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Patent 2444172 Summary

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Claims and Abstract availability

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  • At the time of issue of the patent (grant).
(12) Patent Application: (11) CA 2444172
(54) English Title: SAFE GAMING, PERSONAL SELECTION OF SELF-LIMITING OPTION
(54) French Title: « ACRES GAMING INCORPORATED »
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
  • G07F 17/34 (2006.01)
(72) Inventors :
  • MANFREDI, VINCENT S. (United States of America)
  • SCHNEIDER, RICHARD J. (United States of America)
(73) Owners :
  • IGT (United States of America)
(71) Applicants :
  • ACRES GAMING INCORPORATED (United States of America)
(74) Agent: SMART & BIGGAR
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2003-04-02
(87) Open to Public Inspection: 2003-10-03
Examination requested: 2008-03-26
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2003/010444
(87) International Publication Number: WO2003/084623
(85) National Entry: 2003-10-01

(30) Application Priority Data:
Application No. Country/Territory Date
10/117,645 United States of America 2002-04-03

Abstracts

English Abstract





To self-limit play, a player selects a trigger event and an associated action.
During play, the game is monitored for
the triggered event. If the triggered event occurs, the associated action is
performed.


Image







French Abstract

Afin de se fixer une limite de jeu, un joueur sélectionne un événement déclencheur et une action associée. Pendant le jeu, une surveillance de l'événement déclencheur est mise en oeuvre. Si cet événement se produit, l'action associée est mise en oeuvre.

Claims

Note: Claims are shown in the official language in which they were submitted.



We claim:
1. A method for self limiting play of a game, the method comprising:
selecting a trigger event by a player;
selecting an action by the player;
playing the game; and
performing the action.
2. A method according to claim 1, further comprising monitoring the game for
the trigger event.
3. A method according to claim 2, wherein performing the action includes
performing the action if the trigger event occurs.
4. A method according to claim 1, further comprising associating the action
with
the trigger event.
5. A method according to claim 4, further comprising removing the association
between the action and the trigger event.
6. A method according to claim 1, further comprising transmitting a statistic
about the game to a central station.
7. A method according to claim 1, further comprising receiving a statistic
from a
central station.
8. An apparatus for self-limiting play of a game, the apparatus comprising:
selecting means for selecting a trigger event and an associated action by a
player;
the game;
monitoring means for monitoring the game for the trigger event; and
performance means for performing the associated action.
9. An apparatus according to claim 8, wherein the games offers the selecting
means to the player.
12


10. An apparatus according to claim 8, further comprising a kiosk offering the
selecting means to the player.
11. An apparatus according to claim 8, further comprising a station offering
the
selecting means to the player.
12. An apparatus according to claim 8, wherein the selecting means includes a
microprocessor programmed to offer the player at least one trigger event and
at least one
action.
13. An apparatus according to claim 12, wherein the selecting means further
includes a transmission circuit designed to transmit the trigger event and
action to a central
station.
14. An apparatus according to claim 8, wherein the trigger event is drawn from
a
set including a play time, a total buy-in per unit time, a total coin-in per
unit time, an accrued
credit limit, a one time win limit, a total loss limit, a total unit limit;
and a maximum bet.
15. An apparatus according to claim 8, wherein the associated action is drawn
from a set including a notification, a ban, a global ban, and a forced rest
period.
16. An apparatus according to claim 8, wherein the game includes the
monitoring
means.
17. An apparatus according to claim 8, wherein the monitoring means includes a
comparator designed to compare a statistic of the game with the trigger event.
18. An apparatus according to claim 17, further comprising a memory designed
to
store the statistics of the game and the trigger event.
19. An apparatus according to claim 8, wherein the game includes the
performance means.
13



20. An apparatus according to claim $, wherein the performance means includes
a
message displayed to the player.
21. An apparatus according to claim 20, wherein the performance means further
includes a blocking circuit designed to prevent the player from playing the
game after the
trigger event has occurred.
22. An apparatus according to claim 20, wherein:
the action includes a global ban; and
the performance means further includes a transmission circuit designed to
transmit a
signal to a central station that the trigger event has occurred.
14

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 02444172 2003-10-O1
SAFE GAMING, PERSON~rL SELECTION OF SELF-LI_~IITING OPTION
FIELD OF THE INVENTION
This invention pertains to gaming, and more particularly to preventing players
from
abusing gaming.
BE1C~GROUND OF THE INVENTION
Casino gaming has long been a very successfi.~l business. Despite having full
knowledge that they have little chance of winning, the allure of the winning a
lot of money
draws millions of players a year. Whether they play blackjack, any of several
varieties of
poker, roulette, or slot machines, players dream of beating the house against
the odds, and
walking away with a big payoff.
In an effort to keep people coming back despite losing money, casinos have
implemented a number of changes in recent.years. Gone are the days when
casinos were
dimly lit rooms filled with dense smoke. Today, casinos are air conditioned,
well ventilated,
and brightly lit. New methods of increasing payouts, such as progressive
jackpots, entice
players to groups of machines, rather than individual, specific machines. And
recognizing
that players travel with their families, casinos provide entertainment to non-
players, such as
children, as well.
One technique casinos have been using of late to kec°p old players and
Iure new
players is with identification cards. By signing up fox an identification card
with the casino,
players can eam points toward bonuses, designed to encourage loyalty to a
particular casino.
The identification cards also provide a bonus to the casino: 'the casino gets
information about
the player's playing habits.
FIG. 1 shows a schematic of several slot machines in a casino. Slot machines
105,
i 10, and 115 are all connected to central station 120. The slot machines,
like slot machine
105, all provide slot 12j for players to insert an identification card. As
players play on slot
machines 10~, 110, and 115, assuming they insert their identification cards
into slot 125, the
player's history can be stored for later analysis within central station 120
(for example, on a
server).

CA 02444172 2003-10-O1
But there is a risk associated with encouraging players to continue gaming.
Gambling
addiction is a recognized addiction: the player is unable to contro:( his
play. Using
identification cards to entice players to continue gaming only exacerbates the
problem for
addicts, since they are encouraged to do the very activity that is dangerous
to them.
In addition, it is very easy for a player to lose track of how much time he is
spending
gaming, or how much money has been risked. Even if the player is not addicted
to gambling,
players can find themselves having invested too much money or time in gaming
without
realizing it. For example, since casinos are brightly lit during all hours of
the day, players do
riot have the light-based cues alerting them to the passage of time.
~ne of the jobs undertaken by casino employees is to remind players to play
safely.
Thus, if a casino employee notices that a particular individual has been
playing a game for
several hours, the employee can ask the player if he thinks he has played too
much. But it is
difficult for casino employees to monitor all players: the number of players
is frequently
changing, and in any event is too large to effectively monitor with employees.
1 ~ Accordingly, a need remains for a way to allow players to monitor their
own gaming
habits and to limit their playing accordingly, to address these and other
problems associated
with the prior art.
SZJMMAItY OF THE INVENTION
The player is given choices for self limiting play. first, the player selects
a trigger
event and an associated action to result when the trigger event occurs. Then,
while the player
plays, the game is monitored to see if the trigger event occurs. If the
trigger event occurs,
then the associated action is performed.
The foregoing and other features, objects, and advantages of the invention
will
become more readily apparent from the following detailed description, which
proceeds with
reference to the accompanying drawings.
BRIEF DESCRIPTION OF 'THE DRAWINGS
FIG. 1 shows a schematic of several slot machines in a casino.
FIG. 2 shows an embodiment of a slot machine with an attached self limiting
selection device.
FIG. 3 shows a kiosk for self limiting of gaming using, for example, the slot
machine
of FIG. 2.
2

CA 02444172 2003-10-O1
FIG. 4 shows the kiosk of FIG. 3, further allowing self limiting of gaming.
FIG. 5 shows the kiosk of FIG. j, further allowing cancellation of self
limiting of
gaming.
FIG. 6 shows the slot machine of FIG. 'Z equipped to track and transmit
statistics
about play.
FIG. 7 shows the slot machine of FIG. 2 limiting play according to the
selected self
limit.
FIG. 8 shows a second slot machine in the casino with the slot machine of FIG.
2, the
second slot machine also limiting play according to the selected self limit.
FIG. 9 shows the second slot machine of FIG. 8 in a second casino.
FIGS. 1 OA-l OC show a flowchart of the method of self limiting gaming for use
in the
slot machine of FIG. 2.
DETAILED DESCRIPTION OF TIIE PREFERRED E1VIBODI_ViENT
FIG. 2 shows an embodiment of a slot machine with an attached self limiting
selection device. In FIG. 2, slat machine 202 includes an attached self limit
selector 205.
Self limit selector 205 is shown as including buttons 210, 220, 230, 240, 250,
260, 270, 276,
278 and 280 for selecting adjacent triggers 215, 225, 235, 245, 255, 265, 275,
277, 279, and
285. (Trigger 279 is shown as blank, but could be used for another trigger not
listed here.)
For example, if the player wants to self limit based on play time (trigger
215), the player can
press button 210, if the player wants to self limit based on total buy-in
(trigger 225), the
player can press button 220, and so on.
Also included in self limit selector 205 is a cancel self limit trigger
(trigger 285).
This trigger can be used when the player has a previously established self
limit which he
wishes to remove. By canceling the self limit, the player can play without
worrying about
how much or how long he plays. However, in an alternative embodiment, the
cancel self
limit trigger (trigger 285) is not presented, to avoid players who need a self
limit being able
to stop self limiting early. In the alternative embodiment, players can only
cancel a self limit
via an attendant.
There are several different ways players can self limit. Each of these
techniques is
now explained briefly. First, a player can select to self limit based on time
(trigger 215): for
example, the player can indicate that he wants to be stopped after playing for
two hours. A
player can select to self limit based on his total buy-in in a f xed amount of
time (trigger
3

CA 02444172 2003-10-O1
225): for example, the player can indicate that he wants the game to stop if
he inserts $200
into the game. (Buy-in is defined as the amount of money the player inserts
into the game
out of his pocket, without regard to any winnings or actual. play.) The player
can select to
self limit based on coin-in in a fixed amount of time (trigger 235): for
example, the player
can indicate that he wants the game to stop if he "drops" $100 into the game.
(Coin-in is
defined as the amount of money actually spent playing the game.) Note that the
terms "coin-
in" and "drops" suggest that actual coins are used. But a person skilled in
the art will
recognize that bills can be "dropped" into the machine, and count as "coin"
for purposes of
calculating the "coin-in" for the machine.
To help make clear the distinction between buy-in and coin-in, consider the
following
situation. A player sits down at a $1 slot machine (i.e., a slot machine that
takes bets in
increments of $1 ). The player inserts a $100 bill into the machine,
establishing a credit of
$100 in the machine. The player then plays 30 games at $:l apiece, and loses
every game.
The player then cashes out his remaining credit, receiving $70 back. The
player's buy-in is
$100, since he inserted a $100 bill into the machine. In contrast, the
player's coin-in is $30,
since he played 30 $1 games.
Although in the above example the player's buy-in was higher than the player's
coin-
in, a person skilled in the art will recognize that the opposite can also be
true. For example, a
player can insert $1 into a $1 slot machine and immediately win a $100 j
ackpot. The player
can then play $29 more games without winning anything, and then cash out the
remaining
$71. In this case, the player's buy-in would be $1 since the; player only
inserted one $1 bill,
but the player's coin-in would be $30 since he played 30 $1 games.
Returning to FIG. 2, the player can select to self limit his play based on his
accrued
credit. Accrued credit is defined as buy-in + jackpot - coin-in - coin-out.
There are two
preferred ways accrued credit can be used to self limit play, although a
person skilled in the
art will recognize other ways accrued credit can be used as a self limit. The
first way to self
limit play based on accrued credit is by comparing the accrued credit with a
fixed limit.
When the accrued credit exceeds the fixed limit, play is stopped. The
disadvantage of this
technique is that with a sufficient buy-in, play can be stopped before the
player has played
even one game.
The second way to use accrued credit to self limit play is to stop play when
the
accrued credit drops to some fraction of its maximum value. For example, if
the accrued
credit reaches a maximum value of 1000 coins, play can be stopped when the
accrued credit
4

CA 02444172 2003-10-O1
drops to 500 coins. (Of course, if the player continues to win and the accrued
credit reaches,
say, 1500 cams, then play would be stopped when the accrued credit drops to
750 coins.)
There are two disadvantages to this use of accrued credit. First, play can
continue for an
arbitrary length of time, provided the accrued credit does not drop too low.
Second, by
cashing out, the player could reset the accrued credit counl:er and continue
playing
indefinitely.
A player can select to self limit based on a one-time win (trigger 255): for
example,
the player can indicate that he wants to be stopped if he wins a 100-coin
jackpot. This self
limit, like accrued credit, has the problem that play can continue
indefinitely, since there is no
way to tell when a player will hit the trigger jackpot amount. A player can
select to self limit
based on a total win (trigger 265) or a total loss (trigger 275). Under these
triggers, when the
total win level (i.e., jackpots - coin-in) or total loss level (i.e., coin-in -
jackpots) is reached,
play is stopped. Again, these triggers can allow for unlimited play, if the
total win level or
total loss level is not reached.
A player can select to self limit based on a maximum bet (trigger 277). For
example,
the player can indicate that he wants to be stopped if he tries to bet, say,
more than $2S at one
time. Such a self limit can allow for unlimited play, if the ;player never
tries to exceed the
maximum bet.
All of the self limits (triggers 215, 225, 235, 245, 2.55, 265, 275, and 277)
can operate
on timers. That is, after a certain amount of time, the statistics being
tracked by the casino to
help the player self limit will be erased. For example, consider a self limit
using play time
(trigger 215). Assume the player set the time limit to three hours. The player
then plays two
hours and leaves the casino, not returning until the next day. If the casino
does not erase the
statistics, then the player will only be able to play 1 hour the next day.
This is counter-
productive for two reasons. First, the casino will lose busirmss from the
player, since it is
capping his play time at a total of three hours within the casino over the
player's life, until the
self limit is changed or canceled. Second, the player is not concerned with
how much he
plays over his life, but rather with how much he plays within a certain period
oftime.
There are several techniques that can be used to decide when to erase
statistics. For
example, the casino can erase the statistics at midnight, when a new day
starts. C3r the casino
can erase the statistics after a window of, say, eight hours without any play
by the player. Or
the casino can track every game statistic generated by the player within a
window of, say,
eight hours, and can erase statistics that were generated outside the window.
(The eight-hour
5

CA 02444172 2003-10-O1
duration of the windows presented above is arbitrary: larger or smaller
windows can be used.
Further, the window width can be determined by the casino or the player.) A
person skilled
in the art will recognize other techniques the casino can use to determine
when to erase
statistics. For ease of reference, the remainder of this document assumes that
statistics are
erased at midnight each day.
Although in FIG. 2 self limit selector 205 is shown with buttons for selecting
a trigger
and as attached to slot machine 202, other formats are available. For example,
self limit
selector 205 can be at an attended station. By positioning self limit selector
205 at an
attended station, a casino employee can assist the player in selecting an
appropriate self limit.
Or touch screen can be stationed at a kiosk, allowing players to self limit
without assistance.
By using a station or kiosk, the impression that the selected' self limit
applies to only a single
game (which is an incorrect impression) can be avoided. Finally, self Iimit
selector can use a
touch screen, instead of buttons.
FIG. 3 shows self limit selector 310 of FIG. 2 as pa:~ of kiosk 305. In FIG.
3, self
limit selector 310 uses a touch screen, so buttons are not needed. FIG. 3
shows self limit -
selector 310 after the player has selected to limit play based on total buy-in
per unit time
(trigger 225 from FIG. 2). Self selector 310 of FIG. 3 prompts the player to
specify the total
buy-in and the unit time interval to be used. Field 31 S is used to store the
total buy-in
allowed, and field 320 is used to store the unit time interval. The player can
touch field 315
and use keypad 325 (again implemented using touch screen technology) to enter
the
maximum total buy-in. The player can then touch field 320 and use keypad 325
to enter the
unit time. When the player is finished, the player can press done button 330
to store the self
limit.
FIG. 4 shows the kiosk of FIG. 3, further allowing self limiting of gaming.
Once the
player has selected the desired trigger event, the player can select the
appropriate action.
Four actions are presented to the player: notification (action 405), :forced
rest (action 410),
ban (action 415), and global ban (action 420). Notification (action 405) is
the least intrusive
alternative: the player is notified, preferably via a message displayed on a
screen on the
game, that the trigger event has occurred. The player can continue to play, if
desired, without
any repercussions. Forced rest (action 410) stops play of the game until the
player has rested
for some period of time. As with the trigger event, the player can specify the
duration of the
forced rest period, or the casino can establish a predefined rest period. Ban
(action 415)
blocks the player from playing in the casino until the ban is removed. As
discussed above
6

CA 02444172 2003-10-O1
with reference to FIG. 2, the player can removed the ban in a manner similar
to canceling the
self limit, but preferably removing the ban requires the involvement of a
casino employee.
Finally, global ban (action 420) not only bans the player from playing within
the casino, but
also from playing in other casinos that share statistics with the casino.
Although the actions described above (notification, forced rest, banning, and
global
banning) are explained in the context of slot machines, they can be applied to
other gaming
alternatives, such as table games, bingo, sports betting, etc. Far example,
when a player sits
down at a blackjack table, the dealer can ask the player for his
identification card. A swipe of
the identification card lets the dealer access information about the player,
such as that the
player might be in a forced rest period (in which case the dealer should
refuse to let the player
participate in the game). The dealer can also use the identification card to
add statistics to the
player information, such as buy-in at the table.
Banning and global banning can also be applied beyond the scope of playing a
machine or a game. For example, some casinos use turnstiles to control
admission to the
casino (such as casinos in Missouri, where the tax on casinos is based on the
number of
people in the casino during a cruise). To enter the casino, the player must
use his
identification card at the turnstile. If a player is banned from the casino,
he can be prevented
from even entering the casino, since once his identification card is scanned,
the system can
identify the player as a banned player.
FIG. ~ shows the kiosk of FIG. 3, further allowing cancellation of self
limiting of
gaming. In FIG. 5, the player has selected to cancel the sell=limit, Self
limit selector 310,
again using the touch screen, presents the player with field j45, querying the
player to make
sure he wants to cancel the self limit. If the player touches field 510, the
self limit is
canceled. Otherwise, if the player touches field 51 ~, the self limit is
retained.
2~ FIG. 6 shows the slot machine of FIG. 2 equipped to track and transmit
statistics
about play. For simplicity, FIG. 6 does not show self=limit selector 205 of
FIG. 2 attached to
slot machine 202. In FiG. 6, the player has chosen to self limit play based on
total buy-in per
unit time. Memory 60~ stores the current statistics of the game. As can be
seen, in memory
60~ the player has been gaming for one hour, 12 minutes, and has so far bought
in $395.
As shown in FIG. 6, slot machine 202 can include display 610. Display 610
allows
the player to track on his own the statistics that the microprocessor (not
shown in FIG 6)
within slot machine 202 is tracking.
7

CA 02444172 2003-10-O1
As statistics are generated by slot machine 202 an<i stored in memory 605,
they can be
forward to transmission circuit 615. Transmission circuit 615 is in tum
responsible for
forwarding the statistics, along with player identification information, to
central station 620.
By having each game forward statistics to central station 620, the; player can
play several
games over time, and statistics generated by each game can be cumulated to
compare with the
self limit.
Central station 620 is similar to central station I20 of FIG. 1, except that
central
station 620 includes comparator 625. Comparator 625 compares the statistics
generated by
slot machine 202 (cumulative with any other games played by the player) and
compares the
I0 statistics with the self limits established by the player.
Although FIG. 6 shows central station 620 determining whether the trigger
event has
occurred, a person skilled in the art will recognize that other configurations
are possible. For
example, when the player inserts his card in the slot in slot machine 202,
slot machine 202
can send a request to central station 620 for the player's statistics, the
trigger event, and the
associated action. Then, slot machine 202 can add to the statistics as the
player plays. If the
trigger event occurs, slot machine 202 can execute the associated action.
Finally, when the
player withdraws his card from the slot in slot machine 20:?, slot machine 202
can transmit
updated statistics back to central station 620.
Where slot machine 202 monitor's the player's activities, there are sever;~l
variations
of the embodiment. In one variation, slot machine 202 monitors the player's
activities using
its standard microprocessor. In another variation, a specialized circuit; {for
example, built
into a daughterboard for slot machine 202) monitors the player's activities,
freeing up the
microprocessor for other activities. A person slcilled in the art will
recognize other ways in
which slot machine 202 can monitor the player's activities.
Provided the trigger event does not occur (for example, in FIG. 6, the trigger
event is
$500 buy-in in two hours), the player can continue to play. But when the
trigger event
occurs, central station 620 executes the associated action. 1~1G. 7 shOWS the
slot machine of
FIG. 2 limiting play according to the selected self limit. In FIG. ~, the
player ha;~ selected to
self limit play to a total buy-in of $500 within two hours. J=3ut, in the 86
minutes since the
player began playing, his buy-in has reached $525, as shown by the statistics
in rr~emory 705.
Since comparator 625 has determined that the trigger event has occurred,
central station 620
sends a message to slot machine 202. The message is received by receiver
circuit 715 and
displayed in display 717.
8

CA 02444172 2003-10-O1
Depending on the message received from central station 620, receiver circuit
715 can
also instruct blocking circuit 720 to block the player from further playing
slot machine 2G2.
Blocking circuit 720 is not activated if the associated action is only a
notification. But if the
associated action is a forced rest, ban, or global ban, blocking circuit 720
simply refuses to let
the player do anything but cash out any remaining credits and remove his
identification card.
FIG. 8 shows a second slot machine in the casino with the slot machine of FIG.
2, the
second slot machine also limiting play according to the selected self limit.
In FIG. 8, the
player has spent some time and money playing on slot machine 202. As can be
seen in
memory 805, the player has been playing for 1 hour and 26 minutes, and has a
total buy-in of
$525 in that time. Because the player has chosen to limit his total buy-in to
$500 within two
hours, the player's self limit has prevented further play on slot machine 202.
As discussed
above, the statistics generated by slot machine 202 are transmitted to central
station 620. The
player tries to then play slot machine 810, on the premise that one machine
does not know
what has transpired at another machine. When slot machine 810 communicates
with central
station 620, central station 620 sends a message to slot machine 810,
indicating that player
has reached the self limit. Slot machine 810 then displays the message in
display 815, that
the player has exceeded the limit. Finally, blocking circuit 720 blocks the
player from further
playing slot machine 810.
Although FIG. 8 shows the player attempting to play a second slot machine
within the
same casino, there is no reason to limit the invention to slot machines within
the same casino.
FIG. 9 shows the secand slot machine of FIG. 8 in a second casino. In FIG. 9,
slot machine
202 is in casino 905. Slot machine 910 is in casino 9I5. If the player
attempts to play slot
machine 910 in casino 915, slot machine 910 communicates with central station
620 in casino
905. The self limits, as well as statistics generated within casino 905 can
then be applied to
the player in casino 915.
Although FIG. 9 shows slot machine 910 in casino 915 communicating with
station
620 in casino 905, a person skilled in the art will recognize that slot
machine 910 can instead
communicate with a central station (not shown in FIG: 9) ire casino 915. When
the player
attempts to play slot machine 910 in casino 915, the second central station
can query central
station 620 for any player statistics. By using different central stations in
different casinos,
self limits can be imposed both intra-casino and inter-casino, as desired.
Although typically casinos share player information only with other casinos
within
the corporate family, a person skilled in the art will recogni:,e that this is
an arbitrary
9

CA 02444172 2003-10-O1
limitation. By sharing player information with casinos in another corporate
family, self
limits can be made more effective, as players will not be able to avoid the
limits simply by
heading to a casino in a different corporate family.
FIGs. 10A-1 OC show a Ilowchart of the method of self limiting gaming for use
in the
slot machine of FIG. 2. In FIG. 1 OA, at step i 005, the player selects a
trigger event. At step
1010, the player selects an associated action to occur when the trigger event
is reached. At
step 1 Ol S, the player prepares to play the machine (e.g., by inserting his
identification card).
The player identification is then transmitted to the central station. This
allows the central
station to load any statistics already generated by the player. At step 1020
(FIG. 1 OB), the
player begins to play the game. At step 1025, the game transmits play
statistics to the central
station. At step 1030, the central station checks to see if the trigger event
has occurred. If the
trigger event has not occurred, then at step 1035 the game <;hecks to see if
the player is still
playing the game. If the player is still playing the game, then processing
returns to step 1020.
If at step 1030 the trigger event occurred, then at step 1040 (FIG. l OC) the
associated
action (notification, forced rest, ban, or global ban) is performed. Then, if
the trigger event
occurred (at step 1030 in FIG. 1 OB) or if player has stopped playing (at step
1035 in FIG.
I OB), then at step 1050 the system checks to see if the player has chosen to
cancel the self
limit. If the player has chosen to cancel the self limit, then at step 1055
the self limit is
canceled.
FIG. 10C is slightly incomplete in representing what happens if the associated
action
is notification. As described above, notification simply alerts the player
that the self limit has
been reached. Notification does not force the player to stop playing.
Accordingly, even if
the associated action of notification is performed at step 1040 in FIG. l OC,
the player can
continue playing at step 1035 in FIG. IOB.
Although FIGs. l0A-I OC describe the central station monitoring the player's
play, a
person skilled in the art will recognize how FIGS. l0A-lOC' can be modified to
allow the
game to monitor the player for self limits. Specifically, when the player
begins playing at
step 1015 of FIG. 10A, the central station can transmit, at the machine's
request, the player's
statistics, trigger event, and associated action. Step 1025 can be eliminated,
and the machine
can check for the trigger event itself at step 1030. Finally, .a new step is
necessary before step
1050, so that the machine can transmit updated statistics to the central
station.
A person skilled in the art will also recognize that the flowchart of FIGs. 1
OA-I OC
consists of three groups of events, which do not have to occur at or near the
same time.

CA 02444172 2003-10-O1
Specifically, the player can select the self limit in steps 1005-1010 of FIG.
10A at one time,
play the machine in steps 1015-1040 of FIGs. l0A-lOC at ~~nother time, and
cancel the self
limits in steps 1050-105 of FIG. l OC at a third time.
While the above discussion is centered on a player self limiting play, a
person skilled
in the art will recognize that these limits can be invoked on. behalf of a
player without their
involvement. For example, if a player knows he has a problem with gambling but
nonetheless plays, the player's doctor ~e.g., psychologist) can instruct the
casino to limit play
on the player's behalf. The casino is then responsible for setting the
appropriate limits for the
player. Of course, in this variation, the casino can request an authorization
from the player to
accept limit instructions from the player's doctor.
A person skilled in the art will also recognize that, although the above
discussion
utilizes a slot machine, the description is equally applicable; to other
games. The invention is
also applicable to non-electronic games, such as blackjack, poker, craps, and
the like,
although the determination of the player's wins and losses in these games
typically requires
dealer involvement.
Having illustrated and described the principles of our invention in a
preferred
embodiment thereof, it should be readily apparent to those skilled in the art
that the invention
can be modified in arrangement and detail without departing from such
principles. We claim
all modifications coming within the spirit and scope of the accompanying
claims.
11

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2003-04-02
(85) National Entry 2003-10-01
(87) PCT Publication Date 2003-10-03
Examination Requested 2008-03-26
Dead Application 2014-10-10

Abandonment History

Abandonment Date Reason Reinstatement Date
2013-10-10 R30(2) - Failure to Respond
2014-04-02 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Registration of a document - section 124 $100.00 2003-10-01
Application Fee $300.00 2003-10-01
Maintenance Fee - Application - New Act 2 2005-04-04 $100.00 2005-04-04
Maintenance Fee - Application - New Act 3 2006-04-03 $100.00 2006-03-16
Registration of a document - section 124 $100.00 2006-09-14
Maintenance Fee - Application - New Act 4 2007-04-02 $100.00 2007-03-20
Maintenance Fee - Application - New Act 5 2008-04-02 $200.00 2008-03-18
Request for Examination $800.00 2008-03-26
Maintenance Fee - Application - New Act 6 2009-04-02 $200.00 2009-03-24
Maintenance Fee - Application - New Act 7 2010-04-06 $200.00 2010-03-18
Maintenance Fee - Application - New Act 8 2011-04-04 $200.00 2011-03-18
Maintenance Fee - Application - New Act 9 2012-04-02 $200.00 2012-03-20
Maintenance Fee - Application - New Act 10 2013-04-02 $250.00 2013-03-20
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
IGT
Past Owners on Record
ACRES GAMING INCORPORATED
MANFREDI, VINCENT S.
SCHNEIDER, RICHARD J.
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 2003-10-01 1 10
Description 2003-10-01 11 752
Claims 2003-10-01 3 93
Drawings 2003-10-01 12 321
Representative Drawing 2003-11-27 1 11
Abstract 2003-11-25 4 122
Cover Page 2003-12-08 1 35
Claims 2010-03-10 3 80
Description 2010-03-10 12 753
Description 2011-07-11 12 777
Claims 2011-07-11 3 97
Assignment 2003-10-01 7 243
PCT 2003-10-01 1 39
Correspondence 2004-01-06 1 42
PCT 2003-10-01 1 57
Fees 2005-04-04 1 39
Prosecution-Amendment 2005-09-01 2 55
Assignment 2006-09-14 7 444
Prosecution-Amendment 2008-03-26 2 43
Prosecution-Amendment 2010-03-10 8 256
Prosecution-Amendment 2009-09-22 2 53
Prosecution-Amendment 2011-01-27 3 106
Prosecution-Amendment 2011-07-11 14 561
Prosecution-Amendment 2012-01-12 3 132
Prosecution-Amendment 2012-07-10 7 318
Prosecution-Amendment 2013-04-10 5 226