Note: Descriptions are shown in the official language in which they were submitted.
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SYSTEM AND METHOD FOR CONVENIENCE GAMING
l'ECHNICAL FIELD
The present invention relates generally to the field of gaming and, more
particularly to a gaming system and method incorporating a wireless network
BACKGROUND
On-line casinos are accessible via the Internet. These on-line casinos present
a
graphical representation of games, such as casino games, to a user on the
screen of a
computer in communication with the Internet. The user may place wagers,
participate
in the gaming, and win or lose money. Receipt of winnings, or payment of
losses is
typically handled through a credit account.
SUMMARY
Due to a variety of factors, Internet-based electronic gaming systems may
have a number of undesirable aspects. For example, the Internet lacks the
security
necessary to ensure confidence that operation of an electronic gaming system
will
proceed without tampering. An operator of an Internet gaming system is prone
to
backing, viruses and other shortcomings of conducting business over the
Internet.
Users of Internet-based systems often lack confidence that their financial
transactions
are secure and that their privacy will remain intact. Moreover, the use of the
Internet
does not provide location verification suitable to ensure that a user is
within an
approved gaming area.
Among other things, certain embodiments of the present invention incorporate
non-Internet based technology with respect to a communications network in
order to
avoid the problems encountered in operating a gaming system via the Internet
In one embodiment the present invention provides a convenience gaming
system, which includes at least one server and at least one gaming
communication
device connected to the at least one server by a telecommunications network.
The at
least one gaming communication device is operable to send and receive gaming
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information to and from the at least one gaming server if the at least one
gaming
communication device meets at least one predetermined criteria.
In another embodiment, a method is provided for conducting convenience
gaming activities on a gaming communication device in communication with a
gaming server. The method includes presenting a user of the gaming
communication
device with one or more gaming activity options. The method further includes
accepting a selection of a gaming activity option by the user, transmitting
information
associated with the selected gaming activity option between the gaming
communication device and the server, determining a result associated with the
user's
selection, and transmitting the result to the user.
Various embodiments of the present invention may benefit from numerous
advantages. It should be noted that one or more embodiments may benefit from
some, none, or all of the advantages discussed below.
One advantage is that the system enables remote, wireless, mobile gaming
over a secure network. Another advantage is that the system enables remote,
wireless,
mobile, gaming, while preventing gaming by unauthorized users and from
unauthorized locations. Another advantage is the enablement of a gaming system
accessible by remote, wireless, mobile users, wherein the system includes
gaming
communication devices used by the users and connected to a communication
network,
and wherein a portion of the communication network is movable.
There is an industry in manufacturing and selling security networks.
Manufacturers and customers care about the security of their communications
systems. They care about enhanced functionality. As with other industries,
members
of the network systems industry want to have a product/system which is better
than
the competing products. Therefore, enhanced functionality, with security, is a
design
aim. Security is an issue in telecommunications systems, especially wireless
mobile
systems and hand¨held systems.
In some embodiments of the invention, time restrictions assist in controlling
who can do what, and when. Controlling access to a system based on time also
helps,
in some situations, to control the load on a computer processor, and the time
at which
the processor will be actively processing certain data/perfolining certain
tasks.
Having a device, such as a hand-held or wireless device, which has a range of
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functions is also advantageous. In some embodiments of the invention, a device
which can purchase things and/or make reservations, and/or play games and
gamble
can reduce the amount of money, or other devices such as wireless PDA's mobile
phones, carried by a person. This can reduce the attractiveness of that person
to a
criminal, and/or can be more convenient for the user.
In some embodiments of the invention, a machine which enables certain prizes
to be accessed after certain other events have been achieved (e.g. book dinner
at a
restaurant after a certain amount of time gambling) may be viewed as an
extended
system configured for playing an extended game, with the later-level activity
(e.g.
restaurant booking) being a prize for successfully passing the lower level
game.
Security for some embodiments of the device is enhanced by geofencing
(restricting the usage on functionality available within certain physical
areas) and/or
keystroke characteristic analysis to determine if the individual person using
the
machine is the one who should be using it (or identifying the person from a
library of
candidates). Functionality available to a user may be dependent upon their
identity,
for example as determined by keystroke characteristic analysis.
In some embodiments of the invention, the invention can be viewed as a
method of manufacturing a network system comprising designing a network system
with new and improved security-conscious functionality, and then making it to
that
design. In some embodiments transmitting some, sensitive, information over a
secure
network and other, less sensitive, information over a less secure network
(e.g. the
internet) helps to keep down the bandwidth utilization of the secure network
device.
In some embodiments, keeping a log of what the device has done is an
enhanced security feature.
Other advantages will be readily apparent to one having ordinary skill in the
art from the following figures, descriptions, and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
For a more complete understanding of the present invention and for further
features and advantages, reference is now made to the following description,
taken in
conjunction with the accompanying drawings, in which:
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FIGURE 1 illustrates a convenience gaming system according to an
embodiment of the present invention;
FIGURE 2 illustrates a convenience gaming system with a wireless network
according to an embodiment of the present invention;
FIGURE 3 is a block diagram of a convenience gaming system illustrating
various gaming activities in accordance with an embodiment of the present
invention;
FIGURE 4 illustrates a convenience gaming system showing coverage areas in
accordance with an embodiment of the present invention;
FIGURE 5 illustrates a convenience gaming system with a wireless network
showing triangulation location determination in accordance with an embodiment
of
the present invention;
FIGURE 6 is a flow chart depicting steps in a convenience gaming method
according to an embodiment of the present invention;
FIGURE 7 depicts a convenience gaming system showing a communication
path in accordance with an embodiment of the present invention; and
FIGURE 8 illustrates a ship-based convenience gaming system in accordance
with an embodiment of the present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
A convenience gaming system enables participants to engage in gaming
activities from remote and/or mobile locations. The possible gaming activities
include gambling, such as that provided by casinos. Gambling activities may
include
any casino-type gambling activities including, but not limited to, slot
machines, video
poker, table games (e.g., craps, roulette, blackjack, pai gow poker, Caribbean
stud
poker, baccarat, etc), the wheel of fortune game, keno, sports betting, horse
racing,
dog racing, jai alai, and other gambling activities. The gaming activities can
also
include wagering on any type of event. Events can include, for example,
sporting
events, such as horse or auto racing, and athletic competitions such as
football,
basketball, baseball, golf, etc. Events can also include such things that do
not
noilnally involve wagering. Such events may include, without limitation,
political
elections, entertainment industry awards, and box office performance of
movies.
Gaming can also include non-wagering games and events. Gaming can also include
lotteries or lottery-type activities such as state and interstate lotteries.
These can
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include all forms of number-selection lotteries, "scratch-off' lotteries, and
other
lottery contests. The convenience gaming system may be implemented over a
communications network such as a cellular network or a private wireless and/or
wireline network. Examples of the latter include WiFi and WiMax networks. In
one
5
embodiment, the convenience gaming system communications network is entirely
independent of the Internet. In another embodiment, the convenience gaming
system
operation makes minimal use of the Internet, such that only information for
which
there is no security issues is transmitted via the Internet and/or information
may be
encrypted. Preferably, the communications network enables players to
participate in
gaming from remote locations (e.g., outside of the gaming area of a casino).
Also, the
system may enable players to be mobile during participation in the convenience
gaming activities. Preferably, the system has a location verification or
determination
feature, which is operable to permit or disallow gaming from the remote
location
depending upon whether or not the location meets one or more criteria. The
criterion
may be, for example, whether the location is within a pre-defined area in
which
gaming is permitted by law.
As shown in FIGURE 1, for example, convenience gaming system 10 includes
at least one user 12. The system may include additional users such that there
is at
least a first user 12 and a second user 14. Multiple users may access a first
convenience gaming system 10, while other multiple users access a second
convenience gaming system (not shown) in communication with first gaming
system
10. Users 12 and 14 preferably access system 10 by way of a gaming
communication
device 13. Gaming communication device 13 may comprise any suitable device for
transmitting and receiving electronic communications. Examples of such devices
include, without limitation, mobile phones, personal data assistants (PDAs),
computers, mini-computers, etc. Gaming communication devices 13 transmit and
receive gaming information to and from communications network 16. Gaming
information is also transmitted between network 16 and a computer 18, such as
a
server, which may reside within the domain of a gaming service provider 20.
The
location of computer 18 is not critical, however, and computer 18 may reside
adjacent
to or remote from the domain of gaming service provider 20. Moreover, in
certain
embodiments, a gaming service provider is not required. The computer 18 and/or
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gaming service provider 20 may reside within, adjacent to, or remote from a
gaming
provider (not shown in FIGURE 1). The gaming provider may be an actual
controller
of games, such as a casino. As an example, a gaming service provider may be
located
on the grounds of a casino and the computer 18 may be physically within the
geographic boundaries of the gaming service provider. As discussed, however,
other
possibilities exist for remote location of the computer 18 and the gaming
service
provider 20. Computer 18 may function as a gaming server. Additional computers
(not expressly shown) may function as database management computers and
redundant servers, for example.
Preferably, software resides on both the gaming communication device 13 and
the computer 18. Software resident on gaming communication device 13 is
preferably operable to present infoiniation corresponding to gaming activities
(including gambling and non-gambling activities discussed herein) to the user.
The
information includes, without limitation, graphical representations of objects
associated with the activities, and presentation of options related to the
activities and
selectable by the user. The gaming communication device software is also
preferably
operable to receive data from the computer and data input by the user.
Software
resident on the computer is preferably able to exchange data with the gaming
communication device, access additional computers and data storage devices,
and
perform all of the functions described herein as well as functions common to
known
electronic gaming systems.
Gaming information transmitted across network 16 may include any
information, in any format, which is necessary or desirable in the operation
of the
gaming experience in which the user participates. The information may be
transmitted in whole, or in combination, in any format including digital or
analog, text
or voice, and according to any known or future transport technologies, which
may
include, for example, wireline or wireless technologies. Wireless technologies
may
include, for example, licensed or license-exempt technologies. Some specific
technologies which may be used include, without limitation, Code Division
Multiple
Access (CDMA), Global System for Mobile Communication (GSM), General Packet
Radio Service (GPRS), WiFi (802.11x), WiMax (802.16x), Public Switched
Telephone Network (PSTN), Digital Subscriber Line (DSL), Integrated Services
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Digital Network (ISDN), or cable modem technologies. These are examples only
and
one of ordinary skill will understand that other types of communication
techniques are
within the scope of the present invention. Further, it will be understood that
additional components may be used in the communication of information between
the
users and the gaming server. Such additional components may include, without
limitation, lines, trunks, antennas, switches, cables, transmitters,
receivers, computers,
routers, servers, fiber optical transmission equipment, repeaters, amplifiers,
etc.
In at least one embodiment, the communication of gaming information takes
place without involvement of the Internet. This has an advantage of avoiding
the
security problems which typically arise when conducting business over the
Internet.
However, in certain embodiments, a portion of the gaming information may be
transmitted over the Internet. Also, some or all of the gaming information may
be
transmitted partially over an Internet communications path. In certain
embodiments,
some information is transmitted entirely or partially over the Internet, but
the
information is either not gaming information or is gaming information that
does not
need to be= maintained secretly. For instance, data that causes a graphical
representation of a table game on the user's gaming communication device might
be
transmitted at least partially over the Internet, while wagering information
transmitted
by the user might be transmitted entirely over a non-Internet communications
network.
According to one embodiment, as shown in FIGURE 2 for example, the
communications network comprises a cellular network 22. Cellular network 22
comprises a plurality of base stations 23, each of which has a corresponding
coverage
area 25. Base station technology is generally known and the base stations may
be of
any type found in a typical cellular network. The base stations may have
coverage
areas that overlap. Further, the coverage areas may be sectorized or non-
sectorized.
The network also includes mobile stations 24, which function as the gaming
communication devices used by users to access the convenience gaming system
and
participate in the activities available on the convenience gaming system.
Users are
connected to the network of base stations via transmission and reception of
radio
signals. The communications network also includes at least one voice/data
switch,
which is preferably connected to the wireless portion of the network via a
dedicated,
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secure landline. The communications network also includes a gaming service
provider, which is likewise connected to the voice/data switch via a
dedicated, secure
landline. The voice/data switch may be connected to the wireless network of
base
stations via a mobile switching center (MSC), for example and the landline may
be
provided between the voice/data switch and the MSC.
Users access the convenience gaming system by way of mobile stations which
are in communication with, and thus part of, the communications network. The
mobile station may be any electronic communication device that is operable in
connection with the network as described. For example, in this particular
embodiment, the mobile station may comprise a cellular telephone.
Preferably, in the case of a cellular network for example, the convenience
gaming system is enabled through the use of a private label carrier network.
Each
base station is programmed by the cellular carrier to send and receive private
secure
voice and/or data transmissions to and from mobile station handsets. The
handsets are
preferably pre-programmed with both gaming software and the carrier's
authentication
software. The base stations communicate via Private T-1 lines to a switch. A
gaming
service provider leases a private T-1 or T-3 line, which routes the calls back
to
gaining servers controlled by the gaming service provider. Encryption can be
installed on the telephones if required by a gaming regulation authority, such
as a
gaming commission.
The cellular network is preferably a private, closed system. Mobile stations
communicate with base stations and base stations are connected to a
centralized
switch located within a gaming jurisdiction. At the switch, voice calls are
transported
either locally or via long distance. Specific service provider gaming traffic
is
transported from the central switch to a gaming server at a host location,
which can be
a casino or other location.
As subscribers launch their specific gaming application, the handset will only
talk to certain base stations with cells or sectors that have been engineered
to be
wholly within the gaming jurisdiction. For example, if a base station is close
enough
to pick up or send a signal across state lines, it will not be able to
communicate with
the device. When a customer uses the device for gaming, the system may
prohibit, if
desired, the making or receiving voice calls. Moreover, voice can be
eliminated
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entirely if required. Further, the devices are preferably not allowed to
"connect" to
the Internet. This ensures a high level of certainty that bets/wagers
originate and
terminate within the boundaries of the gaming jurisdiction and the "private"
wireless
system cannot be circumvented or bypassed. Although in certain embodiments
some
data and/or voice traffic may be communicated at least partially over the
Internet, it is
preferred that the communication path does not include the Internet.
Alternatively, in
some embodiments, certain non-gaming infonnation may be transported over a
path
which includes the Internet, while other information relating to the gaming
activities
of the system is transported on a path that does not include the Internet.
As shown in FIGURE 3, a gaming communication device 32 is in
communication with a gaming service provider over a network 34. The gaming
service provider preferably has one or more servers, on which are resident
various
gaming and other applications. As shown in FIGURE 3, some example gaming
applications include horse racing and other sports, financial exchange, casino
and/or
virtual casino, entertainment and other events exchange, and news and real
time
entertainment. Each of these applications may be embodied in one or more
software
modules. The applications may be combined in any possible combination.
Additionally, it should be understood that these applications are not
exhaustive and
that other applications may exist to provide an environment to the user that
is
associated with any of the described or potential convenience activities.
In another embodiment, as shown in FIGURE 4, for example, the
communications network comprises a private wireless network. The private
wireless
network may include, for example, an 802.11x (WiFi) network technology to
cover
"Game Spots" or "Entertainment Spots." In FIGURE 4, various WiFi networks are
indicated as networks 41. Networks 41 may use other communications protocols
to
provide a private wireless network including, but not limited to, 802.16x
(WiMax)
technology. Further, networks 41 may be interconnected. Also, a convenience
gaming system may comprise a combination of networks as depicted in FIGURE 4.
For example, there is shown a combination of private wireless networks 16, a
cellular
network comprising a multi-channel access unit or sectorized base station 42,
and a
satellite network comprising one or more satellites 46.
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With respect to the private wireless network, because the preferable
technology covers smaller areas, (e.g., in the range of 100-300 feet) and
provides very
high-speed throughput, the private wireless network is particularly well-
suited for
gaming commission needs of location and identity verification for the gaming
service
5 provider products. The gaming spots enabled by networks 41 may include a
current
casino area 48, new areas such as swimming pools, lakes or other recreational
areas
49, guest rooms and restaurants such as might be found in casino 48 or hotels
45 and
47, residential areas 40, and other remote convenience gaming areas 43. The
configuration of the overall convenience gaming system depicted in FIGURE 4 is
10 intended only as an example and may be modified within the scope of the
present
invention.
In one embodiment, the system architecture for the convenience gaming
system includes:
(1)
a wireless LAN (Local Access Network) component, which consists of mostly
802.11x (WiFi) and/or 802.16x WiMax technologies; robust security and
authentication software; gaming software; mobile carrier approved handsets
with
Windows or Symbian operating systems integrated within; and
(a) CDMA-technology that is secure for over-the-air data protection;
(b) at least two layers of user authentication, (that provided by the mobile
carrier and that provided by the gaining service provider);
(c) compulsory tunneling (static routing) to gaming servers;
(d) end-to-end encryption at the application layer; and
(e) state-of-the-art firewall and DMZ technologies;
(2)
an MWAN (Metropolitan Wireless Access Network), which consists of
licensed and license-exempt, point-to-point links, as well as licensed and
license-
exempt, point-to-multi-point technologies;
(3)
private MAN (Metropolitan Access Network) T-1 and T-3 lines to provide
connectivity where wireless services cannot reach; and
(4)
redundant private-line communications from the mobile switch back to the
gaming server.
Each of the "Game Spots" or "Entertainment Spots" is preferably connected
via the MWAN/MAN back to central and redundant game servers. For accessing the
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private wireless networks 41, the gaming communication devices are preferably
WiFi- or WiMax-enabled PDAs or mini-laptops, and do not have to be managed by
a
third-party partner.
Preferably, the convenience gaming system includes a location verification
feature, which is operable to permit or disable gaming from a remote location
depending upon whether or not the location meets one or more criteria. The
criterion
may be, for example, whether the location is within a pre-defined area in
which
gaming is permitted by law. As another example, the criterion may be whether
the
location is in a no-gaming zone, such as a school. The location verification
technology used in the system may include, without limitation, "network-based"
and/or "satellite-based" technology. Network-based technology may included
such
technologies as multilateration, triangulation and geo-fencing, for example.
Satellite-
based technologies may include global positioning satellite (GPS) technology,
for
example.
As previously discussed, the cellular approach preferably includes the use of
at
least one cellular, mobile, voice and data network. For gaming in certain
jurisdictions, such as Nevada for example, the technology may involve
triangulation,
global positioning satellite (GPS) technology, and/or geo-fencing to avoid the
potential for bets or wagers to be made outside Nevada state lines. In one
embodiment, the network would not cover all of a particular jurisdiction, such
as
Nevada. For instance, the network would not cover areas in which cellular
coverage
for a particular base station straddled the state line or other boundary of
the
jurisdiction. This is done in order to permit the use of location verification
to insure
against the chance of bets originating or terminating outside of the state.
Triangulation may be used as a method for preventing gaming from unapproved
locations. Triangulation may be accomplished, for example, by comparing the
signal
strength from a single mobile station received at multiple base stations, each
having
GPS coordinates. This technology may be used to pinpoint the location of a
mobile
station. The location can then be compared to a map or other resource to
determine
whether the user of the mobile station is in an unapproved area, such as a
school.
Alternatively, GPS technology may be used for these purposes.
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As shown in FIGURE 5, the convenience gaming system includes a plurality
of gaming communication devices 54, 55, and 56. Device 54 is located outside
the
gaming jurisdiction 58. Devices 55 and 56 are both located inside gaming
jurisdiction
58. However only device 56 is located within geo-fence 57, which is
established by
the coverage areas of a plurality of base station 53. Thus, geo-fencing may be
used to
enable gaming via device 56 but disable gaming via devices 54 and 55. Even
though
some gaming communication devices that are within the gaming jurisdiction 58,
such
as device 55, are not permitted access to the convenience gaming system, the
geo-
fence 57 ensures that no gaming communication devices outside jurisdiction 58,
such
as device 54, are permitted access.
Geo-fencing does not specify location. Rather, it ensures that a mobile
station
is within certain boundaries. For instance, geo-fencing may be used to ensure
that a
mobile station beyond state lines does not access the convenience gaming
system.
Triangulation on the other hand specifies a pinpoint, or near-pinpoint,
location. For
example, as shown in FIGURE 5, device 56 is triangulated between three of the
base
stations 53 to determine the location of device 56. Triangulation may be used
to
identify whether a device, such as a mobile station, is located in a specific
spot where
gambling is unauthorized (such as, for example, a school). Preferably, the
location
determination technology utilized in conjunction with the present invention
meets the
Federal Communication Commission's (FCC's) Phase 2 E911 requirements.
Geological Institute Survey (GIS) mapping may also be utilized to compare
identified
coordinates of a gaming communication device with GIS map features or elements
to
determine whether a device is in an area not authorized for gaming. It should
be
noted that any type of location verification may be used such as
triangulation, geo-
fencing, global positioning satellite (GPS) technology, or any other type of
location
determining technology, which can be used to ensure, or provide an acceptable
level
of confidence, that the user is within an approved gaming area.
In another embodiment, location verification is accomplished using channel
address checking or location verification using some other identifying number
or
piece of infoirnation indicative of which network or portion of a network is
being
accessed by the gaining communication device. Assuming the using of an
identifying
number for this purpose, then according to one method of location checking, as
an
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example, a participant accesses the gaming system via a mobile telephone. The
identifying number of the mobile telephone, or of the network component being
accessed by the mobile telephone, identifies the caller's connection to the
mobile
network. The number is indicative of the fact that the caller is in a defined
area and is
on a certain mobile network. A server application may be resident on the
mobile
telephone to communicate this information via the network to the gaming
service
provider. In a related embodiment, the identifying number or information is
passed
from a first network provider to a second network provider. For example, a
caller's
home network may be that provided by the second provider, but the caller is
roaming
on a network (and in a jurisdiction) provided by the first provider. The first
provider
passes the identifying information through to the second provider to enable
the second
provider to determine whether the caller is in a defined area that does or
does not
allow the relevant gaming activity. Preferably the gaming service provider
either
maintains, or has access to, a database that maps the various possible
worldwide
mobile network identifying numbers to geographic areas. The invention
contemplates
using any number or proxy that indicates a network, portion of a network, or
network
component, which is being connected with a mobile telephone. The identifying
number may indicate one or more of a base station or group of base stations, a
line, a
channel, a trunk, a switch, a router, a repeater, etc.
In another embodiment, when the user connects his mobile telephone to the
gaming server, the gaming server draws the network identifying infoimation and
communicates that information to the gaming service provider. The software
resident
on the gaming communication device may incorporate functionality that will,
upon
login or access by the user, determine the user's location (based at least in
part on the
identifying information) and send a message to the gaming service provider.
The
identifying number or information used to determine location may be country-
specific, state-specific, town-specific, or specific to some other definable
boundaries.
In connection with any of the location determination methods, the gaming
system may periodically update the location determination information. This
may be
done, for example, during a gaming session, at pre-defined time intervals to
ensure
that movement of the gaming communication device to an unauthorized area is
detected during play, and not just upon login or initial access.
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Thus, depending on the location deteunination technology being used, the
decision whether to permit or prohibit a gaming activity may be made at the
gaming
communication device, at the gaming server, or at any of the components of the
telecommunication network being used to transmit infolination between the
gaming
communication device and the gaming server (such as at a base station, for
example).
An aspect of the private wireless network related to preventing gaming in
unauthorized areas is the placement of sensors, such as Radio Frequency
Identification (RFD)) sensors on the gaming communication devices. The sensors
trigger alarms if users take the devices outside the approved gaming areas.
Further,
the devices may be "tethered" to immovable objects. Users might simply log in
to
such devices using their ID and password.
In connection with FIGURE 6, an example embodiment of a method
according to the present invention can be described as follows. As discussed,
software is preferably loaded on a gaming communication device and is operable
to
receive input data for gaming. The input data may originate at associated
gaming
software resident on the gaming server, or it may be input by the user of the
gaming
communication device. The software on the device is operable to present a
representation of a gaming environment. This can include, among other things,
a
representation of a table game such as a blackjack table or a slot machine.
Other
examples of the representation of a gaming environment include graphical
representations of any of the other applications described herein.
In the example method shown in FIGURE 6, in a first step 602, the gaming
communication device is activated. This may take place as a function of
turning on a
phone, PDA, or other communication device as described elsewhere herein.
Preferably, activation comprises connecting the gaming communication device to
a
private data network. Part of the activation includes logging in at a prompt.
This may
be considered as a first level of authentication of a user of the gaming
communication
device. A second level of user authentication comprises authentication of the
gaming
communication device itself. This may occur, for example, by authentication of
a
mobile station by a mobile carrier. A third level of user identification may
comprise
biometrics. Various examples of biometrics may include, but are not limited
to,
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fingerprint identification, photo identification, retina scanning, voice print
matching,
etc.
In a next step 604, the user is presented with the gaming environment. The
gaming environment may be presented in various stages. For instance, in a
first stage,
5 the
gaming environment may comprise a casino lobby where the user is presented
with certain gaming options including, for example, table games, slots, sports
book,
video poker, and a casino cashier. In a subsequent stage, the user may be
presented
with optional instances of the type of activity selected from the casino
lobby.
In a next step 606, the user selects an activity, such as a particular casino
table
10
game. In step 608, the user is presented with one or more options related to
the
selected activity. In step 610, the user selects an option. For instance, at
this point,
the user might place a wager, draw a card, select a restaurant or restaurant
menu item,
select a news source or a news story, place a buy or sell order on a financial
exchange,
place a bet on a certain box office performance over/under amount for a given
movie,
15
etc. The options for user input are myriad. In step 612, the software resident
on the
gaming communication device accepts the option input by the user and transmits
the
input data to the software resident at the gaming server. In step 614, the
gaming
server software acts on the input data.
Actions at this point, may include, without limitation, determining an outcome
and/or amount, accessing another server and/or software application,
retrieving
infolination, preparing a response to the user, etc. The action of determining
an
outcome and/or amount might take place, for example, if the user is using the
device
to place wagers in connection with a gambling activity. For certain gambling
activities, such as a table game or slot machine, a random number generator
may be
incorporated to determine the outcome (i.e., whether the user won or lost) and
the
gaming server software would also determine an amount won or lost based on the
amount wagered and any applicable odds. The action of accessing another server
and/or software application might occur, for example, in the event the user is
engaging in a services activity such as accessing news services, making
reservations
and placing food and beverage orders at a restaurant, or making a retail
purchase. The
action of retrieving infounation might occur when the gaming server software
is
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prompted to access another server for the purpose of retrieving a certain type
of
information requested by the user.
Preferably, the gaming server software prepares a response to the user's input
data and in step 616. In step 618, the user acknowledges the response. For
example,
in the case of gambling, the user might acknowledge that he won a hand of
blackjack
because the dealer busted and that his payout was $100 based on a $50 bet at
even
odds. In step 620, the user logs out.
In the situation where the user is gambling, after the series of steps
described
in connection with FIGURE 6, (or a subset or modified series of steps), the
user
physically enters a casino and goes to a casino cashier for payout and/or
settlement
(which can include, for example, extensions of credit or advance deposits). In
one
embodiment, there is a waiting period (e.g., twenty-four hours) before the
user can
collect winnings. The purpose of the waiting period is to allow time for fraud
monitoring. The waiting period may depend on the amount of the balance. For
example, if the user is owed less than $5,000 the waiting period may be twelve
hours.
If the user is owed between $5,000 and $10,000 the waiting period may be
twenty-
four hours. If the user is owed more than $10,000 the waiting period may be
forty-
eight hours.
The duration of activation of the gaming communication device, the duration
of a particular session, and/or the duration of a particular activity may be
controlled
according to any number of different parameters. For example, the duration may
be
based on a predeteHnined amount of time or period of time. Activation of the
gaming
communication device may terminate upon the expiration of a predetermined time
period. As another example, an activity may only be permitted until the
occurrence of
a particular time of day. According to an alternative, an administrator, or
another
party to a transaction within any of the various activities, may determine the
time
period or amount of time. According to yet another alternative, the duration
may end
upon the occurrence of an event such as the user entering or leaving a
particular
location. The duration of activation may be dynamically determined based on a
period of non-use. In other words, after a predetermined time without being
used, the
device may "time out" and be deactivated. The period of time, or amount of
time,
may be cumulatively determined. For example, an activity may only be permitted
for
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a period of five hours, collectively. Time counting toward the five hours
might stop
and start depending upon the location of the user. As another example, an
activity
might only be permitted so long as the user does not enter or leave a
particular
location for longer than a predetermined period of time.
Similarly, activation of the gaming communication device and/or the ability
for a user to engage in a particular activity may only be permitted during a
specified
time of day, or for a particular period of time prior to an event, or for a
particular
period of time after notification to the user. Also, activation and/or access
may be
controlled based upon the location of the user. For example, if a user is in a
particular
casino in which a particular show will take place that evening, the user might
be
notified that tickets to the show are available for a specified period of time
prior to the
show. The user might only be permitted to engage in the activity of purchasing
tickets for the show if the user is in the casino and during the specified
period of time
prior to the show. For example, the user might only be able to purchase
tickets while
in the casino and up to five minutes before the start time of the show.
Similarly, the
activation of the device may be restricted based on the location of the user
and a
corresponding period of time. For example, if a user is in a location where a
show is
occurring, or is going to occur, the device may be deactivated (either
automatically, or
by a party other than the user) during a period beginning five minutes prior
to the
show and ending five minutes after the end of the show.
According to another alternative, the duration or enablement of one activity
might be determined by the participation of the user in another activity. For
example,
a user might be allowed to make dinner reservations at a popular restaurant if
the user
has been gambling enough at a given casino. In this way, bonuses or comps may
be
determined or managed based on the activity of the user via the gaming
communication device.
Preferably, data is transmitted back and forth during the convenience gaming
activities between the gaming communication device and a server controlled by
the
gaming service provider. An example of the path of communication is shown in
FIGURE 7. Gaming data, such as a wager placed by the user, is transmitted from
gaming communication device 701 to a base station 702 (or a transmitter in the
case
of a private wireless network such as a WiFi or WiMax network). Base station
702
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routes the data through network 703 to a hub or gateway 704, which in turn
routes the
data to a gaming server 705 operated by a gaming service provider. Preferably,
the
communication from gaming communication device 701 to the network 703
comprises wireless communication. This may be any type of known wireless
communication or any type of wireless communication available in the future.
Examples of acceptable wireless communication protocols include CDMA, GSM, and
GPRS.
Preferably, the communication from the network 703 to the gateway 704 and
to the server 705 is conducted over secure land lines. FIGURE 7 is an example
communication network only and the present invention should be understood to
cover
other networks in which data may be transmitted from gaming communication
device
701 to server 705. Preferably, data in response to data being transmitted from
gaming
communication device 701 to server 705 is transmitted back to gaming
communication device 701 along a path essentially opposite to the path of the
first
transmission. It should be noted that in at least certain embodiments of the
methods
and systems described herein, a user is not actually playing a game on the
gaming
communication device. Rather, the user is actually playing the game on the
server
controlled by the gaming service provider, which may be located within a
casino.
With respect to payment and/or receipt of winnings and losses, one possible
approach is as follows. Upon check-in at a casino hotel, a hotel
representative may
query a guest as to whether the guest wants access to a gaming communication
device. If the guest does want such access, the hotel representative may
provide the
guest with a gaming communication device in exchange for a credit-card type
deposit
or other deposit. The guest then deposits money into an account for wireless
gaming.
The guest's account balance information is loaded onto the guest's account
file, which
is preferably maintained on the gaming server. The user may load money into
his
gaming account by establishing a credit account, for example, at a casino
cashier
and/or by paying cash to the casino cashier. Many other alternatives exist and
this
process is an example only. Guest accounts or gaming communication devices may
be preloaded with funds. Funds may be deposited during a convenience gaming
session. This may occur, for example, if a user selected a casino cashier
activity from
the gaming environment and instructed the cashier to add funds to the account.
The
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finance subsystem may also utilize account card technology (such as ATM cards,
credit cards, stored value cards, gift cards, etc) in order to conduct
financial
transactions associated with a user's account. Moreover, the user may receive
or
make payments remotely, by way of inputting instructions via the gaming
communication device or by another remote device such as an automatic teller
machine (ATM), which is in electronic communication with the gaming server or
other server operated by the casino, hotel, gaming service provider or other
entity
involved in the convenience gaming activities. For example, a user might
remotely
(via the gaming communication device) place an order at a restaurant. Then,
the user
might make advance payment for the meal at an ATM-type machine which is
operable to receive instructions corresponding to the financial transaction
requirements of the convenience gaming activity of ordering food.
A unique aspect of the present invention includes establishing an electronic
record of the gaming transactions undertaken by a user. Preferably, this is
accomplished by utilization of a keystroke log, which is an electronic record
of all
keystrokes made by the user. Utilization of a keystroke log in this context
allows for
unprecedented monitoring of a user's gaming activity. In the event of a
dispute, one
may refer to the keystroke log and readily determine whether, in fact, a user
placed a
particular wager, for example.
An additional possible aspect of the electronic record is to allow a gaming
control board or other regulatory authority, access to the electronic record
in a direct
manner in order to conduct periodic independent monitoring of the convenience
gaming activities conducted over the system. Another possible aspect is to
allow
policing against rigged machines. For instance, it is possible that the gaming
control
board (or other regulatory authority) could obtain a gaming communication
device
and compare their test results over time against records in the electronic
record
database (e.g., by comparing the results shown in the keystroke log). This
essentially
comprises electronic access for testing.
In another embodiment of the invention, as shown in FIGURE 8, a ship-based
convenience gaming system is provided. The system preferably comprises
passenger
vessel 802, such as a cruise liner for example. The system includes one or
more
gaming communication devices 806 connected to a communication network. The
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network shown in FIGURE 8 comprises a mobile network with base stations 808
connected via a LAN to a base station controller (BSC) 810. BSC 810 is
connected
via a Ti interface to a first Very Small Aperture Terminal (VSAT) modem 812,
which is in communication with a first satellite 814. First satellite 814 is
operable to
5
transmit and receive signals from second satellite 814, which is in
communication
with second VSAT modem 812. Second VSAT modem 812 is in communication
with a gaming server 818 located at gaming service provider 816. Gaming server
is
coupled to gaming database 820. Again, the network configuration depicted in
FIGURE 8 is for example purposes only, and other configurations are within the
10
scope of the present invention. An on-board back office 822 is preferably
provided.
Data is communicated by the on-board VSAT modem and transmitter to the first
satellite for relay to the second (preferably land-based) VSAT receiver and
modem.
The data is then communicated to a server and/or centralized database via a
mobile
station controller (not shown).
15 A
corresponding business model involves the gaming service provider
contracting with a cruise line, which agrees to allow the gaming service
provider to
provide coverage throughout the cruise line's ship(s), by using repeaters for
example.
The gaming service provider may provide a private wireless network, in which
case
any revenue generated from use of or access to the private wireless network,
and
20
revenue from gaming activities, may be allocated among all or any subset of
the
cruise line and the gaming service provider. Alternatively, the gaming service
provider may contract with a mobile carrier and a satellite provider, in which
case
revenue from the mobile calls, and revenue from gaming activities, may be
allocated
among all or any subset of the cruise line, the mobile carrier and the gaming
service
provider.
There are several scenarios for a user's activity relative to transactions
conducted over the convenience gaming system. In one example scenario the user
is
in a fixed, but remote, location from the gaming server, which may be located
on the
premises of a casino. This may be include, for instance, a situation in which
the
gaming communication device is a kiosk or some other communication device
which
is in a fixed position or which is tethered to a fixed position so that the
gaming
communication device cannot be moved beyond a certain area. In another example
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scenario, the user starts a convenience gaming transaction at a first location
and ends
the transaction at a second location different from the first location. In
another
example scenario, the user is mobile during a single convenience gaming
transaction.
In another example scenario, the user is mobile within a first approved area
then
(during the convenience gaming transaction) the user moves outside the first
approved
area, through an unapproved area, to a remote second approved area.
hi an alternative embodiment, the convenience gaming system may be
configured to operate as a "curb-to-curb" gaming system. In such a system, a
communication path may be established between the device and a particular
server,
based upon whether the user is in a location corresponding to that particular
server.
For example, the user might enter a first casino, or an authorized area
associated with
the first casino, and thereby activate the establishment of a communication
path
between the device and a server located at and/or controlled by the first
casino. While
the user is on the premises of the first casino, the user might be able to
participate in
activities, such as playing blackjack, at the first casino. Then, if the user
leaves the
first casino, the convenience gaming system might be configured to terminate
the first
communication path (i.e., between the device and the first casino's server),
or
otherwise deactivate the device and/or terminate the user's ability to use the
device to
participate in activities associated with the first casino. When the user
enters a second
casino, or an authorized area associated with the second casino, a second
communication path (e.g., between the device and a second server located at or
controlled by the second casino) may be established. Thus, the user would now
be
able to play blackjack (or engage in other activities) at the second casino,
rather than
the first casino.
As another example, a particular casino is often related to other casinos
within
a jurisdiction or specified area. Under such a scenario, if a user entered any
of the
related casinos, then the appropriate communication path or paths could be
established between the gaming communication device and one or more of the
casinos
in the group of related casinos, thereby enabling the user to play casino
games (or
engage in other activities) at the one or more casinos in the group of related
casinos.
Depending on regulatory requirements, the preferred configuration might be to
establish a communication path with a server at a particular casino within the
group at
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which the user wants to play. Then, a different communication path could be
established at a subsequent casino if the user wants to play at another
casino. Under
certain circumstances, and again depending on regulatory requirements, some
information associated with user activity might be maintained at a centralized
server
accessible by more than one casino within the group.
In another example embodiment, the convenience gaming system may be used
to enable gaming activities involving multiple wireless users who interact
with one
another. For instance, the system may enable a table game (such as blackjack)
in
which a first user and a second user are conducting gaming transactions on the
same
table and in which options selected by the first user directly impact outcomes
and
options relative to the second user. Preferably, the gaming environment
presented on
the gaming communication devices of both the first and second users will
indicate the
existence and activity of the other respective user. Another example of
multiple users
interacting on the convenience gaming system is the provision of a poker game
in
which users place bets against one another instead of, or in addition to,
placing bets
against the house. Another example of interaction between users is when a
first user
makes restaurant reservations or purchases event tickets, thereby reducing the
options
available to the second user.
Preferably, the gaming service provider provides at least the following
functions. First the gaming service provider provides and controls the one or
more
gaming servers. These servers may be physically located within the confines of
the
gaming service provider or may exist at a remote location. As mentioned, the
gaming
servers may also be located at or near a games provider such as a casino,
casino hotel,
racino, cruise ship, race track, etc. The gaming service provider may also
provide
monitoring services such as transaction monitoring and key stroke logging
services.
The gaming service provider may also provide data management and security
services. These services are not intended to be exhaustive and the gaming
service
provider may provide other services which facilitate the convenience gaming
process.
It should be noted that the invention can be implemented in connection with
any gaming environment or an environment for any other activity, which may be
conducted electronically. The invention is not limited to Nevada or any other
particular gaming jurisdiction. For instance, the invention can be employed in
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connection with casinos in Atlantic City, New Jersey, international
jurisdictions,
Native American gaming facilities, and "racinos" which are race tracks that
also have
slot machines, video lottery terminals, or other gambling devices. For
example, in
connection with "racinos," the invention might be used by participants who
wish to
play slot machine games while they are viewing race horses in the paddock
area. This
might be desirable in the event that the slot machine area does not allow
smoking and
a participant wishes to gamble from an outdoor smoking area. Alternatively,
the slot
machine area might permit smoking and the gambler wishes to play the slot
machines
from an area where he or she can avoid breathing second-hand smoke. Numerous
other scenarios can be envisioned in which the gaming participant can use the
invention to participate in remote gaming, while enjoying some other primary
activity
in a location remote from the gaming facility. Further, the invention is not
limited to
gaming, but can include other applications, such as trading financial
instruments, and
wagering on other types of events, such as elections, award events, or any
other
activity.
Another example embodiment involves the application of one or more of the
methods and systems described herein to the activity of conducting financial
transactions. Thus, the gaming communication device may be configured to
enable a
user to conduct such financial transactions, which may include, without
limitation,
any transaction involving a financial institution, such as banking, trading
securities, or
managing 401K or other investment fund assets. Preferably, a communication
path
would be established between the user and any of the servers or other
computers
necessary to conduct the financial transaction. As with certain other
embodiments the
ability to engage in this activity may be controlled by one or more parameters
including location and/or identity verification and time or duration limits.
Conducting financial transactions may be one of the activities presented to
the
user of the gaming communication device. Any of the possible financial
transactions
might be presented as sub-activities. As an example, a user might want to
trade
securities listed on a particular exchange. Regulations might require the
trader to be
located within a certain jurisdiction to execute trades on the exchange. The
exchange
might have its own rules and could require that the trader be located on the
premises.
With the location verification techniques described elsewhere herein, the
particular
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financial transaction activity might only be enabled if the user is located in
a
particular geographic area, for example.
As a related feature, the system may be configured to provide a credit
verification feature, according to which a user's creditworthiness may be
checked by
a party to a transaction, or by which the user might apply for credit. For
example, if a
user wants to purchase $10,000 worth of a particular stock, then a
communication
path might be established between the user and a server located at and/or
controlled
by an exchange upon which the stock is being traded. An additional
communication
path might be established between the exchange server and a server of an
account
manager that manages the user's account. These communication paths would
enable
the basic transaction -- that of the user purchasing the stock. Yet another
communication path, however, might be established between a seller's server,
the
exchange server, and/or the account manager server and a server located at
and/or
controlled by a credit agency. This path would enable an interested party to
the
transaction to check and/or approve the user's credit to prior enabling the
transaction.
According to one aspect of certain embodiments, a user of the gaming
communication device can connect from the device to a financial service
provider's
server to provide a "Push to Trade" feature. In order to enable this feature,
the device
is configured to be capable of facilitating a "Push to Talk" protocol, whereby
the
device behaves like a walkie-talkie. Thus, the device may include any suitable
program or application that enables the Push to Talk feature. As used herein,
the
phrase "Push to Talk" includes any protocol that allows for a direct
connection feature
for an end user. Included are all such protocols (e.g. Instant Talk, Fastchat,
etc.)
within the broad rubric of "Push to Talk" including those that provide wide-
area,
instantaneous contact.
The Push to Talk protocol allows a given device to instantly connect to any
number of other devices, such as any other telephone (mobile or landline-
based),
personal computer, laptop, etc. The connection for the end user does not have
to be
spawned by any conventional dialing or by triggering some form of automatic
dialing.
A simple button can be depressed to provide the requisite connection. In the
context
of timing, Nextel (who developed the original Push to Talk technology)
suggests that
their Push to Talk protocol should connect within 2 seconds.
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A related technology is Push to Talk Over Cellular (PoC). PoC service is a
form of interactive voice messaging that combines walkie-talkie and cellular
phone
connectivity, allowing users to quickly connect with another person or an
entire group
of friends and contacts at the push of a button on a PoC-enabled handset.
5 The
Push to Talk protocol allows users to use the walkie-talkie paradigm over
an IP or a cellular network, which diminishes the boundary limitations of a
conventional two-way radio. The Push to Talk service is based on a disruptive
technology. Latency is an issue during some traditional mobile telephone
conversations. One appeal of the Push to Talk platform, as compared to
executing a
10
traditional telephone call, is being able to talk to an individual or to a
group of
individuals instantly, without waiting for someone to answer due to latency
issues.
Another benefit of the Push to Talk feature is a shorter than normal phone
call, which
cuts down on dialing costs for corresponding end users. Nextel estimates that
the
average Push to Talk call lasts forty seconds. Push to Talk technology is
compatible
15
with virtually any network communications; for example, the Push to Talk
protocol
may readily be used in conjunction with cellular telephone networks, including
GSM
and CDMA. The network equipment used for the Push to Talk feature is currently
being offered by companies such as Ericsson Motorola, Siemens, Sony Ericsson,
and
Nextel.
20
Because Push to Talk effectively turns the handheld device into a walkie-
talkie, it not only successfully enables end users to send voice messages, it
also
enables immediate data texts (commonly referred to as "direct messaging").
Push to
Talk messaging represents a significant improvement over short messaging
systems in
bypassing the slow and clumsy process of entering text via a phone keypad.
This
25 makes text messaging quicker and more effective.
According to the "Push to Trade" feature, once the end user initiates the
call,
the financial service provider is instantly connected to the end user. In one
embodiment, the financial service provider has one or more electronic trade
desks that
are dedicated to this feature for their clients. Thus, all "Push to Trade"
requests may
be received at this location. In other embodiments, any suitable entity,
broker,
standard trading desk, or electronic device may receive such Push to Trade
communications.
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Once the connection has been established, the financial service provider may
then simply conduct the trade as prescribed by the end user. For example, upon
connection, the end user may be presented with the financial or market
environment
in which he seeks to participate. The trade desk representative or device can
query
the end user to execute an electronic or a broker-assisted trade. In addition,
the
financial environment may be presented in various stages. For instance, in a
first
stage, the financial environment may comprise a financial summary of all
markets
where the user is presented with certain financial options including, for
example,
specific market summaries, specific prices for selected assets (e.g.
commodities,
stocks, bonds, etc.), current positions, buying power, etc. In a subsequent
stage, the
user may be presented with optional instances of the type of activity selected
from the
market platform.
From this platform, the end user can select an activity, such as a particular
type of trade. Thus, the user is presented with one or more options related to
the
selected activity. For instance, at this point, the user might place a buy or
a sell order
on a financial exchange. The software, which may be resident on the device, on
the
server, or on a combination of both, accepts the option input by the user and
transmits
the input data to the financial service provider. Subsequently, the financial
service
provider acts on the input data. The Push to Talk technology readily
accommodates a
voice log of the transaction for audit or confirmation purposes. Hence, a
digital voice
storage may be provided, whereby the transaction (e.g., inclusive of bid and
ask
prices) is recorded. In addition, the automatic voice log can then relay this
information back to the end user (e.g., via his e-mail or via a conventional
postal mail
service). This could occur as a matter of course such that the end user is
routinely
provided with a suitable confirmation receipt for all of his trading activity.
Actions at this point may include, without limitation, determining an outcome
and/or amount for the trade, accessing another server and/or software
application,
retrieving additional information, preparing a suitable response to the user,
etc. The
action of deteimining an outcome and/or amount might take place, for example,
if the
user is using the device to place trades in conjunction with his account and a
given
exchange. Hence, this could include a formal tallying of the executed trade,
inclusive
of the charged commission, the amount debited from the account to cover the
trade,
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etc. The action of accessing another server and/or software application might
occur,
for example, in the event the user is engaging in a services activity such as
accessing
news services. The action of retrieving information might occur when the
financial
software is prompted to access another server for the purpose of retrieving a
certain
type of information requested by the user. The financial service provider can
then
prepare a response to the user's input data. Once this activity has concluded,
the user
= can acknowledge the response and then log out and terminate his session.
It should be noted that the "Push to Trade" feature can be used in other
applications of the convenience gaming technology described herein. For
example, in
an application where the user of the gaming communication device is playing
blackjack from an authorized area outside the casino gaming area, the Push to
Trade
feature would enable the user to participate audibly in the blackjack game
actually
taking place within the casino gaming area. The Push to Talk technology would
allow the user to immediately and virtually "sit down" at an actual blackjack
table
without the delay caused by the conventional setup and tear down process of
certain
traditional telecommunication protocols. Also, once the user is participating
in the
game, the user can communicate orally with the dealer, or other players that
are
physically at the table, without the latency issues of certain mobile
telecommunication
systems.
In at least one embodiment, the invention provides jurisdictional controls,
which limit gaming to approved geographical areas. The invention may also
include
an age/identity verification feature. This can be accomplished through any
applicable
technique including retina scanning, finger print identification, voice print
matching,
or other biometrics. Identity verification can also be accomplished by having
a
customer take a picture of himself (e.g., by use of a digital picture phone)
and
transmitting the picture to the gaming service provider for comparison to a
stored
picture of the pre-approved user. Identity verification can also be
accomplished by
way of comparison of participant provided data to stored data, and execution
of
electronic agreements or contracts by the participant. Identity verification
can also be
accomplished by monitoring a keystroke characteristic (e.g., rhythm, patterns,
or
cadence) of the user, or any other method in which a parameter uniquely
associated
with the user can be observed. The invention may also provide for the logging
of
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keystrokes. In at least one embodiment, all communications are accomplished
without accessing the Internet.
Mobile, remote gaming may be desirable for many reasons, some of which
have already been described. The invention may allow supplementation of
existing
in-house gaming revenue by allowing bettors to place bets while enjoying other
leisure activities such as golf, swimming, dining and shows. The invention may
complement the new coinless wagering environment as bettors can play their
favorite
games outside the casino. The invention provides a high-speed, reliable,
accurate, and
secure mobile gaming environment that complies with regulatory requirements
for
identification and location verification of the bettor with the ability to
generate key
stroke logs. The invention may restrict unauthorized usage from a geographic
perspective and is capable of implementation using location verification
technology
(e.g., geo-fencing) to conform the gaming activities to legal parameters.
Consumers may benefit from an increased choice of gaming environments.
Consumers will be able to bet in whatever surroundings they prefer, benefiting
from
the knowledge that the product is regulated, fair and secure while enjoying
the gaming
experience at the speed they choose without external influences, such as that
which
might occur within the in-house casino environment. The gaming businesses can
use
the invention to increase their revenue base through a new, regulated, mobile,
remote
channel. Customers wanting to be entertained during downtime or outside a
casino
will be able to play games on their gaming communication device and customers
intimidated by a traditional casino environment will be able to play in
private. The
gaming jurisdictions may benefit from an increase in gaming an ancillary
revenue
growth because customers will have a more enjoyable experience.
The invention may also be used to deliver content at an increased speed
compared to traditional telecommunications systems. The content may include,
for
example, live reports, entertainment, news, promotions and advertising.
As mentioned, the invention provides a mobile gaming environment that
complies with regulatory requirements for identification and location
verification of
the bettor. Moreover, the system is designed to be one hundred percent "clean"
from
a regulatory perspective. The software is clean in that it has not been and
will not be
licensed to anyone who does business illegally or otherwise operates in a
"gray" area.
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For example, in a preferred embodiment, the software is not licensed to an
entity that
will illegally operate the software, or otherwise illegally do business on,
the Internet.
This may be desirable in that certain gaming jurisdictions will not grant
gaming
permits or licenses to companies that do business with, or license technology
to or
from, other entities known to be engaging in illegal operations.
Preferably, the system is designed such that the gaming software (or other
application software operating on the system) is also one hundred percent
clean from
a regulatory perspective. For instance, before granting a license, a gaming
jurisdiction may require that the software being used is not tainted in that
it has not
been used by the license applicant in violation of any laws and has not been
licensed
or otherwise distributed or disseminated to others who have used the software
for
illegal purposes, or who have been engaging in illegal activity. Therefore, it
is
preferred that the gaming software be clean and untainted from this
perspective.
The systems and methods described herein may also be used to deliver and/or
access "Rich Media" content such as, for example, sports video (live or nearly
live)
and audio commentary. Such may often only be distributed within specific
jurisdictions. Therefore, the distribution may benefit from the inventive
aspects
discussed herein, particularly the location verification aspect, such as
geofencing.
The gaming system and methods described herein may permit, among other
things, pari-mutuel wagering, sports betting, and dissemination of news and
other
content. The invention also enables a casino or other gaming provider to
advertise
ancillary services such as shows, bars, and restaurants. The invention also
enables
remote reservations and purchases in connection with such services.
According to an embodiment of the invention, the convenience gaming system
provides for the dissemination of real-time odds to users accessing the
system.
In another embodiment, an outcome in one transaction can trigger the
presentation to the user of options for a second transaction. For example, if
a user
wins a predetermined amount of money playing blackjack, the user might be
presented with an option to purchase retail items at a casino store or to make
reservations for certain services at a club. As another example, if a user
uses the
system to purchase show tickets, the user might be offered to make
reservations at one
of several restaurants within a certain proximity to the show.
CA 02598041 2013-07-24
..,
.,
Although this disclosure has been described in terms of certain embodiments
and generally associated methods, alterations and permutations of these
embodiments
and methods will be apparent to those skilled in the art.