US20080039207A1 - System and method for managing transfer of player rights - Google Patents

System and method for managing transfer of player rights Download PDF

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Publication number
US20080039207A1
US20080039207A1 US11/764,466 US76446607A US2008039207A1 US 20080039207 A1 US20080039207 A1 US 20080039207A1 US 76446607 A US76446607 A US 76446607A US 2008039207 A1 US2008039207 A1 US 2008039207A1
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Prior art keywords
player rights
gaming system
rights
player
game related
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US11/764,466
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Christer Hutchinson-Kay
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Aristocrat Technologies Australia Pty Ltd
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Aristocrat Technologies Australia Pty Ltd
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Assigned to ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LTD reassignment ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LTD ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: HUTCHINSON-KAY, CHRISTER
Publication of US20080039207A1 publication Critical patent/US20080039207A1/en
Priority to US13/037,893 priority Critical patent/US20110151978A1/en
Abandoned legal-status Critical Current

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    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/401Secure communication, e.g. using encryption or authentication

Definitions

  • the present invention relates in general to the management of game related player rights across different gaming systems, and more particularly to the transfer of player rights from one gaming system to another.
  • game related player rights arise.
  • game related player rights occur for example in the shape of a monetary credit for stakes or prizes in a game or in the shape of an interrupted game.
  • Such rights are only validly claimable or redeemable within a confined gaming system that typically consists of a limited number of gaming machines connected to a common server or operated by a common operator.
  • the present invention is based on the inventor's realization that game related player rights, such as the rights to an interrupted game, to an interrupted game session or to game bonus, advantageously can be transferred from one gaming system to another.
  • game related player rights such as the rights to an interrupted game, to an interrupted game session or to game bonus
  • This may for example be the case when an operator runs a plurality of operatively separated gaming system, for example in different geographical locations or in different logical configurations, and the operator and/or the players would benefit from the possibility to utilize their player rights in any of the gaming systems independently of which gaming system was used to establish or achieve the rights.
  • Another example is the case that a plurality of different operators running their respective gaming systems, and the operators and/or the players similarly would benefit from the possibility for the players to utilize their player rights in any of the gaming systems.
  • the object is in accordance with the present invention achieved by providing means for storing, transferring and synchronizing such game related player rights between two gaming systems.
  • a player incurs the establishment of game related player rights at different stages of a player session, for example when entering a monetary credit value as a fee for playing a game, when a bet value is entered for a particular game round, when a specific game status has been reached during a game session or when a bonus has been assigned the player.
  • These game related player rights are recorded by storing a representation of the player rights in a central database of the gaming system associated with a player rights identification code.
  • the player rights are recorded with different levels of resolution, for example on game status level or on monetary balance level, and with different extent of history.
  • the game related player rights are preserved by means of the stored player rights record.
  • an evidence of the recorded game related player rights are communicated to the player in the shape of indicia that represents the player rights identification code and by means of which the player rights record is retrievable.
  • the indicia can for example be printed on a voucher, be stored on a portable data storage device or be indicated associated with a player account.
  • the present invention enables the player to claim and utilize his game related player rights from another second gaming system different from the one in which the player rights were achieved.
  • a player inputs the player rights identification code indicia in such a second gaming system
  • the information from the player rights record is requested by the second gaming system and is communicated from the first gaming system from which the player rights originated.
  • the storage of player rights record information in the first and the second gaming systems is synchronized.
  • the player rights are thereafter released to be utilized in the second gaming system, if applicable reconstructed to be utilized, and presented to the player in a suitable manner dependent on the configuration of the second gaming system.
  • the aforementioned technology of WO 2006/052212 is advantageously used also in the second gaming system for utilizing the player rights, and again other technology is also conceivable.
  • the financial clearing comprises the generation of a basis for determining and transferring compensation between different gaming systems involved in the utilization of player rights dependent on predetermined rules.
  • a technical effect of the present invention is thus that a player is enabled to have a player session interrupted in a first gaming system, while preserving any achieved game related player rights. Thereafter the player is enabled to continue his player session and utilizing his game related player rights in a second gaming system, possibly operated by a different operator, while a basis for financial or other compensation between the different gaming systems is provided.
  • FIG. 1 shows an exemplifying embodiment of the invention configured for transferring game related player rights between two different gaming systems via a game clearing system.
  • FIG. 2 shows an overview of communications occurring in connection with the transfer of game related player rights in the embodiment of FIG. 1 .
  • FIG. 1 illustrates examples of a system, a method and a computer program product in accordance with the invention.
  • the system components are implemented by means of computer technology comprising data processors, memory means, data communications interfaces, control programs, input/output interfaces etc in a per se well known manner.
  • Different functions and features that are specific for the present invention are preferably realised by means of specific combinations and configurations of hardware components and/or computer program code executed on data processing means.
  • FIG. 1 shows schematically an exemplifying embodiment with a first gaming system GSA 101 , a second gaming system GSB 106 and a game clearing system GCS 112 that are communicatively coupled to a data communications network 114 .
  • the first and the second gaming systems have in this exemplifying embodiment similar configurations and are at least logically separated. Usually the first and the second gaming systems are also physically separated in different hardware components that have different geographical locations. For the purpose of the description, corresponding components in the first and the second gaming systems respectively have similar reference numerals with an added A or B to denote the gaming system to which the component belongs.
  • the gaming systems thus comprises a set of gaming machines GMA 1 . . . GMAn, GMB . . . GMBn, where n is an arbitrary number, that are communicatively coupled to a game server 102 A, 102 B each being communicatively coupled to a central database DB-A, DB-B.
  • the game servers 102 A, 102 B comprise player rights recording means 108 A, 108 B devised to record a set of parameters representing a game related entity constituting player rights and storing the set of parameters in a data structure 106 A, 106 B comprised in the central database 104 A, 104 B.
  • the game servers further comprises means 110 A, 110 B for reconstructing and presenting player rights to the player dependent on such a set of stored player rights parameters.
  • the game servers comprise a game related player rights transfer means 116 A, 116 B provided with a player rights transfer interface 118 A, 118 B adapted for communicating player rights between gaming systems.
  • the player rights transfer interface further comprises synchronizing means 120 A, 120 B adapted for synchronizing the storage of player rights parameters in the data storages of gaming systems involved in a player rights transfer.
  • the embodiment of the invention as shown in FIG. 1 thus further comprises a transfer management unit in the shape of a game clearing system 112 adapted to manage the transfer of player rights between two gaming systems and preferably also adapted to manage financial and/or statistical clearing of transferred player rights between gaming systems.
  • the game clearing system realises a server functionality which comprises a database 121 and player rights transfer management means 122 .
  • the transfer management means 122 comprises a player rights transfer interface 124 adapted for managing communication of player rights from a first gaming system to a second gaming system, synchronizing means 126 adapted for managing the synchronization of the storage of player rights parameters in the data storages of the first and second gaming systems.
  • the game clearing system 112 further comprises clearing means 128 adapted to manage financial and/or statistical clearing of transferred player rights between gaming systems dependent on predetermined clearing rules 130 .
  • the transfer management functions may be configured in one or more of the gaming systems.
  • FIG. 2 illustrates communications and steps in an exemplifying embodiment of the invention occurring in connection with the transfer of game related player rights and performed by means of the components described in FIG. 1 .
  • a player interacts in a player session with a gaming machine in a first gaming system GSA ( 101 A).
  • Game related player rights are established as the player session proceeds, first by the player's payment of a fee for playing a game and thereby starting a player session, then possibly by achieving an intermediate game status in a game session or by achieving a game result after a game session has been completed.
  • a set of parameters representing such game related player rights are stored in the player rights data structure with a predetermined level of resolution and history, and associated with a player rights identification code PRID.
  • the player rights parameters comprise game session data that enables an interrupted game to be reconstructed up to the point of interruption.
  • an evidence of the current game related player rights is output from the first gaming system GSA to the player.
  • the evidence of the player rights is in one embodiment output as a voucher or a ticket with machine readable indicia, for example in the shape of a voucher identification code, representing the player rights identification code printed thereon.
  • These player rights identification code indicia may for example also be output to a portable data carrier or memory, or be stored associated with a player account.
  • the player wants to utilize his game related player rights in a second gaming system GSB ( 101 B) and inputs the player rights identification code PRID indicia to GSB, for example by inserting a voucher in a ticket reader of a gaming machine in the second gaming system GSB, and thereby enters a request to use the second gaming system to utilize the player rights.
  • the game server 102 B of GSB checks the received indicia of the player rights identification code PRID and recognizes that it belongs to a different gaming system.
  • the checking step is in this embodiment performed by functions comprised in the means 110 B for player rights reconstruction and may be based on predetermined formats for the indicia with a part of the indicia identifying the originating gaming system or on a retrieval attempt in the second database 104 B with the indicia as a key for a player rights parameter record.
  • the second gaming system GSB communicates the PRID indicia to the game clearing system GCS 112 and requests a transfer of the player rights to GSB.
  • the transfer management means 122 of the game clearing system GSC receives the transfer request by means of the transfer interface 124 and initiates a synchronization procedure by means of the synchronization means 126 .
  • the transfer management means 122 of GCS checks the possibility of a transfer inter alia by checking if the issuer (i.e. the first gaming system GSA) of the player rights identification code PRID indicia is a pre-registered part of a player rights transfer network registered in the GSC database 121 .
  • the check is performed for example by means of recognition of indicia format or of a gaming system identification element of the indicia, associated with communication data such as data network address and communication protocol information.
  • the first gaming system GSA receives a request for synchronization of data related to the player rights identification code PRID indicia and thus representing associated game related player rights.
  • GSA by means of its synchronization means sets a status parameter to indicate that the player rights associated with the player rights identification code PRID is transferred to GSB and that the associated player rights are invalid to utilize in GSA.
  • GSA generates a second player rights identification code PRID 2 for the current player for the purpose of being associated with a possible new balance of game related player rights.
  • Data in the shape of a selection of the recorded set of parameters representing the game related player rights stored in the player rights data structure associated with the original player rights identification code PRID is retrieved from the database DBA and is communicated to the game clearing system GCS together with PRID 2 .
  • the game clearing system GCS receives the player rights data, stores the data intermediately and communicates the data to the second gaming system GSB whereas PRID 2 is stored in the GCS database associated with the first PRID. GCS further generates a billing record for the transfer of player rights associated with the current player rights identification code PRID.
  • the GCS finishes and terminates the synchronization with GSA and GSB, comprising a synchronized storage of the player rights in the databases of the gaming systems GSA and GSB, respectively, and preferably comprising a synchronization of status indications in said respective databases.
  • the technology used to ensure that the respective databases of the different gaming systems are properly synchronized is based upon per se known database management functions, e.g. two-phase commit (2PC), three-phase commit (3PC) or Atomic Commit, adapted to the requirements of the gaming industry.
  • the second gaming system GSB is now capable of enabling the utilization of the player rights identified by means of the player rights identification code PRID indicia. If for example the player rights involve the rights to play or to finish playing a specific game, the gaming system GSB checks if the game is available in GSB.
  • the player interrupts or terminates the player session after some time of gaming activity or possibly after some time of inactivity, for example by entering an interrupt command to the gaming system GSB.
  • the game related player rights have normally changed in content, but may also be equal to the initial player rights status.
  • a game status may be different or payment balance, bets, prizes and bonus status may be different.
  • the gaming system GSB communicates a transfer request to the game clearing system GSA for the purpose of transferring a new player rights status associated with the original PRID back to the originating gaming system GSA.
  • the game clearing system GCS associates the new player rights status with the previously stored second player rights identification code PRID 2 and initiates synchronization of player rights information with the first gaming system GSA and the second gaming system GSB.
  • the first gaming system GSA combines information in PRID and PRID 2 and saves the information in the GSA database.
  • the game clearance system GCS generates billing information dependent on predetermined clearing rules and saves the billing record in the GSC database.
  • the game clearing system GCS terminates the synchronization with GSA and GSB. If there still are outstanding player rights left, for example in the shape of a credit or an intermediate game status, the second gaming system GSB outputs an evidence for these player rights for example by issuing a new voucher to the player.
  • the billing record generated in the game clearing system is then used for financial clearing and invoicing between first and second gaming systems involved in transactions of game related player rights.
  • the billing record would, dependent on embodiment, comprise a selection of the following items of information:
  • the game clearance system may comprise a statistics record for storing statistics of game related player rights that have transferred between first and second gaming systems.
  • the game related player rights data structure comprises a player rights description parameter and a player rights identification code.
  • the game related player rights data structure comprises a set of game session data, such as a bet value, a random number and a win value.
  • the set of game session data preferably comprises a history of such data.
  • the game related player rights data structure comprises a set of player session data, such as a monetary value input, a game result history and a monetary balance.
  • the game related player rights data structure comprises a player rights validity status parameter.
  • the present invention is preferably applied in a gaming system adapted for operating games of chance, such as casino type games, involving the generation of a random number.
  • games of chance such as casino type games
  • the invention may also be adapted for pure entertainment games.
  • the present invention thus enables the transfer of game related player rights that have been achieved in a first gaming system to be transferred and utilized in a second gaming system that is logically and/or geographically separated from the first gaming system.

Abstract

A system for managing transfer of game related player rights from a first gaming system to a second gaming system, comprising: data storage means having a data structure adapted for storing a set of parameters representing game related player rights; an interface adapted for communicating said player rights parameters between a first and a second gaming system; and a mechanism adapted for synchronizing the storage of said player rights parameters in data storage means of said first and said second gaming systems.

Description

    TECHNICAL FIELD
  • The present invention relates in general to the management of game related player rights across different gaming systems, and more particularly to the transfer of player rights from one gaming system to another.
  • BACKGROUND
  • When players play games, for example games of chance like casino type games on slot gaming machines, game related player rights arise. Such game related player rights occur for example in the shape of a monetary credit for stakes or prizes in a game or in the shape of an interrupted game. Traditionally, such rights are only validly claimable or redeemable within a confined gaming system that typically consists of a limited number of gaming machines connected to a common server or operated by a common operator.
  • OBJECT OF THE INVENTION
  • It is an object of the present invention to provide a system for the management of player rights across different gaming systems.
  • Aspects of the object and related problems are:
      • To enable transfer of game related player rights from one gaming system to another gaming system.
      • To enable utilization of game related player rights in a gaming system different from the one in which the player rights originated.
      • To enable financial and/or statistical clearing between gaming systems involved in the transfer of player rights.
    SUMMARY OF THE INVENTION
  • The present invention is based on the inventor's realization that game related player rights, such as the rights to an interrupted game, to an interrupted game session or to game bonus, advantageously can be transferred from one gaming system to another. This may for example be the case when an operator runs a plurality of operatively separated gaming system, for example in different geographical locations or in different logical configurations, and the operator and/or the players would benefit from the possibility to utilize their player rights in any of the gaming systems independently of which gaming system was used to establish or achieve the rights. Another example is the case that a plurality of different operators running their respective gaming systems, and the operators and/or the players similarly would benefit from the possibility for the players to utilize their player rights in any of the gaming systems.
  • The object is in accordance with the present invention achieved by providing means for storing, transferring and synchronizing such game related player rights between two gaming systems. A player incurs the establishment of game related player rights at different stages of a player session, for example when entering a monetary credit value as a fee for playing a game, when a bet value is entered for a particular game round, when a specific game status has been reached during a game session or when a bonus has been assigned the player. These game related player rights are recorded by storing a representation of the player rights in a central database of the gaming system associated with a player rights identification code. In different embodiments the player rights are recorded with different levels of resolution, for example on game status level or on monetary balance level, and with different extent of history. When a player session is interrupted intentionally on the command of the player or unintentionally due to an interrupting event in the gaming system, the game related player rights are preserved by means of the stored player rights record. Preferably, an evidence of the recorded game related player rights are communicated to the player in the shape of indicia that represents the player rights identification code and by means of which the player rights record is retrievable. The indicia can for example be printed on a voucher, be stored on a portable data storage device or be indicated associated with a player account.
  • When a player so wishes, he can claim his game related player rights by inputting the player rights identification code indicia to the gaming system in which the player rights were achieved. The player rights record is retrieved from the database and the player rights are presented to the player, for example in the shape of a resumed game status, and the player can thereafter utilize the player rights. Technology for utilizing the player rights within the same system in which the player rights were achieved is described in the co-pending patent application published under No. WO 2006/052212, the description of which is incorporated in the present patent application by reference, but other technology is also conceivable.
  • The present invention enables the player to claim and utilize his game related player rights from another second gaming system different from the one in which the player rights were achieved. When a player inputs the player rights identification code indicia in such a second gaming system, the information from the player rights record is requested by the second gaming system and is communicated from the first gaming system from which the player rights originated. The storage of player rights record information in the first and the second gaming systems is synchronized. The player rights are thereafter released to be utilized in the second gaming system, if applicable reconstructed to be utilized, and presented to the player in a suitable manner dependent on the configuration of the second gaming system. The aforementioned technology of WO 2006/052212 is advantageously used also in the second gaming system for utilizing the player rights, and again other technology is also conceivable.
  • According to a further development of the invention it is provided that financial and/or statistical clearing between the first and the second gaming system is carried out. Preferably, the financial clearing comprises the generation of a basis for determining and transferring compensation between different gaming systems involved in the utilization of player rights dependent on predetermined rules.
  • A technical effect of the present invention is thus that a player is enabled to have a player session interrupted in a first gaming system, while preserving any achieved game related player rights. Thereafter the player is enabled to continue his player session and utilizing his game related player rights in a second gaming system, possibly operated by a different operator, while a basis for financial or other compensation between the different gaming systems is provided.
  • BRIEF DESCRIPTION OF ACCOMPANYING DRAWINGS
  • The inventive concept is further explained by means of examples and in conjunction with the accompanying drawings, in which:
  • FIG. 1 shows an exemplifying embodiment of the invention configured for transferring game related player rights between two different gaming systems via a game clearing system.
  • FIG. 2 shows an overview of communications occurring in connection with the transfer of game related player rights in the embodiment of FIG. 1.
  • DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
  • The Figures illustrate examples of a system, a method and a computer program product in accordance with the invention. The system components are implemented by means of computer technology comprising data processors, memory means, data communications interfaces, control programs, input/output interfaces etc in a per se well known manner. Different functions and features that are specific for the present invention are preferably realised by means of specific combinations and configurations of hardware components and/or computer program code executed on data processing means.
  • FIG. 1 shows schematically an exemplifying embodiment with a first gaming system GSA 101, a second gaming system GSB 106 and a game clearing system GCS 112 that are communicatively coupled to a data communications network 114. The first and the second gaming systems have in this exemplifying embodiment similar configurations and are at least logically separated. Usually the first and the second gaming systems are also physically separated in different hardware components that have different geographical locations. For the purpose of the description, corresponding components in the first and the second gaming systems respectively have similar reference numerals with an added A or B to denote the gaming system to which the component belongs.
  • The gaming systems thus comprises a set of gaming machines GMA1 . . . GMAn, GMB . . . GMBn, where n is an arbitrary number, that are communicatively coupled to a game server 102A, 102B each being communicatively coupled to a central database DB-A, DB-B. The game servers 102A, 102B comprise player rights recording means 108A, 108B devised to record a set of parameters representing a game related entity constituting player rights and storing the set of parameters in a data structure 106A, 106B comprised in the central database 104A, 104B. The game servers further comprises means 110A, 110B for reconstructing and presenting player rights to the player dependent on such a set of stored player rights parameters.
  • The game servers comprise a game related player rights transfer means 116A, 116B provided with a player rights transfer interface 118A, 118B adapted for communicating player rights between gaming systems. The player rights transfer interface further comprises synchronizing means 120A, 120B adapted for synchronizing the storage of player rights parameters in the data storages of gaming systems involved in a player rights transfer.
  • The embodiment of the invention as shown in FIG. 1 thus further comprises a transfer management unit in the shape of a game clearing system 112 adapted to manage the transfer of player rights between two gaming systems and preferably also adapted to manage financial and/or statistical clearing of transferred player rights between gaming systems. The game clearing system realises a server functionality which comprises a database 121 and player rights transfer management means 122. The transfer management means 122 comprises a player rights transfer interface 124 adapted for managing communication of player rights from a first gaming system to a second gaming system, synchronizing means 126 adapted for managing the synchronization of the storage of player rights parameters in the data storages of the first and second gaming systems. The game clearing system 112 further comprises clearing means 128 adapted to manage financial and/or statistical clearing of transferred player rights between gaming systems dependent on predetermined clearing rules 130. In one embodiment the transfer management functions may be configured in one or more of the gaming systems.
  • FIG. 2 illustrates communications and steps in an exemplifying embodiment of the invention occurring in connection with the transfer of game related player rights and performed by means of the components described in FIG. 1.
  • 1. A player interacts in a player session with a gaming machine in a first gaming system GSA (101A). Game related player rights are established as the player session proceeds, first by the player's payment of a fee for playing a game and thereby starting a player session, then possibly by achieving an intermediate game status in a game session or by achieving a game result after a game session has been completed. A set of parameters representing such game related player rights are stored in the player rights data structure with a predetermined level of resolution and history, and associated with a player rights identification code PRID. For example in one embodiment the player rights parameters comprise game session data that enables an interrupted game to be reconstructed up to the point of interruption. When an interruption occurs, for example in response to a player command to stop a game or due to an operation error in the gaming system, an evidence of the current game related player rights is output from the first gaming system GSA to the player. The evidence of the player rights is in one embodiment output as a voucher or a ticket with machine readable indicia, for example in the shape of a voucher identification code, representing the player rights identification code printed thereon. These player rights identification code indicia may for example also be output to a portable data carrier or memory, or be stored associated with a player account.
  • 2. Some time later the player wants to utilize his game related player rights in a second gaming system GSB (101B) and inputs the player rights identification code PRID indicia to GSB, for example by inserting a voucher in a ticket reader of a gaming machine in the second gaming system GSB, and thereby enters a request to use the second gaming system to utilize the player rights. The game server 102B of GSB checks the received indicia of the player rights identification code PRID and recognizes that it belongs to a different gaming system. The checking step is in this embodiment performed by functions comprised in the means 110B for player rights reconstruction and may be based on predetermined formats for the indicia with a part of the indicia identifying the originating gaming system or on a retrieval attempt in the second database 104B with the indicia as a key for a player rights parameter record.
  • 3. In response to the recognition of player rights identification code PRID indicia from a different gaming system, the second gaming system GSB communicates the PRID indicia to the game clearing system GCS 112 and requests a transfer of the player rights to GSB. The transfer management means 122 of the game clearing system GSC receives the transfer request by means of the transfer interface 124 and initiates a synchronization procedure by means of the synchronization means 126.
  • 4. The transfer management means 122 of GCS checks the possibility of a transfer inter alia by checking if the issuer (i.e. the first gaming system GSA) of the player rights identification code PRID indicia is a pre-registered part of a player rights transfer network registered in the GSC database 121. The check is performed for example by means of recognition of indicia format or of a gaming system identification element of the indicia, associated with communication data such as data network address and communication protocol information.
      • a. If the issuer is not recognised by the GCS, the GSC sends an error message to the transfer requesting gaming system GSB and terminates the synchronization procedure.
      • b. The gaming system GSB outputs a message to the player denying the utilization of player rights related to the input PRID indicia.
      • c. If the issuer is recognised as a properly registered transfer network member by the GCS, the GSC makes contact with the player rights transfer means 116A via the player rights transfer interface 118A of the first gaming system GSA, communicates he player rights identification code PRID indicia to GSA and starts synchronization of player rights with GSA by means of synchronization means 126, and continues with step 5.
  • 5. The first gaming system GSA receives a request for synchronization of data related to the player rights identification code PRID indicia and thus representing associated game related player rights. GSA by means of its synchronization means sets a status parameter to indicate that the player rights associated with the player rights identification code PRID is transferred to GSB and that the associated player rights are invalid to utilize in GSA. In an embodiment, GSA generates a second player rights identification code PRID2 for the current player for the purpose of being associated with a possible new balance of game related player rights. Data in the shape of a selection of the recorded set of parameters representing the game related player rights stored in the player rights data structure associated with the original player rights identification code PRID is retrieved from the database DBA and is communicated to the game clearing system GCS together with PRID2.
  • 6. The game clearing system GCS receives the player rights data, stores the data intermediately and communicates the data to the second gaming system GSB whereas PRID2 is stored in the GCS database associated with the first PRID. GCS further generates a billing record for the transfer of player rights associated with the current player rights identification code PRID. The GCS finishes and terminates the synchronization with GSA and GSB, comprising a synchronized storage of the player rights in the databases of the gaming systems GSA and GSB, respectively, and preferably comprising a synchronization of status indications in said respective databases. The technology used to ensure that the respective databases of the different gaming systems are properly synchronized is based upon per se known database management functions, e.g. two-phase commit (2PC), three-phase commit (3PC) or Atomic Commit, adapted to the requirements of the gaming industry.
  • 7. The second gaming system GSB is now capable of enabling the utilization of the player rights identified by means of the player rights identification code PRID indicia. If for example the player rights involve the rights to play or to finish playing a specific game, the gaming system GSB checks if the game is available in GSB.
      • a. If the specific game or an equivalent game is not available, the player is presented with the alternatives to select another game or to generate a new player rights evidence or voucher, which would be coupled to PRID2.
      • b. If the specific game is available the game is started and reconstructed up to the point of interruption by means of the reconstruction means 110B.
      • c. After the transfer the second gaming system GSB is the system owner of the player rights associated with PRID. If an interruption occurs in the gaming system GSB, player rights parameters are stored in the GSB database and a new player rights identification code is generated from GSB and indicia is output as a voucher to the player. Se also below.
  • 8. The player interrupts or terminates the player session after some time of gaming activity or possibly after some time of inactivity, for example by entering an interrupt command to the gaming system GSB. Now the game related player rights have normally changed in content, but may also be equal to the initial player rights status. For example a game status may be different or payment balance, bets, prizes and bonus status may be different.
  • 9. The gaming system GSB communicates a transfer request to the game clearing system GSA for the purpose of transferring a new player rights status associated with the original PRID back to the originating gaming system GSA.
  • 10. The game clearing system GCS associates the new player rights status with the previously stored second player rights identification code PRID2 and initiates synchronization of player rights information with the first gaming system GSA and the second gaming system GSB.
  • 11. The first gaming system GSA combines information in PRID and PRID2 and saves the information in the GSA database.
  • 12. The game clearance system GCS generates billing information dependent on predetermined clearing rules and saves the billing record in the GSC database.
  • 13. The game clearing system GCS terminates the synchronization with GSA and GSB. If there still are outstanding player rights left, for example in the shape of a credit or an intermediate game status, the second gaming system GSB outputs an evidence for these player rights for example by issuing a new voucher to the player. The billing record generated in the game clearing system is then used for financial clearing and invoicing between first and second gaming systems involved in transactions of game related player rights. The billing record would, dependent on embodiment, comprise a selection of the following items of information:
      • the player rights identification code PRID;
      • the second player rights identification code PRID2;
      • an identification of the system owner of PRID and PRID2, i.e. in the above example the first gaming system GSA;
      • an identification of the system to which the player rights are transferred, i.e. in the above example the second gaming system GSB;
      • a timestamp for start and stop of utilization of the transferred player rights at the second gaming system GSB;
      • The difference between the original player rights content associated with the first player rights identification code PRID and the resulting player rights content associated with the second player rights identification code PRID2. This may for example be a credit balance or a more complex balance of different game status, calculated by the game clearing system dependent on the predetermined clearing rules.
  • As an alternative or a complement to the billing record, the game clearance system may comprise a statistics record for storing statistics of game related player rights that have transferred between first and second gaming systems.
  • The game related player rights data structure comprises a player rights description parameter and a player rights identification code. In an embodiment of the invention supporting reconstruction of an interrupted game, the game related player rights data structure comprises a set of game session data, such as a bet value, a random number and a win value. The set of game session data preferably comprises a history of such data. In another instance the game related player rights data structure comprises a set of player session data, such as a monetary value input, a game result history and a monetary balance. Preferably, the game related player rights data structure comprises a player rights validity status parameter.
  • The present invention is preferably applied in a gaming system adapted for operating games of chance, such as casino type games, involving the generation of a random number. However, the invention may also be adapted for pure entertainment games.
  • The present invention thus enables the transfer of game related player rights that have been achieved in a first gaming system to be transferred and utilized in a second gaming system that is logically and/or geographically separated from the first gaming system.

Claims (27)

1. A system for managing transfer of game related player rights from a first gaming system to a second gaming system, comprising:
data storage means having a data structure adapted for storing a set of parameters representing game related player rights;
an interface adapted for communicating said player rights parameters between a first and a second gaming system;
a mechanism adapted for synchronizing the storage of said player rights parameters in data storage means of said first and said second gaming systems.
2. The system of the preceding claim, wherein said first and second gaming systems each comprises:
a data storage means having a data structure adapted for storing a set of parameters representing game related player rights;
player rights recording means devised to record a set of parameters representing game related player rights and to store said parameters in said data structure;
means for reconstructing and presenting game related player rights dependent on a set of stored player rights parameters;
an interface adapted for communicating a said set of player rights parameters with an external unit.
3. The system of the preceding claim, wherein the external unit is a transfer management unit.
4. The system of claim 2, wherein the external unit is a gaming system.
5. The system of any of the preceding claims, further comprising a transfer management unit having:
a data storage means having a data structure adapted for storing a set of parameters representing game related player rights;
an interface adapted for communicating a set of player rights parameters between said transfer management unit and a gaming system;
synchronizing means adapted for synchronizing the storage of said player rights parameters in data storage means of a first and a second gaming systems.
6. The system of any of the preceding claims, further comprising clearing means adapted to manage financial clearing of transferred game related player rights between a first and a second gaming system.
7. The system of any of the preceding claims, further comprising clearing means adapted to manage statistical clearing of transferred game related player rights between a first and a second gaming system.
8. The system of any of the preceding claims, wherein said game related player rights data structure comprises:
a player rights description parameter;
a player rights identification code.
9. The system of any of the preceding claims, wherein said game related player rights data structure comprises a set of game session data, such as a bet value, a random number and a win value.
10. The system of any of the preceding claim, wherein said game related player rights data structure comprises a set of player session data, such as a monetary value input, a game result history and a monetary balance.
11. The system of any of the preceding claims, wherein said game related player rights data structure comprises a player rights validity status parameter.
12. The system of any of the preceding claims, further comprising the generation of indicia representing said game related player rights, said indicia comprising a gaming system identification parameter.
13. A method for managing transfer of game related player rights from a first gaming system to a second gaming system, comprising the steps of:
storing a set of parameters representing game related player rights;
communicating said player rights parameters between a first and a second gaming system;
synchronizing the storage of said player rights parameters in data storage means of said first and said second gaming systems.
14. The method of the preceding claim 13, further comprising the steps in said first gaming system of:
establishing game related player rights in response to gaming activity in said gaming system;
storing a set of parameters representing said game related player rights;
generating a player rights identification code associated with said player rights;
outputting indicia representing said player rights identification code in response to an interruption of said gaming activity.
15. The method of the preceding claim, further comprising the steps in said second gaming system:
receiving in said second gaming system said indicia representing game related player rights established in the first gaming system;
requesting a transfer of said game related player rights from said first gaming system to said second gaming system;
receiving said set of player rights parameters associated with said indicia;
reconstructing and presenting game related player rights dependent on said set of player rights parameters.
16. The method of any of the preceding claims 13-15, further comprising the steps of:
communicating said set of player rights parameters between said first and said second gaming system;
synchronizing the storage of said player rights parameters in data storage means of said first and said second gaming systems.
17. The method of any of the preceding claims 13-16, further comprising the steps of performing financial clearing of transferred game related player rights between said first and said second gaming system.
18. The method of any of the preceding claims 13-17, further comprising the step of performing statistical clearing of transferred game related player rights between said first and said second gaming system.
19. The method of any of the preceding claims 16-18, wherein the recited steps are performed by means of a transfer management unit external to said first and second gaming systems.
20. The method of any of the preceding claims 13-19, wherein said game related player rights data structure comprises:
a player rights description parameter;
a player rights identification code.
21. The method of any of the preceding claims 13-20, wherein said game related player rights data structure comprises a set of game session data, such as a bet value, a random number and a win value.
22. The method of any of the preceding claims 13-21, wherein said game related player rights data structure comprises a set of player session data, such as a monetary value input a game result history and a monetary balance.
23. The method of any of the preceding claims 13-22, wherein said game related player rights data structure comprises a player rights validity status parameter.
24. The method of any of the preceding claims 13-23, further comprising the generation of indicia representing said game related player rights, said indicia comprising a gaming system identification parameter.
25. The method of any of the preceding claims 17-18, wherein the clearing is performed by determining a compensation for the transfer of said game related player rights between the first and second gaming system dependent on predetermined clearing rules.
26. A method for moving game related player rights between a first and a second gaming systems, each of said gaming systems having a client gaming machine, a game server and a central database,
said method comprising the steps of:
generating an identity code representing the rights of a player to a game related entity in a first gaming system;
storing in the central database of said first gaming system said player rights identity code associated with player rights data representing said game related entity;
outputting from said first gaming system indicia associated with said player rights identity code;
receiving in a second gaming system a request to use the second gaming system for utilizing said player rights identified by means of said indicia associated with said player rights identity code;
checking the possibility to transfer said player rights from said first gaming system to said second gaming system;
obtaining to said second gaming system said player rights data associated with said player rights identity code from said first gaming system;
enabling in said gaming system utilization of said player rights.
27. A computer program product comprising computer program code portions adapted to direct a data processing means to perform the steps and functions of any of the preceding claims.
US11/764,466 2006-06-20 2007-06-18 System and method for managing transfer of player rights Abandoned US20080039207A1 (en)

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AU2010202714B2 (en) 2013-10-24
US20110151978A1 (en) 2011-06-23

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