn.
How to make the designs
15 In various embodiments, images, logos, colors, patterns, or other designs may be
placed on a bracelet using screenprinting, serigraphy, and silkscreening
technologies. In various embodiments, designs may be printed onto a bracelet
using any other technology. In various embodiments, designs may be created by
fashioning the bracelet out of materials with particular colors. For example, a
20 black bracelet may be created using a black material. In various embodiments,
designs may be woven into a bracelet (e.g., if the bracelet is S cloth material). In
various embodiments, designs may be etched or burnt into a bracelet (e.g., if a
bracelet is a plastic material).
25 Other things that happen continuously until the bracelet is taken off
In various embodiments, 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
30 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.
5 In various embodiments, a player may receive comp points just for wearing a
bracelet. For example, the player may receive one comp point per minute in which 2025208547
he is wearing his bracelet.
Instructions for giving out the bracelet
10 In some embodiments, 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
15 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
20 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. In various
25 embodiments, 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. In some
embodiments, a decision may be made by a casino employee. A casino employee
may act according to predetermined instructions. Thus, the casino employee's
30 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
5 given out communications objects have been programmed or configured (e.g.,
what signals such communications objects have given out), information about what 2025208547
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
10 been discarded or destroyed, and any other type of information.
Which of two or more types of communications objects
In various embodiments, 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
15 the casino giving out communications objects. Thus, 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
20 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. For example, a given threshold, designated in terms of profitability
per unit time, may divide players of a first status from players of a second status.
25 There may be many status levels or tiers. For example, there may be status levels
corresponding to very profitable players (i.e., profitable for the casino), status
levels corresponding to moderately profitable players, and status levels
corresponding to minimally profitable players.
30 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. For example, an RFID bracelet colored blue may
correspond to a first status, while an RFID bracelet colored red may correspond to
a second status. Status may also be conveyed through patterns. For example, a
striped wristband on a bracelet may correspond to one status, while a solid color
wristband on a bracelet may correspond to another status.
5
Thus, in various embodiments, depending on a player's status, a first patterned 2025208547
communications object may be given to the player, or a second patterned
communications object may be given to the player. For example, the player may
receive either a blue bracelet or a red bracelet depending on his status.
10
In some embodiments, a status may be conveyed electronically. A
communications device may broadcast a signal indicative of a player status. For
example, 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
15 may recognize the sequence of bits as entitling the wearer of the communications
object to be seated before others who have come before him.
In some embodiments, a first communications object which broadcasts a first
signal may be given out to a first player with a first status, while a second
20 communications object which broadcasts a second signal may be given out to a
second player with a second status.
In some embodiments, 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
25 important, however it may otherwise not grant the player any special privileges.
In some embodiments, 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
30 items, access to special seats for a show, access to special rooms in a casino, and so
on.
In various embodiments, 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. For example, if a casino or casino
desk has 100 communication objects with red wristbands remaining, but only 10
5 communication objects with blue wristbands remaining, the casino may decide
(e.g., a program run on a casino server may decide) to give out a communications 2025208547
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.
10 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.
In various embodiments, a report may be generated describing the numbers of
15 various types of communications object remaining in inventory. In various
embodiments, 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
20 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.
Programming the bracelet
25 In some embodiments, 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. Thus, before a
30 communications object is applied, it may be configured to emit a signal
corresponding to a player's status. In some embodiments, 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. For example,
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
5 that an associated circuit has been broken. 2025208547
When a player receives a communications object, either before or after the
communications object is applied, the player may be asked about various
intentions or preferences of the player. The player may be asked: (a) what type of
10 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)
15 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
20 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. Once a
player's preferences or intentions are known, 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
25 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. For example, 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
30 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. Thus, a player may be
motivated to receive and wear a bracelet because the bracelet may grant the player
privileges. Further, 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
5 merchant. Thus, a restaurant device (e.g., a point-of-sale terminal) may readily
accept signals from a communications object of a player and thereby allow the 2025208547
player to bypass a line. In some embodiments, when 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
10 sequence of the particular signal), and may be informed of the privileges the signal
is supposed to signify. Upon receiving the signal from a communications object of
a proximate player, a merchant may then actually be willing to provide such
privileges.
15 In various embodiments, 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
20 wishes for ten 2-for-1 specials on all items for sale to be given out to any player
who is 70 years of age or over. Where a merchant has specified a limited quantity
of a benefit to dispense, 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
25 players are eligible for benefits from a merchant, retailer, or other entity. If a
player is eligible, then the player's communication object
In some embodiments, a player may provide a security deposit when receiving a
communications object. The player may lose all or a portion of the security
30 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
5 otherwise applying a fee or penalty may discourage players from transferring
communications objects to other players, and thereby grant the other players 2025208547
unwarranted benefits.
Which of two or more hardware configuration will be given out
10 In various embodiments, when a player is to be provided with a communications
object, it may be decided which of two or more hardware configurations of
communication object the player will be given. For example, a first
communications object may include an active transmitter, while a second
communications object may include a passive RFID tag. In some embodiments,
15 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. If a player intends to use a mobile
20 gaming device within the vicinity of RFID tag readers, the 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.
25
Accounts for Purchases
In various embodiments, a communications object may be used to make purchases
or to make other payments. For example, at a restaurant or at a merchant, a player
may hold his communications device to a reader or player tracking device. The
30 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. For example, 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
5 (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 2025208547
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. In various embodiments, value in an account may be useable for gaming
10 purposes, such as for making wagers. In various embodiments, 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
15 associated with the player. In various embodiments, a player may have two
associated accounts. In some embodiments, a player may have more than two
associated accounts.
Two Accounts
20 In various embodiments, two accounts may be associated with a player. For
example, the player may be able to spend from either of two accounts. However,
in some embodiments, 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
25 able to use the second account for a second set of purchases and payments but not
for the first set of purchases and payments. In various embodiments, 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. Thus, two accounts
30 may be useable for different purposes. However, such purposes may overlap in
some embodiments. Such purposes may be mutually exclusive in some
embodiments.
In some embodiments, a player may have a first account that is useable only for
purchases and payments that do not involve gaming. Thus, the first account may
be useable to make purchases at a merchant, to pay for theatre tickets, to pay for a
5 hotel, or to tip a waiter. However, 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 2025208547
classified as gambling. In some embodiments, 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
10 activities. In some embodiments, an account generally restricted to non-gambling
uses may still receive winnings from gaming. In some embodiments, 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.
15
Distinguishing Between Two Accounts
In some embodiments, 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.
20 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.
In various embodiments, a communications object may emit one of two signals
depending on what account is to be used for a transaction. A communications
25 object may be apprised of the type of transaction in various ways. For example,
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,
30 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.
5 In various embodiments, the communications object may contain a processor or
other internal logic for determining which of two or more signals to emit 2025208547
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
10 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.
15 In various embodiments, 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-
20 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.
Thus, in some embodiments, the communications object itself may determine a
25 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.
In various embodiments, a communications object may emit multiple signals, with
30 each signal indicative of a different player account. In various embodiments, 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. In various embodiments, 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
5 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 2025208547
(e.g., charged for a purchase). In various embodiments, 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. For
10 example, 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.
15 In various embodiments, 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
20 related.
In various embodiments, 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
25 an indication of the nature of the transaction, such as from an RFID reader or
player tracking device. In some embodiments, 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.
30 In some embodiments, a device that determines which of two player accounts to
use for a transaction may receive information about the nature of the transaction.
For example, 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.
Using such information, the device may determine which player account to use.
The device may have stored a record of which account should be used depending
5 on what information about a transaction is received. 2025208547
In various embodiments, 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
10 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
15 account of the player's which is used for non-gambling activities. 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. In various embodiments, the retail server (or other device in
communication with the POS terminal) may determine what player account to use
20 for a transaction.
In various embodiments, 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
25 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
30 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.
In various embodiments, a player may enter into a transaction. A device, such as a
5 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 2025208547
account identifier of the player. Before the transaction can be completed, an
authorization step may take place. During the authorization step, the balance of an
appropriate account of the player's may be checked to ensure that the player has
10 sufficient funds, or sufficient credit, to complete the transaction. In some
embodiments, 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
15 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. In various
embodiments, 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
20 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.
In various embodiments, extra authorization checks may be performed if a
25 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
30 maiden name), or that the player provide some other piece of information to better
prove his identity.
In various embodiments, 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
5 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 2025208547
with the casino server.
A communications object may communicate with a casino server via a mobile
10 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
15 accordance with an amount to be paid by the player. In various embodiments, 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 (or other
20 device), 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). In
various embodiments, other information may be transmitted from the
communications object to the server, possibly via intermediate devices, such as a
25 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.
In various embodiments, a communications object may communicate via
30 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.
In various embodiments, the proximity of a mobile gaming device and a
5 communications object may be determined though the two do not directly
communicate. In various embodiments, a third device may receive signals from 2025208547
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
10 thereby be permitted. In various embodiments, 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.,
15 within 5 feet of one another), then the mobile gaming device may allow gaming to
proceed using the mobile gaming device.
In various embodiments, 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
20 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. In various embodiments, 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.
25
In various embodiments, 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). In various embodiments, a
30 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.
In various embodiments, 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
5 location where gaming is not allowed, the displays may show a first color. If the
player is in a location where gaming is allowed, the displays may show a second 2025208547
color. In various embodiments, a display may indicate when a mobile gaming
device is close enough for gambling to be allowed. In various embodiments, a
display may indicate when a player may exercise a privilege (e.g., when a player
10 may get immediate seating at a table). In various embodiments, 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."
15 In various embodiments, 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. For example, the first
20 communications object may display the name of the wearer of the second
communications object. In some embodiments, communications objects may store
records of signals that may be received from other communications objects and
player identifiers associated with such other communications objects. Thus, upon
receiving a signal from another communications object, a first communications
25 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. In various embodiments, a
30 communications object may recognize a gaming device (e.g., a mobile gaming
device). In various embodiments, a gaming device (e.g., a mobile gaming device)
may recognize a communications object.
In various embodiments, 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,
5 e.g., based on triangulation). In various embodiments, a map may be populated
with the location of one or more communications objects. The may, for example, 2025208547
show the floor of a casino together with blinking lights indicating the presence of
various communications objects.
10 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:
The last outcome achieved
The last X outcomes achieved
15 Any games, events, results, or outcomes that have occurred in the last hour
Any games, events, results, or outcomes that have occurred in the X period
of time
Any games, events, results, or outcomes that have occurred in a player's
trip, including any aggregate results of the player's trip (e.g., total winnings
20 for the trip)
The player's gross winnings
The player's net winnings
Outcomes, net winnings, gross winnings, or any other statistic achieved
over the player's lifetime
25 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)
Jackpots won by the player
30 The largest payouts received
Current credit balance
Amounts wagered per game
Which games were played
Playing strategies
Number of pay-lines
Rate of play
5 Number of games played 2025208547
Number of games played in last X period of time
Preferred gaming device
Gaming device that gave the player the most favorable results
Game opponents
10 Dealers played against
Comps awarded
WHATISISCLAIMED CLAIMED IS: 28 Jul 2025
WHAT IS:
1. 1. A system A system associated associated withwith an interface an interface of an of an electronic electronic device device of of a merchant a merchant to to communicate communicate over over a communication a communication network network with with inputinput and output and output interfaces interfaces of electronic of electronic
devices for devices for electronic electronic purchases purchases over over the the communication network, communication network, thesystem the system configured configured to:to:
receive an indication from an interface of an electronic device that a user is making a receive an indication from an interface of an electronic device that a user is making a 2025208547
purchase; purchase;
receive via receive via aa communications network communications network from from an an interface interface of of anan electronicdevice electronic deviceofofthe the user an identifier of the user; user an identifier of the user;
communicate to an interface of a server the identifier of the user and an identifier of the communicate to an interface of a server the identifier of the user and an identifier of the
merchant, wherein the server maintains identifiers for at least a first account of the user and a merchant, wherein the server maintains identifiers for at least a first account of the user and a
second account of the user, wherein the first account is associated with the merchant, wherein the second account of the user, wherein the first account is associated with the merchant, wherein the
user may use the first account for a first set of purchases made at the merchant and not for a user may use the first account for a first set of purchases made at the merchant and not for a
secondset second set of of purchases, purchases, and whereinthe and wherein the user user may mayuse usethe thesecond secondaccount accountfor forthe thesecond secondset setofof purchases and not the first set of purchases; purchases and not the first set of purchases;
receive from an interface of the server the identifier of the first account, wherein the receive from an interface of the server the identifier of the first account, wherein the
server determines server determines andand communicates communicates the identifier the identifier of the of the first first account account based based on the on the ofidentifier of identifier
the user and the identifier of the merchant; the user and the identifier of the merchant;
based on the identifier of the first account, determine whether the user has sufficient based on the identifier of the first account, determine whether the user has sufficient
funds in the first account to complete the purchase; funds in the first account to complete the purchase;
communicate communicate with with oneone or or more more player player tracking tracking devices devices to to obtain obtain information information from from thethe
electronic device of the user which is adapted to be worn by the user and to alter its electronic device of the user which is adapted to be worn by the user and to alter its
communication pattern based on status of electronic circuitry of the device; communication pattern based on status of electronic circuitry of the device;
communicate communicate with with a servertotoverify a server verifywhether whetherthe theobtained obtainedinformation informationregarding regarding theuser the user meets one or more criteria for verifying the user; and meets one or more criteria for verifying the user; and
process the first account and the second account based on the verification of the user. process the first account and the second account based on the verification of the user.
2. 2. Thesystem The systemofofclaim claim11further further comprising comprisinga agaming gaming player player verificationsystem verification systemfor for use in use in conjunction conjunction with one or with one or more gaming more gaming machines machines adapted adapted for for accepting accepting wagers, wagers, presenting presenting
gaming eventsthereupon gaming events thereuponand and granting granting monetary monetary awards, awards,
64 whereinthe the device device of of the the user user is isadapted adapted to tobe beworn worn by by the the user user within within the thegaming player 28 Jul 2025 wherein gaming player verification verification system, system, wherein the device wherein the device comprises anRFID comprises an RFID tagand tag andananassociated associatedclosed closed electrical circuit, is adapted to communicate via radio frequency waves, and is adapted to alter its electrical circuit, is adapted to communicate via radio frequency waves, and is adapted to alter its communication pattern in response to any break of the closed electrical circuit; and communication pattern in response to any break of the closed electrical circuit; and whereinthe wherein the gaming gamingplayer playerverification verification system systemcomprises: comprises: one or more one or playertracking more player tracking devices devices adapted adaptedtoto obtain obtain information informationregarding regardingthe the 2025208547 user from the device of the user; user from the device of the user; at at least leastone onecomputer computer server server having a player having a player verification verificationprogram program adapted to adapted to verify verify whether obtained information whether obtained informationregarding regardingthe theuser useris is adequate accordingtoto one adequate according oneor or more set criteria for verifying the user, the at least one computer server configured to more set criteria for verifying the user, the at least one computer server configured to deny the initiation or continuation of a particular gaming event for the user when the deny the initiation or continuation of a particular gaming event for the user when the player verification player verification program determinesthat program determines that obtained obtained information informationregarding regardingthe theuser user is is unacceptable or when unacceptable or wheninsufficient insufficient information informationregarding regardingthe theuser user has has been beenobtained; obtained; the at least one computer server being further configured to charge the second the at least one computer server being further configured to charge the second account of account of the the user, user, wherein wherein the the second account when second account whencharged charged by by thethe atatleast least one one computerserver computer serverisis selected selected when the user when the user places places wagers; wagers; aa communication linkororpath communication link pathbetween between theone the one oror more more player player tracking tracking devices devices and the at least one computer server; and and the at least one computer server; and at at least least one databaseinincommunication one database communication with with the the atone at least least one computer computer server, theserver, the at at least least one databasecontaining one database containing specific specific informational informational data data with with respect respect to a plurality to a plurality of of users. users.
3. 3. Thesystem The systemofofclaim claim1,1, wherein whereinthe thedevice deviceofofthe the user user is is selected selected from from the the group group
consisting of a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet, and consisting of a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet, and
wherein the player verification program is further adapted to verify multiple submissions of wherein the player verification program is further adapted to verify multiple submissions of
obtained informationregarding obtained information regardingthe the user user during during the the progress progress of of or or between oneorormore between one moregaming gaming events. events.
4. 4. Thesystem The systemofofclaim claim1,1, wherein whereinthe thedevice devicecomprises comprisesa aGPS GPS locating locating component. component.
5. 5. Thesystem The systemofofclaim claim1,1, wherein whereinthe thedevice deviceisis configured configuredtoto communicate communicate viavia radio radio
frequencywaves. frequency waves.
65

Claims (1)

  1. 6. 6. The system The systemofofclaim claim1,1, wherein whereinthe thedevice devicecomprises comprisesananRFID RFID tag. tag.
    7. 7. Thesystem The systemofofclaim claim1,1, wherein whereinthe thedevice devicecomprises comprisesa acard. card.
    8. 8. Thesystem The systemofofclaim claim1,1, wherein whereinthe thedevice devicecomprises comprisesa aprocessor. processor. 2025208547
    9. 9. Thesystem The systemofofclaim claim1,1, wherein whereinthe thedevice devicecomprises comprisesa abracelet. bracelet.
    10. 10. The system of claim 1, wherein the device comprises a closed electrical circuit a The system of claim 1, wherein the device comprises a closed electrical circuit a
    break in which is detectable. break in which is detectable.
    11. 11. Thesystem The systemofofclaim claim1,1, wherein whereinthe thesecond secondaccount accountisisfor forwagering. wagering.
    12. 12. A system associated with an interface of an electronic device of a merchant to A system associated with an interface of an electronic device of a merchant to
    communicate communicate over over a communication a communication network network with with inputinput and output and output interfaces interfaces of electronic of electronic
    devices for devices for electronic electronic purchases purchases over over the the communication network, communication network, thesystem the system configured configured to:to:
    receive an indication from an interface of an electronic device that a user is making a receive an indication from an interface of an electronic device that a user is making a
    purchase; purchase;
    receive via receive via aa communications network communications network from from an an interface interface of of anan electronicdevice electronic deviceofofthe the user an identifier of a first account, user an identifier of a first account,
    wherein the user has at least the first account and a second account, wherein the user has at least the first account and a second account,
    whereinthe wherein the first first account account is isassociated associatedwith withthe themerchant, merchant,wherein wherein the the user user may may
    use the first account for a first set of purchases made at the merchant and not for a use the first account for a first set of purchases made at the merchant and not for a
    second set of second set of purchases, purchases, and and wherein the user wherein the user may mayuse usethe thesecond secondaccount accountfor forthe the second setofofpurchases second set purchases and and notfirst not the the first setpurchases, set of of purchases, wherein the electronic device has stored thereon an identifier of the user, wherein the electronic device has stored thereon an identifier of the user,
    and comprises a plurality of buttons selectable by the user, including a first button and comprises a plurality of buttons selectable by the user, including a first button
    associated with associated with an an identifier identifier of of thethe merchant, merchant, and and
    wherein the device determines the identifier of the first account by wherein the device determines the identifier of the first account by
    communicating to an interface of a server the identifier of the user and the communicating to an interface of a server the identifier of the user and the
    66 identifier of the the merchant, merchant, wherein the server maintains identifiers for atthe least the 28 Jul 2025 identifier of wherein the server maintains identifiers for at least first first account ofthe account of theuser userandand thethe second second account account of theof the and user, user, and wherein wherein the the server server determines and communicates determines and communicatesto to thethe interfaceofofthe interface theelectronic electronic device device the the identifier of the identifier of the first first account based account based on on the the identifier identifier of the of the useruser andidentifier and the the identifier of of the the merchant; merchant; based on the identifier of the first account, determine whether the user has sufficient based on the identifier of the first account, determine whether the user has sufficient 2025208547 funds inthe funds in thefirst first account accounttotocomplete complete the purchase; the purchase; communicate communicate with with one one or or more more player player tracking tracking devices devices to to obtain obtain information information from from thethe electronic device electronic device which is adapted which is to be adapted to be worn bythe worn by the user user and to alter and to alterits communication its pattern communication pattern based on status of electronic circuitry of the device; based on status of electronic circuitry of the device; communicate with communicate with a servertotoverify a server verifywhether whetherthe theobtained obtainedinformation informationregarding regarding theuser the user meets one meets one or or more more criteria criteria for for verifying verifying the user; the user; and and process the first account and the second account based on the verification of the user. process the first account and the second account based on the verification of the user.
    13. 13. The system The systemofofclaim claim12, 12,wherein whereinthe thedevice devicecomprises comprises a GPS a GPS locating locating component. component.
    14. 14. The system The systemofofclaim claim12, 12,wherein whereinthe thedevice devicecomprises comprises a processor. a processor.
    15. 15. The system The systemofofclaim claim12, 12,wherein whereinthe thesecond secondaccount account is isfor forwagering. wagering.
    16. 16. A methodofofelectronic A method electroniccommunication communication over over a communication a communication network network including including
    communication communication between between an interface an interface of of an an electronicdevice electronic deviceofofa amerchant merchantandand input input andand output output
    interfaces interfaces of ofelectronic electronicdevices devicesfor forelectronic purchases electronic over purchases overthe communication the network, the communication network, the methodcomprising: method comprising: receiving by receiving an interface by an interface of of an an electronic electronicdevice deviceofofa a computing computing system associated with system associated a with a
    merchant anindication merchant an indication that that aa user user is ismaking making a a purchase; purchase;
    receiving by the interface of an electronic device of a computing system via a receiving by the interface of an electronic device of a computing system via a
    communications network communications network from from a device a device of the of the user user an an identifierofofthe identifier theuser; user; communicating byinterface communicating by the the interface of theof the electronic electronic device device of of thetosystem the system to anofinterface an interface a of a server theidentifier server the identifierofofthe theuser userandand an an identifier identifier of the of the merchant, merchant, wherein wherein themaintains the server server maintains identifiers for at identifiers for at least least aa first first account ofthe account of theuser userandand a second a second account account of theof the wherein user, user, wherein the the
    67 first first account is associated associatedwith with thethe merchant, wherein the user use may use the firstfor account for a 28 Jul 2025 account is merchant, wherein the user may the first account a first first set set of of purchases made purchases made at the at the merchant merchant and and not fornot for a second a second set of purchases, set of purchases, and and wherein thewherein the user may use the second account for the second set of purchases and not the first set of user may use the second account for the second set of purchases and not the first set of purchases; purchases; receiving by the system from the interface of the server the identifier of the first account, receiving by the system from the interface of the server the identifier of the first account, wherein the server wherein the server determines determinesand andcommunicates communicatesthethe identifierofofthe identifier thefirst first account account based on the based on the 2025208547 identifier of the user and the identifier of the merchant; identifier of the user and the identifier of the merchant; based on the identifier of the first account, determining by the system whether the user based on the identifier of the first account, determining by the system whether the user has sufficient funds in the first account to complete the purchase; has sufficient funds in the first account to complete the purchase; communicating communicating with with oneone or or more more player player tracking tracking devices devices to to obtain obtain information information from from the the electronic devicewhich electronic device which is adapted is adapted to beto be by worn worn the by userthe anduser and its to alter to alter its communication communication pattern pattern based on status of electronic circuitry of the device; based on status of electronic circuitry of the device; communicating communicating with with a servertotoverify a server verifywhether whetherthe theobtained obtainedinformation information regarding regarding the the user meets one or more criteria for verifying the user; and user meets one or more criteria for verifying the user; and processing the first account and the second account based on the verification of the user. processing the first account and the second account based on the verification of the user.
    68
AU2025208547A 2007-03-08 2025-07-28 Game account access device Pending AU2025208547A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AU2025208547A AU2025208547A1 (en) 2007-03-08 2025-07-28 Game account access device

Applications Claiming Priority (11)

Application Number Priority Date Filing Date Title
US11/683,508 2007-03-08
US11/683,476 2007-03-08
US11/685,997 2007-03-14
AU2008239516A AU2008239516B2 (en) 2007-03-08 2008-03-07 Game account access device
AU2012202954A AU2012202954A1 (en) 2007-03-08 2012-05-21 Game account access device
AU2015207906A AU2015207906B2 (en) 2007-03-08 2015-07-30 Game account access device
AU2017204311A AU2017204311A1 (en) 2007-03-08 2017-06-26 Game account access device
AU2019202758A AU2019202758A1 (en) 2007-03-08 2019-04-18 Game account access device
AU2021201878A AU2021201878A1 (en) 2007-03-08 2021-03-25 Game account access device
AU2023203661A AU2023203661A1 (en) 2007-03-08 2023-06-13 Game account access device
AU2025208547A AU2025208547A1 (en) 2007-03-08 2025-07-28 Game account access device

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
AU2023203661A Division AU2023203661A1 (en) 2007-03-08 2023-06-13 Game account access device

Publications (1)

Publication Number Publication Date
AU2025208547A1 true AU2025208547A1 (en) 2025-08-14

Family

ID=46642772

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Application Number Title Priority Date Filing Date
AU2012202954A Abandoned AU2012202954A1 (en) 2007-03-08 2012-05-21 Game account access device
AU2023203661A Abandoned AU2023203661A1 (en) 2007-03-08 2023-06-13 Game account access device
AU2025208547A Pending AU2025208547A1 (en) 2007-03-08 2025-07-28 Game account access device

Family Applications Before (2)

Application Number Title Priority Date Filing Date
AU2012202954A Abandoned AU2012202954A1 (en) 2007-03-08 2012-05-21 Game account access device
AU2023203661A Abandoned AU2023203661A1 (en) 2007-03-08 2023-06-13 Game account access device

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AU2012202954A1 (en) 2012-06-14

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