CN101076384A - 用于方便游戏的系统和方法 - Google Patents

用于方便游戏的系统和方法 Download PDF

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CN101076384A
CN101076384A CNA2005800090755A CN200580009075A CN101076384A CN 101076384 A CN101076384 A CN 101076384A CN A2005800090755 A CNA2005800090755 A CN A2005800090755A CN 200580009075 A CN200580009075 A CN 200580009075A CN 101076384 A CN101076384 A CN 101076384A
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recreation
games system
communicator
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CN101076384B (zh
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李·M·阿迈迪斯
约瑟夫·M·阿什尔
霍华德·W·路特尼克
达林·M·迈利特
艾伦·B·威尔金斯
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Interactive Games LLC
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Priority claimed from US10/835,995 external-priority patent/US8092303B2/en
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/02Protocols based on web technology, e.g. hypertext transfer protocol [HTTP]
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    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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Abstract

本发明提供了一种方便游戏系统。方便游戏系统允许用户通过耦合到通信网络的游戏通信装置访问应用程序。所述网络的至少一部分可以是无线的。游戏应用程序包括赌博、金融、娱乐服务和其他类型的交易。系统可包括用户位置确定特征,以防止用户从未经授权的区域进行交易。

Description

用于方便游戏的系统和方法
技术领域
本发明一般地涉及游戏(gaming)领域,尤其涉及包含无线网络的游戏系统和方法。
背景技术
在线娱乐场(on-line casino)可以通过因特网访问。这些在线娱乐场在与因特网通信的计算机的屏幕上向用户提供诸如纸牌游戏之类的游戏的图形表示。用户可以下注,参与游戏,并赢钱或输钱。对赢的钱的接收和对输的钱的支付通常是通过信用帐户(credit account)来处理的。
发明内容
由于多种因素的影响,基于因特网的电子游戏系统可能具有多个不希望的方面。例如,因特网缺少确保电子游戏系统的操作将会在没有作弊的情况下进行这一信心所必需的安全性。因特网游戏系统的运营商易受黑客(hacking)、病毒及在因特网上做生意的其他缺点的影响。基于因特网系统的用户常常缺乏其金融交易是安全的和其隐私不会被侵犯这样的信心。而且,因特网的使用不提供适于确保用户处于经批准的游戏区域内的位置验证。
除其他特征以外,本发明的某些实施例还包含关于通信网络的非基于因特网的技术,以避免经由因特网运营游戏系统时遇到的问题。
在一个实施例中,本发明提供了一种方便游戏(convenience gaming)系统,该系统包括至少一个服务器和至少一个通过电信网络连接到所述至少一个服务器的游戏通信装置。如果所述至少一个游戏通信装置符合至少一个预定标准,则所述至少一个游戏通信装置用于将游戏信息发送到所述至少一个游戏服务器并从所述至少一个游戏服务器接收游戏信息。
在另一实施例中,提供了一种用于在与游戏服务器通信的游戏通信装置上进行方便游戏活动的方法。所述方法包括为游戏通信装置的用户提供一个或多个游戏活动选项。所述方法还包括由用户接受游戏活动选项的选择,在游戏通信装置和用户之间发送与选中的游戏活动选项相关联的信息,确定与用户选择相关联的结果并将结果发送给用户。
本发明的各种实施例可受益于许多优点。应该注意到一个和多个实施例可能受益于下面讨论的优点中的一些或全部或者未受益于其中任何一个。
一个优点是系统允许在安全的网络上进行远程、无线、移动的游戏。另一个优点是系统允许在防止由未经授权的用户和从未经授权的位置进行游戏时进行远程、无线、移动的游戏。另一个优点是可由远程、无线、移动的用户访问的游戏系统的允许,其中所述系统包括由用户使用并连接到通信网络的游戏通信装置,并且其中部分通信网络是可移动的。
对本领域普通技术人员来说,其他的优点将从下面的附图、说明书和权利要求书中很容易地变清楚。
附图说明
为了更彻底地了解本发明及进一步的特征和优点,可结合附图参考下面的描述,其中:
图1说明了根据本发明实施例的方便游戏系统;
图2说明了根据本发明实施例的具有无线网络的方便游戏系统;
图3是说明了根据本发明实施例的各种游戏活动的方便游戏活动的框图;
图4说明了根据本发明实施例的示出覆盖区域的方便游戏系统;
图5说明了根据本发明实施例的具有示出三角测量位置确定的无线网络的方便游戏系统;
图6是描述了根据本发明实施例的方便游戏方法中的步骤的流程图;
图7描述了根据本发明实施例的示出通信路径的方便游戏系统;
图8说明了根据本发明实施例的基于轮船的方便游戏系统。
具体实施方式
方便游戏系统使得参与者可以从远程和/或移动位置参与游戏活动。可能的游戏活动包括赌博,例如由娱乐场提供的赌博。赌博活动可以包括任意的娱乐场类型的赌博活动,其包括但不局限于吃角子老虎机(slotmachine),视频扑克(video poker),桌上游戏(例如掷骰子、轮盘赌(roulette)、二十一点(blackjack)、牌九扑克(pai gow poker)、加勒比海扑克(Caribbean stud poker)、百家乐(baccarat)等),幸运轮(thewheel of fortune),基诺(keno),运动赌博(sports betting),赛马,赛狗,回力(jai alai)及其他赌博活动。游戏活动还可以包括就任何类型的事件下注。事件例如可包括诸如赛马或赛车之类的运动事件,以及诸如足球、篮球、棒球、高尔夫球等的体育竞赛。事件还可包括通常不涉及下注的东西。这种事件可包括但不局限于政治选举、娱乐行业颁奖,以及电影的票房成绩。游戏还可以包括非下注的游戏和事件。游戏还可以包括诸如州内和州际的彩票之类的彩票或彩票类型的活动。这可以包括所有形式的数字选择彩票、“即刮”型彩票及其他彩票竞赛。方便游戏系统可以在诸如蜂窝网络或私有无线和/或有线网络之类的通信网络上来实现。私有无线和/或有线网络的例子包括WiFi和WiMax网络。在一个实施例中,方便游戏系统通信网络完全独立于因特网。在另一实施例中,方便游戏系统的运行最少地使用因特网,以使得仅无安全性问题的信息被经由因特网传输,并且/或者可以将信息加密。优选地,通信网络使得玩家可以从远程位置(例如娱乐场的游戏区域之外)参与游戏。而且,系统可以允许玩家在参与方便游戏活动期间是移动的。优选地,系统具有位置验证或确定特征,其用于根据位置是否符合一条或多条标准而允许或禁止从远程位置进行游戏。所述标准例如可以是位置是否处于法律允许进行游戏的预先定义的区域内。
游戏产业在使其生产设备的效率最大化方面遇到了阻碍,这是因为不同的管辖区域具有不同的关于游戏的规章。而且在美国,不同的州具有不同的关于游戏的规章。在一个系统中遵循所有的规章可能是非常困难的。如果游戏机或系统的制造商希望在多个不同的管辖区域中销售该机器,则其必须确保该机器满足每个不同管辖区域的运营要求。另外,因特网游戏由于其遍及各方的特性而难以控制。
有些机构,例如娱乐场或赌场,是需要执照的,并且为了保持其执照,其必须将在其场所内进行的游戏控制在国家或州所设定的规章之内。这意味着其由于可能在规章之外使用某些类型的机器而无法使用这些机器。例如,因特网赌博通常在娱乐场和赌场中是不被允许的,这是因为难以控制谁在参赌。许多国家和州具有规章,这些规章管理可以参赌的人的年龄、地理位置,可能还有是否需要对赌注缴税(如果参赌是在因特网上进行的话就难以收取所述的税)。
本发明的一个目的在于提供一种新型游戏设备。这可对系统的用户或购买者具有更大的利益。
在一个实施例中,本发明包括位置验证或确定设备。这使得我们可以使用无法保证处于某一位置的移动装置作为游戏设备,而仍遵循与使用游戏设备的人的物理位置有关的规章。该设备可以在其处于某些位置或不处于规定位置时被禁用。
在其他实施例中,所述设备要求输入标识码来识别用户。可以通过其他技术来鉴别身份。
从管辖区域要求的角度来看,因特网游戏是有问题的。我们已经意识到,可以将允许的和不允许的“远程”赌博分开。在许多实施例中,这将会是无线联网的赌博。这可以给予用户带着便携式游戏机到处移动并在更方便的本地位置玩游戏机的自由,而无需害怕失去机构(例如娱乐场)的游戏/赌博执照。提供给顾客的具有这种能力和灵活性的设备是新型的,有趣的,并且将会提高用户的玩游戏经验。
在另一实施例中,所述设备/系统包括按键日志。这提高了游戏操作的安全性。如果存在关于何时下了什么赌注的争议,则按了哪些键/实际进入赌博是在何日何时的历史将会非常有用。
在一些实施例中,“手持装置”和游戏服务器之间的连接包含非因特网连接。这具有更高的安全性,以及关于谁有权访问该网络的所有权控制的能力。通过使用非因特网无线网络,我们可以让适当的接口软件来防止下述装置对游戏服务器的访问,所述装置未输入允许的个人标识码,或者不在正确的地理位置(或者处于被排除的地理位置),或者这两者兼有。
在一些实施例中,用游戏软件和鉴权软件(个人标识、位置标识或网络运营商(network carrier)标识)中的任意之一或其两者对所述手持装置进行预编程。通过在手持装置中提供至少某个功能软件,我们就可以减少手持装置和游戏服务器之间的数据流量/带宽需求。这可能尤其适用于手持装置具有用于显示图像或移动图像(其可能是数据传输密集的)的显示屏幕的情况,并且将图像/移动图像存储在手持设备中比将其发送到手持装置可能更好。并非所有实施例都可以具有上述特征。
例如,如图1所示,方便游戏系统10包括至少一个用户12。该系统还可以包括另外的用户,以使得至少存在第一用户12和第二用户14。多个用户可以访问第一方便游戏系统10,而另外多个用户访问与方便游戏系统10通信的第二方便游戏系统(未示出)。用户12和14优选地通过游戏通信装置13来访问系统10。游戏通信装置13可包含任何适于发送和接收电子通信的装置。这种装置的例子包括但不局限于移动电话、个人数字助理(PDA)、计算机、小型计算机(mini-computer)等等。游戏通信装置13向通信网络16发送游戏信息及从通信网络16接收游戏信息。游戏信息还在网络16和诸如服务器之类的计算机18之间发送,所述计算机18可以驻留在游戏服务提供者20的领地内。然而,计算机18的位置不是关键的,计算机18可以邻近于或远离于游戏服务提供者20的领地。而且,在某些实施例中,不需要游戏服务提供者。计算机18和/或游戏服务提供者20可以驻留在、邻近于或远离于一游戏提供者(未在图1中示出)。该游戏提供者可以是诸如娱乐场之类的游戏实际控制者。例如,游戏服务提供者可以位于娱乐场的场地上,并且计算机18可以在实体上位于游戏服务提供者的地理边界之内。然而,如前所述,还存在对于计算机18和游戏服务提供者20的远程位置的其他可能性。计算机18可以充当游戏服务器。另外的计算机(未明确示出)例如可以充当数据库管理计算机和冗余服务器。
优选地,软件驻留在游戏通信装置13和计算机18这两者之上。驻留在游戏通信装置13上的软件可优选地用于向用户呈现对应于游戏活动(包括这里所讨论的赌博和非赌博的活动)的信息。所述信息包括但不局限于与活动相关联的对象的图形表示,以及对与活动有关并且可由用户选择的选项的呈现。游戏通信装置软件还可优选地用于接收来自计算机的数据和由用户输入的数据。驻留在计算机上的软件能够优选地与游戏通信装置交换数据,访问另外的计算机和数据存储装置,并且执行这里描述的所有功能及已知电子游戏系统的常见功能。
因此,所述系统包括一个或多个用于保存关于游戏活动、系统用户和系统操作的各种类型的信息的数据库和数据结构。示例数据库可包括允许的用户、允许的地理区域、允许的电信提供者等的数据库。数据结构可包括连接用户和装置的数据和/或允许的地理区域。保存在一个或多个数据库中的信息可周期性地改变或被周期性地更新。例如,如果将装置借给新用户,则数据库将被更新以反映新用户和装置之间的关系,并删除关于之前用户的信息(或移动/存储所述信息)。优选地,关于用户的数据可被容易地改变以反映新用户、新信用信息、新用户代码、地址、姓名、爱好等等。
经过网络16发送的游戏信息可包括用户参与的游戏经历的操作中必需的或希望的以任何格式存在的任何信息。所述信息可整体地或组合地、以包括数字或模拟、文本或语音在内的任何格式并根据任何已知或未来的传送技术发送,其中所述技术例如可包括被许可或免许可的技术。可使用的一些特定技术包括但不局限于码分多址(CDMA)、全球移动通信系统(GSM)、通用分组无线业务(GPRS)、WiFi(802.11x)、WiMax(802.16x)、公共交换电话网络(PSTN)、数字用户线(DSL)、综合服务数字网(ISDN)或电缆调制解调器技术。这些只是示例并且本领域普通技术人员知道其他类型的通信技术在本发明的范围之内。而且,要知道在用户和游戏服务器之间的信息通信中可使用另外的部件。这些另外的部件可包括但不局限于线路、中继线、天线、交换机、电缆、发送器、接收器、计算机、路由器、服务器、光纤传输装置、中继器、放大器等等。
在至少一个实施例中,进行游戏信息的通信而不涉及因特网。这具有避免了一般在因特网上进行交易时出现的安全问题的优点。然而,在某些实施例中,部分游戏信息可能在因特网上发送。而且,一些或所有游戏信息可能部分地在因特网通信路径上发送。在某些实施例中,虽然一些信息全部地或部分地在因特网上发送,但是这些信息或者不是游戏信息,或者是不需要秘密保存的游戏信息。例如,在用户的游戏通信装置上促成桌上游戏的图形显示的数据可能至少部分地在因特网上发送,而由用户发送的下注信息可能全部地在非因特网通信网络上发送。
在诸如非机密信息之类的某些信息可以在因特网上发送的情况中,可能由于使用因特网作为通信介质的可访问性和比较低的成本而有节省。
根据例如图2中所示的一个实施例,通信网络包括蜂窝网络22。蜂窝网络22包括多个基站23,每个基站都具有相应的覆盖区域25。基站技术是普遍公知的,基站可以是任何在典型的蜂窝网络中可以找到的类型。基站可以具有重叠的覆盖区域。而且,覆盖区域可被扇区化(sectorize)或非扇区化。所述网络还包括移动台24,其充当用户用来访问方便游戏系统并参与方便游戏系统上可用的活动的游戏通信装置。用户通过无线电信号的发送和接收与基站网络相连。通信网络还包括至少一个语音/数据交换机,其优选地通过专用的、安全的陆上线路(landline)连接到网络的无线部分。通信网络还包括游戏服务提供者,其也通过专用的、安全的陆上线路连接到语音/数据交换机。语音/数据交换机可以通过例如移动交换中心(MSC)连接到基站的无线网络,并且陆上线路可设在语音/数据交换机和MSC之间。
用户通过与通信网络通信并因此是通信网络一部分的移动台来访问方便游戏系统。如上所述,移动台可以是任何可与网络相连接地工作的电子通信装置。例如,在该具体实施例中,移动台可包括蜂窝电话。
优选地,例如在蜂窝网络的情况中,方便游戏系统通过私有标签运营商网络的使用而被激活。每个基站都由蜂窝运营商编程以发送和接收向移动台手持装置发送和从移动台手持装置发送的私有安全语音和/或数据。手持装置优选地被利用游戏软件和运营商的鉴权软件预编程。基站通过私有的T-1线与交换机通信。游戏服务提供者租借私有的T-1或T-3线,其将呼叫发送回由游戏服务提供者控制的游戏服务器。如果诸如游戏委员会(gaming commission)之类的游戏监管权威机构需要,则可在电话上设置加密。
蜂窝网络优选地为私有的封闭系统。移动台与基站通信,并且基站连接到位于一游戏管辖区域之内的集中交换机。在该交换机处,在本地或者通过长途传送语音呼叫。特定服务提供者游戏流量被从中央交换机传送到主机位置处的游戏服务器,所述主机位置可以是娱乐场或其他位置。
当用户开始其特定游戏应用程序时,手持装置将仅与具有如下蜂窝(cell)或扇区(sector)的某些基站通话,其中所述蜂窝或扇区被设计为全部位于所述游戏管辖区域内。例如,如果基站足够近而可穿过州界线获得或发送信号,则其将不能与所述装置通信。当用户使用所述装置用于游戏时,如果希望的话,系统可禁止进行或接收语音呼叫。而且,如果需要的话,语音可被完全消除。此外,装置被优选地不允许“连接”到因特网。这确保了赌博/下注起始和终止都在游戏管辖区域的边界之内,并且“私有”无线系统不能被规避或绕过的高度确定性。虽然在某些实施例中一些数据和/或语音流量可能至少部分地在因特网上通信,但是优选的是通信路径不包括因特网。或者,在一些实施例中,某些非游戏信息可在包括因特网的路径上传送,而其他涉及系统的游戏活动的信息在不包括因特网的路径上传送。
如图3所示,游戏通信装置32通过网络34与游戏服务提供者通信。游戏服务提供者优选地具有一个或多个服务器,在其上驻留各种游戏和其他应用程序。如图3所示,一些示例游戏应用程序包括赛马和其他运动、金融交易、娱乐场和/或虚拟娱乐场、娱乐和其他事件交换及新闻和实时娱乐。这些应用程序中的每一个都可以在一个或多个软件模块中实施。这些程序可以以任何可能的组合形式组合。另外,应该了解这些应用程序并不是穷举的,可能存在其他的应用程序为与任何所述或潜在的方便活动关联的用户提供环境。
在例如图4所示的另一实施例中,通信网络包含私有无线网络。私有无线网络例如可包括802.11x(WiFi)网络技术以覆盖“游戏场所”或“娱乐场所”。在图4中,各种WiFi网络被指示为网络41。网络41可使用其他通信协议以提供私有无线网络,私有无线网络包括但不局限于802.16x(WiMax)技术。此外,网络41可以互连。而且,方便游戏系统可包含图4中所示网络的组合。例如,示出了私有无线网络16、包含多信道访问单元或扇区化基站的蜂窝网络42和包含一个和多个卫星的卫星网络46的组合。
关于私有无线网络,因为优选的技术覆盖更小的面积(例如在100-300英尺的范围内)并提供非常高速的吞吐量,所以私有无线网络尤其适合于游戏委员会对于游戏服务提供者产品的地址和身份验证的需要。由网络41允许的游戏场所可包括当前娱乐场区域48、诸如游泳池、湖泊或其他消遣区域之类的新区域49、诸如可能在娱乐场48或酒店45和47中找到的客房和餐馆、住宅区域40及其他远程方便游戏区域43。图4所示的总方便游戏系统的配置只希望是示例,并且可在本发明的范围内修改。
在一个实施例中,方便游戏系统的系统体系结构包括:
(1)无线LAN(局域网)组件,其主要包括802.11x(WiFi)和/或802.16x WiMax技术;强安全性和鉴权软件;游戏软件;移动运营商批准且内部集成Windows或Symbian操作系统的手持装置;以及
(a)CDMA-对于空中下载数据保护是安全的技术;
(b)至少两层用户鉴权(由移动运营商提供的鉴权和由游戏服务提供者提供的鉴权);
(c)必需的到游戏服务器的隧穿(静态路由);
(d)应用层的端到端加密;及
(e)最新技术水平的防火墙和DMZ技术;
(2)MWAN(Metropolitan Wireless Access Network,城市无线接入网),其包括被许可和免许可的点到点链接及被许可和免许可的点到多点技术;
(3)私有MAN(城市接入网)T-1和T-3线,在无线服务不能到达的地方提供连通性;以及
(4)从移动交换机返回到游戏服务器的冗余私有线通信。
每个“游戏场所”或“娱乐场所”都优选地通过MWAN/MAN连回到中央游戏服务器和冗余游戏服务器。为了访问私有无线网络41,游戏通信装置优选地为允许WiFi或允许WiMax的PDA或小型的膝上型计算机,并且不一定由第三方合作者来管理。
优选地,方便游戏系统包括位置验证特征,其用于根据位置是否符合一个或多个标准来允许或禁止游戏。所述标准例如可能是位置是否位于预先定义的法律允许的区域内。作为另一示例,所述标准可能是位置是否位于诸如学校之类的非游戏区域内。系统中使用的位置验证技术可包括但不局限于“基于网络”和/或“基于卫星”的技术。基于网络的技术例如可包括诸如多边化(multilateration)、三角测量(triangulation)和地理栅格化(geo-fencing)之类的技术。基于卫星的技术例如可包括全球定位卫星(GPS)技术。
如前所述,蜂窝方法优选地包括至少一个蜂窝网络、移动网络、语音网络和数据网络的使用。对于例如内华达州的某些管辖区域中的游戏,技术可能包括三角测量、全球定位卫星(GPS)技术和/或地理栅格化以防止在内华达州界线外进行赌博或下注的可能性。在一个实施例中,网络不会覆盖诸如内华达州的特定管辖区域的所有区域。例如,网络不会覆盖这样的区域:特定基站的蜂窝覆盖横跨州界线或管辖区域的其他边界。这样做是为了允许使用位置验证以确保没有在州外起始或终止赌博的可能性。三角测量可被用作防止从未经批准的位置进行游戏的方法。三角测量例如可通过比较在多个基站接收的来自一个移动台的信号强度而实现,其中所述多个基站中的每个都具有GPS坐标。该项技术可用于精确指出移动台的位置。然后将该位置与地图或其他资源比较以确定移动台的用户是否位于诸如学校之类的未经批准的区域中。或者,GPS技术可用于这些目的。
如图5所示,方便游戏系统包括多个游戏通信装置54、55和56。装置54位于游戏管辖区域58之外。装置55和56都位于游戏管辖区域58之内。然而仅装置56位于地理栅格57内,地理栅格57是通过多个基站53的覆盖区域而建立的。因此,地理栅格化可被用来允许通过装置56进行游戏,但禁止通过装置54和55进行游戏。即使诸如装置55之类的一些位于游戏管辖区域58内的游戏通信装置不被允许访问方便游戏系统,地理栅格57也确保没有诸如装置54之类的位于管辖区域58外的游戏通信装置被允许访问方便游戏系统。
地理栅格化并不确定位置。确切地说,它确保移动台位于某些边界内。例如,地理栅格化可用来确保超出州界线的移动台不访问方便游戏系统。另一方面三角测量确定精确指出或接近精确指出的位置。例如,如图5所示,装置56在三个基站53之间被三角测量以确定装置56的位置。三角测量可用来识别诸如移动台的装置是否位于赌博未被授权的特定场所(例如学校)中。优选地,结合本发明使用的位置确定技术满足联邦通信委员会(FCC)的Phase 2 E911要求。地质学会调查局(GIS,GeologicalInstitute Survey)制图也可用来将游戏通信装置的识别坐标与GIS地图特征或元素进行比较以确定装置是否位于未被授权进行游戏的区域中。应该注意到可以使用任何类型的位置验证,例如三角测量、地理栅格化、全球定位卫星(GPS)技术或任何其他类型的位置确定技术,这些技术可用来确保用户位于经批准的游戏区域内或者对此提供可接受水平的信任。
在另一实施例中,使用信道地址检查或使用其他一些指示哪个网络或网络的哪部分被游戏通信装置访问的识别数字或识别信息片断来实现地址验证。假设使用识别数字用于该目的,那么根据位置检查的一种方法,作为示例,参与者通过移动电话访问游戏系统。移动电话或正被移动电话访问的网络组件的识别数字标识出呼叫者和移动网络的连接。所述数字指示呼叫器位于定义的区域中并在某个移动网络上的事实。服务器应用程序可驻留在移动电话上以将该信息通过网络传达到游戏服务提供者。在相关实施例中,识别数字或识别信息从第一网络提供者传递到第二网络提供者。例如,呼叫者的家庭网络可能是由第二提供者提供的网络,但是呼叫者在由第一提供者提供的网络上(并且在管辖区域中)漫游。第一提供者将识别信息传递给第二提供者以使第二提供者能够确定呼叫者是否位于允许或不允许相关游戏活动的定义区域中。优选地游戏服务提供者保持或访问将各种可能的全球移动网络识别数字映射到地理区域的数据库。本发明考虑到了使用任何指示与移动电话连接的网络、网络的一部分或网络组件的数字或代理(proxy)。识别数字可能指示一个或多个基站或基站组、线路、信道、中继线、交换机、路由器、中继器等。
在另一实施例中,当用户将其移动电话连接到游戏服务器时,游戏服务器提取网络识别信息并该信息传达到游戏服务提供者。驻留在游戏通信装置上的软件可包括将在用户登录或访问时确定用户的位置(至少部分地基于识别信息来确定)并将消息发送给游戏服务提供者的功能。用来确定位置的识别数字或识别信息可以是精确到国家、精确到州、精确到城镇或精确到其他一些可定义的边界。
结合任何位置确定方法,游戏系统可周期性地更新位置确定信息。这可在例如游戏进程期间以预先定义的时间间隔完成以确保在游戏期间而不仅仅在登录或初始访问时检测游戏通信装置到未经授权区域的移动。
因此,取决于使用的位置确定技术,可在游戏通信装置上、在游戏服务器上或在任何用来在游戏通信装置和游戏服务器之间发送信息的电信网络组件上(例如在基站上)作出是否允许或禁止游戏活动的决定。
关于防止在未经授权的区域中进行游戏的私有无线网络的一方面是诸如射频识别(RFID)传感器之类的传感器在游戏通信装置上的设置。如果用户将装置带出经批准的游戏区域,则传感器触发警报。此外,装置可能被“拴”到固定物体。用户可使用他们的ID和密码简单地登录到这些装置。
系统可被配置为在某些地理区域允许一些用户参与游戏活动,而不允许其他用户参与。类似地,用户可被允许参与位于某个地理区域的仅仅一个或多个特定的活动。
结合图6,根据本发明的方法的示例实施例可如下描述。如上所述,软件被优选地加载在游戏通信装置上,并用于接收用于游戏的输入数据。输入数据可能起始于驻留在游戏服务器上的关联游戏软件,或者其可由游戏通信装置的用户输入。装置上的软件用于呈现游戏环境的表示。除了别的以外,这可包括诸如二十一点桌或吃角子老虎机之类的桌上游戏表示。游戏环境表示的其他示例包括这里描述的任何其他应用程序的图形表示。
在图6所示的示例方法中,在第一步骤602中,游戏通信装置被激活。这可能作为打开电话、PDA或本文中在别处描述的其他通信装置的功能而发生。优选地,激活包括将游戏通信装置连接到私有数据网络。激活的一部分包括根据提示登录。这可被认为是游戏通信装置用户鉴权的第一级别。用户鉴权的第二级别包括游戏通信装置本身的鉴权。这例如可能通过由移动运营商对移动台进行鉴权而发生。用户识别的第三级别可包括生物统计学。生物统计学的各种示例可包括但不局限于指纹识别、图像识别、视网膜识别、声纹匹配识别等等。
应该注意到各种类型的验证和鉴权通过游戏系统的配置而更简单了。例如,对游戏服务器的无线访问使验证和鉴权效率更高。
在接下来的步骤604中,向用户呈现游戏环境。游戏环境可以以各种阶段呈现。例如,在第一阶段,游戏环境可包括娱乐场门厅,在这里向用户呈现了某些游戏选项,例如包括桌上游戏、投币口、运动书籍、视频扑克和娱乐场收款台。在随后的阶段中,向用户呈现了从娱乐场门厅选中的活动类型的可选实例。
在接下来的步骤606中,用户选择诸如特定娱乐场桌上游戏之类的活动。在步骤608中,用户被提供了一个或多个关于选中的活动的选项。在步骤610中,用户选择选项。例如此时,用户可能下注、拿牌、选择餐馆或餐馆菜单项目、选择新闻资源或新闻故事、下金融交易的买入或卖出订单、对给定的电影的票房成绩高于/低于某个数量进行赌博等。用户输入的选项是无穷的。在步骤612中,驻留在游戏通信装置上的软件接收由用户输入的选项并将输入数据发送给驻留在游戏服务器上的软件。在步骤614中,游戏服务器软件按输入数据行动。
在这种情况中的行为可包括但不局限于确定结果和/或数量、访问另一服务器和/或软件应用程序、取回信息、准备对用户的响应等。确定结果和/或数量的行为例如可能发生在用户使用所述装置下关于赌博活动的赌注的情况中。对于诸如桌上游戏或吃角子老虎机之类的某些赌博活动,可能包括随机数字发生器以确定结果(即用户是赢了还是输了),游戏服务器软件还将基于下注的数量和任何可用的赔率确定赢或输的数量。访问另一服务器和/或软件应用程序的行为例如可能发生在用户参与诸如访问新闻服务、在餐馆作出预约并下食物和饮料的订单或作出零售购买之类的服务活动的情况下。取回信息的行为可能发生在游戏服务器软件为了取回用户请求的某一类型信息的目的而被提示访问另一服务器时。
优选地,游戏服务器软件在步骤616中准备对用户输入数据的响应。在步骤618中,用户承认响应。例如,在赌博的情况中,用户可能承认因为庄家爆引所以他赢了一把二十一点,并且在成败机会相等的原则下基于50美元的赌博其收款(payout)为100美元。在步骤620中,用户退出登录。
在用户进行赌博的情形中,与图6关联描述的一系列步骤之后(或其中一部分步骤或修改后的一系列步骤之后),用户本人进入娱乐场并去娱乐场收款台以收款和/或结账(这例如可包括信用扩展或预缴押金)。在一个实施例中,用户可收取赢得的钱之前存在等待周期(例如24小时)。等待周期的目的是为进行欺诈监控留出时间。等待周期可能取决于结余的数量。例如,如果欠用户的钱少于5000美元,则等待周期可为12小时。如果欠用户的钱位于5000美元和10000美元之间,则等待周期可为24小时。如果欠用户的钱多于10000美元,则等待周期可为48小时。
游戏通信装置的激活的持续时间、特定进程的持续时间和/或特定活动的持续时间可根据许多个不同参数来控制。例如,持续时间可基于预定量时间或预定时间段。游戏通信装置的激活可在预定时间段期满后终止。作为另一示例,可以仅直到一天的特定时间的出现才允许活动。根据可替换实施例,各种活动的任何一个中的交易管理员或另一方可决定时间段或时间量。根据另一可替换实施例,持续时间可能在诸如用户进入或离开特定位置的事件发生之后结束。活动的持续时间可基于非使用周期而动态确定。换句话说,在未被使用达预定的时间之后,装置可能“超时”并被禁止。时间段或时间量可被累积地确定。例如,可能总共仅允许5小时的活动时间。对这5小时的计时可能取决于用户的位置而停止和开始。作为另一示例,可以仅仅是只要用户不进入或离开特定位置比预定时间周期长就允许活动。
类似地,可能仅在一天的规定时间期间、事件之前的特定时间周期内或通知用户后的特定时间周期内允许游戏通信装置的激活和/或用户参与特定活动的能力。而且,可基于用户的位置控制激活和/或访问。例如,如果用户在特定的娱乐场中,其中特定的演出将在那个晚上在该娱乐场中举行,则用户可能被通知演出的票在演出之前规定的时间周期内可得到。可能仅在用户在娱乐场中并且在演出之前规定的时间周期期间时允许用户参与买票活动。例如,用户可能仅当在娱乐场中并且直到演出开始时间前5分钟时才能够买票。类似地,装置的激活可能基于用户的位置和相应的时间周期而被限制。例如,如果用户在演出正在进行或即将进行的位置上,则装置在从演出之前5分钟到演出结束之后5分钟期间内被禁止(或者自动禁止,或者由除了用户之外的一方禁止)。
根据另一可替换实施例,一个活动的持续时间和激活可能由该用户对另一活动的参与来确定。例如,如果用户在给定的娱乐场赌博了足够多,则该用户可被允许在一受欢迎的餐馆作晚餐预约。在这种方式下,可能通过游戏通信装置基于用户的活动来确定或管理奖金(bonus)或赠券(comp)。
优选地,在方便游戏活动期间,数据在游戏通信装置和由游戏服务提供者控制的服务器之间被来回地发送。通信路径的示例如图7所示。诸如由用户下的赌注之类的游戏数据被从游戏通信装置701发送到基站702(或在诸如WiFi或WiMax网络之类的私有无线网络的情况下的发送器)。基站702将数据通过网络703发送到中心(hub)或网关704,所述中心或网关704又将数据发送到由游戏服务提供者运营的游戏服务器705。优选地,从游戏通信装置701到网络703的通信包括无线通信。这可以是任何类型的公知无线通信或未来可用的任何类型无线通信。可接受的无线通信协议的示例包括CDMA、GSM和GPRS。
优选地,从网络703到网关704和到服务器705的通信是在安全的陆上线路上进行的。图7仅仅是示例通信网络,本发明应该被理解为包括数据被从游戏通信装置701发送到服务器705的其他网络。优选地,响应于被从游戏通信装置701发送到服务器705的数据的数据被沿着与第一发送路径实质上相反的路径发送回游戏通信装置701。应该注意到在这里描述的方法和系统的至少某些实施例中,用户实际上并不在游戏通信装置上玩游戏。确切地说,用户实际上是在由游戏服务提供者控制的服务器上玩游戏,该服务器可能位于娱乐场内。
至于赢的钱和输的钱的支付和/或接收,一个可能的方法如下。在娱乐场酒店登记(check-in)之后,酒店代表可能询问客人是否需要使用游戏通信装置。如果客人确实需要这种使用,则酒店代表可将游戏通信装置提供给客人,作为交换要求信用卡类押金或其他押金。然后客人将钱存放到用于无线游戏的帐户中。客人的帐户结余信息被载入客人的帐户文件,该文件优选地在游戏服务器上被维护。用户可通过例如在娱乐场收款台建立信用帐户和/或通过付现金给娱乐场收款台而将钱存入其游戏帐户。存在许多其他可替换的方法,该过程仅是示例。可向客人帐户或游戏通信装置预先存入资金。在方便游戏进程期间可存储资金。这例如可能发生在用户从游戏环境选择娱乐场收款台活动并指示出纳员加资金到帐户中时。金融子系统也可使用帐户卡技术(例如ATM卡、信用卡、储值卡、礼品卡等)以进行与用户帐户关联的金融交易。而且,用户可通过用游戏通信装置或诸如自动柜员机(ATM)之类的另一远程装置输入指令而远程地接收或作出支付,其中所述远程装置与游戏服务器或由娱乐场、酒店、游戏服务提供者或其他与方便游戏活动有关的其他实体运营的其他服务器进行电子通信。例如,用户可能远程地(通过游戏通信装置)在餐馆下订单。然后,用户可在用于接收与订餐的方便游戏活动的金融交易需求相对应的指令的ATM类型的机器上为这一餐作出预先支付。
本发明的一个特有方面包括建立由用户承担的游戏交易的电子记录。优选地,这通过使用按键日志来完成,所述按键日志是由用户作出的所有按键的电子记录。在这种情况下按键日志的使用允许了前所未有的对用户的游戏活动的监控。在发生争议的情况下,一方可查阅按键日志并容易地确定例如用户事实上是否下了特定的赌注。
电子记录的另一可能的方面是允许游戏控制部门或其他监管权威机构以直接的方式访问电子记录以对在系统上进行的方便游戏活动进行周期性的独立监控。另一可能的方面是允许管制作弊机。例如,可能游戏控制部门(或其他监管权威机构)可以获得游戏通信装置并随着时间的过去将它们的测试结果对照电子记录数据库中的记录来进行比较(例如通过比较按键日志中所示的结果来进行比较)。这实质上包括用于测试的电子访问。
如图8所示,在本发明的另一实施例中,提供了一种基于轮船的方便游戏系统。该系统优选地包括例如是邮轮的客轮802。该系统包括一个或多个连接到通信网络的游戏通信装置806。图8中所示的网络包括一移动网络,其中基站808通过LAN连接到基站控制器(BSC)810。BSC 810通过T1接口连接到与第一卫星814通信的第一甚小孔径终端(VSAT)调制解调器812。第一卫星814用于从第二卫星814发送并接收信号,第二卫星814与第二VSAT调制解调器812通信。第二VSAT调制解调器812与位于游戏服务提供者816处的游戏服务器818通信。游戏服务器被耦合到游戏数据库820。同样,图8中所示的网络配置仅用于示例性目的,其他配置也在本发明的范围之内。优选地提供船上的后台办公系统(backoffice)822。数据通过船上的VSAT调制解调器和发送器传达到第一卫星以中继到第二(优选地为基于地面)VSAT接收器和调制解调器。然后数据通过移动台控制器(未示出)传达到服务器和/或集中数据库。
相应的商业模型包括与邮轮公司签订合同的游戏服务提供者,所述邮轮公司允许游戏服务提供者例如通过使用中继器来提供遍及邮轮公司的一个或多个轮船的覆盖。游戏服务提供者可提供私有无线网络,在该情况中从对私有无线网络的使用或访问而产生的任何收入和来自游戏活动的收入可在邮轮公司和游戏服务提供者的全部或其任何子集之中分配。或者,游戏服务提供者可与移动运营商和卫星供应商签订合同,在该情况中来自移动呼叫的收入和来自游戏活动的收入可在邮轮公司、移动运营商和游戏服务提供者的全部或其任何子集之中分配。
用户关于在方便游戏系统上进行交易的活动存在数种场景。在一示例场景中,用户位于固定的但离游戏服务器很远的位置,所述游戏服务器可能位于娱乐场的场所上。这可能包括例如游戏通信装置是书报亭,或者是位于固定位置或被拴缚到固定位置的某个其他通信装置,以使游戏通信装置不能被移动得超出某个区域的情形。在另一示例场景中,用户在第一位置开始方便游戏交易,在不同于所述第一位置的第二位置结束该交易。在另一示例场景中,用户在单次方便游戏交易期间是移动的。在另一示例场景中,用户在第一批准区域内是移动的,然后(在方便游戏交易期间)用户移到第一批准区域之外,通过未经批准的区域,移到很远的第二批准区域。
在可替换实施例中,方便游戏系统可能被配置成作为“边到边(curb-to-curb)”游戏系统操作。在这样的系统中,可以在装置和特定服务器之间,基于用户是否位于与该特定服务器相对应的位置而建立通信路径。例如,用户可以进入第一娱乐场或与第一娱乐场相关联的经授权区域,从而激活在装置和位于第一娱乐场并且/或者由第一娱乐场控制的服务器之间的通信路径的建立。当用户在第一娱乐场的场所上时,用户可能能够在第一娱乐场参与诸如玩二十一点之类的活动。然后,如果用户离开第一娱乐场,则方便游戏系统可能被配置成终止第一通信路径(即在装置和第一娱乐场的服务器之间),或者禁止装置并且/或者终止用户使用装置来参与与第一娱乐场相关联的活动的能力。当用户进入第二娱乐场或与第二娱乐场相关联的经授权区域时,可建立第二通信路径(例如,在装置和位于第二娱乐场或者由第二娱乐场控制的第二服务器之间)。因此,用户现在能够在第二娱乐场而不是在第一娱乐场玩二十一点(或参与其他活动)。
作为另一示例,特定的娱乐场经常与管辖区域或规定区域内的其他娱乐场相关。在这样的场景中,如果用户进入任何相关的娱乐场,那么能够在游戏通信装置和相关娱乐场群组中的一个或多个娱乐场之间建立适当的通信路径,从而使用户能够在相关娱乐场群组中的一个或多个娱乐场中玩娱乐场游戏(或参与其他活动)。取决于规章的要求,优选的配置可能是在用户想玩的群组内的特定娱乐场上建立与服务器的通信路径。然后,如果用户希望在另一娱乐场玩,则可在随后的娱乐场建立不同的通信路径。在某些情形下,还是取决于规章的要求,与用户活动相关联的一些信息可被保存在可由群组中的多于一个娱乐场访问的集中服务器上。
在另一示例实施例中,方便游戏系统可用来允许包括多个彼此进行交互的无线用户的游戏活动。例如,系统可允许桌上游戏(例如二十一点),其中第一用户和第二用户在同一桌上进行游戏交易,并且由第一用户选中的选项直接影响结果和与第二用户相关的选项。优选地,呈现在第一用户和第二用户两者的游戏通信装置上的游戏环境将指示其他各个用户的存在和活动。在方便游戏系统上多个用户进行交互的另一示例是扑克游戏的提供,其中用户相对彼此赌博而不是相对房屋赌博,或除了相对房屋赌博之外还相对彼此赌博。用户之间交互的另一示例是当第一用户作餐馆预约或购买比赛票时,从而减少了第二用户的可用选项。
优选地,游戏服务提供者至少提供下列功能。首先游戏服务提供者提供并控制一个或多个游戏服务器。这些服务器可实体上位于游戏服务提供者的范围内或位于远程位置。如上所述,游戏服务器还可位于或接近诸如娱乐场、娱乐场酒店、赛赌场(racino)、邮轮、赛马场等的游戏提供者处。游戏服务提供者还可提供诸如交易监控服务和按键日志服务之类的监控服务。游戏服务提供者还可提供数据管理服务和安全服务。这些服务并非意在穷举,游戏服务提供者可提供有助于方便游戏过程的其他服务。
应该注意到本发明可结合任何游戏环境或用于任何其他可电子地进行的活动的环境而实现。本发明并不限于内华达州或任何其他特定的游戏管辖区域。例如,本发明可结合新泽西州的大西洋城中的娱乐场、国际管辖区域、本地的美国人游戏设施和作为赛马场并还具有吃角子老虎机、视频彩票终端和其他赌博设备的“赛赌场”而使用。例如,结合“赛赌场”,本发明可被那些在围场区域观看赛马的时候希望玩吃角子老虎机游戏的参与者使用。这可能是在吃角子老虎机区域不允许抽烟而参与者希望从户外的抽烟区域赌博的情况下所希望的。或者,吃角子老虎机区域可能允许抽烟而赌博的人希望从他或她避免吸入二手烟的区域玩吃角子老虎机。可以想象许多其他场景,其中游戏参与者在离游戏设施很远的位置欣赏某个其他主要活动时,可使用本发明参与远程游戏。此外,本发明并不限于游戏,而是可包括其他应用,例如交易金融设备,和对诸如选举、颁奖事件或任何其他活动之类的其他类型的事件下注。
另一示例实施例包括这里描述的一个和多个方法和系统在进行金融交易上的应用。因此,游戏通信装置可被配置成使用户能够进行这样的金融交易,所述金融交易可包括但不局限于任何涉及金融机构的交易,例如银行业务、交易证券或管理401K或其他投资基金资产。优选地,将在用户和必须进行金融交易的任何服务器或其他计算机之间建立通信路径。和某些其他实施例一样,参与该活动的能力可由一个或多个参数控制,所述参数包括位置和/或身份验证,以及时间或持续时间限制。
进行金融交易可能是呈现给游戏通信装置的用户的活动中的一个。任何可能的金融交易可能被呈现为子活动。例如,用户可能想要对在特定交易所上市的证券进行交易。规章可能要求交易者位于某个管辖区域内以在该交易所进行交易。交易所可能具有其自己的规则并可能要求交易者位于场所上。利用本文中其他地方描述的位置验证技术,例如可能仅在用户位于特定地理区域中的情况下才允许特定的金融交易活动。
作为相关的特征,系统可被配置为提供信用验证特征,交易的一方可通过该信用验证特征检查用户的信誉,或用户可以通过该信用验证特征申请信用。例如,如果用户想购买价值10000美元的特定股票,那么可在用户和位于交易该股票的交易所并且/或者由该交易所控制的服务器之间建立通信路径。可能在交易所服务器和管理用户帐户的帐户管理者的服务器之间建立另外的通信路径。这些通信路径将允许基本的交易——用户购买股票的交易。然而,可能在销售者服务器、交易所服务器和/或帐户管理者服务器和位于信用中介处并且/或者由信用中介控制的服务器之间建立另一通信路径。该路径将允许交易的利害关系方在允许交易之前检查和/或批准用户的信用。
根据某些实施例的一个方面,游戏通信装置的用户能够从该装置连接到金融服务提供者的服务器以提供“交易通”(Push to Trade)特征。为了激活该特征,所述装置被配置为能够有助于“一键通”协议,藉此所述装置表现得像步话机。因此,所述装置可包括任何允许一键通特征的适合的程序或应用程序。这里使用的短语“一键通”包括任何允许末端用户的直接连接特征的协议。所包括的是在“一键通”的大类中并包括提供广域、即时联系协议的所有这样的协议(例如立即交谈(Instant Talk)、快速聊天(Fastchat)等)。
一键通协议允许给定的装置立即连接到任意数目的其他装置,例如任何其他电话(移动电话或固定电话)、个人计算机、膝上型计算机等。用于末端用户的连接不一定要通过任何传统拨号或通过触发某种形式的自动拨号而产生。可按下简单的按钮来提供必要的连接。在定时的情况下,纳克斯泰尔(Nextel)(其开发了最初的一键通技术)建议其一键通协议应该在2秒内连接。
相关的技术是无线一键通(PoC,Push to Talk Over Cellular)。PoC服务是一种形式的交互式语音消息发送,其组合了步话机和蜂窝电话的连通性,允许用户在允许PoC的手持装置上按下按钮后迅速与另一个人或整个朋友和联系人群组联络。
一键通协议允许用户在IP或蜂窝网络上使用步话机范例,所述蜂窝网络消除了传统的双向无线电通信的边界限制。一键通服务基于颠覆性的技术。等待时间是一些传统的移动电话会话期间的问题。与执行传统的电话呼叫相比,一键通平台的一个吸引力是能够与个人或个人的群组立即通话,而不用由于等待时间问题而等待某人回答。一键通特征的另一个好处是比正常短的电话呼叫,这为相应的末端用户减少了拨号费用。纳克斯泰尔估计平均的一键通呼叫持续40秒。一键通技术实际上与任何网络通信都是兼容的;例如,一键通协议可容易地结合包括GSM和CDMA的蜂窝电话网络使用。现在由诸如爱立信摩托罗拉、西门子、索尼爱立信和纳克斯泰尔之类的公司提供用于一键通特征的网络设备。
因为一键通有效地使手持装置成为步话机,因此其不仅成功地使末端用户能够发送语音消息,还允许立即数据文本(一般称为“直接消息发送”(direct messaging))。一键通消息发送表现了短消息发送系统在绕过通过电话键盘输入文本的缓慢和笨拙的过程中的显著进步。
根据“交易通”特征,一旦末端用户开始呼叫,金融服务提供者立即连接到末端用户。在一个实施例中,金融服务提供者具有为其客户专用于该特征的一个或多个电子交易桌。因此,可在该位置接收所有的“交易通”请求。在其他实施例中,任何适合的实体、经纪人、标准交易桌或电子装置可接收这样的交易通通信。
连接一旦被建立,那么金融服务提供者可像末端用户指定的那样简单地进行交易。例如,连接之后,末端用户可能被提供了其试图参与的金融或市场环境。交易桌代表或装置能够询问末端用户来执行电子或经纪人帮助的交易。另外,金融环境可以以各种阶段呈现。例如,在第一阶段中,金融环境可包括所有市场的金融总结,其中用户被提供了例如包括特定市场总结、选中资产(例如商品、股票、债券等)的具体价格、本期金融状况、购买力等的某些金融选项。在随后的阶段中,用户可能被提供了从市场平台选中的活动类型的可选实例。
末端用户可从该平台选择诸如特定类型交易之类的活动。因此,用户被提供了一个或多个关于选中的活动的选项。在这种情况下,例如用户可能在金融交易所下买入或卖出订单。可能驻留在装置上、服务器上或两者的组合上的软件接受由用户输入的选项,并将输入数据发送到金融服务提供者。随后,金融服务提供者按输入数据行动。一键通技术容易地提供用于审计或确认目的的交易语音日志。因此,可提供数字语音存储,藉此记录交易(例如,包括出价和要价)。另外,然后自动语音日志能够将该信息中继回末端用户(例如,通过其电子邮件或通过传统的邮件服务)。这能照例发生以使末端用户被常规地为其所有交易活动提供适合的接受确以。
这种情况的行为可包括但不局限于确定交易的结果和/或数量、访问另一服务器和/或软件应用程序、取回附加信息、为用户准备适当的响应等。确定结果和/或数量的动作例如可能发生在用户结合其帐户和给定的交易所而使用装置来进行交易时。因此,这可能包括进行的交易的正式记帐,包括收取的佣金、从帐户借贷以支付交易的数量等。访问另一服务器和/或软件应用程序的动作例如可能发生在用户正在参与诸如访问新闻服务之类的服务活动的情况下。取回信息的行为可能发生在金融软件被提示为了取回由用户请求的某种类型信息的目的而访问另一服务器的时候。然后金融服务提供者能够准备对用户输入数据的响应。一旦该活动结束了,用户就能够承认响应,然后退出登录并终止其进程。
应该注意到“交易通”特征可以用在这里描述的方便游戏技术的其他应用中。例如,在游戏通信装置的用户从娱乐场游戏区域之外的经授权区域玩二十一点的应用中,交易通特征使用户能够可听见地参与实际上发生在娱乐场游戏区域内的二十一点游戏。一键通技术将允许用户立即虚拟地在实际的二十一点桌“坐下”,而没有由某些传统的电信协议的传统的安装和拆卸过程引起的延迟。而且,一旦用户参与游戏,用户就能够与庄家或实体上在桌子旁的其他玩家口头交流,而没有某些移动电信系统的等待时间问题。
在至少一个实施例中,本发明提供管辖区域控制,这将游戏限制在经批准的地理区域中。本发明还包括年龄/身份验证特征。这可通过任何可应用的技术来完成,所述技术包括视网膜扫描、指纹识别、声纹匹配或其他生物统计学。身份验证还可通过让顾客为其自己拍照(例如,通过使用数字照片电话)并将照片发送到游戏服务提供者以将其与预经批准的用户存储的照片相比较而完成。身份验证还可通过将参与者提供的数据与存储的数据相比较以及由参与者执行电子协议或合同而完成。身份验证还可通过监控用户的按键特性(例如,节奏、模式或韵律)或可观察到与用户唯一关联的参数的任何其他方法而完成。本发明还可提供按键日志。在至少一个实施例中,完成所有的通信而不访问因特网。
希望进行移动、远程游戏是有很多原因的,已经描述了其中一些。本发明可允许通过允许赌博者在享受诸如高尔夫、游泳、进餐和演出之类的其他休闲活动的时候赌博而补充现有的室内游戏收入。本发明可补充新的无硬币下注环境,因为赌博者可在娱乐场之外玩其喜爱的游戏。本发明利用产生按键日志的能力,提供了遵循对赌博者的身份证明和位置验证的规章要求的高速、可靠、精确和安全的移动游戏环境。本发明从地理的角度来看可限制未经授权的使用,并能够使用位置验证技术(例如,地理栅格化)来实现以使游戏活动符合法律限制因素。
消费者可受益于增加了的游戏环境的选择。消费者将能够在他们更喜欢的无论什么样的环境中赌博,在以他们选择的速度享受游戏经历而没有诸如在室内娱乐场环境中可能发生的事情的影响的同时,受益于对产品是遵守规章的、公平的和安全的这一事实的了解。游戏业可使用本发明来通过新的、遵守规章的、移动的和远程的通道而提高其收入基础。想在不工作时间或位于娱乐场外期间娱乐的消费者将能够在其游戏通信装置上玩游戏,害怕传统娱乐场环境的消费者将能够私下里玩。游戏管辖区域可受益于游戏增加的辅助收入增长,因为消费者将拥有更愉快的经历。
本发明还可用来在与传统电信系统相比提高的速度下传递内容。所述内容例如可包括实况报告、娱乐、新闻、推销和广告。
如前所述,本发明提供遵循对赌博者的身份证明和位置验证的规章要求的移动游戏环境。而且,系统被设计得从规章的角度看百分之百“干净”。软件是干净的,这是因为其未被许可给并且将不被许可给非法做生意或者在“灰色”区域操作的任何人。例如,在优选实施例中,软件不被许可给将非法操作软件或者非法在因特网上做生意的实体。这可能是所希望的,这是因为某些游戏管辖区域不将游戏许可证或执照授予那些与已知是从事非法操作的其他实体做生意或将技术许可给这些实体或从这些实体那里得到技术许可的公司。
优选地,所述系统被设计为游戏软件(或在系统上运行的其他应用程序软件)从规章的角度看也是百分之百干净。例如,在授予执照之前,游戏管辖区域可能要求使用的软件未被污染,即其未被执照申请者在违背任何法律的情况下使用,并且未被许可给或者分发或传播给将软件用于非法目的或曾从事非法活动的其他人。因此,优选的是游戏软件是干净的并且从该角度看未被污染。
这里描述的系统和方法还可用于传递和/或访问诸如运动视频(实况或接近实况)和音频解说之类的“富媒体”内容。这些可能通常仅在特定管辖区域内发行。因此,所述发行可能受益于这里讨论的发明的有创造性的方面,尤其诸如地理栅格化之类的位置验证方面。
这里描述的游戏系统和方法除了其他特征之外,还可允许同注分彩下注、运动赌博、传播新闻和其他内容。本发明还使娱乐场或其他游戏提供者能够为诸如演出、酒吧和餐馆之类的辅助服务做广告。本发明还允许关于这些服务的远程预约和购买。
根据本发明的实施例,方便游戏系统为访问系统的用户提供实时赔率的传播。
在另一实施例中,一个交易中的结果可以触发向用户介绍第二个交易。例如,如果用户玩二十一点赢得了预定数量的钱,则用户可能被提供在娱乐场商店购买零售项目或为俱乐部的某些服务作预约的选项。作为另一示例,如果用户使用系统来购买演出票,则用户可能被提供对在演出的某个近距离之内的数个酒店中一个作出预约的机会。
虽然按照某些实施例和一般关联的方法描述了本发明,但是这些实施例和方法的改变或置换对于本领域技术人员来说是很清楚的。因此,上述示例实施例的描述不是定义或限制本发明的。可以有其他的变化、替换和改变,而不脱离本发明的精神和范围。

Claims (34)

1.一种游戏系统,所述游戏系统包括:
至少一个服务器;以及
至少一个通过电信网络连接到所述至少一个服务器的游戏通信装置,
其中如果所述至少一个游戏通信装置符合至少一个预定标准,并且其中满足时间限制,则所述至少一个游戏通信装置可操作以将游戏信息发送到所述至少一个游戏服务器并从所述至少一个游戏服务器接收游戏信息。
2.如权利要求1所述的游戏系统,其中如果一天中的时间在某个时间段内,则满足所述时间限制。
3.如权利要求1所述的游戏系统,其中如果所述游戏通信装置是可操作的时间不长于预定时间量,则满足所述时间限制。
4.如权利要求1所述的游戏系统,其中所述时间限制基于时间量。
5.如权利要求4所述的游戏系统,其中所述时间量在一个时段上累积地确定,在所述时段中存在多次向着所述时间量的计时积累的开始和停止。
6.如权利要求1所述的游戏系统,其中所述时间限制基于所述游戏通信装置的用户非使用周期。
7.如权利要求1所述的游戏系统,其中所述时间限制基于某个时间段。
8.如权利要求7所述的游戏系统,其中所述时间段在使所述游戏通信装置变得可操作时开始。
9.如权利要求7所述的游戏系统,其中所述时间段在通知被提供给所述游戏通信装置的用户时开始。
10.如权利要求7所述的游戏系统,其中所述时间段是在一天中的第一时间开始并在一天中的第二时间结束的设定时段。
11.如权利要求1所述的游戏系统,其中所述时间限制基于一天的某个时间。
12.如权利要求1所述的游戏系统,其中所述至少一个预定标准是确定所述至少一个游戏通信装置是否位于预定区域内。
13.如权利要求1所述的游戏系统,其中所述至少一个预定标准基于所述游戏通信装置的用户的活动。
14.如权利要求13所述的游戏系统,其中所述用户的活动是确定在所述电信网络上由所述用户参与的赌博的级别,并且其中基于所述用户的活动,电子地奖励所述用户至少一张赠券。
15.如权利要求1所述的游戏系统,其中所述游戏通信装置的用户可从如果符合所述至少一个预定标准则用户可参与的多个活动中选择。
16.如权利要求15所述的游戏系统,其中所述多个活动包括赌博。
17.如权利要求15所述的游戏系统,其中所述多个活动包括购买娱乐事件的票。
18.如权利要求15所述的游戏系统,其中所述多个活动包括作预约。
19.如权利要求15所述的游戏系统,其中所述多个活动包括购买商品。
20.如权利要求15所述的游戏系统,其中所述多个活动包括购买服务。
21.如权利要求15所述的游戏系统,其中所述多个活动包括接收信息。
22.如权利要求15所述的游戏系统,其中所述多个活动包括进行金融交易。
23.如权利要求15所述的游戏系统,其中所述用户的参与所述多个活动中的第一活动的能力由是否满足所述时间限制来确定。
24.如权利要求15所述的游戏系统,其中所述用户的参与所述多个活动中的第一活动的能力由所述用户的对所述多个活动中的第二活动的参与来确定。
25.一种游戏系统,所述游戏系统包括:
多个服务器;以及
至少一个游戏通信装置,
其中当符合第一预定标准时,所述至少一个游戏通信装置通过电信网络至少连接到所述多个服务器中的第一服务器,并且可操作以将游戏信息发送到所述第一服务器并从所述第一服务器接收游戏信息。
26.如权利要求25所述的游戏系统,其中如果符合第二预定标准,则所述至少一个游戏通信装置通过电信网络至少连接到所述多个服务器中的第二服务器,并且可操作以将游戏信息发送到所述第二服务器并从所述第二服务器接收游戏信息。
27.如权利要求26所述的游戏系统,其中如果符合所述第二预定标准,则所述游戏通信装置不再可操作以将游戏信息发送到所述第一服务器和从所述第一服务器接收游戏信息。
28.如权利要求26所述的游戏系统,其中所述第一标准包括所述游戏通信装置的用户位于第一经授权区域,并且其中所述第二标准包括所述用户位于第二经授权区域。
29.一种交易系统,所述交易系统包括:
至少一个金融交易服务器;以及
至少一个通过电信网络连接到所述至少一个金融交易服务器的移动通信装置,
其中如果所述至少一个移动通信装置的用户通过与所述移动通信装置进行交互而符合至少一个身份验证标准,则所述移动通信装置用于将金融交易信息发送到所述至少一个金融交易服务器并从所述至少一个金融交易服务器接收金融交易信息。
30.如权利要求29所述的交易系统,其中如果所述移动通信装置还符合至少一个位置验证标准,则所述移动通信装置仅可操作以发送和接收金融交易信息。
31.如权利要求29所述的交易系统,还包括至少一个信用信息服务器,其中所述移动通信装置可操作以将信用验证信息发送到所述至少一个信用信息服务器并从所述至少一个信用信息服务器接收信用验证信息。
32.如权利要求29所述的交易系统,还包括至少一个信用信息服务器,其中用户和所述移动通信装置之间的交互用于引起在所述至少一个金融交易服务器和所述移动通信装置中的至少一个与所述至少一个信用信息服务器之间建立通信路径。
33.如权利要求29所述的交易系统,其中所述移动通信装置和所述至少一个金融交易服务器之间的通信是通过一键通协议实现的。
34.一种游戏系统,所述游戏系统包括:
至少一个服务器;以及
至少一个通过电信网络连接到所述至少一个服务器的游戏通信装置,
其中如果所述至少一个游戏通信装置符合至少一个预定标准,则所述至少一个游戏通信装置可操作以将游戏信息发送到所述至少一个游戏服务器并从所述至少一个游戏服务器接收游戏信息,其中所述至少一个预定标准包括身份验证,在所述身份验证中,基于与所述用户关联的按键特性验证用户的身份。
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