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Patent 2672033 Summary

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(12) Patent: (11) CA 2672033
(54) English Title: PROVIDING PROMOTIONS ON MOBILE GAMING DEVICES
(54) French Title: OCTROI DE PROMOTIONS DANS DES DISPOSITIFS DE JEUX MOBILES
Status: Granted
Bibliographic Data
(51) International Patent Classification (IPC):
  • H04W 4/021 (2018.01)
  • H04W 4/23 (2018.01)
  • G07F 17/32 (2006.01)
  • G06Q 30/02 (2012.01)
(72) Inventors :
  • LUTNICK, HOWARD W. (United States of America)
  • BURMAN, KEVIN (Australia)
  • ALDERUCCI, DEAN P. (United States of America)
  • GELMAN, GEOFFREY M. (United States of America)
  • PAPAGEORGIOU, ANTONIO (United States of America)
  • ASHER, JOSEPH M. (United States of America)
(73) Owners :
  • CFPH, LLC (United States of America)
(71) Applicants :
  • CFPH, LLC (United States of America)
(74) Agent: KIRBY EADES GALE BAKER
(74) Associate agent:
(45) Issued: 2019-11-12
(86) PCT Filing Date: 2007-12-06
(87) Open to Public Inspection: 2008-06-12
Examination requested: 2009-06-05
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2007/086661
(87) International Publication Number: WO2008/070787
(85) National Entry: 2009-06-05

(30) Application Priority Data:
Application No. Country/Territory Date
11/567,322 United States of America 2006-12-06
11/621,369 United States of America 2007-01-09

Abstracts

English Abstract


Promotions are provided on a mobile gaming device. A mobile gaming used by a
player may be identified. A promotion may be provided to the mobile gaming
device.
The promotion may include at least one of video and audio. A wireless based
signal
is received from the mobile gaming device. The mobile gaming device is
operable to
allow a player of the mobile gaming device to gamble. A promotion is outputted
to
the player, based at least in part on receiving the wireless based signal. The

promotion has video and/or audio.


French Abstract

La présente invention concerne, dans divers modes de réalisation, des promotions présentées sur des dispositifs de jeu mobiles.

Claims

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


CLAIMS
1. An apparatus comprising:
at least one processor of at least one computer in electronic communication
with at
least one other computer; and
a non-transitory medium having stored thereon a set of instructions, which
when
executed by the at least one processor, cause the apparatus to:
identify a mobile device in use by a player;
determine that a game event occurs in a game played through the mobile
device;
receive, from an advertiser via a computing device associated with the
advertiser, content for a promotion;
determine that the content should be presented on the mobile device, in which
such determining includes making a random determination based on a
probabilistic
weighting applied to each of a plurality of advertisers, in which the
probabilistic
weighting is based on a respective monetary figure associated with respective
bids
received from each advertiser;
determine that the content meets one or more of a set of predetermined
criteria, in which the criteria define a set of characteristics that must be
met by the
content for the promotion;
after determining that the game event occurs, determine that the mobile
device is in a first location where the mobile device must be present for the
promotion to be made that is different from a second location that the mobile
device
was in when the game event occurred;
in response to determining that the game event occurs and that the mobile
device is in the first location, transmit the content to the mobile gaming
device for
presentation of the promotion;
receive an indication of a numerical rating that is assigned to the content,
in
which the numerical rating is provided by the player; and

145

transmit the indication of the numerical rating to the advertiser.
2. The apparatus of claim 1, in which the instructions cause the apparatus
to:
in response to determining that the game event occurs, transmit first
instructions to
the mobile device describing how to present the content.
3. The apparatus of claim 2, in which transmitting first instructions
includes transmitting
first instructions to the mobile handheld gaming device, the first
instructions describing at
least one of:
(a) a location on a display screen at which to present the promotion; and
(b) a length of time for which to present the promotion.
4. The apparatus of claim 1, in which determining that the game event
occurs includes
determining that an outcome in a game has occurred.
5. The apparatus of claim 1, in which the instructions cause the apparatus
to:
display, to the advertiser, an indication of the game event;
receive a bid for the promotion to be presented in the future from the
advertiser, in
which the bid includes a monetary figure; and
accept the bid based on the monetary figure.
6. The apparatus of claim 5, in which displaying the indication of the game
event includes
displaying a credit balance of the player.
7. The apparatus of claim 5, in which displaying the game event includes
displaying a
characteristic of a win by the player.
8. The apparatus of claim 5, in which the instructions cause the apparatus
to:
determine whether the bid meets one or more of a first set of predetermined
criteria,
in which determining whether the bid meets one or more of a first set of
predetermined

146

criteria includes determining whether the monetary figure is greater than a
threshold amount
that does not depend on other bids.
9. The apparatus of claim 1 in which displaying an indication of the game
event includes
displaying at least one of:
(a) a date;
(b) a time;
(c) a person; and
(d) a demographic.
10. The apparatus of claim 1 in which the set of predetermined criteria
includes one or more
of:
(a) the content contains no vulgar language;
(b) the content contains only images with certain pixel dimensions;
(c) the content contains no images which are identical to images used in one
or more
predetermined games; and
(d) the content contains no sounds which are identical to sounds used in one
or more
predetermined games.
11. The apparatus of claim 1, in which the first location includes a location
in a minimum
proximity to a restaurant that the mobile device must be before the promotion
is presented.
12. The apparatus of claim 1, in which the instructions cause the apparatus
to:
determine a category of the promotion,
determine whether a different promotion failing within the same category has
been
recently presented at the mobile device, and
in which transmitting the content includes transmitting the content to the
mobile
device only if a different promotion falling within the same category has not
been recently
presented at the mobile device.

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13. The apparatus of claim 1, in which the game event includes an amount of
money won by
a wager.
14. The apparatus of claim 1, in which the apparatus further comprises the
mobile device.
15. The apparatus of claim 1, in which presentation of the promotion includes
presenting the
content through the mobile device.
16. The apparatus of claim 1, in which presentation of the promotion includes
transmitting
information about the promotion to a stationary device for display by the
stationary device.
17. The apparatus of claim 1, in which the game event includes a near miss of
a winning
outcome.
18. The apparatus of claim 1, in which determining that the content meets the
one or more of
the set of predetermined criteria includes determining that the content does
not include
images that are similar to images used in a portion of a second game during
which the
promotion will be presented.
19. A method comprising:
identifying, by the at least one processor, a mobile device in use by a
player;
determining, by the at least one processor, that a game event occurs in a game
played
through the mobile device;
receiving from an advertiser, by at least one processor of at least one
computer in
electronic communication with at least one other computer via an electronic
communications network, content for a promotion;
determining, by the at least one processor, that the content should be
presented on
the mobile device, in which such determining includes making a random
determination
based on a probabilistic weighting applied to each of a plurality of
advertisers, in which the

148

probabilistic weighting is based on a respective monetary figure associated
with respective
bids received from each advertiser;
determining, by the at least one processor, that the content meets one or more
of a set
of predetermined criteria, in which the criteria define a set of
characteristics that must be
met by the content for the promotion;
after determining that the game event occurs, determining, by the at least one

processor, that the mobile device is in a first location where the mobile
device must be
present for the promotion to be made that is different from a second location
that the mobile
device was in when the game event occurred;
in response to determining that the game event occurs and that the mobile
device is
in the first location, transmitting, by the at least one processor, the
content to the mobile
gaming device for presentation of the promotion;
receiving, by the at least one processor, an indication of a numerical rating
that is
assigned to the content, in which the numerical rating is provided by the
player; and
transmitting, by the at least one processor, the indication of the numerical
rating to
the advertiser.
20. A non-transitory machine-readable medium having instructions stored
thereon which,
when executed by at least one processor of at least one computer in electronic

communication with at least one other computer, direct the at least one
processor to:
identify a mobile device in use by a player;
determine that a game event occurs in a game played through the mobile device;

receive, from an advertiser via a computing device associated with the
advertiser,
content for a promotion;
determine that the content should be presented on the mobile device, in which
such
determining includes making a random determination based on a probabilistic
weighting
applied to each of a plurality of advertisers, in which the probabilistic
weighting is based on
a respective monetary figure associated with respective bids received from
each advertiser;

149

determine that the content meets one or more of a set of predetermined
criteria, in
which the criteria define a set of characteristics that must be met by the
content for the
promotion;
after determining that the game event occurs, determine that the mobile device
is in a
first location where the mobile device must be present for the promotion to be
made that is
different from a second location that the mobile device was in when the game
event
occurred;
in response to determining that the game event occurs and that the mobile
device is
in the first location, transmit the content to the mobile gaming device for
presentation of the
promotion;
receive an indication of a numerical rating that is assigned to the content,
in which
the numerical rating is provided by the player; and
transmit the indication of the numerical rating to the advertiser.

150

Description

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


CA 02672033 2014-09-30
. .
, =
PROVIDING PROMOTIONS ON MOBILE GAMING DEVICES
BRIEF DESCRIPTION OF THE FIGURES
FIG. 1 shows a system according to some embodiments.
FIG. 2 shows a mobile gaming device according to some embodiments.
FIG. 3 shows a gaming device according to some embodiments.
FIG. 4 shows a casino server according to some embodiments.
FIG. 5 shows a point of sale terminal according to some embodiments.
FIG. 6 shows a mobile gaming device according to some embodiments.
DETAILED DESCRIPTION
Guidelines for interpreting the present application
The following sections I - X provide a guide to interpreting the present
application.
Terms
The term "product" means any machine, manufacture and / or composition of
matter,
unless expressly specified otherwise.
The term "process" means any process, algorithm, method or the like, unless
expressly specified otherwise.
Each process (whether called a method, algorithm or otherwise) inherently
includes
one or more steps, and therefore all references to a "step" or "steps" of a
process have an
inherent antecedent basis in the mere recitation of the term 'process' or a
like term.
Accordingly, any reference in a claim to a 'step' or 'steps' of a process has
sufficient
antecedent basis.
The term "invention" and the like mean "the one or more inventions disclosed
in this
application" , unless expressly specified otherwise.
The terms "an embodiment", "embodiment", "embodiments", "the embodiment",
"the embodiments", "one or more embodiments", "some embodiments", "certain
embodiments", "one embodiment", "another embodiment" and the like mean "one or
more
(but not all) embodiments of the disclosed invention(s)", unless expressly
specified
otherwise.
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The term "variation" of an invention means an embodiment of the
invention, unless expressly specified otherwise.
A reference to "another embodiment" in describing an embodiment does
not imply that the referenced embodiment is mutually exclusive with another
embodiment (e.g., an embodiment described before the referenced embodiment),
unless expressly specified otherwise.
The terms "including", "comprising" and variations thereof mean
"including but not limited to", unless expressly specified otherwise.
The terms "a", "an" and "the" mean "one or more", unless expressly
specified otherwise.
The term "plurality" means "two or more", unless expressly specified
otherwise.
The term "herein" means "in the present application, including anything
which may be incorporated by reference", unless expressly specified otherwise.
The phrase "at least one of', when such phrase modifies a plurality of
things (such as an enumerated list of things) means any combination of one or
more of those things, unless expressly specified otherwise. For example, the
phrase "at least one of a widget, a car and a wheel" means either (i) a
widget, (ii) a
car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a
car and a
wheel, or (vii) a widget, a car and a wheel. The phrase "at least one of',
when such
phrase modifies a plurality of things does not mean "one of each of' the
plurality
of things.
Numerical terms such as "one", "two", etc. when used as cardinal numbers
to indicate quantity of something (e.g., one widget, two widgets), mean the
quantity indicated by that numerical term, but do not mean at least the
quantity
indicated by that numerical term. For example, the phrase "one widget" does
not
mean "at least one widget", and therefore the phrase "one widget" does not
cover,
e.g., two widgets.
The phrase "based on" does not mean "based only on", unless expressly
specified otherwise. In other words, the phrase "based on" describes both
"based
only on" and "based at least on". The phrase "based at least on" is equivalent
to
the phrase "based at least in part on".
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The term "represent" and like terms are not exclusive, unless expressly
specified otherwise. For example, the term "represents" do not mean
"represents
only", unless expressly specified otherwise. In other words, the phrase "the
data
represents a credit card number" describes both "the data represents only a
credit
card number" and "the data represents a credit card number and the data also
represents something else".
The term "whereby" is used herein only to precede a clause or other set of
words that express only the intended result, objective or consequence of
something
that is previously and explicitly recited. Thus, when the term "whereby" is
used in
a claim, the clause or other words that the term "whereby" modifies do not
establish specific further limitations of the claim or otherwise restricts the
meaning
or scope of the claim.
The term "e.g." and like terms mean "for example", and thus does not limit
the term or phrase it explains. For example, in the sentence "the computer
sends
data (e.g., instructions, a data structure) over the Internet", the term
"e.g." explains
that "instructions" are an example of "data" that the computer may send over
the
Internet, and also explains that "a data structure" is an example of "data"
that the
computer may send over the Internet. However, both "instructions" and "a data
structure" are merely examples of "data", and other things besides
"instructions"
and "a data structure" can be "data".
The term "respective" and like terms mean "taken individually". Thus if
two or more things have "respective" characteristics, then each such thing has
its
own characteristic, and these characteristics can be different from each other
but
need not be. For example, the phrase "each of two machines has a respective
function" means that the first such machine has a function and the second such
machine has a function as well. The function of the first machine may or may
not
be the same as the function of the second machine.
The term "i.e." and like terms mean "that is", and thus limits the term or
phrase it explains. For example, in the sentence "the computer sends data
(i.e.,
instructions) over the Internet", the term "i.e." explains that "instructions"
are the
"data" that the computer sends over the Internet.
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Any given numerical range shall include whole and fractions of numbers
within the range. For example, the range "1 to 10" shall be interpreted to
specifically include whole numbers between 1 and 10 (e.g., 1, 2, 3, 4, ... 9)
and
non-whole numbers (e.g.õ 1.1, 1.2, ... 1.9).
Where two or more terms or phrases are synonymous (e.g., because of an
explicit statement that the terms or phrases are synonymous), instances of one
such
term / phrase does not mean instances of another such term / phrase must have
a
different meaning. For example, where a statement renders the meaning of
"including" to be synonymous with "including but not limited to", the mere
usage
of the phrase "including but not limited to" does not mean that the term
"including"
means something other than "including but not limited to".
II. Determining
The term "determining" and grammatical variants thereof (e.g., to
determine a price, determining a value, determine an object which meets a
certain
criterion) is used in an extremely broad sense. The term "determining"
encompasses a wide variety of actions and therefore "determining" can include
calculating, computing, processing, deriving, investigating, looking up (e.g.,

looking up in a table, a database or another data structure), ascertaining and
the
like. Also, "determining" can include receiving (e.g., receiving information),
accessing (e.g., accessing data in a memory) and the like. Also, "determining"
can
include resolving, selecting, choosing, establishing, and the like.
The term "determining" does not imply certainty or absolute precision, and
therefore "determining" can include estimating, extrapolating, predicting,
guessing
and the like.
The term "determining" does not imply that mathematical processing must
be performed, and does not imply that numerical methods must be used, and does

not imply that an algorithm or process is used.
The term "determining" does not imply that any particular device must be
used. For example, a computer need not necessarily perform the determining.
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10 When an ordinal number (such as "first", "second", "third" and so
on) is
used as an adjective before a term, that ordinal number is used (unless
expressly
specified otherwise) merely to indicate a particular feature, such as to
distinguish
that particular feature from another feature that is described by the same
term or by
a similar term. For example, a "first widget" may be so named merely to
distinguish it from, e.g., a "second widget". Thus, the mere usage of the
ordinal
numbers "first" and "second" before the term "widget" does not indicate any
other
relationship between the two widgets, and likewise does not indicate any other

characteristics of either or both widgets. For example, the mere usage of the
ordinal numbers "first" and "second" before the term "widget" (1) does not
indicate
that either widget comes before or after any other in order or location; (2)
does not
indicate that either widget occurs or acts before or after any other in time;
and (3)
does not indicate that either widget ranks above or below any other, as in
importance or quality. In addition, the mere usage of ordinal numbers does not

define a numerical limit to the features identified with the ordinal numbers.
For
example, the mere usage of the ordinal numbers "first" and "second" before the
term "widget" does not indicate that there must be no more than two widgets.
When a single device, article or other product is described herein, more
than one device / article (whether or not they cooperate) may alternatively be
used
in place of the single device / article that is described. Accordingly, the
functionality that is described as being possessed by a device may
alternatively be
possessed by more than one device / article (whether or not they cooperate).
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Similarly, where more than one device, article or other product is described
herein (whether or not they cooperate), a single device / article may
alternatively
be used in place of the more than one device or article that is described. For

example, a plurality of computer-based devices may be substituted with a
single
computer-based device. Accordingly, the various functionality that is
described as
being possessed by more than one device or article may alternatively be
possessed
by a single device / article.
The functionality and / or the features of a single device that is described
may be alternatively embodied by one or more other devices which are described
but are not explicitly described as having such functionality / features.
Thus, other
embodiments need not include the described device itself, but rather can
include
the one or more other devices which would, in those other embodiments, have
such
functionality / features.
IV. Disclosed Examples and Terminology Are Not Limiting
Neither the Title (set forth at the beginning of the first page of the present

application) nor the Abstract (set forth at the end of the present
application) is to be
taken as limiting in any way as the scope of the disclosed invention(s).
The title of the present application and headings of sections provided in the
present application are for convenience only, and are not to be taken as
limiting the
disclosure in any way.
Numerous embodiments are described in the present application, and are
presented for illustrative purposes only. The described embodiments are not,
and
are not intended to be, limiting in any sense. The presently disclosed
invention(s)
are widely applicable to numerous embodiments, as is readily apparent from the

disclosure. One of ordinary skill in the art will recognize that the disclosed

invention(s) may be practiced with various modifications and alterations, such
as
structural, logical, software, and electrical modifications. Although
particular
features of the disclosed invention(s) may be described with reference to one
or
more particular embodiments and / or drawings, it should be understood that
such
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features are not limited to usage in the one or more particular embodiments or

drawings with reference to which they are described, unless expressly
specified
otherwise.
No embodiment of method steps or product elements described in the
present application constitutes the invention or is essential to the
invention, or is
coextensive with the invention, except where it is either expressly stated to
be
so in this specification.
15 The present disclosure is not a literal description of all
embodiments of the
invention(s). Also, the present disclosure is not a listing of features of the

invention(s) which must be present in all embodiments.
Devices that are described as in communication with each other need not be
in continuous communication with each other, unless expressly specified
zo otherwise. On the contrary, such devices need only transmit to each
other as
necessary or desirable, and may actually refrain from exchanging data most of
the
time. For example, a machine in communication with another machine via the
Internet may not transmit data to the other machine for long period of time
(e.g.
weeks at a time). In addition, devices that are in communication with each
other
25 may communicate directly or indirectly through one or more
intermediaries.
A description of an embodiment with several components or features does
not imply that all or even any of such components / features are required. On
the
contrary, a variety of optional components are described to illustrate the
wide
variety of possible embodiments of the present invention(s). Unless otherwise
3o specified explicitly, no component / feature is essential or required.
Although process steps, algorithms or the like may be described
in a particular sequential order, such processes may be configured to work in
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different orders. In other words, any sequence or order of steps that may be
explicitly described does not necessarily indicate a requirement that the
steps be performed in that order. The steps of processes described herein may
be
performed in any order possible. Further, some steps may be performed
simultaneously despite being described or implied as occurring non-
simultaneously
(e.g., because one step is described after the other step). Moreover, the
illustration
of a process by its depiction in a drawing does not imply that the illustrated
process
is exclusive of other variations and modifications thereto, does not imply
that the
illustrated process or any of its steps are necessary to the invention(s), and
does not
to imply that the illustrated process is preferred.
Although a process may be described as including a plurality of steps, that
does not imply that all or any of the steps are preferred, essential or
required.
Various other embodiments within the scope of the described invention(s)
include
other processes that omit some or all of the described steps. Unless otherwise
specified explicitly, no step is essential or required.
Although a process may be described singly or without reference to other
products or methods, in an embodiment the process may interact with other
products or methods. For example, such interaction may include linking one
business model to another business model. Such interaction may be provided to
enhance the flexibility or desirability of the process.
Although a product may be described as including a plurality of
components, aspects, qualities, characteristics and / or features, that does
not
indicate that any or all of the plurality are preferred, essential or
required. Various
other embodiments within the scope of the described invention(s) include other
products that omit some or all of the described plurality.
An enumerated list of items (which may or may not be numbered) does not
imply that any or all of the items are mutually exclusive, unless expressly
specified
otherwise. Likewise, an enumerated list of items (which may or may not be
numbered) does not imply that any or all of the items are comprehensive of any
category, unless expressly specified otherwise. For example, the enumerated
list
"a computer, a laptop, a PDA" does not imply that any or all of the three
items of
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that list are mutually exclusive and does not imply that any or all of the
three items
of that list are comprehensive of any category.
An enumerated list of items (which may or may not be numbered) does not
imply that any or all of the items are equivalent to each other or readily
substituted
for each other.
All embodiments are illustrative, and do not imply that the invention or any
embodiments were made or performed, as the case may be.
V. Computing
It will be readily apparent to one of ordinary skill in the art that the
various
processes described herein may be implemented by, e.g., appropriately
programmed general purpose computers, special purpose computers and
computing devices. Typically a processor (e.g., one or more microprocessors,
one
or more microcontrollers, one or more digital signal processors) will receive
instructions (e.g., from a memory or like device), and execute those
instructions,
thereby performing one or more processes defined by those instructions.
Instructions may be embodied in, e.g., one or more computer programs, one or
more scripts.
A "processor" means one or more microprocessors, central processing units
(CPUs), computing devices, microcontrollers, digital signal processors, or
like
devices or any combination thereof, regardless of the architecture (e.g., chip-
level
multiprocessing / multi-core, RISC, CISC, Microprocessor without Interlocked
Pipeline Stages, pipelining configuration, simultaneous multithreading).
Thus a description of a process is likewise a description of an apparatus for
performing the process. The apparatus that performs the process can include,
e.g.,
a processor and those input devices and output devices that are appropriate to

perform the process.
Further, programs that implement such methods (as well as other types of
data) may be stored and transmitted using a variety of media (e.g., computer
readable media) in a number of manners. In some embodiments, hard-wired
circuitry or custom hardware may be used in place of, or in combination with,
some or all of the software instructions that can implement the processes of
various
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embodiments. Thus, various combinations of hardware and software may be used
instead of software only.
The term "computer-readable medium" refers to any medium, a plurality of
the same, or a combination of different media, that participate in providing
data
(e.g., instructions, data structures) which may be read by a computer, a
processor
or a like device. Such a medium may take many forms, including but not limited

to, non-volatile media, volatile media, and transmission media. Non-volatile
media include, for example, optical or magnetic disks and other persistent
memory.
Volatile media include dynamic random access memory (DRAM), which typically
constitutes the main memory. Transmission media include coaxial cables, copper
wire and fiber optics, including the wires that comprise a system bus coupled
to the
processor. Transmission media may include or convey acoustic waves, light
waves
and electromagnetic emissions, such as those generated during radio frequency
(RF) and infrared (IR) data communications. Common forms of computer-
readable media include, for example, a floppy disk, a flexible disk, hard
disk,
magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical
medium, punch cards, paper tape, any other physical medium with patterns of
holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip
or cartridge, a carrier wave as described hereinafter, or any other medium
from
which a computer can read.
Various forms of computer readable media may be involved in carrying
data (e.g. sequences of instructions) to a processor. For example, data may be
(i)
delivered from RAM to a processor; (ii) carried over a wireless transmission
medium; (iii) formatted and / or transmitted according to numerous formats,
standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP,
Bluetooth0,
and TCP/IP, TDMA, CDMA, and 3G; and / or (iv) encrypted to ensure privacy or
prevent fraud in any of a variety of ways well known in the art.
Thus a description of a process is likewise a description of a computer-
readable medium storing a program for performing the process. The computer-
readable medium can store (in any appropriate format) those program elements
which are appropriate to perform the method.

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Just as the description of various steps in a process does not indicate that
all
the described steps are required, embodiments of an apparatus include a
computer /
computing device operable to perform some (but not necessarily all) of the
described process.
Likewise, just as the description of various steps in a process does not
indicate that all the described steps are required, embodiments of a computer-
readable medium storing a program or data structure include a computer-
readable
medium storing a program that, when executed, can cause a processor to perform

some (but not necessarily all) of the described process.
Where databases are described, it will be understood by one of ordinary
skill in the art that (i) alternative database structures to those described
may be
readily employed, and (ii) other memory structures besides databases may be
readily employed. Any illustrations or descriptions of any sample databases
presented herein are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed besides those
suggested by, e.g., tables illustrated in drawings or elsewhere. Similarly,
any
illustrated entries of the databases represent exemplary information only; one
of
ordinary skill in the art will understand that the number and content of the
entries
can be different from those described herein. Further, despite any depiction
of the
databases as tables, other formats (including relational databases, object-
based
models and / or distributed databases) could be used to store and manipulate
the
data types described herein. Likewise, object methods or behaviors of a
database
can be used to implement various processes, such as the described herein. In
addition, the databases may, in a known manner, be stored locally or remotely
from a device which accesses data in such a database.
Various embodiments can be configured to work in a network environment
including a computer that is in communication (e.g., via a communications
network) with one or more devices. The computer may communicate with the
devices directly or indirectly, via any wired or wireless medium (e.g. the
Internet,
LAN, WAN or Ethernet, Token Ring, a telephone line, a cable line, a radio
channel, an optical communications line, commercial on-line service providers,

bulletin board systems, a satellite communications link, a combination of any
of
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the above). Each of the devices may themselves comprise computers or other
computing devices, such as those based on the Intel Pentium or CentrinoTM
processor, that are adapted to communicate with the computer. Any number and
type of devices may be in communication with the computer.
In an embodiment, a server computer or centralized authority may not be
necessary or desirable. For example, the present invention may, in an
embodiment, be practiced on one or more devices without a central authority.
In
such an embodiment, any functions described herein as performed by the server
computer or data described as stored on the server computer may instead be
performed by or stored on one or more such devices.
Where a process is described, in an embodiment the process may operate
without any user intervention. In another embodiment, the process includes
some
human intervention (e.g., a step is performed by or with the assistance of a
human).
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Computers, processors, computing devices and like products are structures
that can perform a wide variety of functions. Such products can be operable to
perform a specified function by executing one or more programs, such as a
program stored in a memory device of that product or in a memory device which
that product accesses. Unless expressly specified otherwise, such a program
need
not be based on any particular algorithm, such as any particular algorithm
that
might be disclosed in the present application. It is well known to one of
ordinary
skill in the art that a specified function may be implemented via different
algorithms, and any of a number of different algorithms would be a mere design

choice for carrying out the specified function.
Therefore, with respect to a means or a step for performing a specified
function structure corresponding to a specified function
includes any product programmed to perform the specified
function. Such structure includes programmed products which perform the
function, regardless of whether such product is programmed with (i) a
disclosed
algorithm for performing the function, (ii) an algorithm that is similar to a
disclosed algorithm, or (iii) a different algorithm for performing the
function.
Where there is recited a means for performing a function hat is a method, one
structure for performing this method includes a computing device (e.g., a
general
purpose computer) that is programmed and / or configured with appropriate
hardware to perform that function.
Also includes a computing device (e.g., a general purpose computer) that is
programmed and / or configured with appropriate hardware to perform that
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function via other algorithms as would be understood by one of ordinary skill
in
the art.
VIII. Disclaimer
Numerous references to a particular embodiment does not indicate a
disclaimer or disavowal of additional, different embodiments, and similarly
references to the description of embodiments which all include a particular
feature
does not indicate a disclaimer or disavowal of embodiments which do not
include
that particular feature. A clear disclaimer or disavowal in the present
application
shall be prefaced by the phrase "does not include" or by the phrase "cannot
perform".
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Tailored Ads in Virtual Game Environments
Various virtual game environments, interactive environments, role-playing
environments, virtual worlds, virtual communities and other environments
currently exist or may exist in the future. Examples include Second Life,
io EverQuest, World of Warcraft, and Guild Wars. Such environments may
include
slots, mediums, or other opportunities to display promotions, such as
advertisements. The promotions may pertain to the virtual world or to the real

world. For example, the promotions may be advertisements for products in the
real
world. For example, a virtual world billboard may advertise a soft drink that
is
actually sold and drunk in the real world.
In various embodiments, players or patrons of a virtual environment may
register
or otherwise supply information about themselves. For example, a player may
provide a name and email address when registering to play in a virtual gaming
environment. Other information about the player may be derived in other ways.
For example, information about the player may be collected from his playing
habits. For example, information about the player may be collected detailing
times
of day when the player is active in the virtual community. From such
information,
for example, the player's sleeping hours and eating hours may be deduced. In
various embodiments, information about a player may be derived from
interacting
with his computer. For example, the interaction of the player's computer with
the
server operating the virtual environment may provide information about the
player's physical location.
In various embodiments, information about a player or participant in a virtual

environment may be used in selecting which promotions will be presented to the
player. In various embodiments, information about a player or participant in a

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virtual environment may be used in conjunction with current circumstances,
such
as time of day, in presenting promotions to the player.
In various embodiments, a particular location in virtual world may display
different promotions depending on which players are currently viewing that
location. For example, suppose a player is driving on a road in a virtual
world.
The road may include a billboard which displays advertisements to passing
cars.
The player's real address may be on record with the server operating the
virtual
world. The real address may be in West Virginia, for example. Accordingly, the
virtual world may present a promotion on the billboard that relates to a
business in
West Virginia. For example, the promotion may be an advertisement for a take-
out
restaurant near to the player's house in West Virginia. When a second player
drives by the same billboard in the virtual world, a different promotion may
be
displayed to the second player. The different promotion may be a promotion
that
is tailored to information about the second player, such as to the second
player's
home address in the real world. In various embodiments, two players may see
the
same virtual location, but may see different promotions at the same location.
Thus,
it may be as if the two players are in parallel virtual universes in that they
are in the
same place at the same time, but see different things. The promotions shown to
the
players may be tailored to the players' respective information.
In various embodiments, promotions shown to a player may be chosen (e.g., by
the
game server) based on the time of day. For example, if it is local noon for a
player
in the real world, a promotion may be shown for a fast food restaurant. If it
is the
evening, a promotion may be shown for a prime-time TV show.
Pay a person to receive ads on his cell phone
In various embodiments, a user of a mobile device, such as of a cell phone,
may be
paid to receive promotions at his mobile device. The person may receive
payment
from his wireless carrier and/or from marketers. As payment, a person may
receive cash, discounts off a cell phone bill (e.g., the person may have his
cell
phone bill reduced from $40 to $35), gift certificates (e.g., gift
certificates for the
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products being promoted by a marketer providing promotions to the person), and

any other benefit. A person may agree to have a certain quantity of promotions

downloaded to his mobile device. The quantity may include some quantity of
playing time. For example, the quantity may include 1 hour's worth of
promotions
per month. The quantity may include some total number of promotions (e.g., 20
promotions per month). The quantity may include some total bit or byte
quantity
of promotions. For example, the quantity may include 30 megabytes worth of
promotions downloaded per month. A person may receive differing payments or
benefits depending on the quantity of promotions downloaded. For example, a
.. person who has 20 minutes of promotions downloaded per week may receive a
$10
benefit per month, while a person who has 10 minutes of promotions downloaded
per week may receive a $4 benefit per month.
In various embodiments, promotions downloaded may include ring tones. One
possible benefit of a ring tone is that it may be heard not only by the owner
of
mobile device (e.g., a cell phone), but it may also be heard by others in the
vicinity
of the owner when the device rings. Thus, if the ring tone promotes a
particular
product or service, the promotion may reach more than just one person. In
various
embodiments, a person may be paid or may receive a benefit for downloading a
.. particular ring tone. In various embodiments, a person may receive a
benefit for
using a particular ring tone. For example, a cellular phone may report to the
wireless carrier (or to any other business or authority) on the usage of a
particular
ring tone. A person may be paid according to this reported usage. In various
embodiments, a person may be paid according to the number of phone calls he
receives and according to the number of times a particular ring tone is
thereby
played. In various embodiments, a person may be paid according to his or her
location at the time that a ring tone is played from his cellular phone. For
example,
a person may be paid more if his ring tone goes off in a crowded or frequently

trafficked area than if the ring tone goes off in an isolated area. In various
embodiments, a person may be paid according to the time of day that a ring
tone
goes off For example, a person may be paid more if a ring tone goes off during
a
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busy time of day (e.g., during a lunch hour) than during a time of day when
most
people are at home or are at work in a particular area.
Software which prevents or discourages the mobile device from presenting
unauthorized ads (or other things).
In various embodiments, a party that is not affiliated with the casino may
attempt
to transmit data for a promotion to a mobile gaming device. The party may wish
to
have a promotion presented on the mobile gaming device. In doing so, however,
the party may be circumventing the casino, and may thereby be avoiding making
payments to the casino that are rightfully owed to the casino.
In various embodiments, a mobile gaming device may include software to prevent

the presentation of unauthorized promotions.
In various embodiments, data for an authorized promotion may include a tag,
label,
or other associated data. The tag may be an authorization code, for example. A

mobile gaming device may include software which can determine whether a tag is

valid or not. For example, a valid tag may include a digital signature from
the
casino server. The mobile gaming device may include software that can check
whether the tag is a valid digital signature of the casino server. In various
embodiments, a digital signature may incorporate data from a promotion. Thus,
another party may be unable to effectively take a digital signature from an
authorized promotion and move it to an unauthorized promotion.
In various embodiments, data associated with a promotion may include a time
stamp. The time stamp may indicate, for example, when a promotion was
approved by the casino server or by some other authoritative body. A mobile
gaming device may include software for determining whether a time stamp
represents a time in the recent past. If the time represented by a time stamp
is too
far in the past, then the mobile gaming device may prevent the promotion from
being displayed. In various embodiments, a promotion must be displayed within
a
certain amount of time of receiving a time stamp. Thus, a party that attempts
to
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intercept an old time stamp, attach it to an unauthorized promotion, and then
display the promotion, may be foiled. In some embodiments, a time stamp
provided by an authorized body, such as by the casino server, may incorporate
the
data of the promotion. Thus, another party may be unable to take a time stamp
associated with one promotion and use it for another.
In various embodiments, data associated with a promotion may be encrypted on
route to a mobile gaming device. For example, the casino server may use its
private key to encrypt data associated with a promotion. The mobile gaming
device may then use the casino server's public key to decrypt data associated
with
the promotion, and to then present the unencrypted promotion. A party that
attempts to transmit an unauthorized promotion to a mobile gaming device may
not
have access to the casino server's private key. Therefore, the party may not
be
able to pass off the unauthorized promotion as a legitimate promotion.
In various embodiments, a human screener may view a presentation of a
promotion
before it is presented to a person via a mobile gaming device. If the
promotion
does not meet certain criteria, the human screener may prevent the promotion
from
being presented. The human screener may flag the promotion, for instance, with
a
tag that prevents the casino server from transmitting the promotion to a
mobile
gaming device.
In various embodiments, a player may have the opportunity to indicate a
reaction
to a promotion. The player may indicate, for example, that he liked the
promotion,
that the promotion was funny, that the promotion was relevant to him, that the
promotion was of the right length, that the promotion was of the right volume,
that
the promotion was for a product or service about which the player would like
to
learn more, and so on. The player may rate the promotion using a numerical
rating, for example. For instance, the player may give the promotion a rating
of 1
to 5 on a scale of relevance. In various embodiments, a player may furnish a
negative reaction as well. A player may indicate that a promotion was
offensive,
irrelevant, too long, too distracting, or in any other way undesirable.
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A player's reaction to a promotion may be forwarded by the casino server to
the
marketer that originated the promotion. The marketer may thereby have an
opportunity to design a better promotion. The player's reaction may also be
used
to build a profile for the player. The profile may include a set of
preferences of the
player. The profile may be used to determine future promotions that should be
presented to the player.
A player's reaction to a promotion may be used in preventing a promotion from
being presented to other players. A player may flag a promotion as offensive
or
inappropriate, for example. The casino server may then decide not to present
the
promotion any further. In some embodiments, if a player flags a promotion, a
casino representative may view the promotion. The casino representative may
then
decide whether or not to continue presenting the promotion. In various
embodiments, a promotion may no longer be presented if it is flagged by a
predetermined number of players. For example, if three or more players tag a
promotion as inappropriate, the casino server may cease presentation of the
promotion. The casino server may halt the presentation of a promotion by
failing
to transmit data for the promotion to any further mobile gaming devices. The
casino server may halt the presentation of a promotion by sending a signal to
one
or more mobile gaming devices with data describing the promotion already
stored
locally on the mobile gaming devices. The casino server may instruct the
mobile
gaming devices not to present such promotions. The casino server may instruct
the
mobile gaming devices to delete such promotions.
In various embodiments, a mobile gaming device may inform the casino server
when a promotion has been presented. For example, the mobile gaming device
may inform the casino server of date and time when a promotion was presented.
The mobile gaming device may further provide an identifier for the promotion.
The casino server may then bill the marketer who sent the promotion for the
presentation of the promotion. In various embodiments, a mobile gaming device
may transmit one or more of the following pieces of information to the casino

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server: (a) the date of a promotion's presentation; (b) the time of a
promotion's
presentation; (c) an indication of which promotion was presented (e.g., an
identifier for a promotion; e.g., "The Ford Promotion"); (d) a format in which
a
promotion was presented (e.g., a promotion was presented only as a still
image;
e.g., a promotion was presented in its abbreviated 3 second form; e.g., a
promotion
was presented in its full 20 second form; e.g., a promotion was presented as
audio
only); (e) a sponsor of a promotion; (f) a length of a promotion; (g) a game
during
which a promotion was presented; (h) a location on a display screen where a
promotion was presented; (i) one or more outcomes which occurred on the
player's
mobile gaming device preceding the promotion (e.g., a promotion may cost a
marketer more if the promotion was made following a string of winning outcomes

for the player); (j) a player's reaction to a promotion (e.g., the player
wished to
find out more information; e.g., the player was bored with the promotion); (k)
and
any other pertinent information.
In various embodiments, the casino server may include accounting software. The

software may track when promotions have been presented, how much is owed to
the casino based on such presentations, how many remaining presentations of a
promotion must be made, how much has already been paid by a marketer, who a
promotion has been presented to, and any other information related to a
promotion
and amounts.
In various embodiments, a mobile gaming device may verify with the casino
server
that a promotion should be presented before actually presenting the promotion.
For example, the mobile gaming device may send an identifier associated with
the
promotion to the casino server. The casino server may check a record of
promotions that had been transmitted to the mobile gaming device. If the
record
does not contain the identifier transmitted to the casino server by the mobile

gaming device, then the casino server may instruct the mobile gaming device
not
to present the promotion that the mobile gaming device had indicated.
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Prevent presentation of promotions that are confusing and look like symbols
In various embodiments, certain types of promotions may be barred from
presentation because of the possibility that the promotions would be confusing
or
misleading. As an illustration, a promotion may be presented in place of a
symbol.
If the promotion looks like a jackpot symbol, then a player may believe he has
won
a large prize when the promotion lines up with several real jackpot symbols.
The
player would be sorely disappointed to find that he had not won as much as he
thought.
In various embodiments, the casino server may contain software for analyzing
images associated with promotions. The software may use image recognition or
image comparison algorithms to ensure that images shown in promotions look
sufficiently distinct from images typically seen in a game. For example, image

processing algorithms may be used to determine a border for a symbol. Image
processing algorithms may similarly be used to determine a border for a
graphic in
a promotion. The two borders may be represented with looped black lines, for
example. The two borders may then be overlain on top of one another. If the
two
borders fall within a predetermined distance of one another (e.g., within
three
pixels) over their entire lengths, then the borders may be construed to define
similar shapes. The promotion may be barred based on the fact that it contains
a
graphic which is shaped similarly to a symbol. In various embodiments,
coincidence of both shape and color may be sufficient reason to bar a
promotional
graphic. As will be appreciated, many other algorithms may be used to perform
image recognition and / or image comparison.
In various embodiments, comparisons of promotional images with images used in
a game may be performed on a mobile gaming device. For example, a mobile
gaming device may store software for performing image comparisons and / or
image recognition. In various embodiments, comparisons of promotional images
with images used in a game may be performed on a stationary gaming device.
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In various embodiments, promotions may be restricted such that the promotions
may be presented only with certain games. The restrictions may be based on a
comparison between images in a promotion and between images in a game. If
images in a promotion look too similar to the images in a game, presentation
of the
promotion may be unallowable in conjunction with a game. However, if images in
a promotion do not look too similar to images in a game, then the presentation
of
the promotion may be allowed in conjunction with a game. Thus, in various
embodiments, it may be permissible to present a given promotion in conjunction

with a first game, but not in conjunction with a second game. For example,
suppose a promotion comprises an image that is presented on the reels of a
slot
machine game. The promotion may be presented with a first slot machine game,
but not with a second slot machine game.
In various embodiments, it may be permissible to present a promotion at a
certain
location on a display screen, but not at another location. It may be
impermissible
to present a promotion in a first location on a display screen if images in
the
promotion might be confused with standard game elements or images. For
example, if an image in a promotion looks like a symbol used in a game, it may
be
impermissible to present the promotion within the game area (e.g., on the reel
symbols; e.g., in an area where cards are typically dealt). However, it may
still be
permissible to present the promotion in another area of the screen. For
example, it
may still be permissible to present the promotion to the right of the game
area. As
another example, a promotion may include images which show numerals (e.g.,
"5% APR on a new credit card!"). It may be impermissible to present such a
promotion in a location where numerals are typically presented as part of a
game.
For example, a presenting a promotion with images of numerals may be
impermissible near an area where a player's credit balance is typically
displayed.
Thus, in various embodiments, software may compare images in promotions to
images typically seen at different areas of a display screen. Image comparison
algorithms may be used. If the images of a promotion are too similar to those
of
standard game elements in a particular area of a display screen, then it may
be
made impermissible for the promotion to be presented in that area. On the
other
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hand, if there is not too much similarity between the images in the promotion
and
between the images of typical game elements in an area, then the promotion may

be presented in that area. In various embodiments, humans may visually compare

images, or may otherwise make a determination as to whether it is permissible
for
a promotion to be displayed in a particular area of a display screen. The
foregoing
may be understood with respect to a mobile gaming device or to a gaming
device,
in various embodiments.
In various embodiments, it may be permissible to present a promotion at one
time
during a game, but not at another time. For example, certain images associated
with a game may typically arise only during a single stage of the game. Such
images may not arise at other points in the game. Accordingly, the
presentation of
promotions showing similarly looking images may be permissible only during
those stages when the game images are not typically displayed. For example, a
slot machine game may include a bonus round. The bonus round may include
images that are not seen in the earlier stages of the game. Thus, presentation
of
promotions which include images similar to those shown in the bonus round may
be impermissible during the bonus round, but permissible during other stages
of
the game.
In various embodiments, certain colors may be impermissible in a promotion.
Such colors may be the same colors as symbols or other game elements. In
various
embodiments, certain shapes may be impermissible in a promotion. Such shapes
may be shapes used as symbols or other game elements. In various embodiments,
a list, table, or other indicator of prohibited shapes may be published,
posted,
transmitted to marketers, or otherwise made available.
In various embodiments, game developers may submit graphics or indications of
graphics used in their games. The game developers may submit such graphics to
a
regulator, to a marketer, to a casino server, or to another party. Graphics
from
different games may be stored together or may be stored in association with
one
another, such as being stored in a single database or set of linked databases.
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Marketers may then refer to the graphics in order to design promotions that
have
dissimilar graphics. A regulator or casino server may similarly compare game
graphics to promotional graphics to ensure there is not a conflict.
.. In various embodiments, a consulting company or other company may have
access
to a database or other conglomeration of graphics used in games. The company
may help marketers design promotions that do not use graphics too similar to
those
used in games. In various embodiments, the consulting company may have private

access to the conglomeration of symbols, e.g., so game developers do not have
to
.. share knowledge of graphics with competing developers.
In various embodiments, humans may be used to compare graphics used in
promotions to graphics used in a game. In various embodiments, a human tester
may play a game that features promotions. The human may later be asked whether
they were ever confused or mislead by a promotion. For example, the human may
ask whether they ever thought they had won something when they did not. If the

human reports that they were not confused, then the promotions may be
permitted
as part of the game. In various embodiments, a test may require a certain
number
of people to report that they were not confused. For example, a test must
involve
at least six people, and all must report that they were not confused by a
promotion.
In various embodiments, sounds associated with a promotion may be compared to
the sounds featured in a game. In various embodiments, an algorithm may be
used
to compare the sounds of a promotion with the sounds featured in a game. The
algorithm may compare tones, tempos, rhythms, musical keys, volume,
instrumental sounds (e.g., violin, e.g., piano), or any other feature of
sounds. In
various embodiments, if the sounds of a promotion are deemed to be too similar
to
sounds featured in a game, presentation of the promotion may made
impermissible
in the game. In various embodiments, if sounds in a promotion are deemed to be
too similar to those in a game, the promotion may be presented, but without
the
sounds. For example, the promotion may be presented using only graphics.

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In various embodiments, humans may listen to sounds from a promotion and from
a game. The human may use his own judgment to determine whether the sounds
of the promotion might be confused with the sounds of the game. In various
embodiments, a group of test subjects listens to both sounds. Only if none, or
less
than a predetermined number of the test subjects says that the sounds would
not be
confusing may the promotion be allowed for presentation in the game. In
various
embodiments, one or more test subjects is allowed to play a game in which a
promotion was presented. The test subjects are then asked whether they were
confused by the promotion, e.g., whether they at any time thought that sounds
from
the promotion had something to do with the game. Only if the subjects report
no
confusion may the promotion be used in the game, in various embodiments.
In various embodiments, it may be impermissible to show faces in promotions.
In
various embodiments, it may be impermissible to show a face in a promotion
without having received prior approval from the face's owner. In various
embodiments, software or a human may analyze graphics associated with a
promotion to determine whether there are any faces in the promotion. For
example, face recognition algorithms may be used to detect faces in
promotions.
In various embodiments, the use of certain celebrity faces may be
impermissible in
.. promotions. For example, the celebrities may have failed to supply
permission for
appearing in promotions. Humans or algorithms, such as face recognition
algorithms, may be used to compare faces appearing in promotions to known
faces
of celebrities so as to ensure that the celebrities do not appear in the
promotions.
.. In various embodiments, humans or software may be used to ensure a
promotion
does not contain certain words. For example, software may check for vulgar or
obscene words.
In various embodiments, software may ensure that data for a promotion is in a
satisfactory format. For example, software may check that data for an image
meets
certain dimensions or pixel constraints. For example, the software may verify
that
image data represents an image of exactly 100 pixels by 200 pixels. As another
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example, software may verify that an image contains the proper color encoding.

For example, software may verify that an image for a promotion uses eight bits
to
describe each of the three primary colors. In various embodiments, software
may
verify that data describing a promotion is not excessive. For example, a
promotion
.. may be limited to 10 megabytes or to any other limit.
In various embodiments the casino server may transmit instructions to a mobile

gaming device. The instructions may tell the mobile gaming device to present a

promotion when, or only when the mobile gaming device is in a particular area
of a
casino. For example, the casino server may instruct the mobile gaming device
to
present a promotion only when the mobile gaming device is within ten feet of a

particular restaurant. As another example, the casino server may instruct the
mobile gaming device to present a promotion only when the mobile gaming device

is in the swimming area of a casino.
Offering to transfer a player from a mobile gaming device to a stationary
gaming
device
In various embodiments, a player may be involved in gaming on a mobile gaming
device. The player may wish to play the same game at a stationary gaming
device.
For example, the stationary gaming device may afford the player a place to
sit,
may feature a larger display screen, may feature improved sound, or may have
any
other advantage or convenience. In various embodiments, the casino server may
offer the player the chance to transfer from playing a game at a mobile gaming

device to playing a game at a stationary gaming device. The player may have
the
chance to transfer to a stationary gaming device and play the same game that
he
had been playing at a mobile gaming device.
When a player transfers from a mobile gaming device to a stationary device,
any
credit balance that the player has with the mobile gaming device may be
transferred to the stationary device. Thus, for example, the stationary device
may
create a credit balance equal to the credit balance on the mobile gaming
device,
while the credit balance of the mobile gaming device may be set to zero. In
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various embodiments, the player may be given additional credits at the
stationary
device, e.g., as an incentive for transferring. In various embodiments, the
player
may be given fewer credits at the stationary device. In various embodiments,
some
of the player's credits may be transferred and some may remain on the mobile
gaming device.
When offering the player the chance to transfer, the casino server may provide
an
indication of the location of the stationary device. For example, the casino
server
may transmit to the player's mobile gaming device an indication of the
location of
the stationary device. The casino server may also indicate directions to the
stationary gaming device. The directions may include directions from a
standard
location in the casino (e.g., from the front entrance) or from the current
location of
the mobile gaming device. In various embodiments, directions may include
directions from the current location of the mobile gaming device.
Conducting
As used herein, the term "conducting" may be used in the context of a game,
such
as in the phrase "conducting a game". Conducting a game may include receiving
a
bet, storing a record of the amount of the bet, determining or generating an
outcome of a game (e.g., such as by the execution of an algorithm for
generating
random outcome), determining an amount to be paid out as a payout based on the

outcome and the bet (e.g., determining a multiple of the bet to be paid out in
the
event of a winning outcome), paying or directing that the payout be paid, and
performing any other aspect of a game. In various embodiments, a game may be
conducted by a remote entity. For example, though a player may interact with a
mobile gaming device, the casino server may generate the outcomes that occur
in
games of the player. In various embodiments, a game may be conducted by a
proximate entity, such as a mobile gaming device with which a player
interacts. In
various embodiments, a game may be conducted jointly by a proximate and remote
entity. For example, a mobile gaming device and the casino server may jointly
conduct a game.
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Stationary device
As used herein, the term "stationary device" may include a stationary game
gaming
device, a terminal used for gaming, and a table game. For example, a
stationary
device may include a slot machine, a video poker machine, a terminal at which
players may place bets, a blackjack table, and a poker table.
In various embodiments, the casino server may provide instructions to a mobile

gaming device. The instructions may indicate where the mobile gaming device
should be before a promotion may be presented. For example, a mobile gaming
device must be near a particular bar before a promotion must be presented. The
promotion may be a promotion for an alcoholic beverage, for example.
Demographic
As used herein, the term demographic may refer to an age, age range, race,
gender,
income level, range of income levels, marital status, level of education,
presence or
absence of children, number of children, net worth, language spoken, religion,

political orientation, or to any other characteristic which may be used to
classify a
person into some segment of the population.
House edge, house advantage
As used herein, the terms "house edge" and "house advantage" may refer to an
amount that the house is expected to retain, on average, per unit bet by the
player.
The house edge may be expressed in percentage terms. For example, a house edge

of 5% may indicate that the house can expect to retain 5 cents on average per
dollar bet by a player. It should be noted that a statement of a house edge
does not
imply that the house will necessarily retain the stated amount of a player's
bet on
each game. The house edge, rather, refers to an expectation or average. For
example, suppose a player bets $1 on a game in which he has a 45% chance of
winning $2, and a 55% chance of winning nothing. The house edge may be
calculated as (0.55*($1 - $0) + 0.45*($1 - $2))/$1 = 10%. Thus, the house may
expect to win 10 cents per dollar wagered by the player.
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Outcome
As used herein, the term "outcome" may refer a set of symbols or indicia which

may be obtained (e.g., randomly generated; e.g., selected by a player) in a
game
(e.g., in a game played with a wager), and which may determine a course or
direction in the game and/or which may determine a payment or prize to be
awarded from the game. The term "outcome" may, in various embodiments, refer
both to symbols and indicia and to the payment or prize awarded in a game. The

term "outcome" may, in various embodiments, refer to the prize or payment
awarded in a game. In various embodiments, multiple outcomes may occur during
a game. For example, in a slot machine game, each activated pay-line may
feature
a different outcome. Further, in various embodiments, a game may include a
succession of outcomes. For example, in a game of video poker, an initial set
of
five cards dealt to a player may constitute a first outcome. The final hand of
cards
obtained by the player after discarding cards from the initial set of five
cards may
constitute a second outcome. In various embodiments, the aggregate effect of
several outcomes in a game may itself constitute an outcome. For example, in a

slot machine game, a player may activate three pay-lines and may thereby
receive
three outcomes. Payouts associated with the three outcomes may be 2 coins, 5
coins, and 3 coins. Thus, the aggregate outcome of the game may be that the
player receives a payout of 10 coins. Examples of outcomes include: (a) a set
of
symbols achieved across the pay-line of a reel slot machine; (b) a set of
cards dealt
in a game of poker; (c) a set of cards dealt in a game of blackjack; (d) a
player
hand in a game of blackjack; (e) a player hand in combination with a dealer
hand
in blackjack (i.e., an outcome in a game of blackjack may include cards
received
by a player and cards received by a dealer); (f) a number rolled in a game of
craps;
(g) a series of numbers rolled in a game of craps (e.g., in a game of craps,
an
outcome may include the entire series of numbers rolled between the time a
player
made a bet and the time the player was paid for his bet or lost his bet); (g)
a set of
numbers generated in a game of keno; (h) a prize amount revealed in a bonus
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Product
As used herein, the term "product" may include a good. As used herein, the
term
"product" may include a service.
Gaming
As used herein, the term "gaming" may refer to placing a first value at risk
on one
or more events whose outcomes cannot be predicted with certainty, with the
possibility of winning a second value should a particular outcome of the
event(s)
actually occur. Gaming may include: (a) betting money on the outcome of a roll
of
dice; (b) betting money on the deal of one or more cards; (c) betting money on
the
spinning of a wheel; (d) betting money on the spinning of slot machine reels;
(e)
betting money on the outcome of a sporting contest; (f) betting money on the
outcome of an election; (g) betting money on the occurrence of a natural
event,
such as a hurricane; and betting money on any other event which cannot be
predicted with certainty. Gaming may include: (a) playing a game of poker with

money at risk; (b) playing a game of craps with money at risk; (c) playing a
game
of roulette with money at risk; (d) betting money on the outcome of a football

game; or betting money on any other game or contest. The "value" placed at
risk
in gaming may include anything that may be of benefit to a person or other
entity,
whether or not the benefit may be experienced by the person engaging in
gaming.
Value may be tangible or intangible. Value may include: (a) cash; (b) credits;
(c)
tokens; (d) rights (e.g., the right to bypass a line for a buffet; e.g., the
right to a free
spin at a slot machine); (e) products; (f) services; (g) comp points; (h)
coupons; (i)
vouchers; (j) movie tickets; (k) the right to receive a loan; (1) frequent
flyer miles;
and any other item of value. The value that may be won from gaming need not be

of the same type as that placed at risk. For example, a person may put at risk
cash
in order to win movie tickets. The events which are the subject of gaming may
be
predictable in principle, but may not be predictable given applicable rules,
standards, or capabilities. For example, a person may be able to predict which
cards will be dealt by rigging a deck of cards. However, rigging the deck of
cards
would be contrary to the rules of the game. Placing an item of value at risk
may
include allowing the possibility that some or all of the item of value will be
lost.
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Gaming may include placing value at risk even if such value is not in the
possession of the gamer. For example, a business owner may bet half of his
future
business profits for the forthcoming calendar year. Gaming may include
investing,
such as investing in the stock or bond market. Gaming may further include
taking
a derivative position, such as buying puts or calls on stocks.
Detection of one device by another
Various embodiments described herein may refer to the interaction between a
first
device and a "nearby" second device. In various embodiments, the first device
may take action if the second device is nearby. In various embodiments, the
second device may take action if the first device is nearby. When terms such
as
"nearby", "near", "close", "proximate", "presence", or the like are used, it
will be
understood that the first device may recognize the presence of the second
device in
various ways, that the second device may recognize the presence of the first
device
in various ways, that the first device may react to the presence of the second
device
in various ways, and that the second device may react to the first device in
various
ways. It may be noted that the first device may react to the presence of the
second
device without recognizing the presence of the second device if, for example,
the
first device is instructed to take an action by a third device which
recognizes that
the second device is near to the first device. In various embodiments, the
first
device and/or the second device may be in motion. For example, the first
device
may be moving (e.g., the first device may be carried by a walking person)
while
the second device may be stationary.
Various technologies may allow a first device to recognize and/or to react to
the
presence of a second device. Various technologies may allow a second device to

recognize and/or to react to the presence of a first device. As used herein,
the term
"beacon" includes a device which generates a signal which may be used as a
reference signal by another device or person, e.g., so that the other device
may
determine its own location or position. A beacon may emit a continuous,
periodic,
sporadic, or other type of signal. A beacon may emit a directed signal (e.g.,
a
signal which is most easily detected by devices at a certain incident angle to
the
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beacon) or the beacon may emit a signal of equal strength in all directions. A

beacon may emit a signal when triggered by the presence of another device, or
may
emit a signal independently of other events. A beacon may have, as its sole
function, the broadcast of a reference signal. A beacon may serve as a beacon
only
incidentally. For example, a light bulb may incidentally serve as a beacon
even
though its primary purpose may be to light a room. A beacon may be natural
(e.g.,
the sun) or man-made. A beacon may emit light, sound, radio waves, microwaves,

odors, or any other form of signals.
= Radio Frequency Identification (RFID) tags or transponders are devices,
generally small, that can transmit signals and/or redirect signals, and use
such
signals as a means for providing identification. The transmitted or redirected

signals are generally radio waves. Signals which are transmitted or redirected

may contain a unique signature or pattern, which may serve to uniquely
identify the RFID tag. If the tag is associated with a device (e.g., by
attachment or by incorporation into the device), then the unique
identification
of the tag can, by association, serve to uniquely identify the device.
= Near field communication (NFC) is a technology that allows for secure
wireless communication over short distances, typically in the range of inches.

An exemplary application has been tested by Motorola and Mastercard, in
which cellular phones are outfitted with NFC to allow for credit card payments
using cellular phones.
= Infrared data transmission can be used as a means of communication
between
two nearby devices. For example, an infrared light-emitting diode (LED) can
be used to generate signals. The signal pattern can be created by switching
the
LED on and off. A receiver may include a silicon photodiode, which may
convert incident infrared light into electrical signals. Infrared signals may
also
be transmitted with lasers.
= A device may be recognized by means of a captured picture or image of the

device. For example, a first device may take a picture of a second device. The
first device may use image processing algorithms to detect salient features of
the second device. For example, if the second device has a pattern of black
and
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white stripes, then the first device may search for such a pattern within
captured images.
= One or more devices may use positioning technologies to determine their
own
location. Once the locations of two devices are known, simple algorithms may
be used to determine whether the devices are close to one another or not. For
example, the distances between two devices with known x and y coordinates
can be at least approximated using the Pythagorean Theorem. Various
positioning technologies may be used. For example, a device may receive a
signal from a beacon or other signal generator of a known location.
Particularly if the beacon has a short range, the device's position may be
assumed to approximate the position of the beacon. In various embodiments, a
device may receive signals from multiple beacons or signal generators. The
signal generators may coordinate to transmit the signals simultaneously.
However, depending on the device's location, the device will not necessarily
receive the signals from all the beacons at the same time. For example, if the
device is closer to beacon 1 than to beacon 2, the device will receive the
signal
from beacon 1 prior to receiving the signal from beacon 2. Based on the
arrival
times of signals from the various beacons, the device's location may be
deduced. For example, geometric or trigonometric algorithms may be used to
determine the location of the device based on the known locations of the
beacons and based on the arrival times of simultaneously transmitted signals
from the beacons. In an analogous fashion to systems involving beacons,
positioning systems may make use of receivers at known locations (e.g., fixed
receivers). The fixed receivers each receive a signal from the device about
which a location is desired. The same signal from the device might arrive at
the different receivers at different times, or from different angles. Based on
the
arrival times or angles of arrival of the signal at the various receivers,
algorithms may be used to determine the location of the device. Exemplary
positioning systems are as follows:
0 The Global Positioning System (GPS) is based on a constellation of
satellites which transmit reference signals to locations on earth. GPS
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receivers can pick up reference signals from multiple satellites and use
the signals to determine a position and/or an altitude.
o Long Range Navigation (LORAN) is a navigation based on earth-based
radio transmitters. The location of a device can be estimated based on
differences in arrival times at the device of signals from three or more
transmitters.
o Radiolocation using the cellular telephone network is a system whereby
cellular base stations serve as fixed receivers. The signal from a
cellular phone may be received at multiple base stations. The location
of the cellular phone may be determined based on when a signal from
the cellular phone was received at each of the base stations, based on
the angle with which a signal from the cell phone was received at each
of the base stations, and/or based on characteristic distortions in the cell
phone signal that would indicate a particular location of origin of the
signal.
= A first device may emit an audio signal. The audio signal may consist of
a
distinct series of notes or pulses. A second device may pick up the audio
signal
using a microphone, for example. The second device may recognize the
distinctive pattern of the audio signal and may thereby deduce the presence of
the first device. In a similar fashion, the second device may emit an audio
signal which may allow the first device to identify the second device.
= A first device may recognize the presence of a second device from
physical or
electronic contact. For example, a first device may have a port where a second
device can be docked. When docked, the second device may come into
electrical contact with the first device. The first device may thereby
recognize
the presence of the second device and/or the second device may thereby
recognize the presence of the first device.
There are various ways in which one or more devices may detect the presence of
one or more other devices. There are various ways in which the proximity of
two
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= A first device may detect a signal from a second device. The first device
may
thereby detect the presence of the second device.
= A first device may determine its own location. For example, the first
device
may use a positioning system to determine its own location. The first device
may already know the location of the second device. For example, the second
device may be at a well-known, fixed location. The first device may have
stored in memory the location of the second device. Once the first device
knows its own location and that of the second device, the first device may
deduce (e.g., using geometric algorithms) when the first device is near to the
second device.
= A third device may detect the position of a first device, e.g., using a
positioning
system. The third device may know the position of a second device. The third
device can then inform the first, second, or both devices of the positions of
either or both of the first and second devices. The first device may thereby
determine whether it is proximate to the second device. The second device
may thereby determine whether it is proximate to the first device. In some
embodiments, the third device may inform the first device that the first
device
is near the second device. In some embodiments, the third device may inform
the second device that it is near the first device. In some embodiments, the
third device may instruct the first device to take some action based on the
fact
that the first device is near to the second device, without necessarily
informing
the first device that the first device is near the second device. In some
embodiments, the third device may instruct the second device to take some
action based on the fact that the second device is near to the first device,
without necessarily informing the second device that the second device is near
the first device.
= A third device may detect the positions of both a first device and a
second
device. The third device can then inform the first, second, or both devices as

above. That is, the third device may inform the first and/or second devices of
the first and/or second devices' positions or of the fact that the first and
second
devices are near to each other. The third device may also provide instructions
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to the first and/or to the second device based on the fact that the two
devices
are near to each other.
= A third device may detect the position of a first device. A fourth device
may
detect the position of a second device. The third and fourth devices may then
inform the first device of both positions. The third and fourth devices may
inform the second device of both positions. The third and fourth devices may
inform the first device that the first device is near the second device. The
third
and fourth devices may inform the second device that the first device is near
the second device. The third and/or fourth devices may instruct the first
device
to take some action based on the fact that the first device is near the second
device. The third and/or fourth devices may instruct the second device to take

some action based on the fact that the first device is near the second device.

The fourth device may inform the third device of the position of the second
device. The third device may inform the first device of the positions of the
first
device and the second device. The third device may inform the first device
that
the first device is near the second device. The third device may inform the
first
device to take some action based on the fact that the first device is near the

second device. The third device may inform the second device of the positions
of the first device and the second device. The third device may inform the
second device that the first device is near the second device. The third
device
may inform the second device to take some action based on the fact that the
first device is near the second device.
= A third device may detect the position of a first device. A fourth device
may
detect the position of a second device. The third and fourth devices may
inform a fifth device of both positions. The fifth device may inform the first
and/or second devices of both positions. The fifth device may inform the first

device that it is near to the second device. The fifth device may inform the
second device that it is near to the first device. The fifth device may
instruct
the first device to take some action based on the fact that the first device
is near
the second device. The fifth device may instruct the second device to take
some action based on the fact that the second device is near the first device.
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Transmission and Communication
Various embodiments described herein describe the "transmission" or
"communication" of a digital or electronic composition, such as a digital
image, a
text file, a computer program, an audio file, a video file, or any other
object or
entity. Transmission or communication of a digital or electronic composition
may
include transmission of data such that the data alone is sufficient to
entirely
reconstruct the composition. For example, the transmission of a digital image
may
include the transmission of one million bytes of data, each byte
characterizing one
of the pixels in the digital image, such that the digital image may be
completely
reconstructed from the data alone. Transmission or communication of a digital
or
electronic composition may include transmission of a data such that the
transmitted
data may be used in combination with other data to reconstruct the
composition.
For example, a digital image may be transmitted in a compressed format. The
data
that is transmitted may be used in combination with data describing a
decompression algorithm in order to reconstruct the digital image.
Transmission
or communication of a digital or electronic composition may include
transmission
of a data which indicates or characterizes the composition such that the
composition can be retrieved or acquired elsewhere. For example, data
describing
the title of an image may be communicated from a first device to a second
device.
The second device may have various images already stored on the second device
and indexed by title. The second device may reconstruct the image that was
communicated from the first device by using the title to retrieve a complete
description of the second image from storage on the second device.
In various embodiments, transmission or communication of a promotion may
include transmission or communication of a digital or electronic composition.
Encode
As used herein, a signal that "encodes" a digital or electronic composition
may
include sufficient data to reconstruct the composition from the data alone.
For
example, a signal that encodes an advertisement consisting of an image may
include data which is sufficient, on its own, to reconstruct the image.
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As used herein, a signal that "identifies" a digital or electronic composition
may
include data that provides information indicating where or how the composition

may be retrieved. A signal that identifies a digital or electronic composition
may
include data that provides a name, title, or other identifier for the
composition such
that the composition can be retrieved from a database or other storage medium
using the name, title or other identifier.
Encryption
As used herein, the term "encryption" may refer to a process for obscuring or
hiding information so that the information is not readily understandable
without
special knowledge. The process of encryption may transform raw information,
called plaintext, into encrypted information. The encrypted information may be

called ciphertext, and the algorithm for transforming the plaintext into
ciphertext
may be referred to as a cipher. A cipher may also be used for performing the
reverse operation of converting the ciphertext back into plaintext. Examples
of
ciphers include substitution ciphers, transposition ciphers, and ciphers
implemented using rotor machines.
In various encryption methods, ciphers may require a supplementary piece of
information called a key. A key may consist, for example, of a string of bits.
A
key may be used in conjunction with a cipher to encrypt plaintext. A key may
also
be used in conjunction with a cipher to decrypt ciphertext. In a category of
ciphers
called symmetric key algorithms (e.g., private-key cryptography), the same key
is
used for both encryption and decryption. The sanctity of the encrypted
information
may thus depend on the key being kept secret. Examples of symmetric key
algorithms are DES and AES. In a category of ciphers called asymmetric key
algorithms (e.g., public-key cryptography), different keys are used for
encryption
and decryption. With an asymmetric key algorithm, any member of the public may
use a first key (e.g., a public key) to encrypt plaintext into ciphertext.
However,
only the holder of a second key (e.g., the private key) will be able to
decrypt the
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ciphertext back in to plaintext. An example of an asymmetric key algorithm is
the
RSA algorithm.
It will be appreciated that other methods besides encryption may be used to
hide or
obscure information, such as encoding or steganography. Such methods may also
be used in conjunction with cryptography.
Encryption may be used to:
= Send a message only specific recipients can read. For example, Alice and
Bob may both be in possession of the same secret key. Alice may encrypt a
plaintext message with the secret key. She may transmit the resultant
ciphertext to Bob. Bob may then decrypt the cyphertext using the secret
key so as to view the plaintext version of the message.
= Allow messages to be encrypted by many and decrypted only by one (e.g.,
PGP). For example, Alice may possess a public and a private key. Bob
may wish to send Alice a message that only Alice will be able to read. Bob
may create a message in plaintext and encrypt it using Alice's public key.
Bob may send the resultant ciphertext to Alice. Alice may then decrypt the
ciphertext using her private key, and may thereby view the plaintext
message. Should Cindy intercept the ciphertext message on its way from
Bob to Alice, Cindy would not be able to decrypt the message since Cindy
would not have access to Alice's private key. Alice's public key, although
available to Cindy, would not be sufficient to decrypt the ciphertext
message in a practicable amount of time.
= Authenticate the sender of a message. This use of encryption may include
having the sender create a digital signature. For example, Alice would like
to send a message to Bob in such a way that Bob can be confident that the
message has come from her. Alice may construct a plaintext message and
encrypt the plaintext into ciphertext using her private key. Alice may then
send the ciphertext message to Bob. Bob may then use Alice's public key
to decrypt the ciphertext back in to plaintext. Since Alice's public key only
works to decrypt a ciphertext message created using Alice's private key,

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and since presumably only Alice has access to her own private key, Bob
can be confident that the message originated from Alice.
= Allow for non-repudiation. If a sender has applied a digital signature to
a
message, or portion of a message, then the sender will not later be able to
claim he did not send the message.
= Guarantee a time/ data sent. See hashing below.
= Guarantee receipt by recipient. See hashing below.
= Verify that a message has not been altered after being sent by the
sender.
See hashing below.
Hashing is a process whereby input data, typically of arbitrary length, is
transformed into output data, typically of shorter length and! or of fixed
length. A
hash function is a function that performs the transformation. Often, useful
hash
functions will be one-way functions. That is, for a given input, the output
can be
computed readily. However, for a given output, the input which produced the
output will be difficult to calculate. Also, useful hash functions will often
have the
property that two differing inputs rarely produce the same output. Hashing can
be
used for the following purposes:
= To perform data redundancy checks. For example, a database may contain a
large number of names. The names may be of arbitrary length. To check for
redundant names, hash values for the names may be created. The hash values
may be of smaller size than the names and may all be of the same length.
Thus, it may be easier to compare the hash values of the names than it will be

to compare the names themselves.
= To verify that a message has not been altered. For example, Alice can send a
plaintext message to Bob along with a hash value of the message. Alice can
apply a digital signature to the hash value so as to assure Bob that the hash
value has been sent by Alice. When Bob receives the plaintext message from
Alice, Bob can compute the hash value of the message. If the hash value that
Bob computes is the same as the hash value that Alice has sent to Bob, then
Bob can be fairly confident that the message has not been altered en route
from
Alice to Bob.
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= To prove possession of a message without having to reveal the message.
For
example, Alice can send a message to Bob. Bob can take the hash of the
message and send it back to Alice. Alice may thus be assured that Bob has the
message without the risk of the message being intercepted en route from Bob to
Alice.
= To prove possession of a message at a certain time without having to
reveal the
message. For example, Alice might have a great idea and wish to prove she
came up with it at a certain time without having to reveal the idea. Thus,
Alice
might write out the idea in the form of text, and take a hash value of the
text.
Alice can then publish the hash of the text in a newspaper. It will then be
readily apparent that Alice had possession of the idea at least on the date of
the
newspaper's publication.
= To timestamp a document. For example, a document may be sent to a time-
stamping service. The service may then determine the hash value of the
document. The service may append the then current date and time to the hash
value of the document and apply a digital signature to the result. The
digitally
signed hash value plus date and time may then be published. So long as the
time-stamping service can be trusted to provide accurate dates and times
(e.g.,
not to use old dates and times) then the published timestamp may serve as
proof that the document was in existence as of the date and time provided by
the time-stamping service. Further precautions may ensure that it becomes
very difficult for even the time-stamping service to provide fake times and
dates. For example, the time-stamping service may add a sequence number,
(e.g., 1, 2, 3, etc.) to each document it timestamps. If the service wishes to
provide an old date, the service would have to find an older sequence number.
The older sequence number would have to fit between two sequence numbers
used immediately before and immediately after the desired fake date.
However, no such sequence number would be available if, e.g., no numbers
had been skipped in the first place.
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Figure 1 shows a system 100 according to some embodiments. In various
embodiments, the system may function within the confines of a casino. In
various
embodiments, the system may function within the confines of a casino and
associated areas, such as retail shops, exercise rooms, restaurants, swimming
areas,
showrooms, conference halls, and so on. In various embodiments, the system may
function beyond the confines of a casino. A casino server 105 may be in
communication with one or more mobile gaming devices, such as devices, 110,
115, and 120. The casino server may be in communication with one or more
marketer devices, such as marketer device 125. Marketer devices may transmit
information to the casino server, including information describing promotions
to
run (e.g., graphics and audio associated with promotions), when to run the
promotions, what players should view promotions, what price will be paid for
running promotions, what media to use for running promotions (e.g., symbols;
e.g.,
background areas of a displays screen) and so on. The casino server 105 may be
in
communication with one or more display devices, such as display device 130.
Display devices may include billboards, electronic signs, signs, television
monitors, projectors, or other display devices. The casino server may instruct
a
display device to display graphics associated with a promotion, in various
embodiments. The casino server may be in communication with one or more
receivers, such as receiver 135. Receivers may include antenna, RFID tag
readers,
bar code readers, and so on. Receivers may detect signals emitted from mobile
gaming devices. Receivers may use such signals to determine the location of
the
mobile gaming devices. Receivers may also receive data from mobile gaming
devices. Such data may be relayed to the casino server. The casino server 105
may be in communication with one or more beacons, such as beacon 140. Beacons
may form part of a positioning system which may be used by mobile gaming
devices to determine their positions. For example, beacons may emit signals
within a casino. A mobile gaming device, by receiving signals from several
beacons, may be able to triangulate its own position within the casino. The
casino
.. server 105 may be in communication with one or more gaming devices, such as
gaming device 145. Gaming devices may include slot machines, video poker
machines, video blackjack machines, video keno machines, and so on. The casino
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server may be in communication with one or more point of sale (POS) terminals,

such as POS terminal 150. POS terminals may include any terminals associated
with retail establishments, or any other terminals that can handle sales
transactions.
In various embodiments, a POS terminal may determine an appropriate promotion
to be displayed on a nearby mobile gaming device. The POS terminal may
transmit the promotion to the casino server. The casino server may, in turn,
transmit the promotion to the mobile gaming device.
Figure 2 shows a mobile gaming device 110 according to some embodiments. As
used herein, the term "mobile gaming device" may refer to any device that is
readily movable or portable and which allows for players to gamble on one or
more of at least the following: (a) a game of chance; (b) a sporting contest;
(c) a
game of mixed chance and skill (e.g., blackjack); (d) a game of skill; (e) a
slot
machine game (e.g., a game of video slots); (f) a lottery game; (g) a game of
cards
(e.g., a game of poker); (h) a pull-tab game; (i) a game of bingo; (j) a
natural event
(e.g., the occurrence of a hurricane); (k) a political event (e.g., the winner
of an
election); (1) an event of popular culture (e.g., the date of a wedding
between two
celebrities); and so on. A mobile gaming device may be a device such as a
Blackberry , iPodO, personal digital assistant, mobile phone, laptop computer,

camera, personal computer, television, electronic book (eBook), or any other
suitable device. A mobile gaming device may be movable or portable in the
sense
that the average human would be able to transport the device without
significant
exertion and without the aid of heavy machinery. A mobile gaming device may be

movable or portable in the sense that it is not, by design, locked, bolted, or
tied
down to the same location for extended periods of time (e.g., months). It is,
however, contemplated that a mobile gaming device may be temporarily fixed
into
place (e.g., with locks or bolts) so that a human might physically interact
with the
device without risk that the device will be accidentally pushed, moved,
toppled,
etc. A mobile gaming device may include a processor 225 for executing various
programs 240, including programs for operating games, programs for
communicating with other devices, programs for presenting advertisements,
programs for presenting entertainment, and any other programs. A mobile gaming

device may include memory 235 for storing program data, for storing image
data,
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for storing data about a player, for storing information about outcomes of
games
played on the mobile gaming device, for storing accounting data, and so on. A
mobile gaming device may include various output devices 210. Such output
devices may include a display screen, such as a liquid crystal display. The
display
screen may display images, videos, cartoons, animations, text, or any other
feasible
output. Output devices may include a speaker. The speaker may generate audio
outputs. For example, the speaker may generate voice outputs, the sound of
bells,
the sound of engines, or any other sound. The speaker may generate vibrations.

A mobile gaming device may include one or more input devices 215. The input
devices may allow a player to interact with the mobile gaming device. The
mobile
gaming device may include buttons, keypads, roller balls, scrolling wheels,
and so
on. The mobile gaming device may include a touch screen which, e.g., can sense

contact from a human's touch and/or from a stylus. The mobile gaming device
may include a microphone for receiving audio inputs. The microphone may be
used for receiving voice inputs. A mobile gaming device may include a card
reader for receiving inputs from a magnetically striped card (e.g., from a
credit
card or player tracking card). A mobile gaming device may also include a smart

card reader. A mobile gaming device may include a camera for capturing images
or video. A mobile gaming device may include a biometric reader, such as a
thumb-print reader or retinal scanner. A mobile gaming device may include a
communications port 220. The communications port may include an antenna 205
for broadcasting and/or for receiving electromagnetic signals, such as
wireless
signals. The communications port may include an optical communication
mechanism, such as a laser or diode. The communications port may include an
electric contact, which may interface to a wire, to a cable, or to the
electronic
contact of another device so as to create an electronic connection. The
electronic
connection may be used for purposes of communication and/or for the purposes
of
drawing power. A mobile gaming device may include a portion which is
geometrically configured to fit into a docking area of another device. The
other
device may include a portion with a complementary geometrical configuration.
When the mobile gaming device is docked into the other device, the mobile
gaming device may communicate with such device and/or draw power from the

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device. For example, the mobile gaming device may upload game software from
the other device or download information about player gambling activities to
the
other device. A mobile gaming device may include a power source, such as a
battery or fuel cell. The mobile gaming device may further include a sensor
for
determining when power is low. The sensor may trigger an indicator, which may
indicate an amount of power remaining. The mobile gaming device may include a
radio frequency identification (RFID) tag 230. The tag may include a unique
signature, and may allow other devices to recognize the presence of the mobile

gaming device. For example, a sensor embedded in a door frame may detect a
signal from an RFID tag embedded within a mobile gaming device and thereby
recognize the presence of the mobile gaming device. In an example of its
general
operation, a mobile gaming device may receive an indication of a player
identifier,
such as from the swipe of a player tracking card through a magnetic card
reader
associated with the mobile gaming device. The mobile gaming device may
wirelessly transmit the player identifier to a casino server. The casino
server may
transmit a confirmation signal back to the mobile gaming device, confirming
that
the player has adequate credits on account to engage in gambling activities.
The
mobile gaming device may receive a game initiation signal from a player, e.g.,
via
one the buttons on the mobile gaming device. The mobile gaming device may then
execute a game program to generate a random outcome, and present the random
outcome to the player. For example, on its displays screen, the mobile gaming
device may simulate the spinning of slot machine reels, which may be shown to
stop with a particular outcome displayed centrally. The mobile gaming device
may
inform the casino server of the outcome of the game. The casino server may,
accordingly, add or subtract credits from the player's account. It will be
appreciated that there are many other ways in which a mobile gaming device may

operate. A mobile gaming device may include a more general purpose device
which is configured to allow gaming activity, e.g., through downloads of
gaming
related software to the device. A mobile gaming device may also include a
special
purpose device dedicated to gaming. A mobile gaming device may include a
device as set forth in Nevada bill AB471.
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Figure 3 shows a gaming device 145 according to some embodiments. As used
herein, the term "gaming device" may refer to any machine, article, or device
which allows a player to participate in a game, contest, or other endeavor,
and
which allows a player to put money or other consideration at risk. A gaming
device may include a Class II gaming device, a Class III gaming device, a
video
bingo machine, an instant bingo machine, a video poker machine (e.g., Action
Gaming's Triple PlayTM Draw Poker), a video slot machine (e.g., WMS's Jackpot
Party Classic machines), a mechanical slot machine (e.g., IGT's Cleopatra
Slots),
an electromechanical slot machine, a video blackjack machine, a video keno
machine, and a multi-game machine. Gaming devices may include devices with
non-gaming related uses which can also be used or adapted for gaming. For
example, a personal computer may constitute a gaming device since the computer

may run software for conducting a game and may receive, e.g., a credit card
number from a player for the purposes of collecting from and paying money to a
player. A gaming device may include a mobile gaming device (e.g., a mobile
device as defined by Nevada bill AB 471) or any mobile device that can be used

for gaming. A gaming device may include a personal digital assistant, a cell
phone, a laptop computer, a Blackberry , and so on.
Figure 4 shows a casino server 105 according to some embodiments. Antenna 405
may allow the casino server to communicate wirelessly with various devices,
such
as mobile gaming devices. Output device 410 may include displays, such as
liquid crystal display monitors, speakers, or any other device that may
communicate information. The output device may present information in a way
suitable for human perception. For example, the output device may present text
for
a human to read. Input device 415 may include buttons, keypads, mice, roller
balls, microphones, styli, touch screens, and so on. The input device may
allow
humans to communicate information to the casino server. Communications port
420 may include an antenna, serial port, parallel port, FireWire, Ethernet,
Universal Serial Bus (USB), or any other interface for communications. Storage
device 430 may include a hard disk, flash memory, random access memory
(RAM), read only memory (ROM), a compact disc, a digital versatile disc, an
optical disc, a magnetic storage device, a semiconductor memory, a magneto-
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optical storage device, and so on. Storage device 430 may store program data
435
as well as various databases, including a promotion database 440, marketer
database 445, player database 450, and point of sale (POS) terminal database
455.
The program data may include instructions which may direct the processor 425
to
operate in accordance with various embodiments.
Promotion database 440 may store data associated with promotions. Such data
may include: (a) image data (e.g., images of products being promoted); (b)
video
data (e.g., video advertisements); (c) audio data (e.g., jingles associated
with
product promotions); (d) text data (e.g., text for display in a promotion);
(e) data
descriptive of a promotion (e.g., a promotion may have a tag indicating what
product is being promoted); (f) data descriptive of the size of a promotion
(e.g.,
data describing the number of pixels in each dimension of an image; (g) data
describing the running time of a promotion (e.g., 30 seconds); (h) data
describing
the place or medium where a promotion should be featured (e.g., a promotion
should appear as a symbol in a simulated slot machine game); (i) data
describing
the number of times a promotion should be run (e.g., the promotion should be
run
100 time); (j) data describing the audience to which a promotion should be
presented (e.g., a promotion should be presented to women between the ages of
40
and 60); (k) data describing the times during which a promotion should be
presented (e.g., a promotion should be presented between 11:00am and 1:00pm);
(1) data describing the priority of a promotion (e.g., promotion with higher
priorities may be presented before or in place of promotions with lower
priorities);
(m) data describing the sponsor or marketer behind a promotion (e.g., Procter
&
Gamble is the sponsor of a promotion); (n) data describing a price to be paid
by a
sponsor or marketer for a promotion's presentation (e.g., a marketer will pay
two
cents per viewer per presentation; e.g., a marketer will pay $100 to have a
product
featured in a game for an entire day); (o) data describing the number of times
a
promotion has already been presented; (p) data describing a number of times
remaining that a promotion must be presented; (q) data describing the number
of
people who have viewed a promotion; (r) data describing the demographics of
people who have viewed a promotion; and any other data pertinent to a
promotion.
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Marketer database 445 may store data associated with sponsors or marketers.
Marketer database may store data including: (a) marketer names; (b) marketer
advertising budgets; (c) promotions associated with marketers; (d) amounts
owed
the casino by the marketers; (e) preferred audiences of the marketer; (f)
billing
information for the marketer (e.g., a credit card identifier associated with
the
marketer; e.g., an address for the marketer); (g) a medium which is of primary

interest to a marketer (e.g., symbols; e.g., bonus rounds); and so on.
Player database 450 may store data associated with players. Player database
450
may store data including: (a) a player's name; (b) a player's tracking card
number;
.. (c) a player's age; (d) a player's demographic; (e) a player's preferred
product
category; (f) a player's preferred category of promotion; (g) a player's
length of
stay at a casino; (h) a player's historical purchasing behavior (e.g., the
player has
made 3 purchases in response to promotions in the past); (i) a player's game
results
or outcomes (e.g., the player has won $120 today; e.g., the player has lost on
his
last 5 outcomes); (j) a player's friends, relatives, associates, or other
group
members; and so on.
Point of sale (POS) terminal database 455 may include data describing various
POS terminals. In various embodiments, such terminals may be associated with
the casino. For example, such POS terminals may manage transactions for
various
retail establishments within a casino. In various embodiments, such terminals
may
include terminals outside of the casino. POS terminal database 455 may
include:
(a) data describing the location of POS terminals; (b) data describing the
retail
establishments served by POS terminals; (c) data describing presentation
capabilities of POS terminals (e.g., a POS terminal may include a display
screen
.. and/or speaker which may be used to present images and/or sounds associated
with
a promotion); and so on.
Figure 5 shows a POS terminal 150 according to some embodiments. The
inventory database 545 may include data describing products within the store.
The
inventory database may include data describing: (a) the number of a product
remaining; (b) the expected shelf life of a product; (c) the expected
remaining shelf
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life of a product; (d) the expected time of arrival of new inventory; (e) the
characteristics of a product (e.g., the product color; e.g., the product
size); and so
on. The pricing database 550 may include data related to products' prices,
including: (a) a product's price; (b) a discount available on the product
(e.g., there
is a 25% discount in effect for the next two days); (c) a wholesale price for
the
product; (d) a cost of acquiring the product (e.g., the cost to the retailer
of
purchasing the product from a wholesaler or manufacturer); (e) a liquidation
price
for a product; and so on.
Figure 6 shows a mobile gaming device 600 according to some embodiments. The
mobile gaming device 600 features a slot machine game. The slot machine game
includes three reels. Among the symbols depicted on the reels are three
symbols
representing promotions. These symbols, 605, 610, and 615, depict a corporate
logo for Coca-Cola. By lining up three such symbols, a player may win a prize.

The prize may be related to the product or corporation depicted by the
symbols.
For example, the prize may be a year's supply of Coca-Cola drinks.
1. Types ofpromotion. In various embodiments, promotions may be presented
using mobile gaming devices. A promotion may include: (a) an advertisement
(e.g., for a product or service); (b) an announcement (e.g., an announcement
as
to when a new show is starting at a casino; e.g., an announcement that a
certain
car was rated number one in the country); (c) a warning (e.g., a warning about
the approach of inclement weather); (d) a statement of information (e.g.,
candidate Jones has just won the election); (e) an offer of a benefit (e.g.,
an
offer of a discount; e.g., an offer of a coupon; e.g., an offer of a gift
certificate);
(f) an offer of a benefit in exchange for some action on the part of the
recipient
of the offer (e.g., an offer of a gift certificate in exchange for the
recipient of
the offer answering survey questions); (g) a request (e.g., a request to
answer
survey questions); (h) a benefit given unconditionally (e.g., cash given
unconditionally; e.g., a gift certificate given unconditionally); (i) an entry
into a
sweepstakes or other chance event (e.g., an entry into a drawing for a
particular
merchant's car); and so on. Promotions may be presented in various forms and
in various situations. Promotions may be presented in audio form, video form,

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or text form, for example. Promotions may be presented at various points in
time relative to other events. For example, promotions may be presented in
between games played on a mobile device.
1.1. Audio. Promotions may be presented in audio form. A promotion may
include a spoken voice. For example, an announcer or narrator may
describe the features of a product that is being advertised. A promotion
may include a song. A promotion may include a musical tune. A
promotion may include a sound track, such as the revving of a motorcycle
engine. A promotion may include a jingle, such as a jingle commonly
associated with a product.
1.2. Text. A promotion may include text. Text may include information,
slogans, or subtitles, for example.
1.3. Still image. A promotion may include still images. The image may take
up all or part of a display screen, such as the display screen on the mobile
gaming device. The image may represent an actual photograph, an image
created by an artist, or an image created by a computer, for example.
1.4. Video. A promotion may include video. The video may be comprised of a
sequence of still images, for example. The video may occupy an entire
display screen or part of a display screen, for example. A video may be
the product of a camera, or may be an animation, for example.
/.5. Vibration. A promotion may include vibration, or any induced motion of
the mobile gaming device. For example, the mobile gaming device may
vibrate in conjunction with a promotion for a car race, where the vibrations
may help the player of the mobile gaming device to imagine the cars
rumbling by.
1.6. Flashing lights. A promotion may include flashing or blinking lights. For

example, light emitting diodes (LEDs) on the mobile gaming device may
flash in order to convey excitement associated with a promotion.
1.7. Smells. A promotion may include smells. For example, a mobile gaming
device may release small quantities of chemicals to create aromas in
conjunction with a food advertisement.
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1.8. Trigger nearby signs or slot machines to display advertisements. In some
embodiments, a promotion may include a signal to other displays or
devices, the signal instructing such displays or devices to participate in the

promotion. For example, as part of a promotion, a mobile gaming device
may send a signal to a nearby slot machine (e.g., to a slot machine located
within hearing range; e.g., to a slot machine located within a line of sight
of the mobile gaming device) instructing the slot machine to perform one
or more actions related to the promotion. In some embodiments, a mobile
gaming device may instruct a slot machine to generate an audio output.
For example, the mobile gaming device may instruct that the slot machine
blast the sounds of bells ringing through a speaker that is part of the slot
machine. In some embodiments, a mobile gaming device may instruct a
slot machine to generate a video output. For example, the mobile gaming
device may instruct a slot machine to show a particular video or animated
clip. In some embodiments, a mobile gaming device may instruct a slot
machine to show an image. For example, a mobile gaming device may
instruct a slot machine to show an image of a product being promoted by
the mobile gaming device.
1.8.1. Distances. In various embodiments, a slot machine, another gaming
device, a display screen, or any other device may participate in
presenting a promotion so as to enhance the effect of a promotion.
For example, a promotion may be more effective if five slot machines
surrounding a player all show the same sounds and images than if
only the display screen on the mobile gaming device is involved. A
promotion may be particularly effective, in some embodiments, if
participating slot machines or other devices can influence the player
of the mobile gaming device. Thus, particularly effective devices may
include devices that are visible or audible to the player. In various
embodiments, a device is instructed to participate in a promotion if the
device is within a certain range of a mobile gaming device. For
example, a mobile gaming device may instruct a slot machine to
participate in a promotion if the slot machine is within ten feet of the
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mobile gaming device. In various embodiments, a mobile gaming
device may instruct a device to participate in a promotion if: (a) the
device is within a predetermined distance of the mobile gaming
device; (b) if the device is within a direct line of sight of the mobile
gaming device (e.g., if there are no other devices or fixtures between
the mobile gaming device and the device); (c) the device is in the
same room as the mobile gaming device; (d) the device is on the same
floor of a building as is the mobile gaming device; (e) the device is
facing at least somewhat towards the mobile gaming device (e.g., the
mobile gaming device may only request that a slot machine participate
in a promotion if the screen of the slot machine is facing in the
direction of the mobile gaming device); (f) the mobile gaming device
can detect a signal from the device (e.g., a gaming device may emit a
short range signal that is detectable by the mobile gaming device only
if the mobile gaming device is within proximity to the gaming device;
(g) the device can detect a signal from the mobile gaming device; (h)
the mobile gaming device receives a signal from the device at a
certain minimum threshold power (e.g., if the signal power is strong in
the detected signal, the device may be assumed to be near to the
mobile gaming device); (i) the device receives a signal from the
mobile gaming device at a certain minimum threshold power level; (j)
if the device has video display capability; (k) if the device has audio
output capability; (1) if the device has speakers of a certain minimum
output capability; and so on. In various embodiments, a mobile
gaming device may determine whether or not another device is
available for participation in a promotion. Another device may be
available if such device: (a) is currently not participating in a different
promotion (e.g., if the device is not displaying graphics as part of a
promotion to a different player); (b) is currently not being used for
gaming purposes (e.g., a slot machine may be available if it is not
currently being played by another player); (c) is currently not being
used for other purposes (e.g., a plasma display monitor may be
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available if it is not currently not broadcasting programming to
passing people); (d) is functioning (e.g., if the device is not
experiencing mechanical or electrical problems); (e) is not scheduled
or intended for immediate use; (f) is not restricted from participating
in promotions of the type in which the device would be asked to
participate in (e.g., a device made by a first manufacturer may be
restricted from promoting products from a competing manufacturer);
and so on. In various embodiments, a device that may be instructed to
participate in a promotion may include a slot machine, video poker
machine, another gaming device, a display monitor (e.g., a plasma
display screen; e.g., a cathode ray tube (CRT) monitor), a billboard, a
projection display, a speaker, a public address system output, a light
bulb, a light fixture, and so on.
In various embodiments, a device may be proximate to several players
with mobile gaming devices. For example, a slot machine may be
within 10 feet of each of three players of mobile gaming devices.
Such players may coincidentally happen to be in the same area, for
example. The three mobile gaming devices (those belonging to each
of the three players) may cooperate to schedule the same promotion at
the same time so that the device which is proximate to all three
players may show a promotion which influences all the three players
at once. For example, each of the three mobile gaming devices may
schedule an advertisement for cruise vacations to occur at the same
time. As the mobile gaming devices broadcast audio to the three
players, the slot machine which is near to all three players may show a
video of a cruise ship sailing through blue waters and stopping at
tropical islands.
In various embodiments, a plurality of mobile gaming devices may
coordinate to schedule the same or similar promotions at the same
time. A device which can influence the players of the mobile gaming
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devices may be commanded or requested to participate in the
promotion. The device may be a slot machine, TV monitor, billboard,
or any other device. The device may, accordingly, broadcast sounds,
images, or other information in support of the promotion. The device
may be selected or chosen because it is within a certain distance of all
of the mobile gaming device players, because it is within line-of-site
of all of the mobile gaming device players, because it is within
hearing range of all the mobile gaming device players, and/or for any
other reason. In various embodiments, a device (e.g., a slot machine)
may be selected to participate in a promotion that is being presented to
a plurality of players even though the device may be unable to
influence one of the plurality of players. For example, a slot machine
may be chosen to participate in a promotion being presented to several
players even if one of the players cannot see the screen of the slot
machine.
In various embodiments, a device may have the potential to participate
in two or more promotions at a given time. For example, a first player
of a mobile gaming device and a second player of a mobile gaming
device may each be in proximity to the device. Various criteria may
be use to determine whether the device will participate in a promotion
presented to the first player or the second player. The device may
participate in the promotion presented to the first player if: (a) the first
player is in closer proximity to the device than is the second player;
(b) the first player has a better view of the device than does the second
player (e.g., a display screen of the device is facing towards the first
player but away from the second player); (c) the first player is deemed
more likely to be influenced by the promotion than is the second
player; (d) the first player is a better customer of the casino than is the
second player (e.g., the first player has bet more money at the casino
in the past than has the second player); (e) the second player is a better
customer of the casino than is the first player; (f) the first player is

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deemed more likely to pay attention to the device participating in the
promotion; (g) the first player has shown more interest in the product
scheduled to be promoted to the first player than has the second player
shown in the product scheduled to be promoted to the second player;
(h) the second player is in proximity to another device which might
participate in the promotion scheduled to be presented to the second
player; and/or if other criteria are satisfied. It will be appreciated that
similar criteria may be used to choose which promotion a device (e.g.,
a slot machine) will participate in given that three or more players of
mobile devices are in the vicinity. In some embodiments, a device
(e.g., a slot machine) may participate in a promotion if such
promotion will be presented to the majority (or the plurality) of the
players of mobile gaming devices which are in the vicinity of the
device.
1.8.2. Sending the signals. The determination of whether or not it would
be appropriate for a device (e.g., a slot machine) to participate in a
promotion of a mobile gaming device may be determined in various
ways. In some embodiments, the mobile gaming device may detect
the presence of the device (e.g., the slot machine). The mobile
gaming device may detect the presence of the device by detecting a
signal emitted from the device. The signal may be caused by radio
frequency identification (RFID) tag associated with the device. The
signal may be an infrared signal or any other signal. In some
embodiments, the device (e.g., the slot machine) may detect the
presence of the mobile gaming device. The device may detect a signal
from the mobile gaming device, such as a signature of an RFID tag
associated with the mobile gaming device, such as an infrared signal
from the mobile gaming device, or any other signal. In various
embodiments, the device (e.g., the slot machine) may detect the
presence of the mobile gaming device using optical means. For
example, the device may include a camera and may employ image
processing algorithms to recognize when a player in the vicinity of the
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gaming device is carrying a mobile gaming device. In various
embodiments, the mobile gaming device may contain a positioning
system, such as a global positioning system (GPS). The mobile
gaming device may determine based on its position whether it is
currently proximate to a device (e.g., a slot machine). For example,
the mobile gaming device may access an internally stored map
describing the positions of one or more devices. In various
embodiments, the mobile gaming device and / or the device (e.g., the
slot machine) may relay any received signals to a central server. For
example, the device (e.g., the slot machine) may relay signals from the
mobile gaming device to the central server. The central server may
recognize that the signals were generated by the mobile gaming
device. Therefore, the central server may recognize that the mobile
gaming device is likely in proximity to the device (e.g., the slot
machine). Similarly, the mobile gaming device may relay signals
from the device (e.g., the slot machine) to the central server. The
central server may recognize such signals as originating from the
device (e.g., the slot machine) and may thereby recognize that the
mobile device is in proximity to the device (e.g., the slot machine). In
various embodiments, one or more sensors may detect the presence of
the mobile gaming device via signals emitted or transmitted from the
mobile gaming device. The sensors may not be associated with a
device (e.g., with a slot machine). The sensors may be in
communication with the central server. Thus, using signals detected
from sensors, and possibly using triangulation or other location
algorithms, the central server may detect the presence of the mobile
gaming device.
In various embodiments, once the central server recognizes that a
mobile gaming device is in proximity to a device (e.g., a slot
machine), the central server may arrange for the device to participate
in a promotion to be presented by the mobile gaming device. For
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example, the central server may instruct both the mobile gaming
device and the device (e.g., the slot machine) to present a promotion at
the same time. For example, the mobile gaming device may present
an audio and a video portion of a promotion while the nearby device
(e.g., the slot machine) may present a video sequence as part of the
promotion. In various embodiments, when the central server
recognizes that a mobile gaming device and a device (e.g., a slot
machine) are in proximity, the central server may determine whether it
is appropriate that the device (e.g., the slot machine) participate in a
promotion to be presented by the mobile gaming device. For
example, the central server may determine whether sound to be
broadcast by the device would be audible to the player of the mobile
gaming device given the ambient noise levels in the casino. As
another example, the central server may determine whether or not the
device is currently occupied and therefore whether the device should
be used at all in presenting the promotion.
In various embodiments, a device (e.g., a slot machine) may be the
sole presenter of a promotion. The mobile gaming device may not be
involved in presenting a promotion to a player. However, the mobile
gaming device may signal the device (e.g., the slot machine) to make
the presentation. For example, a player with a mobile gaming device
may walk by a slot machine. The mobile gaming device may transmit
a signal to the slot machine to present a promotion. Accordingly, the
slot machine may present video, audio, or other information
associated with the promotion. In the mean time, the mobile gaming
device may continue to allow the player to play a game without the
mobile gaming device becoming involved in the promotion. In
various embodiments, two or more devices may be involved in
presenting a promotion to a player. The mobile device may not be
involved in the presentation. However, the mobile device may signal
to the devices to present material in accordance with the promotion.
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1.9. Message about where to go to get something. For example, the mobile
device knows where you are and can tell you if you're near the jewelry
store and what you can get there. In various embodiments, a promotion
may include a message indicating where a product or service may be
bought, used, or experienced. For example, a mobile gaming device may
present a text message to a player indicating that there is a jewelry store to

the right of the player. For example, a mobile gaming device may present
an audio message to a player indicating that there is a show playing around
the corner. In various embodiments, when a player with a mobile gaming
device walks near a retail store or other locality of interest, a promotion
may be triggered. The promotion may relate to that locality.
2. Mediums. Places where promotions may be placed. Images or videos
associated with promotions may be presented in various places. Images and
videos associated with promotions may be presented on a display screen of a
mobile gaming device. Images and videos may be presented on the display
screen in different places, and under different circumstances. For example, an

image may be presented in the foreground or background, during a game or
between games. Other outputs associated with promotions may also be
presented in various ways.
2.1. Symbols. In various embodiments, images or video associated with a
promotion may be put on a symbol. In various embodiments, images or
video associated with a promotion may make up the whole of a symbol.
For example, an image of a soda drink may make up a symbol. Symbols
with such images or videos may function in a game just as any other
symbol. For example, in a slot machine game, the alignment of three like
symbols may allow a player to win a prize. Images or video associated
with a promotion may be put on cards; game tokens (e.g., a game token
that moves around a board in a game of Monopoly may take the form of
an image of a luxury car brand); game characters (e.g., a bidder in an
auction game may take the form of an animated CloroxTM box); tokens of
value (e.g., when a player of a game opens a treasure chest, three sparkling
Rolex watches may be revealed); and so on.
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2.2. The background, e.g., background graphics. Images or video associated
with a promotion may appear as background graphics on the display
screen of a mobile gaming device. For example, the parts of the screen
that are not occupied by graphics related to a game may be occupied by
images or video related to a promotion.
2.3. Signs. Images or video associated with a promotion may appear on signs
or other landmarks in a virtual world associated with a game. For
example, a game played on a mobile gaming device may feature a virtual
world with racing cars. The cars may pass billboards in the virtual world.
The billboards may include images promoting products or services.
2.4. Chip faces, such as the faces on gaming chips. In various embodiments,
images or video associated with a promotion may appear on gaming chips.
Such gaming chips may be actual, physical gaming chips, such as those
used in table games at casinos. Such gaming chips may also include chips
used in a game played on a computing device, such as on a mobile gaming
device. For example, a player may engage in a game of poker using his
mobile gaming device. Gaming chips which are graphically depicted in
the game may include images associated with a promotion, such as images
of products or services.
2.5. Cards. In various embodiments, images or video associated with a
promotion may appear on cards. Such gaming cards may be actual,
physical cards, such as those used in table games of poker or blackjack.
Such cards may also include cards used in a game played on a computing
device, such as on a mobile gaming device. For example, a player may
engage in a game of poker using his mobile gaming device. Cards which
are graphically depicted in the game may include images associated with a
promotion, such as images of products or services.
2.6. Audio. In various embodiments, the audio outputs of a mobile gaming
device may be used as part of a promotion. The audio outputs may
broadcast songs, jingles, voice, tunes, narrative, sounds of products (e.g.,
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2.7. Promotions appear in a bonus round. The whole theme of the bonus round
could be based on the promotions. In various embodiments images or
video associated with a promotion may appear in the bonus round of a
game. The bonus round may include any game sequence that is not part of
the normal flow of the game, and in which a player has the opportunity to
win unusual amounts of credits. For example, in a Wheel of Fortune
game, a bonus round may include a spin of a simulated wheel in which a
player is given the opportunity to win large prizes posted on the wheel.
Promotional images may be displayed in the background of a bonus round
scene. Promotional images may also function as characters or game
tokens in a bonus round. For example, a cereal box may be the main
character in bonus round, with the cereal box moving around a game board
and landing on squares which win money for the player. In various
embodiments the theme of a bonus round may center around a particular
promotion. For example, a bonus round set in a chocolate factory may be
designed to promote the Mars company. In various embodiments, audio
associated with a promotion may be broadcast during a bonus round. For
example, the hissing sound of a soft drink bottle opening may be broadcast
whenever the player has won more money in the bonus round.
2.8. Pop-up ads. In various embodiments, pop-up boxes or windows may be
used to display videos or images associated with promotions. Pop-up
boxes or windows may include separate windows that appear on a display
(e.g., on the display screen of the mobile gaming device) without
prompting from a player. Images or video associated with the promotion
may be displayed within the pop-up boxes or windows.
2.9. Housing. In various embodiments, promotions may be placed on a casing,
housing, or other hardware components of a mobile gaming device. For
example, the housing of a mobile gaming device may be decorated in the
coloring of a Coca-Cola can. In various embodiments, promotions may be
put on accessories of a mobile gaming device, such as on a leather case of
an iPod, such as on the holster of a BlackberryTM, such as on a dock of an
iPod, or on any other accessory.
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2.10. Constraints. Symbols have inherent constraints. For example,
they
consist of graphics. Symbols might be only certain pixel dimensions, such
as 20 x 20 pixels. In various embodiments, a particular medium or slot for
the display of images or video may have inherent constraints.
Accordingly, a marketer who wishes to use such a medium or slot for the
presentation of a promotion may have to devise images or video which
satisfy the constraints presented by the medium. For example, an image
associated with a promotion may take the place of (or may serve as) a
symbol in a reeled slot game. As the symbol may occupy only a small
portion of the area of the display screen, the image or video associated
with the promotion may likewise be constrained to occupy only that small
area of the display screen. The symbol may have a stated constraint in
terms of size. For example, the symbol may occupy an area of 0.36 square
inches, or an area of 20 by 20 pixels. Any image or video that is to serve
as a symbol must thus be confined to the stated area limits. In various
embodiments an image or video associated with a promotion is constrained
to occupy a certain area. The area may be measured in terms of square
inches, dimensions, square millimeters, or in terms of any other units. In
various embodiments, the central server or other party selling promotional
opportunities to marketers may publish or otherwise inform potential
marketers of the constraints placed on various types of promotions. For
example, the central server may list available places to display images or
video and may list corresponding size constraints. For example, the
following may be a partial list of mediums and constraints: (a) symbol, 20
x 20 pixels; (b) billboard in bonus round, 30 x 50 pixels; (c) background
left side of screen, 70 x 20 pixels; (d) background top of screen, 20 x 80
pixels; and so on. In various embodiments, the cost to a marketer of
displaying an image or video may be based, at least in part, on the display
area of the image or video. For example, the cost to the advertiser may be
proportional to the display area of the image or video. In various
embodiments, the cost to the marketer for a promotion may depend on
other factors as well, such as the duration for which a promotion is
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presented, the point in a game at which a promotion is presented, the
number of times a promotion is presented (e.g., the cost per presentation
may go down if there are multiple presentations), and so on.
In various embodiments, there may be time constraints placed on a
promotion. For example, a promotion must last no more than 3 seconds.
Thus, any video associated with the promotion may be constrained to
lasting no more than 3 seconds. Also, any audio associated with the
promotion may be constrained to lasting no more than 3 seconds. In
various embodiments, the cost to a marketer for having a promotion
presented may depend, at least in part, on the duration of the promotion.
In various embodiments, an image may be constrained to be at least a
certain size, or to occupy at least a certain area. For example, an image
may be constrained to be at least 20 by 20 pixels. In this way, the casino
server can ensure that empty space is kept to a minimum on a display
screen. Similarly a video may be constrained to take up at least a certain
amount of area. In various embodiments, an image or video may be
constrained to be exactly a particular size. In various embodiments, an
audio clip associated with a promotion may be constrained to be exactly a
particular duration. In this way, the casino server may ensure that there is
no undesired quiet time.
3. Player indicates his preferences in advertising. In various embodiments, a
player may influence the promotions that are presented to him. When the
player has an input into which promotions are presented to him, the player may
be more likely to respond positively to the promotions.
3.1. In a game with advertising on various game elements, the player selects
the category, genre, brand or other rubric from which ads are selected.
This information on player ad preferences may itself be valuable since the
player has just answered a survey question. For example, when the game
is about to start, the opening screen can display three options (e.g., three
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large boxes with descriptive text and graphics) to be picked using the
touch screen. In various embodiments, a player may indicate a type,
category, or other limitation on a promotion. Promotions may then be
presented to the player based on the indicated type or category. Such a
type or category may represent a preference of the player. For example,
the player may prefer to see vacation related commercials, car related
commercials, or food related commercials. In indicating a category of
promotion, player may indicate: (a) a type of product; (b) a type of service;
(c) a price range for a product or service; (d) a brand; (e) a manufacturer;
(f) a format of the promotion (e.g., the promotion is a movie trailer; e.g.,
the promotion should last only five seconds; e.g., the promotion may be an
infomercial; e.g., the promotion should be video; e.g., the promotion
should be audio); (g) a particular product (e.g., the player may wish to see
a promotion about a Mercedes of a particular model and year); (h) a
particular cause (e.g., the player may wish to see promotions for products
or charities that benefit a particular cause, such as the environment); (i) a
particular attribute of a product (e.g., the player may indicate that he/she
wishes to see only red clothes); (j) a retailer (e.g., the player may indicate

the he/she wishes to see products from Macy's); (k) whether a promotion
will promote a particular product or service or just be informational; and
so on.
In various embodiments, a player may indicate a category of promotion in
various ways. When first receiving a mobile gaming device, a player may
indicate a category of promotion. The player may indicate a category by
informing a casino representative. The casino representative may then
program a setting onto the mobile gaming device such that the mobile
gaming device only presents promotions of the category indicated by the
player. The player may also make an indication using the mobile gaming
device. For example, the player may select a category of promotion from
a menu, from a series of check boxes, or from a text box. Using a text
box, a player may key in a category of promotion, or any description of a
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promotion the player so desires. For example, the player may key in,
"show me things to do in Kansas during August". In various
embodiments, the player may go through two or more rounds of specifying
a promotion. For example, the player may first specify a broad category
such as automobiles. The player may then specify a narrower category,
such as "cars" or "trucks".
In various embodiments, a player may indicate category of promotion via
the Internet. For example, prior to a casino visit, a player may visit the
Internet. The player may navigate a series of menus, checkboxes, text
boxes, or other input mediums in order to specify a category of promotion.
The indicated category of promotions may be stored by the casino server.
The casino server may then ensure that, while playing, the player is only
presented with promotions falling under the given category. In various
embodiments, the mobile gaming device may filter out promotions so that
only those of a category indicated by a player are presented to the player.
In various embodiments, promotions of a category related to that selected
by the player may be presented to the player.
In various embodiments, a player may indicate a new category of
promotions some time during the course of a playing session. For
example, a player may indicate that she is no longer interested in see
promotions related to jewelry, and instead would like to see promotions
related to purses. A mobile gaming device may include a menu or icon
that is accessible during a playing session. The player may access such a
menu or icon to indicate a change to the category of promotion.
In various embodiments, a player may first see one or more promotions.
The player may then indicate whether he would like to see additional,
similar promotions, or whether he would like to see promotions of a
different type. Based on his response, new promotions may be presented
to the player. The player may once again be asked whether he would like

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to see similar promotions or promotions of a different type. In this way,
the casino server may iteratively arrive at a category of promotion that is
of interest to the player.
In various embodiments, a player may indicate a category of promotion.
The promotions presented to the player may or may not then all conform
to the indicated category. For example, the casino server may not
necessarily have an inventory of promotions to present to the player of the
category indicated by the player. In various embodiments, the casino
server may determine promotions that are deemed to most closely fall
within the category indicated by a player, even if such promotions do not
directly fall within the category indicated by the player. For example, the
player may indicate a desire to see promotions related to vacationing in the
Bahamas. The casino may not have any promotions directly on topic.
However, the casino may have promotions related to vacationing in the
Virgin Islands. Thus, the casino may present such promotions to the
player. The casino may employ algorithms for associating related
concepts. The algorithms may learn from the preferences indicated by
players. For example, if a given player indicates that he wishes to be
presented with promotions related to concept A and concept B, then the
algorithms may associate concept A with concept B. In the future, if
another player indicates he wished to be presented with promotions related
to concept A, the casino server may present to the player promotions
related to concept B. As will be appreciated, many algorithms could be
used for deriving associations between concepts. Any such algorithm
might be used for choosing promotions to present to a player, in various
embodiments.
In various embodiments, a player may indicate a category of promotion.
By indicating such a category, the player may reveal himself to be a
potential customer of a merchant who would create a promotion falling
within the indicated category. For example, a player may indicate that he
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wishes to view promotions for luxury cars. By providing such an
indication, the player may reveal himself to be a potential buyer of luxury
cars. The knowledge that the player is a potential buyer of luxury cars
may be of value to a dealer or manufacturer of luxury cars. Thus, in
various embodiments, if a merchant deals in a category of goods or
services and a player has indicated a preference to view promotions related
to that category, then the casino may provide the merchant with the
player's contact information. The merchant may then be able to send
further promotions to the player. For example, the merchant may be able
to send promotions to the home of the player. In some embodiments, a
merchant may pay the casino to provide the contact information of a player
who has indicated interest in seeing promotions in a category in which the
merchant's products fall.
In some embodiments, a merchant not be given direct contact information
for a player who has shown interest in promotions falling within the
merchant's area of business. Rather, the casino may forward promotions
from the merchant to the player, even after the player has left the confines
of the casino. For example, the merchant may send a promotional email to
the casino, and the casino may forward the promotional email to the
player. In this way, the player's contact information may be kept from the
merchant, and the player's privacy may be maintained.
In various embodiments, a player may indicate a particular category of
promotion. The casino may then find marketers who might be expected to
run promotions falling under that category. For example, a player may
indicate he wishes to see promotions related to car insurance. The casino
may then find various car insurance companies. The casino may invite the
marketers to promote to the player. In various embodiments, the casino
may provide a general description of the player to a marketer. For
example, the casino may provide the marketer with an age, income level,
and / or other demographic characteristic of the player. The information
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about the player that is provided to the marketer may aid the marketer in
deciding whether or not to promote to the player. Based on information
about the player, marketers may determine whether or not they wish to
promote to the player. For example, a marketer may decide based on the
age of a player whether or not the player would be likely to purchase the
marketer's product. The marketer may make a decision as to whether or
not to promote to a player simply based on the fact that the player has
shown interest in a particular category of promotion. In various
embodiments, the casino may quote a price to the marketer to promote to a
particular player. The marketer may accept or reject the offer to promote.
In various embodiments, the casino may quote a range of prices, each price
corresponding to different limitations on the promotions. For example, a
first price may be quoted for placing a symbol on a reel, a second price
may be quoted for filling the whole screen with a 30-second video, and so
on.
In various embodiments, the casino may solicit bids from marketers to
present promotions to a particular player. The marketers that place the
highest bids for a given medium or slot may be given the opportunity to
present a promotion to the player. In various embodiments, more than one
marketer who bids may be given the opportunity to promote to a player.
The marketers with the higher bids may be given preferential slots. For
example, the marketer with the highest bid may be given the largest screen
area in which to promote. For example, the marketer with the highest bid
may be given the longest time slot in which to have a promotion presented.
In various embodiments, the casino server may contain an inventory of
promotions that are available to present to a player. The casino server may
store rules (e.g., rules provided by the sponsor of the promotion) which
describe the criteria for presenting the promotions. A promotion may be
stored as one or more computer files, including image files, audio files,
video files, and so on. In various embodiments, the casino may request
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promotions from marketers. For example, upon receiving an indication of
a category of promotion from a player, the casino may solicit promotions
from marketers who might wish to present promotions falling within the
indicated category.
3.2. Sponsors or marketers may inform a player as to what sponsored
outcomes he can get. "Pick Pepsi and get free spins". In various
embodiments, a player may be informed of a benefit he can receive in
exchange for agreeing to view a promotion. In various embodiments, a
player may be informed of a benefit he can receive in exchange for
agreeing to view a category of promotion. In various embodiments, a
marketer may be willing to compensate a player for viewing or listening to
a promotion. The compensation may take a number of forms.
Compensation may include: (a) money; (b) gaming chips or gaming
credits; (c) increased odds of winning; (d) higher payouts (e.g., a jackpot
may be increased); (e) reduced costs of wagering (e.g., a player may be
given the opportunity to make a wager for $5 that would normally have
been $10); (f) a free game (e.g., a free spin at a slot machine; e.g., a free
game of video poker); (g) a free opportunity to enter the bonus round; (h)
hints given in a game (e.g., in a game of video poker, a player may receive
hints); (i) a free or discounted music download; (j) a free or discounted
software download; (k) a free or discounted ring-tone download; (1) a
download of a video, cartoon, movie trailer, animation, television pilot
episode, news clip, or other sequence; (1) a cashless gaming ticket; (m) a
ticket to a show; (n) a ticket to a movie; (o) complementary (comp) points;
(p) a voucher; (q) a gift certificate; (r) a voucher for a free meal; (s) a
free
or discounted stay in a hotel room; and any other benefits. A marketer
may provide any benefit either directly or indirectly to a player. In various
embodiments, a marketer may directly provide cash to a player in
exchange for the player agreeing to view a promotion of the marketer. In
various embodiments, a marketer may provide compensation to the casino,
and the casino may in turn provide a benefit to the player, such as
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increased odds of winning. The compensation provided to the casino may
be equal to the expected cost to the casino of providing the benefit to the
player.
In various embodiments, two or more marketers may contribute to a
benefit which will be provided to a player. For example, each of two
automobile manufacturers may contribute a portion of the benefit that will
be provided to a player for viewing automobile related promotions.
In various embodiments, a player may receive a fixed benefit from the
casino for agreeing to be presented with promotions. The casino may then
sell to marketers opportunities to present promotions to the player. The
casino may attempt to sell such opportunities for as much money as it can
get. The casino may profit from the difference in value between the
benefit provided to the player and the amounts received from the
marketers.
In various embodiments, a player may be presented with a table or other
listing of benefits he might receive, together with criteria for receiving the
benefits. For example, a table may include a first column listing different
categories of promotions. A second column in the table may list benefits
the player would receive in exchange for being presented with such
promotions. For example, a line in the table might list, "Watch Pepsi Ads"
as the category of promotions, and "Get 10 Free Spins" as the benefit.
4. Triggers for promotions. Promotions may be presented at various times
and
under various circumstances. In one situation, a player may be engaged in
playing a game on the mobile gaming device. A promotion may be presented
to the player on the screen while the game is occurring (e.g., the promotion
is
presented as a symbol; e.g., the promotion is presented on screen space to the
side of the screen space displaying the game), on the screen between games, on

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during the game, and so on. In one situation, a player may not be engaged in
playing a game and promotions may be presented to on the mobile gaming
device. Promotions may be presented continuously, periodically, sporadically,
when the mobile gaming device comes to a particular location, and so on.
4.1. Broadcasting of advertising content to others physically near a player.
If a
player is near others, the volume on your device can go up so that others
hear the advertising on your device. "You have just won a FREE COKE".
In various embodiments, a promotion may be triggered by the presence of
a nearby human being. The nearby human being may be someone other
than the player of the mobile gaming device which is presenting the
promotion. For example, if the mobile gaming device detects the presence
of a human being other than the player, the mobile gaming device may
broadcast a promotion. In various embodiments, the mobile gaming
device may broadcast a promotion in response to the presence of any
human being, including the player of the mobile gaming device. A mobile
gaming device may detect the presence of another human being in various
ways. The mobile gaming device may include a microphone. The
microphone may pick up ambient audio signals. The mobile gaming
device may analyze ambient audio signals for tell-tell human sounds, such
as the sound of a voice, the sound of breathing, the sound of steps, and so
on. For example, the mobile gaming device may use special software
which is tuned to recognize voice signals. The mobile gaming device may
recognize the presence of humans by other means. For example, the
mobile gaming device may include a heat or infrared sensor. The mobile
gaming device may use such a sensor to pick up the heat signatures of
humans. In various embodiments, the mobile gaming device may include
a camera. The camera may periodically snap pictures of its surroundings.
The mobile gaming device may include image processing software for
analyzing the pictures. The image processing software may have the
capability to recognize images associated with humans. In various
embodiments, the mobile gaming device may recognize the presence of
humans via devices associated with the humans. For example, the mobile
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gaming device may recognize the signal from a nearby cell phone, e.g., by
receiving the signal at an antenna associated with the mobile gaming
device. Presumably, the cell phone is being carried by a human. Thus, by
recognizing the presence of a cell phone, the mobile gaming device may
be indirectly recognizing the presence of a human. In various
embodiments, the mobile gaming device may recognize the presence of
another mobile gaming device. Presumably, the other mobile gaming
device is being held or carried by another human. Thus, by recognizing
another mobile gaming device, the first mobile gaming device may
indirectly recognize the presence of another human.
In various embodiments, upon recognizing the presence of another human,
the mobile gaming device may present a promotion. The promotion may
thereby have the chance of being perceived not only by the player of the
mobile gaming device, but also by the other human who is in proximity to
the mobile gaming device. The effect of the promotion may thereby be
amplified.
In various embodiments, upon recognizing the presence of another human,
the mobile gaming device may increase the volume with which a
promotion is presented. The increased volume may make it more likely
that the other human will perceive the promotion.
In various embodiments, upon recognizing the presence of another human,
the mobile gaming device may increase the brightness of a display.
Increasing the brightness of its display may make it more likely that the
other human may perceive the graphics on the display. Such graphics may
include graphics associated with promotions.
4.2. Broadcasting with more light in a brightly-lit environment (e.g., in the
pool). In various embodiments, a mobile gaming device may increase the
brightness of its display based on the strength of ambient light. For
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example, the mobile gaming device may increase the brightness of its
display as the brightness of ambient light increases. For example, the
mobile gaming device may make its display bright if the mobile gaming
device is outside in the sunlight, while the mobile gaming device may
make its display dimmer when the mobile gaming device is within a
casino. In various embodiments, a mobile gaming device may include a
light sensor. The sensor may detect ambient light conditions. Based on
readings from the sensor, the mobile gaming device may either increase or
decrease the brightness of its display. In various embodiments, increasing
the brightness of a display may make it easier for a player of the mobile
gaming device to perceive promotions and/or other graphics while in the
presence of bright light. In various embodiments, decreasing the
brightness of its display may allow the mobile gaming device to increase
battery life. Thus, in various embodiments, the mobile gaming device may
decrease the brightness of its display in areas where a bright display is not
needed, such as indoors.
4.3. Somebody near you wins. For example, someone on slot machine nearby
wins. Your mobile device says, "You can have that too, ifyou'll just..."
In various embodiments, a promotion may be presented to a first player of
a mobile gaming device based on the game results of a nearby player. The
nearby player may be a player of a slot machine, video poker machine,
mobile gaming device, or any other gaming device. The nearby player
may have just: (a) won a game; (b) won a large payout (e.g., a payout of
40 or more coins); (c) won a jackpot; (d) entered into a bonus round; (e)
had a near miss; (f) lost a game; (g) run out of money; (h) cashed out; or
may have been involved in any other game event or outcome. Based on
the game event, result, or outcome of the nearby player, a promotion may
be presented to the first player.
In various embodiments, if the nearby player has had a favorable outcome,
then a promotion may be presented to the first player. The promotion may
offer the first player the opportunity to experience a similar outcome as has
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the nearby player, if the first player will only engage in some activity. The
activity may include viewing an advertisement or presentation, test driving
an automobile, answering a survey question, testing or sampling a product
or service, providing some information about him or herself (e.g.,
demographic information), providing contact information about himself,
providing contact information about another person (e.g., a friend; e.g., a
family member), and so on. Thus, for example, the first player may have
the opportunity to experience an outcome similar to the outcome that the
nearby player has just experienced if the first player would only view a
ten-minute promotion on his mobile gaming device and answer two survey
questions related to the promotion.
In various embodiments, a mobile gaming device may determine the
results or outcomes of a nearby player in various ways. The mobile
gaming device may transmit to the casino server its location. The casino
server may determine a gaming device that is proximate to the location of
the mobile gaming device. The casino server may determine an outcome
that has just occurred at the gaming device. The casino server may
transmit to the mobile gaming device an indication of the outcome.
If the first player accepts the offer of his mobile gaming device, then the
mobile gaming device may allow the first player to engage in the activity.
For example, the mobile gaming device may present a ten-minute
promotion and then present survey questions about the promotion for the
first player to answer. Once the first player has successfully engaged in
the activity, the mobile gaming device may provide the first player with
the same outcome as had been achieved by the nearby player. For
example, if the nearby player had won a payout of 50 credits, the first
player may be given 50 credits. For example, if the nearby player had won
entry into a bonus round, then the first player may be given entry into the
bonus round.
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4.4. You win an outcome. In various embodiments, a promotion may be
presented to a player if the player has achieved a winning outcome. A
promotion may be presented to a player if the player has: (a) received a
positive payout; (b) received a payout that is greater than the amount
wagered; (c) received a payout that exceeds a certain threshold (e.g., 10
coins); (d) achieved entry into a bonus round; and so on. The time when a
player achieves a winning outcome may be an opportune time to present a
promotion to the player, because the player may be in a good mood. The
player may thereby be more receptive to the message of the promotion.
The player may also transfer the positive feelings associated with the
winning outcome to the subject of the promotion. For example, if a
particular brand of potato chips is presented to a player right after the
player has achieved a winning outcome, then the player may associate
those potato chips with the positive feeling of winnings.
In various embodiments, a marketer may pay more to have its promotion
presented if the promotion is presented following a winning outcome.
This may occur because the player may be more likely to have positive
feelings associated with the promotion following a winning outcome than
following a non-winning outcome. Thus, in various embodiments, a
marketer may pay a first amount to have a presentation promoted at a first
time not following a winning outcome, and may pay a second amount
which is greater than the first amount to have the promotion presented at a
second time following a winning outcome.
4.5. You win a big payout. In various embodiments, a promotion may be
presented to a player if the player has won a large payout. A large payout
may be defined as a payout exceeding X credits, where X may be e.g., 50,
100, 1000, or any threshold number of credits. In various embodiments, a
large payout may be defined as a payout whose quantity is greater than X
multiple of the amount wagered, where the multiple may be e.g., 50, 100,
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4.6. You win a certain amount. In various embodiments, a promotion may be
presented to a player if the player has won a certain aggregate amount.
The aggregate amount may represent total payouts over a certain period
less amounts wagered. The aggregate amount may represent total payouts
regardless of amounts wagered. For example, a promotion may be
presented to a player if the player has won 100 coins net of amounts
wagered over the past hour.
4.7. You have a near miss. In various embodiments, a promotion may be
presented to a player if the player has had a near miss. For example, if the
player has achieved four cards to a royal flush, if a person has achieved
four out of five required jackpot symbols, or if a person has landed one
spot away on a spinning wheel from the jackpot space, the player may be
presented with a promotion. The promotion may read, "Oh, so close ¨
well, at least you can rent a car for only $20 per day at Jim's car rental."
In some embodiments, a promotion may offer the player the chance to
achieve the missed outcome if the player will perform some activity. For
example, if the player agrees to spend a day in a cabin in a retirement
community, the player may receive a payout as if he had achieved the
nearly missed outcome.
4.8. Location. In various embodiments, a promotion may be triggered by the
location of a player. In various embodiments, a promotion may be
presented to a player if the player is in a first location, but not if the
player
is in a second location. In various embodiments, a first promotion may be
presented to a player if the player is in a first location, and a second
promotion may be presented to the player if the player is in a second
location. In various embodiments, a promotion may be presented to a
player if the mobile gaming device of the player is in a particular location.
The player may be assumed to be in the same location as the mobile
gaming device.
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4.8.1. Walk by a store. In various embodiments, a promotion may be
triggered as a mobile gaming device comes into the proximity of a
store. The promotion may show images or video depicting products
in the store. The promotion may present text descriptions of store
items. The promotion may describe available discounts within the
store. In various embodiments, a promotion may be triggered as a
mobile gaming device comes into proximity of any retailer, such as a
store, a restaurant, a roadside stand, a gas station, a car repair shop,
and so on. Proximity may be defined, in various embodiments, as
being within 100 feet, as being on the same block, as being within
sight, as being within walking distance, as being within a mile, as
being directly in front of, or as any other appropriate distance range.
In various embodiments, a promotion may include an offer of a
benefit if the player of the mobile gaming device walks into the
retailer, buys a product at the retailer, tests a product at the retailer, or
otherwise interacts with the retailer. The benefit offered may include:
(a) money; (b) gaming chips or gaming credits; (c) increased odds of
winning; (d) higher payouts (e.g., a jackpot may be increased); (e)
reduced costs of wagering (e.g., a player may be given the opportunity
to make a wager for $5 that would normally have been $10); (f) a free
game (e.g., a free spin at a slot machine; e.g., a free game of video
poker); (g) a free opportunity to enter the bonus round; (h) hints given
in a game (e.g., in a game of video poker, a player may receive hints);
and so on. Thus, for example, a player of a mobile gaming device
may receive an offer of 10 free spins in a game of slots if he walks
into a retailer.
In various embodiments, a representative of a retailer, such as a store
owner or manager, may be informed as a mobile gaming device
approaches the store. The representative of the retailer may have the
opportunity to decide on an offer for the player in substantially real
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time. For example, the representative may determine whether any
items in the store are currently overstocked. The representative may
accordingly offer the player a special discount on such items. The
representative may also be given information about the player. For
example, the representative may receive information about the
player's age, race, marital status, gender, and so on. The
representative may also receive information about recent outcomes
achieved by the player. The representative may use such information
in tailoring a promotion for the player. For example, if the player is a
man, the store owner may offer him a discount on a tie. If the player
is a woman, the store owner may offer her a discount on a blouse.
The mobile gaming device may transmit information about the player
to nearby stores, thus allowing store representatives to learn
information about the player. In various embodiments, the mobile
gaming device may transmit to a nearby retailer a player identifier,
such as a player name. The retailer may transmit to the casino server
the player identifier. The retailer may thereupon receive from the
casino server further information about the player. Information
received about a player may include: (a) the last outcome achieved by
the player; (b) the last large outcome received by the player; (c) total
winnings for the player in the past X period of time (e.g., total
winnings for the player in the last 10 minutes, the last day, the last
hour, the last two days, etc.); (d) net or gross winnings for a player in
the last X period of time; and so on.
In various embodiments, a retailer may include a retail computer or
retail server. The computer or server may execute algorithms for
determining a promotion for a passing player. The promotion may be
determined based on conditions within the store. The promotion may
also be determined based on information received about the player.
For example, the promotion may be determined based on whether the
player has recently won a significant amount of money while
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gambling. For example, if a player has won a large amount of money
recently, the store may promote to the player a relatively expensive
product. The idea behind the promotion may be that the player is in a
good spending mood in light of his recent good fortune. The retail
server may receive signals from the mobile gaming device and/or
from the casino server, with such signals describing information about
the player. The retail server may use such information to
automatically determine a promotion for the player. The promotion
may be automatically transmitted to the mobile gaming device of the
player. The promotion may then appear on the screen of the mobile
gaming device. The promotion may be broadcast using speakers of
the mobile gaming device. In various embodiments, the retail server
may determine a promotion for the player. The retail server may
display an indication of the promotion to a representative of the
retailer. The representative may then communicate the promotion to
the player. For example, the representative may walk out in front of
the retail establishment, greet the player, and present the promotion to
the player (e.g., offer the player a discount on a product within the
store).
In various embodiments, a retailer and/or the casino server may track
purchase data from players. For example, the retailer and/or the
casino server may maintain a database. The database may include
information about a player coupled with data describing an amount a
player spent (e.g., on products or services), a type of product
purchased by the player (e.g., clothes; e.g., shoes; e.g., jewelry);
whether or not a player tested a product or service, whether or not a
player walked into a store, whether or not a player indicated interest in
an item, and so on. Data about a player may include data describing
player demographics, including age, race, gender, income, marital
status, and so on. Data about the player may also include data about
gambling results of the player, possibly including recent outcomes
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achieved, recent amounts won, amounts won in the last X period of
time, total payouts less total amounts wagered in the last X period of
time, amounts wagered, amounts wagered per game, and so on. The
database may thus include demographic information about a player,
information about the gambling results of the player, and purchasing
results of the player. The database may contain such information
about a large number of players. For example, the database may
contain one record for each player. Each record may include
information about a player's demographics, purchasing information,
and information about gambling results achieved.
In various embodiments, an algorithm may be used to derive
correlations between two types of information such as purchasing
decisions and gaming outcomes achieved prior to the purchasing
decision. For example, algorithms may be used to determine
correlations between amounts won while gaming during a given
period of time, and amounts spent at a retailer following the period of
time. The output of the algorithm might indicate, for example, that
the more a player wins during the hour prior to visiting a retail store,
the more the player is likely to spend at the retail store.
In general, given historical information about players' gaming
outcomes and purchasing decisions, and given information about a
particular player's recent gaming performance (or gaming
performance over more than just the recent past), algorithms may be
used to predict the particular player's likely purchasing decisions.
Such algorithms may be used to predict a player's likely response to
promotions. For example, a representative of a retail establishment
may receive information about an approaching player. The
information may indicate that the player has won a jackpot in the last
hour. The retailer may key that information into a predictive
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likely than a typical person to want to purchase an expensive item.
The algorithm may further recommend an item to offer to the player.
The algorithm may have access to a database or other listing of store
items. The algorithm may have access to a database or other listing of
prices, costs, or other measures of value of store items. Based on
predictions of the player's spending, and based on the descriptions of
items and their values, the algorithm may determine which item to
offer to the player. The algorithm may output a test description of
such item to the store representative. The representative may
approach the player and inform the player that this item is available
and even that the player may receive a special discount on the item.
In some embodiments, the algorithm may transmit a promotion
directly to the mobile gaming device of the approaching player. For
example, the algorithm may transmit a promotion indicating that a
fine coat is available only to that player for $700.
In various embodiments, data recorded about a player may include
data describing promotions presented to the player. Data recorded
and/or stored may further include data describing a player's reaction
to the promotions presented to him. Algorithms may be used to
correlate information about the players' recent gaming outcomes to
players' reactions to promotions. For example, an algorithm may find
that a player is more likely to respond to humor-based promotions
when the player has just won money, and that a player is more likely
to respond to value-based promotions when the player has just lost
money. Thus, algorithms may be used to predict which promotion or
type of promotion would be most effective given a player's recent
gaming outcomes.
In various embodiments, information about a player's gaming
outcomes may be received at a retail computer from the player's
mobile gaming device. In various embodiments, information about a
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player's gaming outcomes may be received at a retail computer from
the casino server. In various embodiments, algorithms used to predict
which products a player might like to purchase may be executed by
the casino server. In various embodiments, algorithms used to predict
which products a player might like to purchase may be executed by a
retail server. Such algorithms may, in various embodiments, be
executed by the player's mobile gaming device. In various
embodiments, one or more human representatives may work in
conjunction with predictive algorithms in order to determine a
particular promotion for a player. For example, a predictive algorithm
may determine a price range of a product that should be offered to a
player. Based on that price range, a representative may determine a
particular product to offer to the player, given the representative's
knowledge of different product pricing. As another example, a
predictive algorithm may determine a type of promotion (e.g., video;
e.g., audio; e.g., still image; e.g., 30-second; e.g., 5-second; e.g., offer
of a discount; etc.). A human, such as a representative of a retailer,
may determine the exact promotion to send to the player. In various
embodiments, a human may make a live presentation of a promotion.
For example, a representative of a retailer may call a player on his
mobile gaming device. The mobile gaming device may, for example,
function as a cellular telephone. The human may make a sales pitch
to the player. A human may also present a promotion via text. In
various embodiments, the determination and presentation of a
promotion may be done automatically, without any human
intervention. For example, a player with a mobile gaming device may
approach a retail store while walking in the hallways of a mall. The
mobile gaming device may detect its own coordinates using an
internal positioning system. The mobile gaming device may transmit
its coordinates to a casino server. The casino server, based on the
coordinates, may determine that the mobile gaming device is near to a
particular retail store. The casino server may have previously
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received information about gaming outcomes of the player via signal
from the mobile gaming device. The casino server may thereupon use
information about the player's recent gaming outcomes, together with
information about the products at the retail store, to derive a
promotion for the player. The casino server may transmit such a
promotion to the player. In some embodiments, the casino server may
transmit the promotion to the retail store. The retail store may then
relay the promotion to the mobile gaming device of the player. As
will be appreciated, information about a player, such as information
about outcomes achieved by the player, may be received at various
locations, such as at a retail store or at a casino server. Similarly, as
will be appreciated, a promotion can be determined at several places,
including at a casino server, mobile gaming device, or at a retail store.
The promotion may be transmitted to the mobile gaming device of the
player from several places, such as from the retail store or from the
casino server. In various embodiments, the mobile gaming device
may store information internally about a retail store. For example, the
mobile gaming device may store possible promotions that might be
available from a retail store. The mobile gaming device, based on
gaming results of the player of the mobile gaming device, may
determine which of the internally stored promotions to actually
present to a player. The mobile gaming device may employ predictive
algorithms in making the presentation.
In various embodiments, information about purchasing habits of
players may be shared among retail establishments. For example, a
large database may be assembled from data gathered at several retail
establishments. The database may include records for various players,
some of whom have made purchases at a first retail establishment, and
some of whom have made purchases at a second retail establishment.
The larger sample size of such a database, as opposed to a database
with customers of just a single retail establishment, may make it
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possible to come up with better predictive algorithms for a player's
purchasing decisions.
Perspectives for the determination of offers for retail establishments
In various embodiments, a casino server may determine one or more
outcomes for a player of a mobile gaming device. The casino server
may transmit such outcomes to the mobile gaming device. The
mobile gaming device may present such outcomes to the player.
The casino server may track the location of the mobile gaming device.
The casino server may determine when the mobile gaming device is
proximate to a retail establishment.
The casino server may receive data from the retail establishment. For
example, the POS terminal of the retail establishment may indicate
inventory levels of various products, and communicate the inventory
levels to the casino server. The retail establishment may communicate
other data, such as data about product values, product wholesale costs,
expected delivery dates of new products, historical demand for
products, customer traffic at the retail shop, and any other pertinent
data.
The casino server may use the data received from the retailer to
determine promotions on behalf of the retail establishment. For
example, if the retailer has an excess of a certain product, the casino
server may determine a promotion which offers the product at a
discount.
Based on an outcome generated for a player of a mobile gaming
device, the casino server may determine a promotion for the player of
the mobile gaming device. The casino server may determine a first
promotion if a first outcome is generated, and a second promotion if a
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second outcome is generated. For example, if the outcome generated
is a winning outcome, the casino server may determine a promotion
which advertises an expensive product. If the outcome generated is a
losing outcome, the casino server may determine a promotion that
offers a discount to the player.
The casino server may determine a promotion to present to a player of
a mobile gaming device based on the fact that a player is within a
certain distance of the retail establishment, or based on the fact that
the player is within a certain geographic region, area, or locality. For
example, the casino server may transmit a promotion to the mobile
gaming device of a player for presentation only if the player is within
50 feet of the retail establishment that is being promoted.
Thus, a casino server may determine an outcome which has been
generated for a player of a mobile gaming device. The casino server
may receive data from a retail establishment. The casino server may
determine a distance between the mobile gaming device and the retail
establishment. Based on these factors, the casino server may
determine a promotion which promotes the retail establishment to the
player. The casinos server may cause the promotion to be presented
to the player via the mobile gaming device of the player. For
example, the casino server may transmit data to the mobile gaming
device, where such data describes or encodes the promotion. The
mobile gaming device may then present the promotion to the player.
In various embodiments, a retail establishment may receive an
indication that a mobile gaming device is in proximity to the retail
establishment. The indication may be received via direct
communication from the mobile gaming device, or via communication
from the casino server (e.g., the casino server may determine that the
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may communicate such information to the retail establishment). The
retail establishment may determine a promotion for the player of the
mobile gaming device. The retail establishment may determine such
promotion based on various data, such as inventory levels, future
delivery dates for new products, wholesale costs, ability to return
unsold items, and so on. The retail establishment may also receive an
indication of an outcome achieved by the player of the mobile gaming
device. The retail establishment may receive any information about a
player's results, including an indication of recent winnings, an
indication of a gross amount won, an indication of a net amount won,
and so on. The retail establishment may determine a promotion for
presentation to the player based on an outcome received by the player.
The retail establishment may determine a promotion for presentation
to the player based on any historical results of the player. The retail
establishment may determine a promotion based both on the historical
results of the player and based on the fact that the player is proximate
to the retailer. For example, if the player is proximate to the retail
establishment and the player has just won a large payout, then the
retail establishment may determine a promotion which highlights a
luxury product of the retail establishment. The retail establishment
may transmit the promotion to the mobile gaming device. The retail
establishment may transmit the promotion to the casino server. The
casino server may then transmit the promotion to the mobile gaming
device.
In various embodiments, the mobile gaming device may receive
information from a retail establishment. The information may include
information about inventory levels, current customer traffic levels,
historical customer traffic levels, or any other pertinent information.
The mobile gaming device may determine whether or not it is near to
the retail establishment. If the mobile gaming device is near to the
retail establishment, then the mobile gaming device may determine a
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promotion to present to the player, the promotion serving to promote
products or services of the retail establishment. The promotion may
be determined based on information provided by the retail
establishment. The information provided by the retail establishment
may be transmitted directly from the retail establishment to the mobile
gaming device. The information provided by the retail establishment
may be transmitted first to the casino server and then to the mobile
gaming device. In various embodiments, the retail establishment may
determine whether or not the mobile gaming device is near to the
retail establishment. The retail establishment may then inform the
mobile gaming device, either directly or through the casino server. In
various embodiments, the casino server may determine whether the
mobile gaming device is near to the retail establishment. The casino
server may inform the mobile gaming device if it is near the retail
establishment.
4.8.1.1. Use the mobile gaming device as an automatic, custom tailored
coupon. An individualized coupon. In various embodiments, a
mobile gaming device may store coupons, gift certificates, or
other tokens which confer value or discounts. Coupons may be
transmitted to a mobile gaming device at various times. In
various embodiments, a player may win coupons, gift
certificates, or other benefits while playing a game. For
example, if a player lines up three "Macy's" symbols on a slot
machine, the player may win a $100 gift certificate to Macy's.
In various embodiments, the coupons, gift certificates, or other
tokens of value may be stored in electronic form on a mobile
gaming device. In order to use the coupons, gift certificates, etc.,
at a retail establishment, the player may bring his mobile gaming
device to a retail establishment. The mobile gaming device may
communicate information about the coupon, gift certificate, or
other token to a computer of the retail establishment. The
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communication may occur in various ways. For example, the
mobile gaming device may communicate to the computer of the
retail establishment a sequence of bits that uniquely identifies a
particular certificate, coupon, etc. In various embodiments, a
mobile gaming device may display on its display screen a bar
code which identifies a coupon, gift certificate or other token of
value. The bar code displayed on the display screen of the
mobile gaming device may be scanned by the retail
establishment, e.g., using a typical bar code scanner. In this way,
the player may carry around coupons, or gift certificates on his
mobile gaming device. The player may redeem them at retail
establishments from his mobile gaming device.
4.8.2. Proximity to another mobile device. In various embodiments,
proximity to a second mobile gaming device may trigger the
presentation of a promotion in a first mobile gaming device. When
the second mobile gaming device is near, the promotion at the first
mobile gaming device may be seen or heard by the player of the
second mobile gaming device.
4.9. Time. In various embodiments, time may serve as a trigger for a
promotion. For example, a promotion may be triggered at a certain time of
day, at a certain date, or at a certain year. As another example, a time
since an event may serve as a trigger. For example, a promotion may be
triggered 5 minutes after the last promotion has been presented.
4.9.1. A certain amount of time has elapsed since the last promotion. In
various embodiments, a promotion may be triggered once a certain
amount of time has elapsed from a prior promotion. The prior
promotion may be any promotion. For example, a current promotion
may be triggered to be presented once one minute has elapsed since
the last promotion on a mobile gaming device was presented. The
prior promotion may be a promotion of the same type or category.
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For example, a promotion for toothpaste might be triggered when it
has been 30 minutes since the last promotion for toothpaste. The
same promotion may be triggered, however, when only 1 minute has
lapsed since the last unrelated promotion. By creating a greater time
spacing between promotions of the same type, player boredom may be
alleviated. In various embodiments, when a certain minimum time
gap is kept between the presentation of any promotion, player
annoyance may be alleviated. In various embodiments, when a
certain maximum time gap is allowed between the presentation of
promotions, player exposure to promotions may be increased and thus
revenues for the casino and for the marketers may be increased.
4.9.2. It is a certain time of day. For example, advertise food during
lunch time. In various embodiments, the presentation of a promotion
may be triggered by the time of day. Products which are typically
purchased during a particular time of day may be promoted during
that time of day. A promotion for breakfast may be triggered early in
the day, such as at 7:00am. A promotion for lunch may be triggered
at 11:45am. A promotion for an evening show may be triggered at
6:00pm. A promotion may be triggered based on a merchant's
business hours. For example, a promotion for a merchant's products
may be triggered for presentation at the time the merchant opens for
business.
4.9.3. Ambient conditions (e.g., temperature). In various embodiments, a
promotion may be triggered based on ambient conditions. A
promotion may be triggered based on the air temperature. If the air
temperature is over 90 degrees Fahrenheit, for example, a promotion
for a soft drink may be triggered. A mobile gaming device may
contain a temperature sensor. Readings from the temperature sensor
may be used to trigger promotions. In various embodiments, a mobile
gaming device may contain other sensors for sensing or determining
ambient conditions. A mobile gaming device may contain humidity
sensors for detecting ambient humidity or rain conditions. A mobile
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gaming device may contain light sensors for detecting ambient
brightness, cloudiness, and so on. A mobile gaming device may
contain microphones for detecting ambient noise conditions. In
various embodiments, promotions of a certain form may be presented
depending on ambient conditions. For example, if ambient noise
levels are high, then a primarily visually-based promotion may be
triggered for presentation. If ambient noise levels are low, then a
promotion which includes audio components may be presented. Thus,
in various embodiments, a mobile gaming device, a casino server, or
another entity may determine ambient noise levels in the vicinity of a
mobile gaming device. Based on the ambient noise levels, a
promotion may be selected for presentation. The selection process
may consider whether the promotion has audio components to it. In
various embodiments, ambient brightness levels may be used to
determine what types of promotions will be presented. If ambient
brightness levels are high, promotions with a greater audio component
may be presented. For example, in a bright, sunlit environment, a
mobile gaming device may be more likely to present promotions with
a higher audio component. In a dim environment, a mobile gaming
device may be more likely to present promotions with more of a
visual component.
In various embodiments, rules, customs, regulations, and other
conditions may determine which promotions may be used. For
example, a mobile gaming device may be inside a theater where a
show is in progress. In such an environment, a promotion with an
audio component may be distracting to surrounding patrons of the
theater. Thus, the mobile gaming device may determine promotions
that have little or no audio components. It should be understood that
selecting a promotion with no audio component may include selecting
a promotion with an audio component and suppressing the audio
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that it should present a promotion with no audio component, the
mobile gaming device may select a promotion that previously had an
audio component and mute the audio component. Further, it should
be understood that selecting a promotion that does not have a visual
component may include selecting a promotion with a visual
component and suppressing the visual component.
In various embodiments, the mobile gaming device may receive
signals from a casino server describing rules, customs, regulations,
and so on in the vicinity of the mobile gaming device. Based on such
signals, the mobile gaming device may determine whether a particular
promotion is suitable for presentation. In various embodiments, based
on the location of a mobile gaming device, a casino server may
instruct the mobile gaming device directly as to whether or not certain
promotions may be presented. For example, the casino server may
transmit to a mobile gaming device instructions explicitly forbidding
the presentation of a particular promotion, or explicitly instructing the
mobile gaming device to present a particular promotion.
In various embodiments, a casino server may send to a mobile gaming
device promotions that are appropriate for presentation based on the
conditions in the vicinity of the mobile gaming device. For example,
the casino server may receive position information from the mobile
gaming device. The casino server may then determine what an
appropriate promotion is based on the location of the mobile gaming
device. For example, if the mobile gaming device is located in a
conference room during the time of a conference, the casino server
may determine that an audio promotion is inappropriate. Accordingly,
the casino server may only transmit to the mobile gaming device a
promotion with a video component.
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In various embodiments, if ambient conditions include rain, then a
promotion for umbrellas may be shown. If ambient conditions include
rain, then promotions for indoor activities (e.g., for shows) may be
triggered. In various embodiments promotions may be suppressed
based on ambient conditions. For example, if ambient conditions
include rain, then promotions for outdoor tours may be suppressed.
In various embodiments, ambient conditions surrounding a mobile
gaming device may be detected by the mobile gaming device. In
various embodiments, ambient conditions may be detected by some
other entity, such as by a weather service. The mobile gaming device
may receive signals about ambient conditions from other entities, such
as from a weather service or such as from a casino server. The mobile
gaming device may then use such information in determining which
promotions to present. In various embodiments, a mobile gaming
device may simply be instructed as to what promotions to present.
The determination as to which promotions to present may be made by
some other entity, such as by a casino server. The casino server, may,
in turn, use information about ambient conditions in determining
which promotions should be presented.
4.9.4. Based on the player's own stated interests. In various
embodiments, the interests of a player of a mobile gaming device may
serve to trigger which promotions are presented at the mobile gaming
device. For example, if a player is interested in cars, promotions
relating to cars may be presented. For example, if a player is
interested in sports, promotions for sports tickets, fantasy sports
leagues, or sports memorabilia may be presented. In various
embodiments, a player's interests may be deduced in various ways. A
player may be asked about his interests. A player may be asked about
his interests when he first checks out a mobile gaming device, when
he first starts playing games at a mobile gaming device, during the
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course of a gaming session, or at any other time. A player's interests
may be deduced from the actions of a player. For example, suppose a
promotion is shown to the player. If the player responds to the
promotion, e.g., by touching the display screen in an area labeled
"touch here to get more information about this product", then the
player may be assumed to be interested in products related to the
product which is the subject of the promotion. Player interests may
also be deduced through other means. For example, the player may
make purchases at a retailer. The retailer may forward the name of the
player to the casino server, possibly including with the player's name
an indication of the products the player has purchased. The casino
server may then assume that the player has interest in products similar
to those purchased at the retailer.
4.9.5. You are in between games. In various embodiments, the trigger for
a promotion may be that a game on a mobile gaming device has
finished. For example, a particular promotion may be best suited only
to occur between games. For example, the promotion may require the
full area of the display screen of the mobile gaming device. For
example, the promotion may require the full attention of the player.
In various embodiments, a promotion may be presented if a game has
finished and new game has not been started within a predetermined
period of time. For example, if a player has completed a game and
not started the next game in five seconds, then a mobile gaming
device may trigger the presentation of a new promotion. A player
may be more receptive to a promotion if the player is not currently
involved in a game.
4.10. Poor connectivity. For example, ifyou can't be connected to
the
server at the moment, then show an advertisement. In various
embodiments, a promotion may be presented if there is any disruption in
communication or connectivity between the mobile gaming device and the
casino server. In various embodiments, the mobile gaming device may be
required to maintain communication with the casino server while allowing
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a player to engage in gaming activities. For example, the casino server
may be required to continuously verify that the mobile gaming device is on
the premises of the casino in order for a player of the mobile gaming
device to be allowed to engage in gaming activities. Thus, if there is a
disruption in the communication, the mobile gaming device may be
prevented from allowing the player to game. A disruption in
communication might then present a good opportunity for the presentation
of promotions, since the player may not be able to play games.
4.11. Amount of battery life left. In various embodiments, the
amount of
battery life left in a mobile gaming device might influence whether or not
a promotion is presented. In various embodiments, the amount of battery
life left in a mobile gaming device may influence which promotion is
presented. In various embodiments the amount of battery life left in a
mobile gaming device might influence the manner in which a promotion is
presented. Presenting a promotion may require battery power. For
example, audio associated with a promotion may require that a speaker of
a mobile gaming device be powered in order to generate the audio output.
As another example, presenting a promotion between games may require
power for illuminating the display screen. As another example, in various
embodiments, presenting a promotion may first require downloading the
promotion from a casino server. For instance, the casino server may
transmit to the mobile gaming device image and audio files to be played as
part of the promotion. The downloading process may require wireless
communication, which may use up battery power of the mobile gaming
device. In situations where remaining battery power is low, the
conservation of such battery power might allow a player to play extra
games at the mobile gaming device before the battery runs out. This may
result in extra revenue for the casino, as well as reduced frustration for the

player. Therefore, in various embodiments, when the power left in a
battery goes below a certain threshold, a promotion may be suppressed. In
various embodiments, when the power left in a battery goes below a
certain threshold, a promotion which requires less battery power to present
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may be favored for presentation over a promotion that requires more
battery power to present. Given two promotions of equal priority, the
mobile gaming device may be less likely to present the one which requires
more power the less battery life there is remaining. In various
embodiments, based on the battery power remaining in the battery of a
mobile gaming device, the mobile gaming device may vary the manner in
which a promotion is presented. In various embodiments, if the battery
power is low, images associated with the promotion may be dimmed. In
various embodiments, if battery power is low, audio associated with the
promotion may be played at a low volume, or may not be played at all. In
various embodiments, if battery power is low, a promotion may be
truncated, or otherwise compressed. For example, a five-second version of
a video advertisement may be played rather than the full-length 15-second
version. In various embodiments, battery life remaining, battery power
remaining, energy remaining, and other metrics may all be used in
determining whether or not a promotion should be presented, which of two
or more promotions should be presented, and the manner in which a
promotion will be presented. In various embodiments, if battery life is
below a certain threshold, promotions that are stored locally on the mobile
gaming device may be favored over promotions that must be newly
downloaded from the casino server or from some other device. In this
fashion, the power costs associated with downloading a promotion may be
saved.
4.12. Amount of money left. In various embodiments, the amount of
money a player has remaining may influence what promotion is presented.
The amount of money a player has remaining may also influence whether
or not a promotion is presented. In various embodiments, if a player has a
relatively small amount of money left, promotions may be presented to the
player which offer the player monetary benefits or discounted gambling
opportunities. For example, if a player has less than $5 left, a promotion
may be presented to the player, offering the player 5 free spins if he'll
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vehicle. In various embodiments, if a player has a relatively large amount
of money left (e.g., more than $500), then the player may be presented
with promotions which advertise relatively expensive products or services,
such as cars or jewelry.
4.13. Alerts and
Messaging. In various embodiments, an alert or message
may be sent to player of a mobile gaming device. In various
embodiments, the same alert or message may be sent to multiple different
players of mobile gaming devices. If there are many players using mobile
gaming device, then the mobile gaming devices may serve as an effective
mass communication medium for messages, such as messages to be
communicated to casino patrons. Various circumstances may trigger alerts
or messages. If an alert is accompanied by sounds, then when the alert is
sent to multiple mobile gaming devices in a casino, the sounds of
simultaneous mobile gaming devices around the casino making sounds
may add emphasis and excitement to the occasion of the alert (e.g., to the
occasion where some player has won a large jackpot).
4.13.1. When someone wins the progressive, every player's mobile device
can vibrate and / or beep. A message can also be displayed on the
mobile device. In various embodiments, a first player of a mobile
gaming device may be alerted when a second player wins a significant
payout. A significant payout may include a jackpot, a top prize, a
prize of more than X amount (e.g., of more than $1000), and so on. In
various embodiments, an alert may take the form of beeping,
vibrations of the mobile gaming device, flashing lights, and so on.
An alert may indicate the name of the second player, the amount won
by the second player, the game the second player was playing when he
won, the home state of the second player, or any other information.
The alert or message may take the form of a text message, an audio
message, or any other kind of message.
4.13.2. The alert can also happen in response to other events, like a daily
bonus, someone winning more than $100 on a slot machine, or any
other significant event, or any other event. In various embodiments,
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an alert may inform one or more players when a drawing for a prize is
about to occur. For example, an alert may inform one or more players
when a keno drawing will occur. In various embodiments, an alert
may inform one or more players when a drawing is in the process of
occurring. The alert may inform a player of partial outcomes. For
example, an alert may be sent from the casino server to a mobile
gaming device. The alert may detail one or more numbers which have
been drawn in a game of keno. The alert may include less than all the
numbers that are to be drawn for the game of keno. This may allow a
player who is viewing the alert to follow the game of keno as it is in
progress. In various embodiments, an alert may inform one or more
players that a drawing, chance event, contest, or other event is about
to occur, is in the process of occurring, or has occurred. For example,
a casino may run a general promotion where three players per day
who visit the casino can win a car in a daily drawing. The drawing
may occur every day at a particular time, such as at 4:00pm.
Accordingly, the casino may send an alert to one or more players prior
to the time of the drawing. The alert may get the player(s) in an
anticipatory mood for the drawing, and help the drawing to have its
intended effect of promoting the casino. The casino may send an alert
as the drawing is occurring. The casino may send an alert after the
drawing has occurred. The alert may include winning names drawn,
for example. The alert may include images, and descriptions of
people who won. In various embodiments, any alerts regarding
winners of prizes, drawings, contests, or other events may include
information about the winners, such as pictures, home towns, and so
on.
4.13.3. The setting (what events trigger the alert) can be configurable by
the user. In various embodiments, a player may indicate
circumstances under which he would like to receive an alert. In
various embodiments, a player might indicate triggers for an alert. A
player may provide such indications at various times. For example,
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when a player first checks out a mobile device, the player may provide
indications of what types of alerts he would like to receive. A player
may provide indications when playing. For example, a player may
access a menu on the display screen of his mobile gaming device.
The menu may allow the player to configure what alerts he would like
to receive. The menu may list categories of alerts. For example, one
category of alert may be an alert that is sent when someone a jackpot
is won. Another category of alert may be an alert that is sent when a
jackpot reaches a certain level. Another category of alerts may be
alerts that are sent when a drawing or other event is set to occur. A
player may select a category of alert, e.g., by checking a box or
selecting a menu item. A player may also be able to configure a
numerical level for a prize before an alert will be sent. For example, a
player may specify that he would only like to receive alerts when a
payout of more than $1000 has been won in the casino. In various
embodiments, a player may configure alerts over the internet. For
example, a player may visit a web page of the casino server. On the
web page, the player may decide what types of alerts he would like to
receive. The player may navigate menus, check boxes, enter text, or
otherwise indicate the types of alerts he is interested in receiving.
Once a player has checked out a mobile gaming device or otherwise
obtained a mobile gaming device, the player's alert selections may be
communicated to the mobile gaming device. The mobile gaming
device may thereupon only display alerts for which the player has
indicated interest.
In various embodiments, a player may receive an alert. The player
may then indicate whether he would like to continue receiving alerts
of the same type or category. For example, an alert may be presented
to a player in a pop-up window. The player may check a box in the
pop-up window indicating that he would no longer like to receive
alerts of the type just received.
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4.13.4. A player may be unable to deactivate alerts following certain events
(e.g., a player cannot change the fact that the progressive win gives
him an alert). In various embodiments, a player has the option of
suppressing certain alerts. For example, a player may indicate that he
wound not like to see alerts about upcoming keno drawings.
Accordingly, the mobile gaming device of the player may cease
presenting to the player alerts about keno drawings. In various
embodiments, a player does not have the option of suppressing alerts.
For example, alerts may be presented by the mobile gaming device of
a player even if the player does not wish to receive such alerts, and
even if the player has indicated that he does not wish to receive such
alerts. In various embodiments, a player is prevented from ignoring
alerts or other promotions by having to react in some way to the
promotions. For example, when a promotion is presented to a player,
the player may be required to press a button, touch an area of the
screen, answer a question about the promotion, or otherwise respond
to the promotion. If the player does not respond, the player may be
prevented from playing further games on his mobile gaming device.
For example, an image associated with a promotion may occupy the
entire screen area of a mobile gaming device until the player reacts to
the promotion. Only then may the promotion disappear and allow the
player to view graphics associated with a game.
4.13.5. Alerts when friends or family or group members get a good result.
In various embodiments, a player may receive alerts or messages
when one of a group of people achieves a particular outcome. The
group of people may include people with some relation to the player.
For example, the group of people may consist of friends, family, work
colleagues, members of the same club, members of the same religious
institution, classmates, fraternity brothers, and so on. A player may
indicate to the casino server who is in his group. For example, when
first checking out a mobile gaming device from the casino, a player
may provide the names of his fellow group members. In various
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embodiments, when one member of a group indicates the names or
identifiers of other members of the group, the two or more members
of the group (e.g., all members of the group) may receive messages or
alerts relating to other members of the group. For example, when one
member of the group receives a high-paying outcome, all other
members of the group may receive alerts. In various embodiments,
alerts may be sent to a player when a member of his group who is not
using a mobile gaming device achieves a significant or noteworthy
outcome. For example, if a fellow group member at a stationary slot
machine wins a $1000 payout, then a player may receive an alert
saying, "Your friend just won $1000!!".
4.13.6. Reserving poker tables. Getting alerts for poker tables. Reserve a
place in a buffet line. Reserve a taxi.
4.13.6.1. Tables. In various embodiments, a player may use a mobile
gaming device to reserve a spot at a gaming table. Gaming
tables may include poker tables, blackjack tables, or other tables.
To reserve a spot at a table, a player may communicate with the
casino server. For example, the player may use his mobile
gaming device to access a scheduling system of the casino
server. The scheduling system may include a Web page
interface, or other type of interface. The scheduling system may
list gaming tables within the casino. For example, the scheduling
system may list a set of poker tables, each poker table described
by the game and the betting limits at the table. The scheduling
system may further list names, initials, or other identifiers for
players waiting to play at such tables. When visiting the
scheduling system, a player may add his name to one or more
lists of players waiting to play at tables. For example, a player
may add his name to a list of players waiting to play a game of
Texas Hold'em with betting limits of $2 and $4 (e.g., 2-4 Texas
Hold'em). Once a player's name is added to a list of players
waiting for a game, the player may be eligible to sit for the game
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once all players ahead of him in the list have either been seated
or declined to participate in the game. For example, as seats in a
game (e.g., a game of Blackjack; e.g., a game of poker) open up,
the player at the top of a list of players waiting to play in that
game may be offered a seat at the game. The player at the top of
the list may then be removed from the list, leaving the previously
second player now at the top of the list.
In various embodiments, a player may use a mobile gaming
device to access a scheduling system for a game. The scheduling
system may allow a player to secure a place in line for a table
game, for a slot machine game, or for any other game. The
scheduling system may allow a player to reserve a spot in line for
any other event or activity for which space or availability may be
limited.
In various embodiments, a player may use a mobile gaming
device to view available games or tables in a casino. For
example, a map of a casino may visually indicate gaming tables,
including which tables have openings for players. If there is
currently an opening, a player may use his mobile gaming device
to reserve the opening for himself. For example, a player may
touch an area on a diagram of a casino floor. The area may be a
representation of a poker table. Having touched the area, the
mobile gaming device may ask the player whether he would like
to reserve a spot at the table. The player may indicate
affirmation by touching a button on the screen of his mobile
gaming device, such as by touching a button labeled "yes". The
mobile gaming device may inform the player of any time limits
associated with claiming the spot. For example, the mobile
gaming device may inform the player that the player has 10
minutes in which to claim the spot before the spot will be given
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to someone else. In various embodiments, when a player
reserves a spot at a gaming table, the player may indicate the
amount for which he would like to buy in at the gaming table.
The player may indicate that amount of cash he would initially
like to convert into gaming chips prior to starting play at the
gaming table. The player may indicate the amount of gaming
chips with which he would like to begin play at the gaming table.
After the player has indicated a number of chips with which he
would like to begin, a casino representative may arrange to have
the chips placed at the gaming table pending the arrival of the
player. Thus, when the player arrives at the gaming table, chips
may have been counted out for the player already.
In various embodiments, a player may wish to reserve a seat at a
gaming table. However, the gaming table may currently be in
full use. The player may accordingly interact with a scheduling
system in order to place himself in line for a seat at the table. In
various embodiments, the casino (e.g., the casino server) may
indicate to the player an estimate of the amount of time it will
take before a seat opens up for the player at the gaming table.
For example, the casino server may transmit to the player's
mobile gaming device an estimate that the wait will be one hour.
The waiting time may then be displayed for the player on the
screen of the player's mobile gaming device. The casino server
may use various algorithms to estimate a waiting time. The
casino server may have historical data indicating the rate at
which spots open up at a particular type of game, at particular
betting limits, at particular times of day, and so on. Using such
data, and using data about the number of people ahead of a
player for a table, the casino server may estimate how long it will
take for a player to get a seat at a table. For example, the
estimated time before a player will be seated at a table may be
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equal to the average time it takes a seat to vacate multiplied by
one plus the number of people who are ahead of the player in
line for a seat.
In various embodiments, the casino may inform the player of any
future gaming tables that will open up. For example, the casino
may inform the player that a new poker table will be opening up
in half an hour. The player may, accordingly, place himself on a
wait list for the new table.
In various embodiments, a player may play a game on a mobile
gaming device. The mobile gaming device, or another device,
may subsequently offer the player an opportunity to play the
same game at a stationary gaming device and/or at a physical
gaming table. For example, it may be assumed that if a player
has played a game for a period of time on a mobile gaming
device, the player might also be interested in playing the same
game at a stationary device and/or at a gaming table. In various
embodiments, a player may play a game of poker on a mobile
gaming device. For example, the player may play a game of
Texas Hold'em. The mobile gaming device may then display a
message asking the player whether or not the player would like
to sit down at a poker table to play a game of poker with a live
dealer, with physical cards, and with live opponents. The player
may indicate that he is interested. The player's indication of
interest may be transmitted to the casino server. The casino
server may then send instructions, e.g., to a casino representative,
to have a spot at the table reserved for the player. In various
embodiments, a player may be engaged in a slot machine game
on his mobile gaming device, e.g., the player may play a game
with simulated slot machine reels on the display of the mobile
gaming device. An offer may then be presented to the player to
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play the same game on a stationary slot machine. The player
may accept the offer. The slot machine may be subsequently
reserved for the player. In various embodiments, when a player
plays a particular type of game on a mobile gaming device, and
when a spot or space opens up for a similar game at a stationary
gaming device or at a gaming table, the spot or space may be
offered to the player of the mobile gaming device.
4.13.7. Win a spot at a poker table or blackjack table while playing. In
various embodiments, a player who is waiting for a spot at a gaming
table, at a game, or in some other activity must play continuously in
order to maintain his spot in line. Continuous play may, in various
embodiments, be defined differently. For example, continuous play
may mean that a player must play one game at least every thirty
seconds. As another example, continuous play may mean that a
player must make at least $3 in wagers every minute. In various
embodiments, a player who does not maintain continuous play may
fall back in a line. For example, for every two minute gap in the play
of a player, the player may fall back one place in line. If the player
was fifth in line for a spot at a gaming table, the player may fall back
to sixth in line for a spot at the gaming table.
In various embodiments, a player may win a place in line while
playing a game. For example, a player may play a game on a mobile
gaming device. The player may win an outcome which advances him
one place in line for a spot at a gaming table. A player may also fall
back in line based on certain outcomes. For example, a player waiting
for a spot at a gaming table may achieve a "fall back" outcome when
playing another game on his mobile gaming device. The player's
place in line may accordingly fall back. In some embodiments,
players may compete for a spot when the spot opens up. For example,
five players may be waiting for a spot at a poker table. When a spot at
the table opens up, each of the waiting players may play a game on his
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or her respective mobile gaming device. The player with the best
performance in the game may get the open spot at the gaming table.
For example, the player who wins the most money in the game may
get the spot at the gaming table.
4.13.8. The act of playing as an entry into any contest or lottery. In various
embodiments, play of a game may make a player eligible for entry
into a contest or lottery. For example, for each game played on a
mobile gaming device, a player may receive an entry into a raffle
drawing for a new car. The car may be raffled off to a player who has
played a mobile gaming device within a sponsoring casino. In various
embodiments, a player must meet a minimum threshold of play before
receiving entry into a contest or lottery. For example, a player must
play at least one hundred games to receive entry. For example, a
player must wager at least $250 in order to receive entry. In various
embodiments, a player may receive a number of entries to a contest or
lottery which is proportional to an amount the player has wagered.
For example, a player may receive entries into a drawing for show
tickets, where the number of entries is proportional to an amount
wagered by the player. In various embodiments, play of a mobile
gaming device may confer to a player entry into a state lottery, inter-
state lottery, national lottery, and so on. In various embodiments, play
of a mobile gaming device may confer to a player entry into a contest
or lottery which is in addition to the game played on the mobile
gaming device. In various embodiments, play of a mobile gaming
device may confer to a player entry into a contest or lottery which is
independent from the game played on the mobile gaming device.
4.13.9. Play poker against other people waiting for an actual spot at the
tables. In various embodiments, a player may use a mobile gaming
device to simulate play of a table game. In various embodiments, a
player with a mobile gaming device may simulate play of a table
game with or against other players who have mobile gaming devices.
For example, several players with mobile gaming devices may
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compete against one another in a game of poker. As another example,
several players with mobile gaming devices may participate in a game
of blackjack using a common dealer and a common deck of cards,
e.g., just as the players would if they were at a physical blackjack
table. In various embodiments, a player may ask to be seated at a
table or at a game. For example, a player may ask to be seated for a
poker game. The player may be informed that there are no seats
available for the poker game. However, the player may be offered the
opportunity to play a game using a mobile gaming device. The player
may be offered the opportunity to play the same version of poker as
the one for which he had asked to be seated. The player may,
accordingly, receive the mobile gaming device and begin play of the
game of poker. When a seat becomes available at the physical game
of poker, the mobile gaming device of the player may alert the player
that the seat has become available. For example, a casino
representative may key a message for the player into a terminal. The
message may be forwarded (e.g., via the casino server) to the mobile
gaming device of the player. The player may thereby be informed that
a spot for him at the physical poker table is now available. In various
embodiments, a player who is waiting for a seat at a physical gaming
table may compete with a mobile gaming device against other players
with mobile gaming devices. Players waiting for the same table may
compete against one another. For example, five players waiting for
seats at a poker table with limits of $4 and $8 may compete in a poker
game on their respective mobile gaming devices. The players may
compete on their mobile gaming devices in a game with limits of $4
and $8. Thus, in various embodiments, players waiting to play at a
physical gaming table which features a particular game may use
mobile gaming device to play the same or a similar game. In various
embodiments, a player who is waiting for a spot at a table may use a
mobile gaming device to play a game with or against other players
who are physically seated at the table. Thus, a player with a mobile
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gaming device may play an electronic version of a game that is being
played with real cards, dice, or other playing tokens at a physical
gaming table.
5. Indications that there is a promotion. Various signals may be used to get a
player's attention so as to inform the player that there is a promotion for
him to
peruse. In various embodiments, such signals may be generated if it is unclear

whether a player would be currently looking at his mobile gaming device. For
example, if the player has been engaged in a game in the past five seconds, it

may be assumed that the player is currently viewing his mobile gaming device.
Thus, a signal of a promotion may not be sent. However, if the player has not
been engaged in a game in the last five seconds, a signal may be generated to
indicate that a promotion is being presented.
53. Vibration. In various embodiments, a mobile gaming device may vibrate
to indicate that there is a promotion for the player. The vibrations may be
effective if the mobile gaming device is, for example, in physical contact
with the player, such as being in the player's pocket. In various
embodiments, vibrations associated with a promotion may be distinct from
vibrations associated with a phone call, or an email. For example, the
mobile gaming device may vibrate at one frequency to signal an incoming
call, and at another frequency to signal that a promotion is being presented.
5.2. Beeping. In various embodiments, a mobile gaming device may beep to
signal that a promotion is or is about to be presented. In various
embodiments, a beep that signals the presentation of a promotion may be
distinct from a beep that signals some other event, such as an email.
5.3. Ringing. In various embodiments, a mobile gaming device may ring to
signal the presentation of a promotion. The ring associated with a
promotion may be distinct from rings signaling other events, such as a
phone call.
6. Player responds to an advertisement, e.g., the player shows interest. In
various
embodiments, a player may respond to a promotion. The player may
respond in such a way as to indicate interest in the product, service, event,
etc. being promoted. The player may express interest in buying the
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product or service or in finding out more information about the product or
service, for example. The player may respond in a number of ways.
During, or following a promotion, the player may have the opportunity to
press or click on a button labeled "learn more" "get more information" or
the like. Pressing such a button, e.g., on his mobile gaming device, may
send a signal to the casino server. The casino server may then forward
more information about the product, service, event, etc. to the player. For
example, the casino may transmit to the player a text message describing
further details about a product. As another example, the casino may
transmit to the player more images of the product or service in which the
player has expressed interest. The casino server may have further
information related to a promotion stored at the casino server. For
example, information about the subject of a promotion may be stored in a
casino database in associated with the promotion itself The casino server
may receive further information relating to a promotion when a marketer
submits a promotion. When submitting a promotion, a marketer may
provide additional information. Additional information may include: (a)
further description of the product, service, event, or other subject of the
promotion; (b) information about where to buy the product or service being
promoted; (c) information about the company or marketer making the
promotion; (d) safety information; (e) information about related products or
services; (f) information about other products being sold by the same
company; (g) information about other products made by the same
manufacturer; (h) pricing information for the product or service; (i)
shipping information for the product (e.g., to what states does the product
ship; e.g., how much does shipping cost); (j) information about availability
of the product; (k) information about where the product can be purchased;
(1) information about when the product or service may be purchased; (m)
reviews for the product or service; and any other information pertaining to
the promotion or to the product, service, event, etc. being promoted.
6.1. More information about the product mailed or emailed to the player.
When a player expresses interest in the subject of a promotion, further
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information about the subject of the promotion may be sent to the player.
The information may be sent via electronic mail. If the information is sent
via electronic mail, the player may have a chance to look at the
information later when he is not in the midst of a gaming session. The
casino server may have the player's email address on file. For example,
the casino may have collected the player's email address (and other
contact information and other information about the player) when the
player signed up for a player tracking card, when the player checked out
his mobile gaming device, when the player registered at the casino hotel,
etc. If the casino does not have contact information for the player, the
player may enter such information at the time he expresses interest in a
promotion. In various embodiments, additional information pertaining to
promotion may be mailed to a player at a postal address. The postal
address may be on file with the casino, or may be provided by the player
when requesting additional information on a promotion.
6.2. More information shown to the player on the mobile device. In various
embodiments, if a player expresses interest in the subject of a promotion,
more information about the promotion may be presented to the player on
his mobile gaming device. More information may be shown to the player
in the form of text, audio, video, still images, cartoons, or in any other
presentation format. The additional information may have been
previously received by the casino from the marketer, and stored with the
casino. In various embodiments, when a player expresses interest in the
subject of a promotion, the casino may transmit to the marketer an
indication that the player has expressed interest. The marketer may then
send information to the player. The marketer may send information
directly to e.g., an email address or postal address of the player. In various

embodiments, the marketer may transmit information about the subject of
a presentation to the casino. The casino may then transmit the information
to the mobile gaming device of the player. Using his mobile gaming
device, a player may repeatedly ask for further information about the
subject of a promotion. As the player asks for more information, more
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information may be transmitted to the player's mobile gaming device and
presented to the player from the mobile gaming device.
In various embodiments, a player may request more information about the
subject of a promotion. However, in order to provide additional
information, a marketer may have to pay the casino. The marketer may
have to pay the casino in order to compensate the casino for space taken up
on the mobile gaming device of the casino with the additional information
and/or for potentially diverting the attention of the player away from the
player's gaming session. Thus, in various embodiments, when the player
requests more information, a marketer must first confirm that it wishes to
provide the additional information and must confirm that it is willing to
pay to provide such additional information.
In various embodiments, when a player expresses interest in the subject of
a promotion, additional information may be presented for the player using
the same slots that are used for original promotions. For example, a
promotion may be an advertisement for a car. The promotion may consist
of a still image of the car which replaces a symbol on the reels of a slot
machine. A player may express interest in the car. Thus, subsequently,
additionally images of the car may appear as replacement symbols. These
additional images may show the car from other angles, may show the
interior of the car, may show the car in different colors and styles, and may
show any other depiction of the car. In various embodiments, further
information provided about a promotion may take the form of follow-on or
add-on promotions.
6.3. More information shown to the player on a nearby slot machine. In
various embodiments, additional information related to a promotion may
be presented to a player using a nearby gaming device. The nearby
gaming device may provide a large screen area on which to display
promotions. Further the gaming device may not be in use. Therefore, the
entire screen area may be available to display promotions. Further, the
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nearby gaming device may be able to display promotions for a player even
while the player continues to play at his mobile gaming device.
In various embodiments, additional information shown to a player may be
shown on a stationary gaming device. However, the player may be on the
move while additional information is being shown. For example, the
player may be walking. Therefore, in various embodiments, information
shown to the player may move so as to follow the player. For example, a
player may walk alongside a row of slot machines. When the player is in
front of a first slot machine, the first slot machine may display a
promotional message. As the player walks, he may become more near to a
second slot machine and less near to the first slot machine. Accordingly,
the second slot machine may now display the same promotional message.
The message may disappear from the first slot machine. Accordingly, the
message may follow the player. Information shown to the player may be
shown on the nearest available stationary gaming device to the player at
any given time. An available gaming device may include a gaming device
that is not in use, a gaming device that has capabilities to display
information of the type necessary, and so on. In various embodiments,
information shown to the player may be displayed on the nearest available
stationary gaming device to the player that is also facing in the direction of

the player. In various embodiments, a display of information may transfer
from one gaming device to another according to which gaming devices are
adjacent to one another. For example, a player may walk with two gaming
devices to his left. As he walks, a display may move from a first of the
gaming devices to a second of the gaming devices. In the meantime, the
player may walk near to a gaming device that is on his right. However, the
display of information may be maintained on the gaming devices to the
player's left so as to provide a more continuous viewing experience and so
as to avoid making the player turn his head from left to right. The
location of the player may be tracked in various ways so that information
about promotions may be displayed near to the player. For example, the
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mobile gaming device of the player may communicate its location to the
casino server. The casino server may thereby deduce the location of the
player, assuming the player is currently holding the mobile gaming device.
In various embodiments, more information related to a promotion may be
shown to a player on a stationary gaming device only if the player plays at
the gaming device. For example, additional information may be shown to
the player only if the player makes bets in at least three games every
minute.
In various embodiments, a player may be presented with additional
information related to a promotion, the additional information presented at
a stationary gaming device. After the additional information has been
presented to the player, the player may be encouraged to begin play at the
stationary gaming device. For example, the stationary gaming device may
display a message for the player saying, "Hey, while you're here, how
would you like to play a few games." The stationary gaming device may
even offer the player an incentive to play at the stationary gaming device.
For example, the stationary gaming device may present a message to the
player saying that if the player makes 8 spins at the stationary gaming
device, then the last two spins will be free.
In various embodiments, additional information related to a promotion
may be presented, on a stationary gaming device to a first player with a
mobile gaming device. The stationary gaming device may be chosen from
among several stationary gaming devices, e.g., from stationary gaming
devices that are all within a predetermined distance of the first player.
Additionally, the stationary gaming device may chosen so as to be near to
a second player. The second player may be a player who is at an adjacent
stationary gaming device to the one being used to present the additional
information about the promotion.
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6.4. Casino attendant brings more information to show the player. In various
embodiments, a casino attendant may bring to a player of a mobile gaming
device additional information about the promotion. For example, the
player may use his mobile gaming device to request additional
information. The casino server may then send a page or email notification
to a casino representative to go find the player. The casino server may
indicate to the casino representative the location of the player. For
example, the casino server may indicate that the player is near to a
stationary gaming device number 924, or that the player is near to the east
entrance. The casino representative may, in any event, find the player.
The casino representative may bring additional information related to the
promotion. The additional information may include brochures, coupons,
paper advertisements, gift certificates, or any other information. The
additional information may include storage media, such as universal serial
bus drives, CDs, DVDs, and so on. In various embodiments, the casino
attendant may bring to the player a sample of the product. For example, if
the promotion is for a new lipstick, the casino representative may bring to
the player a sample of the lipstick.
6.5. Player information sent to the marketer. In various embodiments, player
information may be sent to a marketer. The player information may be
sent to the marketer who originated the promotion sent to the player. The
player's contact information may be forwarded to the marketer so that the
marketer may later contact the player to provide the player with more
information about the product.
7. Showing marketers available marketing opportunities (e.g., who is playing
now). In various embodiments, the casino server may show to potential
marketers a current audience that is available for viewing promotions. The
current audience may include players currently gaming on mobile gaming
device, players in possession of mobile gaming devices, players with money
remaining with which to play on mobile gaming devices, people within
viewing range of mobile gaming devices (e.g., people who might be able to see
a promotion shown on a mobile gaming device), people within hearing range of
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an mobile gaming device, and so on. A potential audience may include people
within a limited geographic region. For example, a marketer with retail stores

in Nevada might only be interested in sending promotions to people currently
in Nevada. A potential audience may include only people within a certain age
range. For example, a casino server may show to a marketer only people
between the ages of 18 and 35, as such people may be the marketer's main
target audience. In various embodiments, a potential audience may include
only people with certain demographic characteristics, such as only married
people, such as only French speakers, such as only people with incomes over
$150,000, and so on. A potential audience may be presented to a marketer in
the form of one or more aggregate statistics. For example, a marketer may be
told that there are currently 3500 people playing mobile gaming device who are

between 18 and 25 years old.
In various embodiments, a potential marketer may be shown available
advertising mediums. For example, a marketer may be told that there are
currently 1258 places where their product logo can be used as a symbol on
reel.
As another example, a marketer may be told that there are currently 100 slots
open where promotions will be inserted between games played on mobile
gaming devices. As will be appreciated, any statistic describing available
slots
or media for promotions may be presented to a marketer.
In various embodiments, a marketer may be shown available slots for
promotions for a particular target audience. For example, a marketer may be
told that there 200 mobile gaming devices in which the marketer's promotion
may be used in background graphics and where the mobile gaming devices are
being played by players of the marketer's target audience.
7.1. The number of active handhelds nationwide is tracked. In various
embodiments, the casino server may track the number of mobile gaming
device that are currently in use across a particular location or geographic
region. The casino server, for example, may track the number of mobile
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gaming device active within a room, within a casino, within a
neighborhood (e.g., the Las Vegas strip), within casinos of the same
management, within a state, or within an entire country. Thus, in various
embodiments, a casino server may track the number of mobile gaming
devices in use nationwide. A statistic describing the number of active
mobile gaming devices may be presented to a marketer.
7.1.1. How many handhelds of a particular demographic. In various
embodiments, the casino server may track the number of mobile
gaming devices that are being used by players of a particular
demographic. For example, the casino server may count 584 people
that are using mobile gaming device and who are between the ages of
60 and 65. As another example, the casino server may count 2690
people that are using mobile gaming devices and who are also gun
owners.
7.1.2. How many handhelds playing a particular denomination. In
various embodiments, a casino server may track the number of mobile
gaming devices on which players are playing games of a certain
denomination. For example, the casino server may track the number
of mobile gaming devices on which players are playing games with
required wagers of $1.
In various embodiments, the casino server may track the number of
mobile gaming devices on which a particular type of game is being
played. For example, the casino server may track the number of
mobile gaming devices on which Triple Play Video Poker is being
played. In various embodiments, the casino server may track the
number of mobile gaming devices on which games by a certain game
developer are being played.
In various embodiments, any group that is tracked may have its
playing characteristics represented by one or more statistics. Such
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statistics may be presented to a marketer. Based on such statistics, a
marketer may decide whether or not to promote to the group.
7.2. Space is made instantly available. In various embodiments, slots, space,
or media for promotions may be made available to marketers in a rapid,
instant, or real-time basis. For example, a marketer might make a decision
to have a promotion presented one minute before it is actually presented.
The central server may, for example, list available slots for promotions
into the future. A marketer may browse such available slots. The
marketer might select one or more slots, even if such slots are to occur
within minutes or less. The promotion may then occur on schedule. If a
marketer's promotion is not already stored with the casino server (e.g., if
image and audio data is not already stored with the casino server), the
marketer may be required to upload a promotion to the casino server
before it can be presented. Once uploaded, a promotion may be
transmitted from a casino server to one or more mobile gaming devices for
presentation.
7.3. We allow advertisers to immediately distribute ads on the fly to all, or
to
all that meet certain criteria. Immediate means display this and now. In
various embodiments, a marketer may specify one or more criteria. The
criteria may include criteria defining a target audience, such as
demographic criteria. The criteria may also define games being played,
outcomes achieved, and so on. The criteria may also define current
locations of the target audience. For example, the criteria defined by a
marketer may specify that the target audience includes only people within
the state of Mississippi. Once a marketer has specified a target audience,
or criteria that a member of the target audience must meet, promotions
from the marketer may be presented to the target audience. Promotions
may be presented to all of the target audience, or to some fraction of the
target audience. For example, 1000 people may currently satisfy criteria
defined by the marketer. The promotion of the marketer may, accordingly,
be presented to all 1000 people meeting the criteria. In some
embodiments, however, the marketer may not wish to pay to reach the
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entire target audience. Instead, for example, the marketer may decide to
pay to reach only a fraction of the target audience, such as one third of the
target audience. Once a marketer has defined a target audience for a
promotion, the promotion may be presented to members of the target
audience substantially immediately. Alternatively, the promotion may be
presented to members of the target audience at a later time, such as at a
time desired by the marketer.
7.4. Advertisers get to see a list of who is located near to the product,
e.g., to a
coke store. In various embodiments, a marketer may view data indicative
of how many players of mobile gaming devices are near to the product of
the marketer. For example, a marketer may wish to see a count of the
number of players of mobile gaming devices who are near to a fast food
restaurant which the marketer represents. The marketer may then decide
whether to have a promotion presented to some or all of such players.
7.5. Mechanism to allow advertisers to find out what's available and to insert
bids. The advertiser has a mechanism to acquire an advertising block. An
advertiser has a mechanism to place an ad in the black. In various
embodiments, a marketer may view a list or other description of available
slots or media in which promotions may be inserted. The list may include
a list of slots by time of day, by game, by game denomination, by
demographic of the player, and so on. For example, a listing of a slot may
indicate that there is a 5-second slot open for 500 gamers between the ages
of 50 and 55. The marketer may have the opportunity to purchase that slot
and to have his promotion presented during that slot. Thus, the marketer
may have his promotion presented to 500 gamers. The marketer may be
able to place a bid for that slot. A marketer who places the highest bid
may have the opportunity to have a promotion placed in a slot. In various
embodiments, a marketer may be able to have a promotion presented to a
first number of gamers. The marketer may submit the high bid to have a
promotion presented to a second number of gamers, where the second
number of gamers is less than the first number of gamers. For example,
500 gamers may be currently playing mobile gaming devices. A marketer
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may bid to have his promotion presented to 200 of the gamers. If the
marketer has submitted the high bid, the marketer may succeed in having
his promotion presented to the 200 gamers. The marketer who has
submitted the next highest bid may have the opportunity to have his
promotion presented to gamers from among the remaining group of
gamers. Thus, in various embodiments, a marketer may submit a bid
where the bid includes not only a time of day, a game, a length of a
promotion, a size of a promotion, etc., but also a number of players to
which the promotion will be presented.
In various embodiments, a marketer may purchase a slot for a promotion
or submit bids to have a promotion placed using a Web site of the casino
server. The casino server Web site may list available slots, highest bids,
any restrictions on which types of promotions may be shown, and so on.
The marketer may use the Web site to submit bids, to make purchases, to
make payment (e.g., by submitting a credit card number), to submit the
actual promotion (e.g., image data; e.g., video data; e.g., audio data), and
so on. A marketer may submit bids and other information in many other
ways, as will be appreciated. For example, a marketer may submit bids via
phone, fax, email, postal mail, and so on.
8. Pricing schemes for advertisers. In various embodiments, the casino may

charge marketers a variable price for presenting the marketers' promotions.
The price charged may depend on a number of factors.
8.1. By real-estate space. The price of a promotion may depend on the amount
of physical space taken up by the promotion. The physical space taken up
may include space taken up on a display screen. For example, a first
promotion that takes up 1 square inch may cost 5 cents per viewer, while a
second promotion that takes up 4 square inches may cost 15 cents per
viewer. Physical space may be measured in a number of ways. Physical
space may be measured in square inches, square centimeters, in pixels, and
in portions or percentages of total screen space (e.g., a promotion may take
up 25% of the space of a display screen; e.g., a promotion may take up 2
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quadrants of a display screen). Physical space may be measured in terms
of other items. For example, physical space may be measured in terms of
symbols. Thus, for example, a promotion may take up the space of two
symbols. In various embodiments, the price of a promotion increases
monotonically with the amount of space taken up by the promotion, all
else being equal. A promotion may take up space in the sense that images
associated with the promotion take up space. For example, the space taken
up by a promotion may be the space taken up by images or videos
associated with the promotion.
8.2. By time shown. In various embodiments, the price of a promotion may
depend on the amount of time taken up by the promotion. For example, a
promotion may be presented for 1 second, five seconds, or for thirty
seconds. For example, an image associated with a promotion may be
displayed for 1 second, five seconds, or for thirty seconds. A promotion
which is presented for a longer period of time may cost more money for a
marketer.
8.3. By which customers got to see the ad. In various embodiments, the price
of a promotion may depend on the target audience for the promotion. The
price of a promotion may increase as the income level of the target
audience increases. The price of a promotion may increase as the average
bet amount of the target audience increases. The price of a promotion may
increase as the skill level of the target audience increases. The price of a
promotion may increase as the age of the target audience decreases. The
price of a promotion may be higher for a target audience of city dwellers
versus suburban dwellers. In various embodiments, a target audience may
include a set of players who have achieved similar results. For example, a
target audience may include all players who have won money in the last
hour. In various embodiments, the price of a promotion may be higher for
a target audience of players who have won money in the last hour than for
a target audience of players who have not won money in the last hour. In
various embodiments, a marketer may pay more to reach people who have
had better luck (e.g., in the form of winning outcomes) than to reach
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people who have had worse luck (e.g., in the form of losing outcomes). In
various embodiments, the price of a promotion to jackpot winners may be
higher than the price of a promotion to people who have not won jackpots,
or to people who have not just won jackpots.
8.4. Advertisers are charged more for customers with more money. In various
embodiments, the price of a promotion may depend on the amount of
money that the viewing audience has. A promotion that is shown to a
player with a credit balance of $900 may cost the marketer more than a
promotion that is shown to a player with a credit balance of $40. A
promotion that is shown to a player with income of $200,000 may cost the
marketer more than does a promotion that is shown to a player with an
income of $50,000. A promotion that is shown to a player with a hotel
room costing $300 per night may cost the marketer more than does a
promotion that is shown to a player with a hotel room costing $50 per
night.
8.5. Advertisers are charged more for customers with particular
demographics. In various embodiments, the price of a promotion may
depend on one or more demographics of the target audience. For example,
a marketer may have to pay more to show a promotion to a player with one
child than to a player with two children.
8.6. There can be a straight price. In various embodiments, the price of a
promotion with certain characteristics (e.g., to be presented to a particular
target audience, for a particular period of time, etc.) may be fixed. That is,

the price may be posted and may not be subject to change or negotiation.
The price may be quoted in various ways. For example, the price of a
promotion may be quoted on a per-player basis (e.g., the price of a
promotion is 5 cents per player to which it is shown). The price of a
promotion may be quoted on the basis of a block of players who are to
view the promotion. For example, the price of a promotion may be quoted
as the price to show a promotion to 500 people.
8.7. There can be a bidding process. If a marketer is the winning bidder, the
marketer gets the ad space. In various embodiments, marketers may bid
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against one another for the opportunity to present a promotion. An
opportunity to present a promotion may include an opportunity to present a
promotion under a particular set of circumstances. The circumstances for
presenting a promotion may include one or more of the following: (a) a
time of day during which the promotion will be presented; (b) a player to
whom the promotion will be presented; (c) a set of players to whom the
promotion will be presented; (d) a game with which a promotion will be
presented (e.g., a promotion will be presented on the face of a card in a
game of video poker); (e) an amount of time for which the promotion may
be presented; (f) an amount of space that will be taken up by a promotion;
(g) a type or model of mobile gaming device on which the promotion will
be presented (e.g., the promotion may be presented on a model of mobile
gaming device with a particular large and bright screen); (h) a location in
which a promotion will be presented (e.g., a promotion may be presented
only to players who are in a particular restaurant; e.g., a promotion may be
presented only to players who are within 20 feet of a particular jewelry
store; e.g., a promotion may be presented only to players who are by the
pool); and any other circumstances. As will be appreciated, the
circumstances surrounding the presentation of a promotion may influence
the desirability of presenting the promotion, and may thus influence the
amount that a marketer might be willing to pay to present the promotion.
In various embodiments, marketers may bid for the opportunity to present
a promotion under a particular set of circumstances. For example, the
casino may post a set of circumstances. The posting may allow a marketer
to present a 30-second promotion on 4 square inches of screen space,
sometime between 2:30pm and 2:35pm on Sunday, to 300 female players
aged 35-55. In other words, the winning marketer's promotion would be
shown to 300 different players as described, with each promotion shown to
a player on her respective mobile gaming device.
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When the opportunity is posted, marketers may have the opportunity to bid
so as to present a promotion under the posted circumstances. Marketers
may become aware of the posting by checking a web page of the casino
server. For example, marketers may register with the casino server and
may thereby receive access to a Web site where opportunities to present
promotions are presented. In various embodiments, marketers may
become aware of the opportunity through an email or other alert sent by
the casino. For example, anytime the casino posts an opportunity for
presenting promotions, the casino may alert marketers on its mailing list of
the opportunity.
A marketer may enter, in various ways, a bid for an opportunity to present
a promotion. In various embodiments, a marketer may key in a price he
would be willing to pay. The marketer may key his bid into a Web page
run by the casino server. In various embodiments, a marketer may phone a
casino representative to convey his bid. In various embodiments, a
marketer may submit a bidding strategy to the casino. For example, the
bidding strategy may dictate that the marketer will always place a bid that
is $10 higher than any competing bid, until the bidding level reaches $300.
Accordingly, the casino may enter bids for the marketer automatically in
keeping with the marketer's bidding strategy.
In various embodiments, a marketer may bid for only a portion of the
promotional opportunities being offered. For example, the casino may
post an opportunity to display a still image to 300 people from the
Midwest between 3:00pm and 3:05pm. A marketer may wish to have a
promotion presented to Midwesterners between 3:00pm and 3:05pm.
However, the marketer may wish to promote to only 100 people.
Accordingly, the marketer may bid for the opportunity to present a
promotion to 100 of the 300 people from the Midwest. Another marketer
may wish to present to only 200 people from the Midwest between 3:00pm
and 3:05pm. Therefore, it is possible that both the first marketer and the
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second marketer get their wishes. In various embodiments, all winning
bidders pay the same price per person. For example, a marketer who
successfully bids to have a promotion presented to 200 of 300 people
available may pay the same price per person as does a marketer who
successfully bids to have a promotion presented to 100 of 300 people
available. The amount paid per person by both marketers may be based on
the lower bid. The amount paid per person by both marketers may be
based on the higher bid. The amount paid per person by both marketers
may be an average or weighted average (e.g., where weightings are
proportional to the number of people who will view the each of the
marketers' respective promotions) of both bids.
8.8. An advertiser has an exclusive to a particular "slot" (a medium like a
card). The advertiser may pay extra for this. In various embodiments, a
marketer may gain exclusive use of a slot, medium, or other advertising
venue or opportunity. A marketer may gain exclusive rights to: (a) a
particular mobile gaming device (e.g., a marketer may have exclusive
rights to present promotions on the particular mobile gaming device for
some period of time); (b) a particular symbol (e.g., a marketer may have
exclusive rights to present promotions on the jack of spades; e.g., a
marketer may have exclusive rights to present promotions at the third
symbol position of the second reel of a gaming device); (c) a particular
area of a screen (e.g., a marketer may have exclusive rights to present
promotions in the upper right corner of a display screen of a mobile
gaming device; e.g., a marketer may have exclusive rights to present
promotions below the playing area on a display screen of a mobile gaming
device); (d) a particular display monitor (e.g., a marketer may have
exclusive rights to present promotions on a display monitor located above
a heavily trafficked corridor in a casino); (e) a particular gaming device
(e.g., a marketer may have exclusive rights to present promotions on a
particular gaming device; (f) a particular location (e.g., a marketer may
have exclusive rights to present promotions to players when the players are
at a certain location); (g) a particular time of day (e.g., a marketer may
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have exclusive rights to present promotions during a particular time of
day); (h) a particular group of people (e.g., a marketer may have exclusive
rights to present promotions to a particular demographic of people in a
casino; e.g., a marketer may have exclusive rights to present promotions to
a defined set of people, such as the Jones family; e.g., a marketer may have
exclusive rights to present promotions to any person who has won more
than $500 in the last hour); or to any other category of promotional
opportunity.
In various embodiments, when a marketer gains exclusive use of a slot,
medium, or other advertising venue or opportunity, other marketers may
be excluded from presenting promotions in the venue while the period of
exclusivity persists. In various embodiments, the marketer with exclusive
rights may allow other marketers to present promotions at his discretion.
The marketer who allows other marketers to present promotions may
receive fees from the other marketers.
In various embodiments, a marketer may pay extra for the exclusive right
to use a particular slot, medium, venue, etc. For example, suppose the cost
per square inch per minute of promotional space on a mobile gaming
device is ordinarily 10 cents. If a marketer desires to purchase every
square inch of screen space on a mobile gaming device for an hour, the
marketer may pay 12 cents per square inch per minute.
In various embodiments, a marketer may gain exclusive rights to a
particular slot, medium, venue, etc., with respect to a group of marketers.
The group of marketers may be a group of competing marketers, for
example. For example, a marketer may gain the exclusive right to present
promotions related to airlines on a particular mobile gaming device. As
another example, a marketer may gain the exclusive right to present
promotions related to food during the hour of 12:00pm to 1:00pm on all
mobile gaming devices within a casino. In various embodiments, a
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marketer may pay extra for exclusive rights to present a particular type of
promotion, or for rights to exclude a particular group of other marketers
from presenting promotions.
8.9. Where several advertisers want a slot, every time the slot appears in a
game one of the ads is selected at random. An advertiser can pay more to
have a greater probabilistic weighting applied to his ad. For example, if
four advertisers pay 2, 5, 6 and 10 respectively, then their respective
weights can be 2 / 23, 5/23, 6 / 23 and 10 / 23. In various embodiments,
a marketer may pay for a chance or probability of having his promotion
presented. For example, a marketer may pay 5 cents and thereby have a
50% chance of having his promotion presented in a particular slot. In
various embodiments, various marketers may pay to have a promotion
presented in the same slot. For each marketer, a chance that the promotion
will be presented in that slot may be determined. For example, the chance
that marketer l's promotion will be presented may be determined to be
40%, the chance that marketer 2's promotion will be presented may be
determined to be 20%, and the chance that marketer 32's promotion will
be presented may be determined to be 20%. The chance that each
marketer's promotion will be presented may be based on the amounts paid
by each marketer. In various embodiments, the chance that a marketer's
promotion will be presented is set in proportion to the amount paid by the
marketer. Thus, if marketer 1 pays twice as does marketer 2 to have his
promotion presented in a particular slot, then the chance that marketer l's
promotion will be presented may be set twice as high as that of marketer 2.
In various embodiments, a slot may include a number of presentation
opportunities. For example, a slot may include an opportunity to present a
promotion to 100 people during a particular five-minute time window. If
multiple marketers pay to have a promotion presented during the same
slot, the presentation opportunities may be divided among the marketers.
For example, one marketer may present his promotion to 60 of the 100
people, while another marketer may present his promotion to 40 of the 100
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people. In various embodiments, the number of presentation opportunities
given each marketer may be proportional to the amount paid by the
marketer. For example, if marketer 1 pays $7, and marketer 2 pays $3,
then marketer 1 may have his promotion presented to 70 people while
marketer 2 may have his promotion presented to 30 people.
In various embodiments, a slot may include an opportunity to present a
promotion on (or in place of) a particular symbol when the symbol arises
in a game. As will be appreciated, the symbol may arise multiple times
over the course of multiple games. If multiple marketers pay to have a
promotions presented in that slot, then one of the marketers' promotions
may be chosen at random each time there is an opportunity arises (e.g.,
each time the symbol arises in a game). The probability that a marketer's
promotion will be presented each time an opportunity arises may be
proportional to the amount paid by the marketer. In various embodiments,
the promotions presented may alternate among all marketers who have
paid to have promotions presented in a particular slot. Marketers who
have paid more may have their promotions presented more frequently. For
example, suppose a first marketer has paid twice as much as a second
marketer to present promotions in a particular slot. Then, for every three
opportunities to present promotions in that slot, the first marketer may be
given the first and third opportunities, while the second marketer may be
given the second opportunity.
8.10. There can also be a secondary market for ad space. The ad
space
can be transferred, for example, with the central service getting a small
cut. In various embodiments, a marketer may purchase slots, venues, etc.
directly from the casino. In various embodiments, a first marketer may
purchase slots, venues, etc. from another marketer or from any other third
party. In various embodiments, slots, venues, and other promotional
opportunities may be purchased and resold. A secondary market may exist
for promotional opportunities.
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In various embodiments, the casino may run an exchange for promotional
opportunities. In various embodiments, the exchange may be run by a
third party. In various embodiments, the exchange may have no individual
governing authority. The exchange may allow a marketer to post offers to
sell promotional opportunities. The exchange may allow a marketer to
post offers to buy promotional opportunities. Offers to buy may include
quantities and prices. For example, an offer to buy may specify a number
of people to which a promotion will be presented as well as a price that
will be paid for the promotional opportunity. Likewise, an offer to sell
may specify a price and quantity as well.
In various embodiments, offers to buy and offers to sell may include
descriptions of the opportunity being bought or sold. A description may
include: (a) a number of people to which a promotion will be presented;
(b) a time of day during which the promotion will be presented; (c) a
number of mobile gaming devices on which the promotion will be
presented; (d) the demographic of the people to whom the promotion will
be presented; (e) the amount of time that the promotion will occupy (e.g.,
the promotion must be a 30-second spot) (f) the form of the promotion
(e.g., still image; e.g., video; e.g., audio); (g) the amount of screen or
display space the promotion may occupy; (i) the game that the promotion
will accompany (e.g., the promotion will be made while players play video
poker; (j) the symbol that a promotion will represent or replace (e.g., the
promotion will represent a jackpot symbol); and any other descriptors of
promotions or the circumstances under which promotions will be
presented.
The description of the opportunity being bought or sold may be provided
by the casino. The casino may, in fact, be the originator of the opportunity
and so may possess a description of the opportunity which it has come up
with. In various embodiments, each opportunity may receive a unique
identifier. For example, the opportunity to promote to 100 people between
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the ages of 55 and 65, each with incomes over $100,000, between 11:00am
and 11:05am in a 30-second video spot taking up half of a screen may
have a unique identifier of 1112223453. In various embodiments,
identical or fungible opportunities may receive the same identifier. For
example, the opportunity to present to a first person from Tennessee at
9:00pm may be indistinguishable from the opportunity to present to a
second person from Tennessee at 9:00pm. Thus the two opportunities may
have identical identifiers. However, any opportunity which is different in
some way may receive a different identifier. Associated with each
identifier may be a description of the opportunity. A marketer who is
interested in purchasing a particular opportunity, for example, may use the
identifier associated with the opportunity to access a description of the
opportunity. For example, the casino may store a database containing
descriptions of opportunities in association with identifiers. If a marketer
submits an identifier to the database, the casino may retrieve the
description and present the description to the marketer. The description
may be presented to a marketer, e.g., on a Web interface to the exchange.
In various embodiments, a quantity specified by a marketer may refer to a
number of a particular opportunity that is associated with an identifier.
For example, a marketer may wish to purchase 100 of the opportunity with
identifier 1112223999. This may correspond to the opportunity to present
a still image to 100 people who are in a particular restaurant at a casino
between the hours of 12:00pm and 2:00pm on Sunday.
In various embodiments, an opportunity may include the opportunity to
present a 10-second video clip to a particular individual sometime between
6:00pm and 9:00pm. There may be 100 such opportunities available,
meaning that the same individual will have 100 10-second video clips
presented on his mobile gaming device between 6:00pm and 9:00pm.
However, as the particular times that the video clips are presented may be
chosen at random, each individual opportunity from among the 100 may
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be a priori indistinguishable from each other opportunity. Therefore each
of the 100 opportunities may have the same identifier. Thus, for example,
a marketer may bid on 10 such opportunities to present to the player. If
the marketer should find a seller to give him the 10 opportunities, the
marketer would have the ability to present 10 10-second video clips to the
person sometime between 6:00pm and 9:00pm.
In various embodiments, one purpose of the exchange may be to match
buyers and sellers of the same opportunity. If a buyer bids a certain price
for a certain quantity of a particular opportunity, and a seller offers the
same price for the same quantity of the same particular opportunity, the
buyer and seller may be matched. A sale may take place. The buyer may
thus acquire the opportunities to present promotions, and the seller may
give up such opportunities. In exchange, the seller may receive payment
from the buyer based on the bid and offer amounts. The casino, or other
authority in charge of the exchange may receive a transaction fee for
matching the buyer and seller. For example, the casino may receive a
transaction fee from either the buyer, seller, or both. The fee may come
from the last of the buyer or seller to match the price of the other. The fee
may come from the first of the buyer and seller to post the price at which
the transaction took place. The fee may take the form of a percentage of
the sale price, and may be deducted from the amount that the seller collects
from the buyer.
In various embodiments, a potential buyer may pay a fee just for posting a
bid. In various embodiments, a potential seller may pay a fee just for
posting an offer. In various embodiments, participants in the exchange
may pay a fixed fee, a fixed fee per period of time, or a fixed fee per
transactions completed, in order to participate on the exchange.
When an opportunity has come into the hands of a buyer, the buyer's name
or other identifying information may be stored in association with the
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opportunity. Thus, the casino may maintain a record of which marketers
own which opportunities for presenting promotions. When it comes time
for presenting promotions, the casino may allow the owners of the
promotional opportunities to present their promotions during those times.
In various embodiments, an owner of a promotional opportunity must
submit a promotion to the casino within a predetermined time of coming
into possession of the opportunity. For example, within 1 hour after
buying a promotional opportunity, a buyer may be required to submit an
advertisement to the casino. The casino may subsequently approve the
advertisement before it can be shown. In various embodiments, an owner
of a promotional opportunity must submit a promotion to the casino within
a predetermined period of time of the promotion's showing, or first
potential showing. For example, suppose a promotion has a 10% chance
of being shown as early as 8:00pm. Then the owner of the promotional
opportunity may be required to submit the promotion by 7:00pm. If the
promotion is not submitted on time, the owner of the promotional
opportunity may lose the opportunity and may be unable to have his
promotion shown. In various embodiments, if an owner of an opportunity
does not submit his promotion in time, the opportunity may return to the
market, for potential acquisition by a new owner.
In various embodiments, contingency opportunities for presenting
promotions may be sold. A contingency opportunity may include ability
of a second marketer to present a promotion if a first marketer with
priority over the second marketer decides not to present a promotion. For
example, a first marketer may purchase the opportunity to present a
promotion to a particular person at a particular time. A second marketer
may purchase the opportunity to present to the same person at the same
time if the first marketer does not.
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In various embodiments, an identifier for an opportunity may include a
ticker symbol. The ticker symbol may be a compact way of representing
or identifying the opportunity. For example, the ticker symbol may consist
of four letters.
8.11. By the presentation means (audio versus video). In various
embodiments, the price of a promotional opportunity may depend on the
type of signal used to broadcast the promotion. For example, promotions
that employ visual or light based presentations may be priced differently
than promotions that employ audio or sound based presentations. A
promotion that uses video and audio may be priced differently than is a
promotion which uses only video. A promotion that uses video and audio
may be priced differently than is a promotion which uses only audio. A
promotion which uses vibrations or other touch stimuli may be priced
differently from a promotion that does not use touch stimuli. A promotion
that uses smell may be priced differently from a promotion that does not
use smell.
9. Data about players that is available for reference. In various
embodiments, a
casino may store various data related to a player. Data may be received in
various ways. A player may provide data about himself to the casino. For
example, a player may provide data when making a reservation or when
signing up for a player tracking card. The casino may receive data about a
player when performing a check on the player, such as when performing a
check, on a player prior to granting credit to the player. The casino may
receive data about a player by tracking its interaction with a player. For
example, through the player's interaction with the casino, the casino may
gather data about a player's wins and losses, recent outcomes, and so on.
In various embodiments, data about a player may be used by marketers to
select a target audience for their promotions. For example, a marketer may
decide that he wishes to advertise only to players with high skill levels at
video
poker. In various embodiments, a marketer may select a target audience by
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navigating through a series of menus. One menu may relate to age. Using the
menu, a marketer may select an age range for his target audience. Another
menu may relate to income. Using the menu, the marketer may select an
income range for his target audience.
In various embodiments, having selected a target audience, a marketer may
indicate that he wishes his promotions to go to the target audience. In
various
embodiments, having indicated a target audience, the marketer may first view
statistics describing how many of his target audience are currently available
for
viewing promotions. For example, the marketer may view statistics describing
how many of his target audience are currently using mobile gaming devices. If
the marketer is satisfied with the number of his target audience that are
available, then the marketer may indicate he wishes his promotion(s) shown to
the target audience.
In various embodiments, one or more of the following types of data may be
available with respect to a player: (a) name; (b) address; (c) gender; (d)
date of
birth; (e) data derived from games the player has played; (f) a skill level of
the
player at a game; (g) a skill level of the player at Blackjack; (h) a skill
level of
the player at video poker; (i) transaction data for the player; (j) an average

deposit size for the player; (k) a bet amount made by the player; (1) an
average
bet amount made by the player; (m) a bet limit for the player (e.g., a maximum

amount that a player is allowed to bet per game; e.g., a maximum total that a
player is allowed to bet over a plurality of games, such as over a session of
games); (n) a bet limit for the player that has been self-imposed by the
player
(e.g., a maximum amount that a player is allowed to bet per game by request of

the player); (o) a loss limit for the player (e.g., a maximum amount that a
player is allowed to lose over some period of time, beyond which the player
will be prevented from further gaming); (p) a deposit limit for the player
(e.g.,
a maximum amount that a player is allowed to deposit in a gaming machine;
e.g., a maximum amount of chips that a player is allowed to buy at a gaming
table).
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In various embodiments, one or more of the following types of data may be
available with respect to a player: (a) residential address; (b) residential
address
city; (c) residential address country; (d) residential address preferred; (e)
residential address street; (f) residential address suburb; (g) residential
address
zip; (h) postal address; (i) postal address city; (j) postal address country;
(k)
postal address preferred; (1) postal address street; (m) postal address
suburb; (n)
postal address zip; (o) contact details; (p) email; (q) secondary email; (r)
fax
number; (s) mobile (e.g., the phone number for the player's mobile device);
(t)
pager (e.g., the contact number for the players' pager); (u) preferred contact
method; (v) business number (e.g., the phone number for the player's
business); (w) home number (e.g., the phone number for the player's home);
(x) credit cards details; (y) personal details; (z) agent code; (aa) date of
birth;
(bb) first name; (cc) last name; (dd) middle name; (ee) national id; (ff)
nationality (e.g., the player's country of origin; e.g., the country in which
the
player has citizenship); (gg) promotional code; (hh) sex; (ii) title; (jj)
authentication question and answers (e.g., questions about the player's
mother's maiden name and answers to such questions); (kk) bank account
details; (11) bank name; (mm) bank account id; (nn) branch address; (oo)
branch code; (pp) branch country; (qq) account name; and (rr) account no.
The player chooses a type of ad at the time when he checks out a mobile
device.
In various embodiments, a player may make one or more designations at the time

when he receives a mobile device. Such designations may influence the
promotions and advertisements shown to the player. For example, such
designations may influence the types of companies that advertise to the player
or
the types of products that are advertised to the player.
A player may receive a mobile device in a number of ways. In various
embodiments, a player may receive a mobile device at a cage at a casino, at a
vending machine, or at a front desk at a casino hotel. In various embodiments,
a
player may receive a mobile device from a casino representative. For example,
a
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player may be situated at a slot machine and wish to move around the casino
while
continuing to engage in gaming. Accordingly, the player may request that a
casino
representative provide the player with mobile device for gaming. A player may
also be in possession of a mobile device of his own (e.g., the player may be
in
possession of a personal cell phone). A player already in possession of a
mobile
device may make one or more designations pertaining to advertisements at the
time
he configures or enables his mobile device for the purposes of gaming.
When receiving or configuring a mobile device, a player may make a number of
designations. The player may indicate: (a) a product (e.g., Coke); (b) a
category of
products (e.g., soft drinks; e.g., leisure cruises); (c) a brand; (d) a
company; (e) a
manufacturer; (f) a purpose for a product (e.g., as a wedding present; e.g.,
something to clean a bathroom); (g) a price range (e.g., a price range for a
product
that the player may be willing to buy; (h) a budget range (e.g., an amount the
player may have available to spend); (i) a desired sales representative or
type of
sales representative that the player may be interested in communicating with
(e.g.,
a life insurance agent). Such designations by the player may allow a marketer
to
determine the desirability of sending advertisements or promotions to a
player. For
example, if a player has designated the product category of a particular
marketer,
then the marketer may be more willing to pay to have the player view an
advertisement for the marketer's product. The designations may also aid the
casino in selling advertising space to marketers. For example, the casino may
be
able to convince cruise lines to advertise on the mobile devices of players if
the
casino can show cruise line marketers that a number of such players are
interested
in vacations on cruise lines.
When receiving or configuring a mobile device, a player may also indicate
characteristics about himself/herself. The player may indicate an age, race,
income
level, place of residence, family status, gender, political preference,
occupation, or
any other piece of information. Such information may further aid marketers in
deciding which players to advertise to, how much to pay to provide
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advertisements, and in deciding what advertisements to send to one or more
players.
Bonus round on a separate device
In various embodiments, a player may engage in part of a game on a mobile
gaming device, and part of the same game on another device. The other device
may be a gaming device that is not a mobile device. For example, the other
device
may be a slot machine, video poker machine, video blackjack machine, or the
like.
In some embodiments, the gaming device may offer an experience to the player
that is not available on the mobile gaming device. Thus, it may be more
exciting
or otherwise pleasing for the player to play a portion of a game on the other
gaming device rather than playing the entire game on the mobile gaming device.

In some embodiments, a player may reach a bonus round of a game while playing
on a mobile gaming device. The bonus round of the game may feature random
event embodied in a physical process. For example, the bonus round may feature
the spinning of a wheel. While it is possible that the spinning of a wheel may
be
visually simulated using a display screen of a mobile gaming device, for
example,
it may be more exciting for a player if he actually sees a physical wheel
spin.
Thus, a player may play out the bonus round portion of his game using a gaming
device that is not mobile. The gaming device used for the bonus round may
include a physical spinning wheel. The wheel may spin to reveal the player's
prize
in the bonus round.
In various embodiments, when a first portion of a game is played on a mobile
gaming device, and a second portion of a game is played on another device, the
outcome of the game may be determined in several ways. The outcome of the
game may be determined solely based on random numbers or events generated by
the mobile gaming device. The outcome of the game may be determined solely
based on random numbers or events generated by the other device (e.g., by a
gaming device that is not mobile). The outcome of the game may be determined
solely by a third device, such as by a casino server. The outcome of the game
may
be determined based on random numbers or events generated by both the mobile
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gaming device and the other device (e.g., the gaming device that is not
mobile).
For example, entry into a bonus round may be determined based on random
numbers generated on a mobile gaming device. The outcome of the bonus round
may be based on random numbers generated at the other device (e.g., at the
gaming
device that is not mobile). The outcome of the game may be determined based on
random numbers or events generated at the mobile gaming device and at the
third
device (e.g., the casino server). The outcome of the game may be determined
based on random numbers or events generated at the other device (e.g., at the
gaming device that is not mobile) and at the third device (e.g., at the casino
server).
The outcome of the game may be determined based on random numbers or events
generated at the mobile gaming device, at the other device (e.g., at the
gaming
device that is not mobile), and at the third device (e.g., at the casino
server).
100% Payback device
In various embodiments, a game on a mobile gaming device may have a house
edge of 0%. In various embodiments, a game on a mobile gaming device may
have a negative house edge. As will be appreciated, games with 0% house edge
may fail to yield profits for a casino. As will be appreciated, games with a
negative house edge may potentially cost a casino money. Thus, in various
.. embodiments, a casino may use revenue from presenting promotions in order
to
supplement costs associated with games that have 0% or less house edge.
In various embodiments, a casino may present enough promotions on a mobile
gaming device to create a desired positive house edge when earnings from
promotions are counted. For example, for each $1 game played on a mobile
gaming device, the mobile gaming device may present 5 promotions. For example,

the five promotions may include five products which take the place of symbols
on
simulated slot machine reels. For each promotion presented, the marketer
sponsoring the promotion may pay the casino one cent. Thus, the casino may
earn
five cents from marketers for each $1 game played. Even if the house edge on
the
game itself is 0%, the casino may effectively maintain a 5% house edge when
earnings from promotions are taken into account. In order to attain a desired
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effective house edge, a casino may adjust the number of promotions presented
per
game played and/or adjust the fees charged to marketers per promotion. For
instance, in the foregoing example, if the casino wished to receive a 6% house

edge, the casino may have caused the presentation of 6 promotions per game
rather
than 5.
In various embodiments, a player of a game may be required to view or
otherwise
peruse one or more promotions in order play games with a zero or negative
house
edge. As a player views promotions, a player may accumulate points, tokens, or
other scrip. The player may be required to accumulate a certain number of
points
in order to play games with a zero or negative house edge. As the player
approaches a target number of points, the house edge may get smaller and
smaller,
reaching zero when the player achieves the target number of points. For
example,
a game may conventionally have a house edge of 10%. However, when a player
has viewed half of the promotions required to play games with a 0% house edge,
the house edge may decline to 5%. In various embodiments, as a player
accumulates points, the player may use such points to play a game with a 0% or

negative house edge. Once the player uses up points, the player may be
required to
earn further points (e.g., by viewing more promotions) in order to play
further
game with a 0% or negative house edge.
In various embodiments, a meter or other gauge may indicate a player's
progress
towards being able to play games with a 0% house edge. As a player views more
promotions, for example, the meter may more closely approach a target. When
the
target is reached, the player may be able to play games with a 0% house edge.
In
various embodiments, a player may be required to continually, periodically, or

sporadically view additional promotions in order to maintain the privilege of
playing games with a 0% or negative house edge. If the player fails to view
promotions at the desired rate, the player may lose points and/or the meter
may
move away from its target range. The player may then be left to play games
with a
positive house edge until such time as the player views additional promotions.
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Getting regulatory approval for ads
In various embodiments, a casino may seek regulatory approval to feature or
insert
a promotion into a game. In various embodiments, a casino may seek regulatory
approval to feature or insert a graphic associated with a promotion into a
game.
In various embodiments, a casino may seek regulatory approval to feature or
insert
any graphic into a game. The game may be a game of chance played for money,
such as a slot machine game or video poker game. In various embodiments, a
casino may receive blanket approval to insert any one of several graphics, at
the
casino's discretion, into a game. For example, the casino may desire
regulatory
approval to insert any one of 50 different graphics into a game. For example,
the
casino may desire regulatory approval to insert any one of 50 graphics as a
symbol
into a game. The graphics, or any data related to a promotion, may be shown in

advance to regulators. The regulators may approve all the graphics, or other
data,
and may then allow the casino to insert any one of such graphics, at its
discretion,
into the game.
Terms of regulator approval for inserting a graphic into a game may include
any
one or more of the following: (a) the presence of a graphic has no effect on
the
game when compared to how the game would be played if the graphic were not
present; (b) the presence of a graphic has no effect on the payout of the game
when
compared to what the payout of the game would be if the graphic were not
present;
(c) the graphic in no way indicates or represents something that is not true
(e.g., a
graphic cannot say "winner" if the graphic does not form part of a winning
outcome); (d) the graphic in no way indicates or represents anything about the
game itself (e.g., the graphic does not suggest an amount of a payout, a
winning or
losing outcome, an entry into a bonus round, etc. The graphic may simply
convey
a message that is independent of the game play); (e) the graphic is not
offensive;
(f) the graphic cannot be confused for another graphic that is already part of
the
game; (g) the graphic cannot be confused for a graphic that is part of any
game
(e.g., a graphic of a clown might be forbidden because it might be confused
with a
joker symbol); (h) the graphic may not appeal to children or minors (e.g., the

graphic may not show toys or brands which appeal to children); and so on. It
will
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be appreciated that the foregoing terms may apply to video, cartoons,
animation,
audio, or any other information which may be featured in a promotion.
Obtaining regulatory approval on the foregoing may allow a casino to solicit
promotions which may be obtained from marketers and then which may
incorporated into games. A new promotion may be received and then incorporated

without the necessity of obtaining regulatory approval between the time the
promotion is received and the time the promotion is incorporated. This may
allow
for marketers to enjoy a rapid turnaround time between when promotions are
submitted and when the promotions are incorporated.
In various embodiments, a mobile gaming device may display a promotion that
serves to encourage a player to play at a stationary gaming device. For
example, a
player may be holding a mobile gaming device as he walks through a casino. The
mobile gaming device may start buzzing and then display a message. The message
may inform the player that a stationary gaming device of a certain type is
nearby.
For example, the message may read, "There is a great game called Jackpot
Jungle"
to your right. It is very lucky today!". In various embodiments, a mobile
gaming
device may detect the presence of a nearby stationary device, or vice versa.
The
mobile gaming device may then encourage the player to visit the nearby
stationary
gaming device. There may be any of a number of triggering conditions which
trigger the display of a message to a player encouraging the player to visit a

stationary gaming device. Triggering conditions may include the following: (a)
the
stationary gaming device is within a predetermine distance of the mobile
gaming
device; (b) the stationary gaming device has a higher betting limit than the
mobile
gaming device; (c) the stationary gaming device supports the same game that
the
player has been playing on his mobile gaming device; (d) the stationary gaming

device supports the same game that the player had played in the past; (e) the
stationary gaming device supports a game on which the player had experienced
good results in the past (e.g., a game on which the player had won more than
$100
in the past); (f) the stationary gaming device features a new game (e.g., a
new
game that the casino wishes to test; e.g., a new game that a manufacture
wishes to
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test; e.g., a new game that the casino wishes to popularize); and any other
triggering conditions.
In various embodiments, a mobile gaming device, or any mobile device, may
serve
as an information display or information conduit for nearby objects, people,
or
other things or entities. In various embodiments, a player may hold the mobile

gaming device close to a stationary gaming device in order to find out
information
about the stationary gaming device. For example, a player may hold up a mobile

gaming device close to a stationary gaming device in order to find out
historical
gaming results at the stationary gaming device. Information that may be
revealed
on a mobile gaming device about a stationary gaming device may include the
following: (a) the last outcome; (b) the last payout; (c) the last 10
outcomes; (d) the
last 10 payouts; (e) the last X outcomes; (f) the last X payouts; (g) the last
time a
bonus round was reached; (g) the net winnings of the prior player at the
stationary
gaming device; (h) the gross winnings of the prior player at the stationary
gaming
device; (i) the amount won at the stationary gaming device in the last hour;
(j) the
amount won at the stationary gaming device in the last X period of time; (k)
the
last time a jackpot was won; (1) the largest payout to be won in the last
hour; (m)
the identity of any celebrity that has played at the stationary gaming device;
and
any other information about the stationary gaming device.
In various embodiments, a mobile gaming device may reveal information about a
gaming table. The mobile gaming device may reveal results or outcomes at the
table. For example, the mobile gaming device may display representations of
cards that are currently in play at the table. For example, the mobile gaming
device may display representations of the community cards that are currently
in
play in a game of Texas Hold'em. In various embodiments, a mobile gaming
device may display representations of current pot sizes or beta amounts at a
table.
The mobile gaming device may display representations of hidden or secret
cards.
For example, a mobile gaming device may show representations of cards that a
player holds in his hand, or representations of cards yet to be deal. In
various
embodiments, a mobile gaming device may show: (a) the identify of one or more
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players at a table; (b) a gaming history of one or more players at a table
(e.g., the
most recent outcome achieved by a player at the table; e.g., the winnings for
the
player at the table in the last hour); (c) the identify of the dealer at the
table; (d) the
stakes at the table; (e) the betting limit at the table; (f) the last X cards
dealt at the
table; (g) the manufacturer of the table; (h) the availability of a seat at
the table
(e.g., the mobile gaming device may show that there is one seat available at
the
table; e.g., the mobile gaming device may show that there are 3 people in line
to sit
at the table); (i) information about a dealer at the table; (j) information
about how
much players have won when playing with this dealer; and any other information
about the game at the table, the outcomes at the table, the players at the
table; and
any other information about the table.
In various embodiments, a mobile gaming device may display information about a

restaurant. The mobile gaming device may display information including: (a) an
indication of one or more menu items that are in the restaurant; (b) an
indication of
prices in the restaurant; (c) in indication of ratings or reviews for the
restaurant; (c)
an indication of the available seating in the restaurant; (d) information
about a chef
at a the restaurant; (e) an indication of an expected wait time; (f) an
indication of
an expected time to be served dinner; (g) an indication of any special items
being
served; (h) an indication of any promotion associated with the restaurant
(e.g., a
current promotion may offer drinks at half price); and any other information
about
the restaurant.
In various embodiments, a mobile gaming device may display information about a
store or other retail establishment. A mobile gaming device may display
information including: (a) product listings; (b) product prices; (c)
promotions (e.g.,
a promotion may offer 50% on all items in the store); (d) product reviews; (e)

product sizes (e.g., sizes for clothes); (f) number available of every
product, and
any other information about the store.
In various embodiments, a mobile gaming device may have different settings in
terms of what types of information or how much information it may reveal about
a
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stationary gaming device, about a person, or about any other entity. In
various
embodiments, different settings may allow a player to view information about
different time periods. A first setting may allow a player to view information
from
a particular time in the past. A second setting may allow a player to view
.. information from another, more distant time in the past. For example, a
first
setting may allow a player to view historical game information about a
stationary
gaming device up to 10 minutes in the past. In other words, the player may be
able
to see what outcomes have occurred at the gaming device in the past ten
minutes.
However, outcomes which had occurred at the gaming device more than ten
minutes ago may not be available for viewing by the player. A second setting
of a
mobile gaming device may allow a player to view historical gaming results from
a
stationary gaming device up to one our in the past. In various embodiments, a
setting may determine the range over which a mobile gaming device may display
information about a stationary gaming device or other person, object, or
entity. At
a first setting, the mobile gaming device may be able to display information
about
a stationary gaming device that is up to 10 feet away. At a second setting,
the
mobile gaming device may be able to display information about a stationary
gaming device that is up to 50 feet away. If a player has a mobile gaming
device at
the second setting, the player may be able to sweep the mobile gaming device
in an
arc with his hand and to thereby find out information about many different
stationary gaming devices without having to move his feet. In various
embodiments, settings may determine the type of stationary gaming device,
person,
object, or other entity about which a mobile gaming device may display
information. For example, in a first setting, a mobile gaming device may
display
.. information only about stationary gaming devices that feature video poker.
In a
second setting a mobile gaming device may display information only about
stationary gaming devices that feature slot machine games.
In various embodiments, prior to displaying information about a stationary
gaming
device, person, or other object or entity, a mobile gaming device must first
detect
the stationary gaming device. Further, in various embodiments, it must be
decided
which stationary gaming device among several proximate gaming devices will be
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the one for which information will be displayed on the mobile gaming device.
For
example, the mobile gaming device may be proximate to several stationary
gaming
devices. It must then be determined which of the several proximate stationary
devices will be the one for which information is displayed on the mobile
gaming
device. In various embodiments, a mobile gaming device will display
information
about the stationary gaming device to which it is closest. In various
embodiments,
a mobile gaming device will display information about the stationary device to

which it is most nearly being pointed. For example, a mobile gaming device may

have side or face which may be assumed to constitute the front of the mobile
gaming device. When the front of the mobile gaming device is facing or
pointing
towards a particular stationary gaming device, then the mobile gaming device
may
display information about the stationary gaming device. In various
embodiments,
a mobile gaming device may display information about a stationary gaming
device
which is facing in the direction of the mobile gaming device. Thus, for
example,
the mobile gaming device may display information about a first stationary
gaming
device that is further away than is a second stationary gaming device if the
first
stationary gaming devices faces in the direction of the mobile gaming device
and
the second stationary gaming device faces in a different direction.
In various embodiments, a player may pay to have particular settings on his
mobile
gaming device, where such settings determine the amount of information that
may
be displayed on the mobile gaming device. For example, a player may pay $5 per

day for a first setting in which he can hold his mobile gaming device up to a
stationary gaming device and see the last 10 outcomes of the stationary gaming
device displayed on his mobile gaming device. The player may pay $10 per day
for a second setting in which he can hold his mobile gaming device up to a
stationary gaming device and see the last 100 outcomes of the stationary
gaming
device displayed on his mobile gaming device. In various embodiments, a mobile

gaming device may receive information such that it is capable of displaying
the
information available for any possible setting. However, the mobile gaming
device
may withhold information or not display certain information that it has
received
based on its current setting. For example, a mobile gaming device may be in a
first
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setting where it may only display the last 10 outcomes that have occurred on a

stationary gaming device. The stationary gaming device may, in fact,
communicate to the mobile gaming device the last 100 outcomes that have
occurred at the stationary gaming device. However, the mobile gaming device
may only display 10 of those outcomes because of its current setting. Were the

mobile gaming device in a second setting, the mobile gaming device might
display
all 100 of those outcomes. In various embodiments, a mobile gaming device may
request from a stationary gaming device, from the casino server, or from any
other
source only the information that it may communicate to a player based on the
current setting of the mobile gaming device.
144

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 2019-11-12
(86) PCT Filing Date 2007-12-06
(87) PCT Publication Date 2008-06-12
(85) National Entry 2009-06-05
Examination Requested 2009-06-05
(45) Issued 2019-11-12

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $473.65 was received on 2023-12-01


 Upcoming maintenance fee amounts

Description Date Amount
Next Payment if standard fee 2024-12-06 $624.00
Next Payment if small entity fee 2024-12-06 $253.00

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Request for Examination $800.00 2009-06-05
Application Fee $400.00 2009-06-05
Maintenance Fee - Application - New Act 2 2009-12-07 $100.00 2009-11-25
Maintenance Fee - Application - New Act 3 2010-12-06 $100.00 2010-11-22
Maintenance Fee - Application - New Act 4 2011-12-06 $100.00 2011-11-18
Maintenance Fee - Application - New Act 5 2012-12-06 $200.00 2012-11-20
Maintenance Fee - Application - New Act 6 2013-12-06 $200.00 2013-11-20
Maintenance Fee - Application - New Act 7 2014-12-08 $200.00 2014-11-19
Maintenance Fee - Application - New Act 8 2015-12-07 $200.00 2015-11-19
Maintenance Fee - Application - New Act 9 2016-12-06 $200.00 2016-11-17
Maintenance Fee - Application - New Act 10 2017-12-06 $250.00 2017-11-22
Maintenance Fee - Application - New Act 11 2018-12-06 $250.00 2018-11-20
Final Fee $636.00 2019-09-17
Maintenance Fee - Patent - New Act 12 2019-12-06 $250.00 2019-12-02
Maintenance Fee - Patent - New Act 13 2020-12-07 $250.00 2020-11-30
Maintenance Fee - Patent - New Act 14 2021-12-06 $255.00 2021-11-29
Maintenance Fee - Patent - New Act 15 2022-12-06 $458.08 2022-12-02
Maintenance Fee - Patent - New Act 16 2023-12-06 $473.65 2023-12-01
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
CFPH, LLC
Past Owners on Record
ALDERUCCI, DEAN P.
ASHER, JOSEPH M.
BURMAN, KEVIN
GELMAN, GEOFFREY M.
LUTNICK, HOWARD W.
PAPAGEORGIOU, ANTONIO
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) 
Representative Drawing 2009-09-18 1 11
Cover Page 2009-09-18 1 36
Abstract 2009-06-05 2 71
Claims 2009-06-05 16 536
Drawings 2009-06-05 6 151
Description 2009-06-05 144 7,127
Description 2013-01-04 144 7,037
Claims 2013-01-04 32 1,139
Abstract 2014-09-30 1 7
Description 2014-09-30 144 7,038
Claims 2016-05-20 14 412
Abstract 2016-05-20 1 12
Amendment 2017-05-10 16 552
Claims 2017-05-10 13 427
Examiner Requisition 2017-10-12 8 453
Amendment 2018-04-10 14 458
Claims 2018-04-10 6 206
PCT 2009-06-05 4 249
Assignment 2009-06-05 4 99
Examiner Requisition 2018-10-01 4 194
Amendment 2018-10-12 10 295
Claims 2018-10-12 6 211
Abstract 2019-03-27 1 12
Prosecution-Amendment 2013-01-04 26 984
Prosecution-Amendment 2012-07-06 3 92
Final Fee 2019-09-17 2 55
Representative Drawing 2019-10-10 1 12
Cover Page 2019-10-10 1 44
Prosecution-Amendment 2014-03-31 3 135
Prosecution-Amendment 2014-09-30 6 244
Examiner Requisition 2015-11-24 3 236
Amendment 2016-05-20 17 479
Examiner Requisition 2016-11-07 4 256