US20100069147A1 - Award system based on a user touch input on a gaming device - Google Patents

Award system based on a user touch input on a gaming device Download PDF

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Publication number
US20100069147A1
US20100069147A1 US12/558,480 US55848009A US2010069147A1 US 20100069147 A1 US20100069147 A1 US 20100069147A1 US 55848009 A US55848009 A US 55848009A US 2010069147 A1 US2010069147 A1 US 2010069147A1
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Prior art keywords
touch input
award
gaming device
game
received
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US12/558,480
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Tyler T. Parham
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GAMING ENHANCEMENTS Inc
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GAMING ENHANCEMENTS Inc
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Publication of US20100069147A1 publication Critical patent/US20100069147A1/en
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3209Input means, e.g. buttons, touch screen
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements

Definitions

  • Particular embodiments generally relate to an award system based on a touch input received from a user.
  • the superstitions may include mannerisms or actions that are performed before, during, or after a game is being played. In reality, performing these superstitious acts does not give the user a better chance to win the game. However, the user will still perform them thinking they could bring him/her good luck.
  • Particular embodiments generally relate to providing an award based on a touch input.
  • various superstitious acts performed by a user may be rewarded with a superstition bonus.
  • it is determined when to trigger a superstition bonus.
  • the superstition bonus may be awarded when a designated touch input is received on a gaming device in a designated area of the gaming device. For example, there may be multiple different touch inputs that can be received in different areas.
  • a touch input may be received in the designated area and the superstition bonus may be awarded.
  • the touch input may be received from a user playing a game on the gaming device.
  • the touch input may be different from touches performed by a user that are required to play the game.
  • the user may have to touch cards to participate in the game.
  • the touch input may be touches unrelated to the game, such as a user may rub different outcomes of the pay table or in an otherwise designated touch area.
  • the touch input does not affect the determination of the game outcome.
  • These actions may be considered superstitious acts that a user believes will give them good luck in the game. It is determined if the received touch input matches the designated touch input in the designated area of the gaming device.
  • the superstition bonus is awarded if the received touch input substantially matches a designated touch input. Accordingly, particular embodiments may reward a user for performing a superstitious act. This provides excitement for a user because he/she is rewarded for performing an action that previously had no affect on the game or did not receive any award.
  • FIG. 1 depicts an example of an interface for a gaming device according to one embodiment.
  • FIG. 2 depicts a flowchart of a method for awarding a superstition bonus according to one embodiment.
  • FIG. 3 depicts a flowchart of a method for awarding a superstition bonus at the gaming device according to one embodiment.
  • FIG. 4 depicts an example of different touch inputs that can be received according to one embodiment.
  • FIG. 5 depicts a more detailed example of a gaming device.
  • FIG. 6 is a block diagram of a gaming system 1 according to one embodiment.
  • Particular embodiments provide awards for various superstitious acts that are performed by users. These superstitious acts may be performed outside of a game that is being played by a user. For example, a user may be playing a video poker machine and may decide to rub an outcome that is desired, such as a royal flush. The touching of the royal flush conventionally did not have any affect on the cards that a user may receive in the game but was a superstitious act the user performed. Particular embodiments, however, detect the superstitious act and provide a superstition bonus, such as credits, bonuses, free game play, special cards or symbols, gifts, etc. to the user for performing that act. This provides excitement for a user in that the performing of the superstitious act actually results in some kind of award.
  • a superstition bonus such as credits, bonuses, free game play, special cards or symbols, gifts, etc.
  • particular embodiments award a user for performing superstitious acts that may not have conventionally affected the game outcome.
  • a user may be rewarded for believing in superstitious acts. This may please the user and encourage the user to continue playing a game.
  • superstitious users may be more likely to play games that award users for superstitious acts. For example, users may always perform the superstitious acts whether or not they are awarded for it. Thus, users may gravitate toward machines that reward a user for these acts because they are going to perform them no matter what.
  • FIG. 1 depicts an example of an interface 102 for a gaming device 100 according to one embodiment.
  • Gaming device 100 may include devices that offer games.
  • gaming device 100 may include various devices that offer games of chance, such as video poker machines, slot machines, multi-use video gaming machines, keno machines, or other gaming devices.
  • gaming device 100 includes personal computers, cellular phones, personal digital assistants (PDAs), video game consoles, set top boxes, etc.
  • PDAs personal digital assistants
  • Gaming device 100 offers a game of chance.
  • the game of chance may be provided in a gaming establishment, such as a casino, or in other establishments, such as gas stations, supermarkets, etc.
  • the game of chance allows the user to wager monetary units to win awards or prizes.
  • the games may be random and when played, different outcomes may result in different awards being awarded to a user. Different games may include video poker, slot machine games, video blackjack, and other variations of games of chance.
  • Interface 102 may be an interface that provides the game of chance.
  • Interface 102 may include different touch input areas 104 in which a user can provide a touch input.
  • the touch area may also include a button that may be touched or pressed.
  • the button may be a special design designed to receive a touching and possibly provide a bonus.
  • a game area 106 and a pay table area 108 are provided.
  • Game area 106 is an area where the game is provided. For example, in poker, five cards may be dealt in game area 106 for a user to view. The user may then select cards, either by touching the screen, or by selecting buttons on gaming device 100 to play the game. Other games may also be appreciated, such as slot machine games where a user may select a draw button and various symbols may be displayed in game area 106 .
  • Pay table 108 may display different awards that can be provided to the user based on various game outcomes. For example, in video poker, different combinations of cards can result in different outcomes. Different outcomes are then associated with different awards. For example, a four-of-a-kind is awarded a first monetary amount; a royal flush is awarded a second monetary amount that is higher than the first monetary amount, etc.
  • a person skilled in the art will appreciate different pay tables that can be offered.
  • different outcomes 110 may be listed. Different touch areas 104 may be provided under, around and/or on top of the outcomes 110 . These touch areas may detect a touch input. For example, a user may rub the area around or over where the outcome is displayed. If a user wants to obtain a royal flush, then the user may rub touch area 104 - 1 . As will be discussed below, when a touch input is detected, it is possible that a superstition bonus may be provided.
  • Another touch area 104 - 22 may also be provided on gaming device 100 .
  • This touch area may be a dedicated touch area in which a user may provide different touch inputs.
  • a superstition bonus may be awarded based on the touch input a user provides in dedicated touch area 104 - 2 .
  • touch areas may be provided in other areas of gaming device 100 .
  • touch areas 104 may be located in game area 106 , on gaming device 100 but not on interface 102 , on separate devices (e.g., a player's cell phone, kiosk), etc.
  • touch inputs are described, it will be understood that other superstitious acts may result in a bonus.
  • a user may speak a certain phrase, touch a button, select cards in a certain sequence, etc. The player may even be prompted at certain time to touch an area of the gaming device.
  • the gaming device may be programmed to display different symbols/indicia for the player. If the player selects the proper indicia or in the proper sequence the player may win an award.
  • Other basic touch games may be implemented in order for a player to win a superstition bonus.
  • FIG. 2 depicts a flowchart of a method for awarding a superstition bonus according to one embodiment.
  • Step 202 determines when to trigger a superstition bonus.
  • a superstition bonus may be triggered when coin-in collected reaches a certain amount.
  • the superstition bonus may be triggered after a certain period of time, upon a randomly selected time, number of game plays, when promotional funding reaches a random or predetermined amount of value, etc.
  • a server may randomly select a gaming device 100 from a group of gaming devices to offer the chance to win a superstition bonus.
  • each gaming device 100 may individually determine when a chance to win a superstition bonus should be offered.
  • Step 204 determines a gaming machine 100 that is eligible to award the superstition bonus.
  • a server may randomly determine a gaming device 100 among multiple gaming devices. Also, different criteria may be used to determine which gaming device. For example, a gaming device 100 that has reached a certain threshold of coin-in or promotional funding may be determined as the gaming device to award a superstition bonus. Gaming device 100 may also determine independently that a superstition bonus should be awarded.
  • Step 206 sends a signal to the determined gaming device 100 indicating a superstition bonus should be awarded. If gaming device 100 is determining that the superstition bonus should be awarded, then the superstition bonus is triggered internally without receiving a message from the server indicating a superstition bonus should be awarded. Other information may also be provided. For example, a user may input from a choice of various patterns. The server may select one of the touch inputs indicating which one should trigger the touch award if it is inputted by the user. Also, a designated touch area may also be specified. Different combinations of touch inputs and touch areas may thus be specified in the signal to the gaming device 100 .
  • the touch input may be a recognizable pattern of movement. For example, the movement of a finger or stylus across touch input areas 104 may be detected. The movement may be pre-determined, such as the player should move his/her finger in a circular motion to input the proper touch input, or the movement may be a selection or pressing of input area 104 .
  • the touch input is different from touches that are used to play a primary game. For example, the touch input does not have an affect on the determination of the outcome of the primary game, but is used to determine a bonus payout. To complete a game and determine an output, certain touching may be needed in a stage of the game.
  • the touch input is not used to select cards, draw cards, start a game, or perform any other actions that may be used to determine the game outcome. That is, the touching is required to calculate and determine the game outcome.
  • the touch input is separate from these touchings. In other embodiments, the touch input may have an affect on game outcome.
  • the touch input that is received is not used for the actual playing of the game (i.e., the touch input is not used to select cards to hold, cause dealing or drawing of cards, or spinning of wheels).
  • the probabilities of receiving a game outcome may be altered certain game features may be enabled.
  • the touch input is a touching that is an additional action to touchings required to play the primary game.
  • Step 208 receives the signal and determines the superstition bonus.
  • the server may determine the amount of the superstition bonus and send a signal to gaming device 100 indicating the amount. Gaming device 100 may then award the amount. This step may be avoided if the server sends the information or parameters for the award with the initial signal.
  • Step 210 awards a game outcome award if applicable. For example, if the game outcome qualifies for a pay table award for the game, the applicable amount is awarded.
  • gaming device 100 may perform functions described, such as determining when to award a superstition bonus and how much to award.
  • each gaming device may have its own controller that controls all functions that are necessary for the method to be implemented.
  • the controller may be programmed to work with a central controller and/or with the other controller in other gaming devices implementing the same method. It may also be necessary for the controller to be programmed to work with at least one display device and at least one input device.
  • the input device and the display device include a touch screen video display.
  • FIG. 3 depicts a flowchart 300 of a method for awarding a superstition bonus at gaming device 100 according to one embodiment.
  • gaming device 100 determines that a superstition bonus should be awarded. For example, a signal may be received from a server indicating that a superstition bonus should be awarded. In this case, the server may have randomly selected gaming device 100 to award the superstition bonus. Also, gaming device 100 may determine that the superstition bonus should be awarded.
  • a threshold of play had been reached (e.g., the user has played a certain number of games, lost a certain amount of money, or reached a certain number of reward points in a reward program) or other criteria may have been satisfied for gaming device to determine that a superstition bonus should be awarded.
  • gaming device 100 detects a touch input on interface 102 .
  • the touch input may be a specific pattern or may be any touching by a user.
  • the touch may be different from a touch that is required to provide the outcome for a game being played. For example, a user may have to touch the screen to select cards in a video poker game. Also, a user may have to touch the screen to draw or have a slot machine start play of a game. Other touchings may also be received to input the wager for the game.
  • the touch input may be received during game play of a game.
  • the game may be a primary game or secondary game. The primary game is a base game being played by the user and the secondary game may be a bonus game that results from playing the primary game.
  • the touching detected may be like a superstitious act performed by a user.
  • the user may superstitiously rub touch area 104 - 1 , 104 - 2 , etc. if the user wants to receive that outcome.
  • superstitious acts may be performed other than touching, such as the user may speak something that is detected by voice recognition.
  • the user may also touch dedicated touch area 104 - 2 .
  • the user may touch the screen with his/her favorite pattern in touch area 104 - 2 .
  • a superstitious act is an act that does not involve acts performed while playing the game.
  • Superstition is a belief or notion, not based on reason or knowledge. Conventionally, the player was not rewarded for a superstitious act; however, particular embodiments now provide awards for superstitious acts.
  • gaming device 100 determines if the touch input received matches the touch input required to award the bonus. In some cases, just the touching of touch area 104 may be sufficient to award the bonus. For example, a gaming device 100 may have a time period in which if a user touches a touch area 104 with any touch input, a superstition bonus is awarded. In this case, the bonus may be a mystery bonus. That is, the user would not know when the gaming device is eligible to give a superstition bonus. Thus, the user can touch the gaming device at different times to see if the superstition bonus can be triggered. The user, however, may already be touching the game device because the user is superstitious. Accordingly, the user may be awarded from time to time for performing the superstitious act that he/she always performs.
  • gaming device 100 determines an amount for the superstition bonus award. For example, different superstition bonus may be awarded based on the touch input received. For example, if one touch input is received, a first superstition bonus may be awarded, and if a second touch input is received, then a second superstition bonus may be awarded.
  • gaming device awards the superstition bonus.
  • the gaming device may output a message saying the user has won a superstition bonus based on the touch input received. This may surprise a user in that the user was performing a superstitious act that may not normally have resulted in an award. However, the user is now being rewarded for the superstitious act.
  • a superstition bonus may be a bonus on top of any award that is received from game play of a game. For example, when the outcome of the game is decided and any of the pay table awards are awarded, the superstition bonus may also be awarded in addition to (or in lieu of) the pay table amount. The user may be notified that the regular game outcome award has been awarded and in addition a superstition bonus has been awarded based on a touch input received.
  • the touch input may also be part of indicia for a game result being played.
  • the touch input may correspond to different symbols.
  • the touch input is combined with the received symbols to determine an award for the game.
  • a pay table may specify different combinations of symbols needed to receive different awards.
  • the touch input may operate as a fourth reel and the symbols for the four reels may be used to determine an award for the game based on the pay table.
  • the game may provide more player interaction by letting them choose a symbol based on a touch input.
  • the outcome of the game may be weighted differently based on the touch input received. For example, if four-of-a-kind is touched by a user, then gaming device 100 may weight the result that can be randomly received for four-of-a-kind differently such that there is a better chance that the user may receive a four-of-a-kind.
  • FIG. 4 depicts an example of different touch inputs that can be received according to one embodiment.
  • a user may at different times input different touch inputs. For example, different touch inputs that can be inputted are shown in area 402 .
  • the user may make a counter-clockwise or clockwise motion, a right or left motion, or up and down motion. Other patterns may also be appreciated.
  • the superstition bonus may be awarded based on the touch input received. For example, the user may have the option of inputting different touch inputs at different times. Gaming device 100 may select a touch input in which a superstition bonus will be awarded. In this case, a message may be output to the user indicating that the user is eligible for a superstition bonus. The user may then select a touch input to input. If the right touch input is input, then the superstition bonus may be awarded. If the wrong touch input is input, then the superstition bonus may not be awarded. If the user inputs that touch input during the correct time, then the superstition bonus may be awarded.
  • the user may also customize the touch inputs to be used. For example, different users may have certain patterns that he/she like to use (i.e., think are superstitious). The user can input these and the patterns are used to award the superstition bonus.
  • the touch inputs are configured on a player's card for the gaming establishment. When the player's card is inserted into gaming device 100 , the touch inputs are detected and used.
  • FIG. 5 depicts a more detailed example of gaming device 100 according to one embodiment. It will be understood that functions described may be distributed to other gaming devices 100 or servers.
  • a superstition bonus trigger 502 is configured to determine when a superstition bonus should be awarded. For example, a signal may be received from a server 504 that is connected to many gaming devices 100 . In this case, gaming device 100 may have been randomly selected to award a superstition bonus. In other embodiments, gaming device 100 may determine that it should award a superstition bonus based on other criteria, such as the play of the user.
  • a touch determiner 506 is configured to determine when a touch input is received from a user.
  • a touch sensitive screen may relay signals to touch determiner 506 when a touch input is received.
  • a touch input analyzer 508 is configured to analyze the touch input. For example, different touch inputs in different touch areas may trigger a superstition bonus. Thus, touch input analyzer 508 may determine which touch input is received and which superstition bonus should be awarded.
  • a superstition bonus awarder 510 is then configured to award the superstition bonus to the user. For example, a message may be output indicating the superstition bonus that has been awarded.
  • FIG. 6 is a block diagram of a gaming system 1 for awarding payouts and prizes.
  • gaming system 1 comprises a programmable controller 10 ; one or more gaming devices 14 , 14 A, 14 B; one or more game processors 12 , such as programmable Machine Interface Boards, one or more overhead displays 16 A or an existing display 16 with a generic display interface, an input device 18 , and optional speakers sound units 12 .
  • Gaming system 1 may be utilized for implementing the particular embodiments with various modifications as necessary.
  • the touch bonus is implemented on one or more electronic or computer-controlled gaming devices 14 .
  • One or more gaming devices 14 , 14 A, and 14 B are coupled to a programmable controller 10 over a communication network 17 , which could be any suitable serial or parallel bus arrangement. Indeed, any communication link 17 could be used and a programmable (controller) 10 could be located remotely from or within the gaming devices 14 , 14 A, and 14 B.
  • a game processor 12 At each gaming device 14 is a game processor 12 that interfaces between the conventional electronic circuitry of gaming device 14 and the communication network 17 .
  • Game processor 12 may include one or more computer processors that execute logic stored on a computer readable medium to perform particular embodiments.
  • any electronic or computer-controlled gaming devices e.g. video games, spinning reel slot games, keno games, live card games with tables interfacing with electronic equipment, Internet and/or networked games, etc. that receives bets in order to play a game at the machine is contemplated to be used.
  • Modifications to gaming devices can include, e.g., providing graphics, instructions, harnessing, prize indications and the like to inform players how to play the game, meter displays, etc.
  • Controller 10 can be any of a number of different controllers and computer based processing systems. How controller 10 communicates with each gaming machine 14 over the communication network 17 is a matter of design choice and the protocols of communication are determined by the nature of the communication network 17 and the corresponding interface circuits. Controller 10 may include one or more computer processors that execute logic stored on a computer readable medium to perform particular embodiments.
  • Controller 10 may optionally be connected over communication link 17 to another computer system, not shown.
  • network 17 in some embodiments is a telecommunications network such as a phone link, intranet, Internet, satellite, etc.
  • gaming devices 14 are implemented as game software in personal computers which are located in remote locations such as hotel/motel rooms, homes, etc.
  • Particular embodiments employ gaming device 14 , controller 10 , and means of displaying a fixed or progressive monetary prize pool amount on gaming device 14 and/or on display 16 of gaming device 14 and/or showcased on overhead display 16 A above the individual gaming device 14 or a group of gaming devices 14 . Additional devices may be connected to generate sounds and indicators of win to stimulate play. Any conventional means or any combination of any conventional means to display the entire amount of a monetary prize pool can be utilized, such as in-game display meter video screen of gaming device 14 , overhead display, plasma screen, etc.
  • routines of particular embodiments including C, C++, Java, assembly language, etc.
  • Different programming techniques can be employed such as procedural or object oriented.
  • the routines can execute on a single processing device or multiple processors. Although the steps, operations, or computations may be presented in a specific order, this order may be changed in different particular embodiments. In some particular embodiments, multiple steps shown as sequential in this specification can be performed at the same time.
  • Particular embodiments may be implemented in a computer-readable storage medium for use by or in connection with the instruction execution system, apparatus, system, or device.
  • Particular embodiments can be implemented in the form of control logic in software or hardware or a combination of both.
  • the control logic when executed by one or more computer processors, may be operable to perform that which is described in particular embodiments.
  • Particular embodiments may be implemented by using a programmed general purpose digital computer, by using application specific integrated circuits, programmable logic devices, field programmable gate arrays, optical, chemical, biological, quantum or nanoengineered systems, components and mechanisms may be used.
  • the functions of particular embodiments can be achieved by any means as is known in the art.
  • Distributed, networked systems, components, and/or circuits can be used.
  • Communication, or transfer, of data may be wired, wireless, or by any other means.

Abstract

Particular embodiments generally relate to providing an award based on a touch input. For example, various superstitious acts performed by a user may be rewarded with a superstition bonus. In one embodiment, it is determined when to trigger a superstition bonus. The superstition bonus may be awarded when a designated touch input is received on a gaming device in a designated area of the gaming device. For example, there may be multiple different touch inputs that can be received in different areas. When a gaming device is eligible to award a superstition bonus, a touch input may be received in the designated area and the superstition bonus may be awarded.

Description

    CLAIM OF PRIORITY
  • This application claims priority from U.S. Provisional Patent Application Ser. No. 61/096,647 filed on Sep. 12, 2008, entitled “BONUS SYSTEM BASED ON A USER TOUCH PATTERN ON A GAMING DEVICE” which is hereby incorporated by reference as if set forth in full in this document for all purposes.
  • BACKGROUND
  • Particular embodiments generally relate to an award system based on a touch input received from a user.
  • Various users may have different superstitions. The superstitions may include mannerisms or actions that are performed before, during, or after a game is being played. In reality, performing these superstitious acts does not give the user a better chance to win the game. However, the user will still perform them thinking they could bring him/her good luck.
  • SUMMARY
  • Particular embodiments generally relate to providing an award based on a touch input. For example, various superstitious acts performed by a user may be rewarded with a superstition bonus. In one embodiment, it is determined when to trigger a superstition bonus. The superstition bonus may be awarded when a designated touch input is received on a gaming device in a designated area of the gaming device. For example, there may be multiple different touch inputs that can be received in different areas. When a gaming device is eligible to award a superstition bonus, a touch input may be received in the designated area and the superstition bonus may be awarded.
  • The touch input may be received from a user playing a game on the gaming device. The touch input may be different from touches performed by a user that are required to play the game. For example, the user may have to touch cards to participate in the game. However, the touch input may be touches unrelated to the game, such as a user may rub different outcomes of the pay table or in an otherwise designated touch area. Also, the touch input does not affect the determination of the game outcome. These actions may be considered superstitious acts that a user believes will give them good luck in the game. It is determined if the received touch input matches the designated touch input in the designated area of the gaming device. The superstition bonus is awarded if the received touch input substantially matches a designated touch input. Accordingly, particular embodiments may reward a user for performing a superstitious act. This provides excitement for a user because he/she is rewarded for performing an action that previously had no affect on the game or did not receive any award.
  • A further understanding of the nature and the advantages of particular embodiments disclosed herein may be realized by reference of the remaining portions of the specification and the attached drawings.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 depicts an example of an interface for a gaming device according to one embodiment.
  • FIG. 2 depicts a flowchart of a method for awarding a superstition bonus according to one embodiment.
  • FIG. 3 depicts a flowchart of a method for awarding a superstition bonus at the gaming device according to one embodiment.
  • FIG. 4 depicts an example of different touch inputs that can be received according to one embodiment.
  • FIG. 5 depicts a more detailed example of a gaming device.
  • FIG. 6 is a block diagram of a gaming system 1 according to one embodiment.
  • DETAILED DESCRIPTION OF EMBODIMENTS
  • Particular embodiments provide awards for various superstitious acts that are performed by users. These superstitious acts may be performed outside of a game that is being played by a user. For example, a user may be playing a video poker machine and may decide to rub an outcome that is desired, such as a royal flush. The touching of the royal flush conventionally did not have any affect on the cards that a user may receive in the game but was a superstitious act the user performed. Particular embodiments, however, detect the superstitious act and provide a superstition bonus, such as credits, bonuses, free game play, special cards or symbols, gifts, etc. to the user for performing that act. This provides excitement for a user in that the performing of the superstitious act actually results in some kind of award.
  • Accordingly, particular embodiments award a user for performing superstitious acts that may not have conventionally affected the game outcome. Thus, a user may be rewarded for believing in superstitious acts. This may please the user and encourage the user to continue playing a game. Also, superstitious users may be more likely to play games that award users for superstitious acts. For example, users may always perform the superstitious acts whether or not they are awarded for it. Thus, users may gravitate toward machines that reward a user for these acts because they are going to perform them no matter what.
  • FIG. 1 depicts an example of an interface 102 for a gaming device 100 according to one embodiment. Gaming device 100 may include devices that offer games. For example, gaming device 100 may include various devices that offer games of chance, such as video poker machines, slot machines, multi-use video gaming machines, keno machines, or other gaming devices. Also, gaming device 100 includes personal computers, cellular phones, personal digital assistants (PDAs), video game consoles, set top boxes, etc.
  • Gaming device 100 offers a game of chance. The game of chance may be provided in a gaming establishment, such as a casino, or in other establishments, such as gas stations, supermarkets, etc. The game of chance allows the user to wager monetary units to win awards or prizes. The games may be random and when played, different outcomes may result in different awards being awarded to a user. Different games may include video poker, slot machine games, video blackjack, and other variations of games of chance.
  • Interface 102 may be an interface that provides the game of chance. Interface 102 may include different touch input areas 104 in which a user can provide a touch input. The touch area may also include a button that may be touched or pressed. The button may be a special design designed to receive a touching and possibly provide a bonus. Also, a game area 106 and a pay table area 108 are provided.
  • Game area 106 is an area where the game is provided. For example, in poker, five cards may be dealt in game area 106 for a user to view. The user may then select cards, either by touching the screen, or by selecting buttons on gaming device 100 to play the game. Other games may also be appreciated, such as slot machine games where a user may select a draw button and various symbols may be displayed in game area 106.
  • Pay table 108 may display different awards that can be provided to the user based on various game outcomes. For example, in video poker, different combinations of cards can result in different outcomes. Different outcomes are then associated with different awards. For example, a four-of-a-kind is awarded a first monetary amount; a royal flush is awarded a second monetary amount that is higher than the first monetary amount, etc. A person skilled in the art will appreciate different pay tables that can be offered.
  • In the pay table, different outcomes 110 may be listed. Different touch areas 104 may be provided under, around and/or on top of the outcomes 110. These touch areas may detect a touch input. For example, a user may rub the area around or over where the outcome is displayed. If a user wants to obtain a royal flush, then the user may rub touch area 104-1. As will be discussed below, when a touch input is detected, it is possible that a superstition bonus may be provided.
  • Another touch area 104-22 may also be provided on gaming device 100. This touch area may be a dedicated touch area in which a user may provide different touch inputs. As will be discussed below, a superstition bonus may be awarded based on the touch input a user provides in dedicated touch area 104-2.
  • Also, touch areas may be provided in other areas of gaming device 100. For example, touch areas 104 may be located in game area 106, on gaming device 100 but not on interface 102, on separate devices (e.g., a player's cell phone, kiosk), etc. Even though touch inputs are described, it will be understood that other superstitious acts may result in a bonus. For example, a user may speak a certain phrase, touch a button, select cards in a certain sequence, etc. The player may even be prompted at certain time to touch an area of the gaming device. The gaming device may be programmed to display different symbols/indicia for the player. If the player selects the proper indicia or in the proper sequence the player may win an award. Other basic touch games may be implemented in order for a player to win a superstition bonus.
  • FIG. 2 depicts a flowchart of a method for awarding a superstition bonus according to one embodiment. Step 202 determines when to trigger a superstition bonus. For example, a superstition bonus may be triggered when coin-in collected reaches a certain amount. Also, the superstition bonus may be triggered after a certain period of time, upon a randomly selected time, number of game plays, when promotional funding reaches a random or predetermined amount of value, etc. At certain times, a server may randomly select a gaming device 100 from a group of gaming devices to offer the chance to win a superstition bonus. Also, each gaming device 100 may individually determine when a chance to win a superstition bonus should be offered.
  • Step 204 determines a gaming machine 100 that is eligible to award the superstition bonus. For example, a server may randomly determine a gaming device 100 among multiple gaming devices. Also, different criteria may be used to determine which gaming device. For example, a gaming device 100 that has reached a certain threshold of coin-in or promotional funding may be determined as the gaming device to award a superstition bonus. Gaming device 100 may also determine independently that a superstition bonus should be awarded.
  • Step 206 sends a signal to the determined gaming device 100 indicating a superstition bonus should be awarded. If gaming device 100 is determining that the superstition bonus should be awarded, then the superstition bonus is triggered internally without receiving a message from the server indicating a superstition bonus should be awarded. Other information may also be provided. For example, a user may input from a choice of various patterns. The server may select one of the touch inputs indicating which one should trigger the touch award if it is inputted by the user. Also, a designated touch area may also be specified. Different combinations of touch inputs and touch areas may thus be specified in the signal to the gaming device 100.
  • Gaming device 100 may then determine when a winning touch input is received. Gaming device 100 then sends a signal to the server that the winning touch input has been received.
  • In one embodiment, the touch input may be a recognizable pattern of movement. For example, the movement of a finger or stylus across touch input areas 104 may be detected. The movement may be pre-determined, such as the player should move his/her finger in a circular motion to input the proper touch input, or the movement may be a selection or pressing of input area 104. In one embodiment, the touch input is different from touches that are used to play a primary game. For example, the touch input does not have an affect on the determination of the outcome of the primary game, but is used to determine a bonus payout. To complete a game and determine an output, certain touching may be needed in a stage of the game. For example, the touch input is not used to select cards, draw cards, start a game, or perform any other actions that may be used to determine the game outcome. That is, the touching is required to calculate and determine the game outcome. The touch input is separate from these touchings. In other embodiments, the touch input may have an affect on game outcome. However, the touch input that is received is not used for the actual playing of the game (i.e., the touch input is not used to select cards to hold, cause dealing or drawing of cards, or spinning of wheels). For example, the probabilities of receiving a game outcome may be altered certain game features may be enabled. The touch input is a touching that is an additional action to touchings required to play the primary game.
  • Step 208 receives the signal and determines the superstition bonus. For example, the server may determine the amount of the superstition bonus and send a signal to gaming device 100 indicating the amount. Gaming device 100 may then award the amount. This step may be avoided if the server sends the information or parameters for the award with the initial signal.
  • Step 210 awards a game outcome award if applicable. For example, if the game outcome qualifies for a pay table award for the game, the applicable amount is awarded.
  • Although a server-based system is described, it will be understood that functions may be distributed. For example, gaming device 100 may perform functions described, such as determining when to award a superstition bonus and how much to award. Also each gaming device may have its own controller that controls all functions that are necessary for the method to be implemented. The controller may be programmed to work with a central controller and/or with the other controller in other gaming devices implementing the same method. It may also be necessary for the controller to be programmed to work with at least one display device and at least one input device. In certain embodiments the input device and the display device include a touch screen video display.
  • FIG. 3 depicts a flowchart 300 of a method for awarding a superstition bonus at gaming device 100 according to one embodiment. In step 302, gaming device 100 determines that a superstition bonus should be awarded. For example, a signal may be received from a server indicating that a superstition bonus should be awarded. In this case, the server may have randomly selected gaming device 100 to award the superstition bonus. Also, gaming device 100 may determine that the superstition bonus should be awarded. For example, a threshold of play had been reached (e.g., the user has played a certain number of games, lost a certain amount of money, or reached a certain number of reward points in a reward program) or other criteria may have been satisfied for gaming device to determine that a superstition bonus should be awarded.
  • In step 304, gaming device 100 detects a touch input on interface 102. The touch input may be a specific pattern or may be any touching by a user. The touch may be different from a touch that is required to provide the outcome for a game being played. For example, a user may have to touch the screen to select cards in a video poker game. Also, a user may have to touch the screen to draw or have a slot machine start play of a game. Other touchings may also be received to input the wager for the game. The touch input may be received during game play of a game. The game may be a primary game or secondary game. The primary game is a base game being played by the user and the secondary game may be a bonus game that results from playing the primary game.
  • The touching detected may be like a superstitious act performed by a user. For example, the user may superstitiously rub touch area 104-1, 104-2, etc. if the user wants to receive that outcome. Also, superstitious acts may be performed other than touching, such as the user may speak something that is detected by voice recognition. The user may also touch dedicated touch area 104-2. For example, the user may touch the screen with his/her favorite pattern in touch area 104-2.
  • In one embodiment, a superstitious act is an act that does not involve acts performed while playing the game. Superstition is a belief or notion, not based on reason or knowledge. Conventionally, the player was not rewarded for a superstitious act; however, particular embodiments now provide awards for superstitious acts.
  • In step 306, gaming device 100 determines if the touch input received matches the touch input required to award the bonus. In some cases, just the touching of touch area 104 may be sufficient to award the bonus. For example, a gaming device 100 may have a time period in which if a user touches a touch area 104 with any touch input, a superstition bonus is awarded. In this case, the bonus may be a mystery bonus. That is, the user would not know when the gaming device is eligible to give a superstition bonus. Thus, the user can touch the gaming device at different times to see if the superstition bonus can be triggered. The user, however, may already be touching the game device because the user is superstitious. Accordingly, the user may be awarded from time to time for performing the superstitious act that he/she always performs.
  • Also, in another embodiment, gaming device 100 may notify the user that a touching would result in a superstition bonus. For example, if the user performs a specific touch input in a designated touch area 104, then the superstition bonus may be awarded. The user may be given a plurality of touch inputs that can be performed. If the user selects the right one, the user is awarded the superstition bonus. Further, different touch inputs may result in different touch awards. Thus, one touch input results in a large award and another touch input results in a smaller award.
  • In step 308, gaming device 100 determines an amount for the superstition bonus award. For example, different superstition bonus may be awarded based on the touch input received. For example, if one touch input is received, a first superstition bonus may be awarded, and if a second touch input is received, then a second superstition bonus may be awarded.
  • In step 310, gaming device awards the superstition bonus. For example, the gaming device may output a message saying the user has won a superstition bonus based on the touch input received. This may surprise a user in that the user was performing a superstitious act that may not normally have resulted in an award. However, the user is now being rewarded for the superstitious act. In one example, a superstition bonus may be a bonus on top of any award that is received from game play of a game. For example, when the outcome of the game is decided and any of the pay table awards are awarded, the superstition bonus may also be awarded in addition to (or in lieu of) the pay table amount. The user may be notified that the regular game outcome award has been awarded and in addition a superstition bonus has been awarded based on a touch input received.
  • In step 312, gaming device 100 provides the game being played and awards a game outcome award if applicable. For example, if the game outcome qualifies for a pay table award for the game, the applicable amount is awarded Also, the touch input received may affect the amount awarded for a game outcome or be added to the amount as a bonus. For example, the pay table amount may be adjusted based on the touch input received. In one example, a user may win more than what is indicated on the pay table based on the touch input received. If a user had touched a four of a kind result, then if a four of a kind actually results during game play, the user may be awarded the superstition bonus, which may result in a larger award for the four of a kind than would normally have been awarded.
  • The touch input may also be part of indicia for a game result being played. For example, in a slot game, the touch input may correspond to different symbols. When symbols are received from a number of reels, the touch input is combined with the received symbols to determine an award for the game. For example, a pay table may specify different combinations of symbols needed to receive different awards. The touch input may operate as a fourth reel and the symbols for the four reels may be used to determine an award for the game based on the pay table. The game may provide more player interaction by letting them choose a symbol based on a touch input.
  • In another embodiment, the outcome of the game may be weighted differently based on the touch input received. For example, if four-of-a-kind is touched by a user, then gaming device 100 may weight the result that can be randomly received for four-of-a-kind differently such that there is a better chance that the user may receive a four-of-a-kind.
  • FIG. 4 depicts an example of different touch inputs that can be received according to one embodiment. In dedicated touch input area 104-2, a user may at different times input different touch inputs. For example, different touch inputs that can be inputted are shown in area 402. The user may make a counter-clockwise or clockwise motion, a right or left motion, or up and down motion. Other patterns may also be appreciated.
  • The superstition bonus may be awarded based on the touch input received. For example, the user may have the option of inputting different touch inputs at different times. Gaming device 100 may select a touch input in which a superstition bonus will be awarded. In this case, a message may be output to the user indicating that the user is eligible for a superstition bonus. The user may then select a touch input to input. If the right touch input is input, then the superstition bonus may be awarded. If the wrong touch input is input, then the superstition bonus may not be awarded. If the user inputs that touch input during the correct time, then the superstition bonus may be awarded.
  • The user may also customize the touch inputs to be used. For example, different users may have certain patterns that he/she like to use (i.e., think are superstitious). The user can input these and the patterns are used to award the superstition bonus. In one example, the touch inputs are configured on a player's card for the gaming establishment. When the player's card is inserted into gaming device 100, the touch inputs are detected and used.
  • FIG. 5 depicts a more detailed example of gaming device 100 according to one embodiment. It will be understood that functions described may be distributed to other gaming devices 100 or servers. A superstition bonus trigger 502 is configured to determine when a superstition bonus should be awarded. For example, a signal may be received from a server 504 that is connected to many gaming devices 100. In this case, gaming device 100 may have been randomly selected to award a superstition bonus. In other embodiments, gaming device 100 may determine that it should award a superstition bonus based on other criteria, such as the play of the user.
  • A touch determiner 506 is configured to determine when a touch input is received from a user. For example, a touch sensitive screen may relay signals to touch determiner 506 when a touch input is received.
  • A touch input analyzer 508 is configured to analyze the touch input. For example, different touch inputs in different touch areas may trigger a superstition bonus. Thus, touch input analyzer 508 may determine which touch input is received and which superstition bonus should be awarded.
  • A superstition bonus awarder 510 is then configured to award the superstition bonus to the user. For example, a message may be output indicating the superstition bonus that has been awarded.
  • FIG. 6 is a block diagram of a gaming system 1 for awarding payouts and prizes. Among other components, gaming system 1 comprises a programmable controller 10; one or more gaming devices 14, 14A, 14B; one or more game processors 12, such as programmable Machine Interface Boards, one or more overhead displays 16A or an existing display 16 with a generic display interface, an input device 18, and optional speakers sound units 12. Gaming system 1 may be utilized for implementing the particular embodiments with various modifications as necessary.
  • In one embodiment, the touch bonus is implemented on one or more electronic or computer-controlled gaming devices 14. One or more gaming devices 14, 14A, and 14B are coupled to a programmable controller 10 over a communication network 17, which could be any suitable serial or parallel bus arrangement. Indeed, any communication link 17 could be used and a programmable (controller) 10 could be located remotely from or within the gaming devices 14, 14A, and 14B. At each gaming device 14 is a game processor 12 that interfaces between the conventional electronic circuitry of gaming device 14 and the communication network 17. Game processor 12 may include one or more computer processors that execute logic stored on a computer readable medium to perform particular embodiments.
  • In one embodiment, any electronic or computer-controlled gaming devices e.g. video games, spinning reel slot games, keno games, live card games with tables interfacing with electronic equipment, Internet and/or networked games, etc. that receives bets in order to play a game at the machine is contemplated to be used. Modifications to gaming devices can include, e.g., providing graphics, instructions, harnessing, prize indications and the like to inform players how to play the game, meter displays, etc.
  • Controller 10 can be any of a number of different controllers and computer based processing systems. How controller 10 communicates with each gaming machine 14 over the communication network 17 is a matter of design choice and the protocols of communication are determined by the nature of the communication network 17 and the corresponding interface circuits. Controller 10 may include one or more computer processors that execute logic stored on a computer readable medium to perform particular embodiments.
  • Controller 10 may optionally be connected over communication link 17 to another computer system, not shown. Furthermore, network 17 in some embodiments is a telecommunications network such as a phone link, intranet, Internet, satellite, etc. In these embodiments, gaming devices 14 are implemented as game software in personal computers which are located in remote locations such as hotel/motel rooms, homes, etc.
  • Particular embodiments employ gaming device 14, controller 10, and means of displaying a fixed or progressive monetary prize pool amount on gaming device 14 and/or on display 16 of gaming device 14 and/or showcased on overhead display 16A above the individual gaming device 14 or a group of gaming devices 14. Additional devices may be connected to generate sounds and indicators of win to stimulate play. Any conventional means or any combination of any conventional means to display the entire amount of a monetary prize pool can be utilized, such as in-game display meter video screen of gaming device 14, overhead display, plasma screen, etc.
  • Although the description has been described with respect to particular embodiments thereof, these particular embodiments are merely illustrative, and not restrictive. Although a superstition bonus is described, it will be understood that the bonus may be awarded for any touching.
  • Any suitable programming language can be used to implement the routines of particular embodiments including C, C++, Java, assembly language, etc. Different programming techniques can be employed such as procedural or object oriented. The routines can execute on a single processing device or multiple processors. Although the steps, operations, or computations may be presented in a specific order, this order may be changed in different particular embodiments. In some particular embodiments, multiple steps shown as sequential in this specification can be performed at the same time.
  • Particular embodiments may be implemented in a computer-readable storage medium for use by or in connection with the instruction execution system, apparatus, system, or device. Particular embodiments can be implemented in the form of control logic in software or hardware or a combination of both. The control logic, when executed by one or more computer processors, may be operable to perform that which is described in particular embodiments.
  • Particular embodiments may be implemented by using a programmed general purpose digital computer, by using application specific integrated circuits, programmable logic devices, field programmable gate arrays, optical, chemical, biological, quantum or nanoengineered systems, components and mechanisms may be used. In general, the functions of particular embodiments can be achieved by any means as is known in the art. Distributed, networked systems, components, and/or circuits can be used. Communication, or transfer, of data may be wired, wireless, or by any other means.
  • It will also be appreciated that one or more of the elements depicted in the drawings/figures can also be implemented in a more separated or integrated manner, or even removed or rendered as inoperable in certain cases, as is useful in accordance with a particular application. It is also within the spirit and scope to implement a program or code that can be stored in a machine-readable medium to permit a computer to perform any of the methods described above.
  • As used in the description herein and throughout the claims that follow, “a”, “an”, and “the” includes plural references unless the context clearly dictates otherwise. Also, as used in the description herein and throughout the claims that follow, the meaning of “in” includes “in” and “on” unless the context clearly dictates otherwise.
  • Thus, while particular embodiments have been described herein, latitudes of modification, various changes, and substitutions are intended in the foregoing disclosures, and it will be appreciated that in some instances some features of particular embodiments will be employed without a corresponding use of other features without departing from the scope and spirit as set forth. Therefore, many modifications may be made to adapt a particular situation or material to the essential scope and spirit.

Claims (20)

1. A method comprising:
determining when to trigger an award, the award being awarded when a designated touch input is received on a gaming device in a designated area of the gaming device;
receiving a touch input on the gaming device in the designated area of the gaming device, the touch input received from a user playing a game on the gaming device, wherein the touch input is not used for play of the game by the user;
determining if the received touch input matches the designated touch input; and
awarding the award if the received touch input substantially matches the designated touch input.
2. The method of claim 1, wherein a plurality of touch areas are provided, wherein the touch input needs to be received in the designated touch area out of the plurality of touch areas for the award to be awarded.
3. The method of claim 1, wherein the designated touch input is selected from a plurality of touch inputs, wherein the received touch input matches the designated touch input.
4. The method of claim 1, wherein the touch input is received on one of a plurality of award outcomes displayed in a pay table for the game being played.
5. The method of claim 4, wherein the award is awarded if the outcome received in the game being played matches the award in which the touch input is received.
6. The method of claim 1, wherein determining when to trigger the award comprises receiving a signal indicating that the gaming device is selected to award the award, wherein the gaming device is selected randomly among a plurality of gaming devices.
7. The method of claim 1, wherein awarding the award comprises awarding a higher payout for an outcome of the game being played by the user based on the touch input received.
8. The method of claim 1, wherein awarding the award comprises altering a probability for receiving the result of the game outcome in the game being played by the user.
9. The method of claim 1, wherein touch input comprises a pattern of movement inputted by the user in the designated touch area.
10. The method of claim 1, wherein the touch input comprises a touching considered superstitious by a player.
11. An apparatus comprising:
one or more computer processors; and
logic encoded in one or more computer readable storage media for execution by the one or more computer processors and when executed operable to:
determine when to trigger an award, the award being awarded when a designated touch input is received on a gaming device in a designated area of the gaming device;
receive a touch input on the gaming device in the designated area of the gaming device, the touch input received from a user playing a game on the game device, wherein the touch input is not used for play of the game by the user;
determine if the received touch input matches the designated touch input; and
award the award if the received touch input substantially matches the designated touch input.
12. The apparatus of claim 1, wherein a plurality of touch areas are provided, wherein the touch input needs to be received in the designated touch area out of the plurality of touch areas for the award to be awarded.
13. The apparatus of claim 1, wherein the designated touch input is selected from a plurality of touch inputs, wherein the received touch input matches the designated touch input.
14. The apparatus of claim 1, wherein the touch input is received on one of a plurality of award outcomes displayed in a pay table for the game being played.
15. The apparatus of claim 1, wherein logic operable to determine when to trigger the award comprises logic operable to receive a signal indicating that the gaming device is selected to award the award, wherein the gaming device is selected randomly among a plurality of gaming devices.
16. The apparatus of claim 1, wherein awarding the award comprises awarding a higher payout for an outcome of the game being played by the user based on the touch input received.
17. The apparatus of claim 1, wherein awarding the award comprises altering a probability for receiving the result of the game outcome in the game being played by the user.
18. The apparatus of claim 1, wherein touch input comprises a pattern of movement inputted by the user in the designated touch area.
19. The apparatus of claim 1, wherein the touch input comprises a touching considered superstitious by a player.
20. A system comprising:
a controller configured to:
determine when to trigger an award; and
communicate a signal to a gaming device to award the award, the award being awarded when a designated touch input is received on a gaming device in a designated area of the gaming device,
wherein the gaming device is configured to:
receive a touch input on the gaming device in the designated area of the gaming device, the touch input received from a user playing a game on the game device, wherein the touch input is not used for play of the game by the user;
determine if the received touch input matches the designated touch input; and
award the award if the received touch input substantially matches the designated touch input.
US12/558,480 2008-09-12 2009-09-11 Award system based on a user touch input on a gaming device Abandoned US20100069147A1 (en)

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