Entries |
Document | Title | Date |
20080207314 | Automated Locking Method - Systems, methods, and gaming machines having an automated locking system are disclosed herein. According to one method, one or more automated locking mechanisms are provided on a plurality of gaming machines. Each locking mechanism is connected to a locking controller such that the locking controller controls the release and locking of the locking mechanism. The automated locking system receives a request from a user to release one or more locking mechanisms. If the user is authenticated, the locking mechanism is released. | 08-28-2008 |
20080207315 | System and Method for Initiating a Gaming Session Using Event-Based Exchange of Information Between Communication Devices - Embodiments of the present disclosure are directed to a system and method for initiating a multiplayer gaming session by establishing a transaction at a communication device with a data object server, completing the transaction by obtaining one or more rights for multiplayer gaming from the data object server, and receiving one or more data objects at the communication device and at one or more additional communication devices for initiating a multiplayer gaming session. The one or more data objects further comprises the one or more rights and/or one or more references to obtain the one or more rights for multiplayer gaming, and the transaction further comprises identifying a predetermined number of participants. The system and method further comprise accepting, declining, postponing, or rescheduling the gaming session at the one or more data objects. | 08-28-2008 |
20080207316 | Method and system for using online entertainment to promote goods, services, activities and events - The present invention is a method and system for online selection of contestants for online and offline competitions that uses objective selection criteria and allows the participation of members of the general public. It also provides an effective marketing and revenue generating mechanism as part of the contestant selection process. In one or more embodiments, a series of online challenges are presented to potential contestants (sometimes referred to herein as “participants.”) In one or more embodiments, challenges are designed to be entertaining (i.e. fun to participate in) as well as goal achieving (i.e means to become a contestant in a competition and/or win a prize). In one or more embodiments, one or more of the challenges integrates a sponsor's product or service into the subject matter (i.e. structure, process, and/or content) of a challenge, and/or requires a participant to obtain information about a sponsor's product or service to complete the challenge. In one or more embodiments, one or more online preliminary challenges are presented over a period of time. Successful completion of the online preliminary challenges permits a participant to compete in one or more subsequent challenges. In one or more embodiments, participants who are successful in completing the subsequent challenge(s) are selected to participate in an associated competition. In one or more embodiments, one or more of the challenges require a participant to obtain information about a sponsor's product or advertisement to complete the challenge, thereby directing the attention of participants to the sponsor's product or service. In one or more embodiments, the invention promotes interaction of participants with new media (i.e. the internet), traditional media (i.e. television, film and print media), and real world events (i.e. an offline competition). | 08-28-2008 |
20080214298 | Password Entry System - The present invention relates to gaming apparatus ( | 09-04-2008 |
20080214299 | Master Control Program for a Gaming Device - A gaming device master control program is described herein. In one embodiment, the master control program performs operations including starting one or more gaming applications that include one or more gaming application processes. The master control program can also monitor the gaming application processes and determine, based on the monitoring, that fault recovery operations are needed. The master control program can also perform the fault recovery operations. | 09-04-2008 |
20080214300 | METHODS FOR ELECTRONIC DATA SECURITY AND PROGRAM AUTHENTICATION - Apparatus and methods for improving security and preventing tampering in a gaming system are described. In particular, the gaming system may comprise an authorization device that is configured to control a download of gaming data, such as an executable image for generating a game of chance, from a first gaming device to a second gaming device. For each download between two different devices, the authorization device may be operable to generate a unique encryption key pair utilized in the download and determine whether the downloaded data is authentic. The gaming device receiving the download of game data may be configured such that it doesn't utilize the game data until an approval is received from the authorization device. | 09-04-2008 |
20080220859 | Console game purchase and downloading through an internet protocol television system to a console device - Particular embodiments of the disclosed subject matter provide methods and systems to support the purchase and downloading of console games via a set-top box and internet protocol television system. An example embodiment includes an apparatus and system to receive a console game user selection through a user interface of a set-top box, to send the console game user selection to a VOD server via a network, to enable purchase of a selected console game corresponding to the console game user selection from the VOD server, and to download the selected console game to a console device via an interface provided by the set-top box. | 09-11-2008 |
20080227540 | CUSTOM MESSAGE ACTIONS - Methods and computer-readable media are provided that enable a game console to send, receive and process a customized message. In one such method, an instruction to generate a message to be sent to a receiving game console is received. The message, which includes a recipient identifier, text relating to a game-specific function, a custom action associated with the game-specific function and a data payload that is adapted to be processed by a receiving destination is generated. The message is sent to a receiving game console identified by the recipient identifier by way of a game console messaging service. | 09-18-2008 |
20080234042 | Game System - The amusing game system makes the best use of the characteristics of the game cards. Base character data are read out to generate a base character image; when a first code is read out, a first part data corresponding to the first code is read from a data memory means, and a part of the base character data is changed by the first part data read out; when a second code is read in, one of a plurality of second base data, corresponding to the second code, and another part of the base character image is changed by the selected second part data; when a second code is read in again, one of a plurality of second part data other than the second part data selected by the second part changing means is selected and read out, and another part of the base character image is changed by the second part data. Based on thus changed character data, a character image is generated. | 09-25-2008 |
20080234043 | DYNAMICALLY PROVIDING GUEST PASSES FOR A VIDEO GAME - A system and method for determining and providing one or more guest passes for temporary access to one or more video games to a first player that was previously granted membership to a platform that offers access to playing these video games. One or more different determinations are made on information related to the first player and/or available video games to generate one or more guest passes for a video game that is at least somewhat relevant to the first player. In at least one embodiment, one or more of the different determinations can be intrinsically and/or extrinsically weighted to further refine the generation of a guest pass for a video games that is at least somewhat relevant to the first player, and thereby more likely to be offered by the first player to a second player. Also, the platform enables the determining and generating of the one or more guest passes to the one or more video games for the first player. | 09-25-2008 |
20080242405 | ON-LINE GAMING AUTHENTICATION - A game device, such as a game console or a PC, is authenticated before joining an online gaming session. When the device registers with the gaming service, the device is queried for its system type (e.g., XBOX®, XBOX® 360, and PC) and a device identifier (e.g., serial number). The first time the device registers with the gaming service, the devices system type and identifier are stored. Each subsequent time the device registers with the gaming system, the device query response is compared with the stored system type and identifier. If the system type and identifier match, the device is allowed to participate in the game session. Additionally, the device system type is analyzed to determine if the device is allowed to participate in the game session. For example, a PC would not be allowed to participate in an XBOX® only game session. | 10-02-2008 |
20080242406 | DIGITAL GAME DISTRIBUTION FOR GAMING DEVICES - Systems and methods of providing digital game content to a portable game system may include a digital content source and an authentication system in communication with the portable game system. The portable game system may receive a digital game content from the digital content source. The digital game content may be stored in a storage component in the portable game system. The digital game content may be activated by a user of the portable game system, for example. After activating, the digital game content may be changed from a demonstration version when an electronic credential may be present in the portable game system. | 10-02-2008 |
20080254877 | Player verification system - A method and system for verifying the continued presence of the same player at a gaming machine is provided. The system comprises a device for continuously obtaining verification data samples, wherein each verification data sample relates to one or more physical features of a first player. A subsequently obtained verification data sample is analyzed to determine whether it is substantially similar to a previously obtained verification data sample. If the subsequent verification data sample is substantially similar to the previously obtained verification data sample, then the system determines that the first player continues to be the same player present at the gaming machine. | 10-16-2008 |
20080254878 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 10-16-2008 |
20080261686 | Systems, methods and computer products for IPTV network game control - Systems and methods for IPTV network game control. Exemplary embodiments include a game system, including a communications device, a game controller functionally coupled to the communications device and a process for establishing communication between the communications device and the game controller for manipulating game content, the process including instructions to receive game content from a network, the content being displayed on the communications device and interactively controlled by the game controller via communication with the communications device. | 10-23-2008 |
20080261687 | Game card, game card system, game card reader and method of authentication and fraud prevention - There is provided a game card, game card system, game card reader and method of authentication and fraud prevention. Machine-readable codes are provided on game cards. The code on a game card is read by a game card reader employing two code readers. One code reader uses visible light to read the code, or in the alternative to merely detect the presence of the code. The other code reader uses infrared to read the code. A fraudulent game card, copied or reproduced by photocopiers, scanners and digital cameras available to the general public, is detected based on the absence of a code reading from the second code reader. The presence of code information on a game card that is detectable using visible light, also indicates that the game card is not authentic. | 10-23-2008 |
20080261688 | Automated method and system for a gaming opportunity - A method and system of applying for a gaming opportunity, including accessing a server for the gaming opportunity through a player device providing identification data to the server, and receiving an indication of eligibility for the gaming opportunity from the server based on at least one composite score indicative of a scale of eligibility for the gaming opportunity, the composite score obtained by weighting disparate player data based on at least one business rule and applying the weighted data to at least one decision model to generate the score, the disparate player data obtained from a plurality of data sources. | 10-23-2008 |
20080261689 | APPLICATION-CENTRIC USER INTERFACE TECHNIQUES - Various application-centric user interface techniques are described. A user can easily launch, add, or update applications. An application-centric activity center can be presented as part of a user interface for an operating system shell. A file defining metadata for an application can be defined. The techniques can be applied to game-related software. | 10-23-2008 |
20080268947 | CROSS PLATFORM GAMING - A first game server is configured to provide a game to a first category of user device. A second game server is configured to provide the game to a second category of user device. A game manager is configured to receive a request from a user device for the game application and to assign the request to one of the first game server and the second game server according to whether the user device is included in the first category of user device or the second category of user device. | 10-30-2008 |
20080268948 | GAMING MACHINE WITH TOUCH SCREEN - A method of reconfiguring the touch screen of a gaming machine having a touch screen and associated display, and a tracking input device, the method comprising: providing a predetermined authorization sequence to the tracking input device; and in response to receipt by the tracking input device of the predetermined authorization sequence, initiating a reconfiguration process for the touch screen display. | 10-30-2008 |
20080274803 | System for Processing Data in a Community, and Methods Thereof - Disclosed is a system and method for processing data in a community such as a café, homepage, blog, mini-room, mini-homepage, and the like, which are established in web sites on the Internet. The method for processing data in a community established on a website includes a) by a community visitor, accessing the community and selecting a link program prepared in the community, b) confirming whether the community visitor executes or terminates the link program, c) receiving visitor-related data related to the execution of the link program when the link program is terminated, d) processing and utilizing the visitor-related data in the community, and e) storing the processed visitor-related data in the community. According to the present invention, it is possible to please community visitors through interaction with the visitors in the community. In addition, enjoyment factors can be amplified by providing historical information and event factors caused by game action. Further, the degree of participation of the visitors in the community becomes more increased and re-visit of the visitors to the community can be promoted. | 11-06-2008 |
20080274804 | METHOD AND SYSTEM FOR ADDING A NEW PLAYER TO A GAME IN RESPONSE TO CONTROLLER ACTIVITY - A method for use in operation of a game apparatus includes obtaining a time series of samples containing information usable to determine activity of a plurality of predetermined objects used for controlling the game apparatus, processing the time series to determine whether one of the plurality of predetermined objects has been inactive during a game already in progress, and adding a new player to the game already in progress in response to a determination that one of the plurality of predetermined objects is currently active after determining that it was inactive. A system for use in operation of a game apparatus includes means for performing these steps. | 11-06-2008 |
20080274805 | ATTRIBUTE BUILDING FOR CHARACTERS IN A VIRTUAL ENVIRONMENT - Systems and method provided herein involve a mechanism that allows users to have more input and influence in customizing their virtual characters' profile by developing their attributes. By developing and improving attributes of their characters, the social value of their characters can be increased within the virtual environment. Additional attributes that can be developed include, but are not limited to, strength, speed, agility, intelligence, creativity, style, streets-smart, safety-awareness, grooming, cooking, and manners. Jobs, tasks, classes, sessions, and the like, as well as competitions can be created that emphasize one or more attributes to facilitate encouraging users to have their characters learn, master, and test such new skills. | 11-06-2008 |
20080280676 | Wireless gaming method and wireless gaming-enabled mobile terminal - A wireless gaming method and wireless gaming-enabled mobile terminal are provided for enabling a number of players to participate simultaneously in a game using their mobile terminals. A wireless gaming method of the present invention includes inviting, if a multi-player gaming mode for a game is activated, at least one counterpart terminal on a short range wireless communication network by transmitting a multi-player gaming mode request message; synchronizing, if an acknowledge message is received in response to the multi-player gaming mode request message, game data with the counterpart terminal transmitted the acknowledge message; and generating a game screen with an image taken by the camera as a background image after the game is synchronized; and starting the game with the game screen. | 11-13-2008 |
20080280677 | Pre-Programmed Optical Disc Designed For Secure Game Players Allowing For Pay Television Services - A game cartridge includes instructions designed to transform a state-of-the-art game player device into a platform for numerous pay television-related services and offerings. In one aspect the systems and methods described may include the leveraging of emerging state-of-the-art and highly secure game players to create applications targeted toward Pay Television subscribers. The system may generate a log configured to create a user profile based upon previous tendencies of the user. The log may be used to recommend offerings for products or services to the user. | 11-13-2008 |
20080287188 | Method and System For the Generation of a File of Auditable Records For Remote and On-Site Electronic Gaming - Methods and systems that enable reliable audits of a number of predetermined trust requirements for games by electronic means, either on-site or remote, are disclosed. A system including a gaming module to which the players interact with a security module and an audit module capable of several degrees of dispersion and/or grouping performs provision by the gaming module to the security module of digital information containing significant events occurred during the games, generation by the security module of a protected record for each of the cited significant events, storage by the security module of every protected record, generating a file of protected records, and access by the audit module to the file of protected records, independent from the games operator, to verify the correct development of the games. | 11-20-2008 |
20080293483 | METHOD OF CONTROLLING OUT OF ORDER MODE ON A GAME - A casino gaming apparatus is provided that allows the user to lock the casino gaming apparatus for a predetermined amount of time in order to hold the casino gaming apparatus until the user returns from a break. The invention provides for an identification reader such as a card reader for reading user information, and for setting the casino gaming apparatus in an out of order mode for a predetermined amount of time. The predetermined amount of time can be based on the length of play of the user on the casino gaming apparatus, or on a status of the user. The user can request an amount of time to set the casino gaming apparatus to an out of order mode, and if the user does not return in the predetermined amount of time, the casino gaming apparatus can be set back to a stand by mode. | 11-27-2008 |
20080293484 | Programming Framework for Closed Systems - Mechanisms are disclosed that allow for execution of unsigned content and the securing of resources in a closed system when such unsigned content is executing on the system. For example, an application programming interface is used between an access layer implementing unsigned content and an operating system of the closed system. The application programming interface may have sub-interfaces that correspond to sub-layers of the access layer, including a graphics sub-interface, an audio sub-interface, an input sub-interface, and a storage sub-interface. These sub-interfaces present access calls made by the sub-layers to the protected resources of the closed system. By providing the application programming interface, unsigned content, e.g., video games can run on a closed system that is typically designed to run only signed content. | 11-27-2008 |
20080293485 | Method of developing the activity of an on-line game site - The on-line game site comprises a question engine coupled with a plurality of terminals controlled by respective players, for sending predefined questions to the players and for receiving answers to the questions from the players. The site awards or does not award prizes to the players as a function of the answers received. The activity of the site is measured by a traffic index representative of the number of players that have played the game over a given time interval. The method comprises: a) displaying, together with the questions sent to the players, paid-for advertising insertions, established on the base of a given rate; b) evaluating the receipts associated with said paid-for, advertising insertions; c) establishing an endowment for sharing amongst a plurality of prizes awardable over a given period of time, the endowments being a function of the level of said receipts; d) increasing the receipts, and correspondingly said endowment, as a result in the increase in the traffic index; and e) continuing, and developing site activity by reiterating step d) above. The answers received from the various players are subjected to scoring involving a technique of characterization in which each answer is compared with a battery of N weighted criteria, or to a table that is a function of rank and of difference compared with a reference answer. A performance index is allocated by summing the partial scores. The game may include classifying the frequency with which the names of artistic, cultural, or historical celebrities appear on a search engine. With a few hundreds of such names, it is possible to obtain very fine graininess, i.e. ability to discriminate between players, that is well above 10 | 11-27-2008 |
20080293486 | METHOD AND SYSTEM FOR SECURE DISTRIBUTION OF SUBSCRIPTION-BASED GAME SOFTWARE - Methods and systems for securely distributing software in a subscription-based environment are provided. A Game Security Facility (“GSF”) associated with a game server manages secure communications with game clients. A subscriber is registered in a manner that includes a unique identifier of the machine upon which the subscription data will reside. Encryption keys are generated for the registered subscriber and encrypted subscription data is exchanged, thus preventing unauthorized copying to another machine or unauthorized use by a third party. The subscriber is re-registered, and new encryption keys are generated. Access is enabled to the previously exchanged encrypted subscription data without causing the previously exchanged data to be re-downloaded. | 11-27-2008 |
20080305867 | SYSTEMS AND METHODS FOR MANAGING DEMAND DRIVEN SPORTING GAMES - A demand driven game system and method uses a communications network driven by an engine to facilitate the scheduling of demand driven (sporting) games (DDG's), through passively accepting electronic expressions of interest for open slots (registrations), and actively filling slots through a matching service. Such functions can be performed through a combination of processing party preferences from a public interface, a team interface, setup preferences from an administrator interface and a referee interface, processing league data structures from a database, particularly competition rosters and referee rosters, processing DDG registrations and sending and receiving automated communications with relevant parties through SMS channels. DDG slots could be filled through a combination of transactional approaches, players/teams/individuals registering for specific slots, and service approaches, with players/teams/individuals registering to receive queries for DDG's of a specific character. | 12-11-2008 |
20080305868 | Gaming machine system having automatic reporting feature - The present invention relates to a method of reporting alterations to the operation of a gaming machine. The method includes operating the gaming machine in a standard mode of operation, and subsequently altering the standard mode of operation. In response to this altering, a report is automatically generated for submission to a gaming regulatory agency. The report indicates that the standard mode of operation has been altered. In one common form, the mode of operation being altered is the payout structure, which is information that must be submitted to the gaming regulatory agency in most jurisdictions. In other alternatives, the novel method includes transmitting the report to the agency, possibly automatically via an electronic transmission. The present invention also contemplates gaming machines that are configured to generate such a report, and gaming machine networks that are configured to generate such a report. | 12-11-2008 |
20080305869 | PREVENTION OF CHEATING IN ON-LINE INTERACTION - A method for preventing cheating by users of client computers running a network game program includes installing a monitoring program, independent of the network game program, on a group of the client computers so as to detect, using the monitoring program, an anomalous use of an asset of at least one of the client computers that is indicative of an attempt to cheat in the game program. A message is conveyed over a network to a server from each of at least some of the client computers in the group. The message from each such client computer indicates that the monitoring program has been actuated on the client computer. Responsively to the message, the client computers receive a message from the server at the client computer indicating which ones of the client computers have actuated the monitoring program. | 12-11-2008 |
20080318672 | METHODS AND APPARATUS TO METER VIDEO GAME PLAY - Methods and apparatus to meter video game play are described. An example apparatus to meter video game play includes a tag to be attached to a video game controller, the tag having a sensor to detect a user interaction with the video game controller. The apparatus also includes a meter to receive information reflecting the user interaction. | 12-25-2008 |
20080318673 | GAMING OBJECT WITH BIOFEEDBACK SENSOR FOR INTERACTING WITH A GAMING APPLICATION AND METHODS FOR USE THEREWITH - A gaming object includes a sensor that generates biofeedback data in response to an action of a user. A transceiver is coupled to send an RF signal to a game device, that indicates the biofeedback data. A game device executes a gaming application that is based the biofeedback data. | 12-25-2008 |
20090011828 | Device for running copy-protected software - The invention relates to a device for running copy-protected software stored on an information carrier ( | 01-08-2009 |
20090011829 | Cheat Prevention Method, System and Client Terminal for Online Game - The present invention discloses a cheat prevention method for an online game. The method includes: determining, by the game server, a partner for a player according to information submitted by a game client terminal used by the player, and sending information of the partner of the player to the game client terminal used by the player; and refusing, by the game client terminal used by the player, to send a message to the partner of the player. The present invention also discloses a system and a client terminal in accordance with the method. The present invention can effectively prevent cheat in online games. | 01-08-2009 |
20090011830 | METHOD AND SYSTEM FOR LIMITING TIME FOR ONLINE GAME USERS, PPP SERVER, AND ONLINE GAME SERVER - The invention discloses a method for limiting the game time of an online game user. The method includes: according to the information about the game time of all online game accounts of the user recorded in a PPP server, acquiring the cumulative online time of all online game accounts of the user; acquiring the cumulative online time of all online game accounts of the user after the user logs in through an online game account; counting time on the basis of the acquired cumulative online time, and limiting the game time of the user according to the counted time. The invention also discloses a system for limiting the game time of an online game user, a PPP server and an online game server. With the invention, the game time of a user is limited according to the information about the game time of all online game accounts of the user, and thus a time limited is executed on an online game user who owns multiple online game accounts. | 01-08-2009 |
20090029766 | AMUSEMENT GAMING ACCESS AND AUTHORIZATION POINT - In various embodiments, an electrical interface allows a player at a casino to connect a personal computing device and to engage in licensed gaming activities using the personal computing device. | 01-29-2009 |
20090029767 | VERIFYING AND AUDITING GAME CONTENT IN A GAMING SYSTEM - Systems and methods provide a way to verify that software downloaded to a gaming system is approved within a gaming jurisdiction. One aspect of the systems and methods includes a process for receiving approval for gaming software that is then made available for download onto gaming systems. A further aspect of the systems and methods includes the ability to audit and verify that software components that have been downloaded onto a gaming system are approved for use in a jurisdiction. The gaming configuration elements may include banner content, advertising content, denomination data, pay table, language data, video content, audio content, episodic game data, wagering game software, operating system software, device driver software and device firmware. | 01-29-2009 |
20090029768 | SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING - A method provides a virtual presentation includes providing a toy that is represented on a website via a virtual replica of the toy, wherein the toy is associated with a registration code; validating the registration code; responsive to said validating, displaying said virtual replica of the toy representing said toy on said website; providing at least one virtual room on the website for the virtual replica of the toy; offering one or more virtual furnishings for the at least one virtual room; providing content that allows the one or more virtual furnishings to be arranged in the at least one virtual room; and interacting the virtual replica of the toy with at least one of the one or more virtual furnishings. | 01-29-2009 |
20090042646 | METHOD AND APPARATUS FOR PLAYER REPLACEMENT IN AN ON-LINE GAME - Methods, apparatuses, and techniques for replacing players in an online game are described. Replacing players in an online game includes associating a first player with a first online identity and associating a second player with a second online identity. Then replacing the first player and associating the first online identity with a third player that is registered with the first online identity. Replacing players in an online game can also include associating a first player with a first online identity and associating a second player with a second online identity. Then replacing the first player and the second play so that the second player is associated with the first online identity and the first player is associated with the second online identity. | 02-12-2009 |
20090075730 | Network game system, method for processing the same, network game processing program product, and storage medium for storing program product - Network game system comprising: a center server is provided with means for storing object data received from each arcade system in a database, means for executing a competing game using data on the basis of each object data, and means for distributing the arcade ID, and player ID corresponding to the object data which won the race to each arcade server; the arcade server is provided with means for comparing the arcade ID received from the center server with a player's own arcade ID, and when they match each other, for transmitting the player ID to a game device within the arcade system; the game device is provided by comparing the player ID received from the arcade server with the player ID of an storage medium, and when they match each other, for judging that the player is the winner, and for writing bonus data into the storage medium. | 03-19-2009 |
20090075731 | GAME PROGRAM, GAME APPARATUS, AND GAME METHOD - The fun of a game is increased, and the player can be induced to play the game repeatedly. Belonging group determining means determines that the prefecture to which a player character belongs is Osaka Prefecture, belonging group variable determining means determines that the enthusiasm rank parameter of Osaka Prefecture is “normal”=0 points, belonging group event result determining means determines the result of a predetermined event with respect to the player character, and belonging group variable varying means varies the enthusiasm rank parameter of Osaka Prefecture according to the result of the predetermined event with respect to the player character. | 03-19-2009 |
20090082100 | Methods and Apparatuses for Recording and Utilizing an Audio Signature Within an Application - In one embodiment, the methods and apparatuses detect an application, detect a participant that is utilizing the application, detect a qualifying event, and transmit an audio signature associated with the participant to a recipient wherein the recipient utilizes the application. | 03-26-2009 |
20090088245 | Marketing System and Method for Customer Specific Promotions - A marketing system and method for customer specific promotions providing a yield management tool for casino resort properties to more effectively manage entertainment related assets and inventories to build new and existing customer business. The system provides a convenient method for consumers to realize promotional incentives proportional to their player wagering status at a broader level within the casino resort industry while simultaneously delivering casino resort operators a cost effective tool to maximize the value of their assets. The system utilizes register user supplied player wagering and comp data, and historical waging data on said registered users collected by the system from participating casino resort properties to build a broad-based casino customer database defining the waging profiles of individual gaming customers. Built on the foundation of this industry-wide database resource, the system's electronic transaction platform construction provides casino resort properties a facility to interact directly with gaming oriented customers to present compelling, customer specific promotional offers at the point of purchase where said customers make casino resort air/room travel plans and review purchase decision options. | 04-02-2009 |
20090098935 | RESERVATION CONTROLLER, GAMING SYSTEM AND A RESERVATION METHOD - A reservation request is received from a player of a gaming system as to a reservation time, a desired gaming terminal and a desired game. The request is processed, and if acceptable, the reservation is made. | 04-16-2009 |
20090098936 | SYSTEM AND METHOD FOR DISTRIBUTING SOFTWARE LICENSES - A method for distributing software licenses for authorizing the installation of gaming software, by a user, onto a gaming machine is provided. The software installation process is initiated and an electronic key containing an encrypted license count interfaces with the gaming machine. The encrypted license count represents the number of licenses available for authorizing the installation of a particular gaming software. The encrypted license count is accessed and it is determined whether installation is permitted. Additionally a processing means for accessing a remote server, via a network connection, and increasing the licensing count stored in the electronic key is provided. | 04-16-2009 |
20090104987 | TOURNAMENT GAMING SYSTEMS, GAMING DEVICES AND METHODS - Various embodiments are directed to gaming systems, gaming devices, and methods for presenting tournament games. According to one embodiment, a gaming device provides a base game in a normal, non-tournament mode, and the player's eligibility to play a tournament game is also determined. An eligible player is prompted to select a desired tournament game from a list of available tournaments while base game is in the normal, non-tournament mode. In response to the player's selection of a tournament game, the gaming device is reconfigured from the normal mode to a tournament mode. The gaming device processes game play in the tournament mode and creates a final tournament score for the player. At the conclusion of the tournament game on the gaming device, the gaming device is reconfigured into the normal, non-tournament mode. | 04-23-2009 |
20090111576 | METHOD OF PROVIDING PLAYER STATUS AND ABILITY TO JOIN GAMES - A method is disclosed in a gaming and media system for quickly and efficiently showing all friends gaming at a given time, what they are playing, and for providing the ability to download and/or join their friend's game. Information relating to which friends are gaming online, what games they are playing and whether their games are joinable are consolidated onto a single GUI. That same GUI, referred to as a Friends Playing Now GUI, also provides the user with the ability to join games which are indicated to be joinable. | 04-30-2009 |
20090118001 | GAME RELATED SYSTEMS, METHODS, AND ARTICLES THAT COMBINE VIRTUAL AND PHYSICAL ELEMENTS - Physical objects may be employed with a virtual game layout to enhance wager and non-wagered based gaming. Displays subsystems may provide a changeable or selectable virtual game layout with demarcations appropriate to a selected game. A sensor subsystem may detect physical aspects of game related pieces (e.g., playing cards, chips, markers, dice, spinners, tokens, tiles) as well as media (e.g., identity media, financial media). All gaming functions may occur through interaction with a playing surface, as well as functions such as order food, beverages and services. Automated tracking of players, dealers and games may be realized along with bonusing and promotions. | 05-07-2009 |
20090124372 | ASSET MANAGEMENT OF DOWNLOADABLE GAMING COMPONENTS IN A GAMING SYSTEM - Systems and methods provide mechanisms for updating software assets on a gaming machine ( | 05-14-2009 |
20090124373 | PLAYER VALUE DETERMINATION SYSTEM - Embodiments of the invention are directed toward a system that determines a player's value. Valued players may then be rewarded with certain benefits based on their value or expected value. Valuation can be determined based on an identified player's historical record, or calculated based on a perceived or projected value. Third-party data can be a factor in determining the player valuation. | 05-14-2009 |
20090124374 | LICENSE MANAGEMENT SYSTEM - The license manager provides an automated process that reduces the need for human interaction associated with licensing components, distribution of the same, product distribution, debugging, product building, assembly, installation, configuration and maintenance. In addition, there is an interface for use by regulators that allows the regulators to test and to receive notifications from the license manager. Finally, there is a third party interface to facilitate equipment add-ons to the system. The license management system provides enablement/disablement of software products, generation and maintenance of accounting records, and logs for licenses that are generated and distributed throughout the system. An audit trail is also created that includes who authorized the purchase of the license, as well as audit trails relating to different system levels to verify system security. Finally, a change notification system provides for the control of any changes to the system and monitors these changes on a multi-tiered level within the system. | 05-14-2009 |
20090124375 | LICENSE MANAGEMENT METHOD - The license manager provides an automated process that reduces the need for human interaction associated with licensing components, distribution of the same, product distribution, debugging, product building, assembly, installation, configuration and maintenance. In addition, there is an interface for use by regulators that allows the regulators to test and to receive notifications from the license manager. Finally, there is a third party interface to facilitate equipment add-ons to the system. The license management system provides enablement/disablement of software products, generation and maintenance of accounting records, and logs for licenses that are generated and distributed throughout the system. An audit trail is also created that includes who authorized the purchase of the license, as well as audit trails relating to different system levels to verify system security. Finally, a change notification system provides for the control of any changes to the system and monitors these changes on a multi-tiered level within the system. | 05-14-2009 |
20090124376 | NETWORKED GAMING SYSTEM INCLUDING ANONYMOUS BIOMETRIC IDENTIFICATION - Networked gaming systems with anonymous player biometric identification and tracking, and associated methods, are disclosed. Also disclosed are a responsible gaming system and method, an anonymous player Bonusing method and system, a money laundering identification system and method, a distributed casino surveillance system and on electronic gaming machines, and a method and system for electronic re-configuration and/or download of a gaming machine based upon anonymous player identification using biometrics at the gaming device. | 05-14-2009 |
20090131163 | ASSIGNMENT TEMPLATE AND ASSIGNMENT BUNDLE IN A GAMING CONFIGURATION AND DOWNLOAD SYSTEM - A slot management system including a download and configuration server-based sub-system and method is disclosed for use with game devices, systems, and methods is provided to enable users to monitor, control, and modify game devices and other related activities. An assignment-creator/modifier is provided for creating and modifying assignment templates for assignments that include at least one job to modify a gaming machine. | 05-21-2009 |
20090131164 | SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING - A method, system and toy that provides a product that is represented on a website via a virtual replica of the product. The product has a registration code associated with it. Data associated with the product is electronically stored in the product using an electronic storage medium. A user is registered on the website by associating the user with a user ID. The user ID is associated with the virtual replica of the product by utilizing the registration code. Access is granted to one or more features on the website in connection with the virtual replica of the product subsequent to input and validation of the registration code via the user ID without requiring additional entry of the registration code. | 05-21-2009 |
20090149246 | METHOD AND APPARATUS FOR PROVIDING CUSTOMIZED GAMES - An approach is provided for developing customized games. Customization information is obtained from a user (or someone preparing the game for the user) in response to a menu of options relating to a game, or is automatically collected from customization information already collected. Gaming information, including rules and design layout, is output in response to the customization information for playing the game. | 06-11-2009 |
20090149247 | GAMBLING TEAM OR GROUP AFFILIATION DETECTION UTILIZING RADIO-FREQUENCY IDENTIFICATION (RFID) CHIPS OR OTHER RFID ITEMS - Methods and systems for intelligent tracking and/or play and/or management of card gaming use transponder readable chips or gaming pieces with detectors and appropriate software for determining when chips are being shared or exchanged by multiple players, thereby indicating a possible gaming team. | 06-11-2009 |
20090149248 | Asynchronous Challenge Gaming - Challenge gaming includes selection of individual gaming characters or teams of characters to be pitted against opposing characters in asynchronous individual competitions or sequential tournament competitions. Each of the characters has a predetermined set of characteristics such as abilities, powers, defenses or performance levels. These characteristics can be implemented in a preselected order or according to a statistical probability, for example, based on historic data. Characteristics of team members are variable based on characteristics of other team members and opposing team members or other competition factors. Game play is conducted between characters without the need for further user interaction. | 06-11-2009 |
20090156302 | GAME SYSTEM - A game system for a game where plural players partake and are combined on the basis of subjective data on the players. A game machine comprises a game control device for controlling a game executed with a game machine operated by a player who is combined with a player operating the game machine itself, an evaluation obtaining device for obtaining evaluation data which is evaluation to the player P | 06-18-2009 |
20090156303 | Bonusing Architectures in a Gaming Environment - A gaming system including a plurality of gaming machines is provided. The gaming machines may be configured to provide bonus games with persistent. The gaming machines may be configured to allow a player to enroll in bonus game with persistence and generate a record locator, such as printed ticket that allows a record of a state in the bonus game with persistence to be accessed at a later time. A server coupled to the plurality of gaming machines may maintain records of various states in the bonus game with persistence. When a valid record locator is presented at a gaming machine, these records may be checked out and updated via game play at the gaming machine. | 06-18-2009 |
20090156304 | Gaming System Having A Manufacturer Player Tracking System And Methods Therefor - A gaming system includes a wager input device and a display for displaying a wagering game. The gaming system further includes a manufacturer player identification reader for receiving a manufacturer player identifier and a casino player identification reader for receiving a casino player identifier. The system further includes a controller operative to associate the casino player identifier with the manufacturer player identifier. | 06-18-2009 |
20090163272 | CONNECTED GAMING - Systems and methods are provided that facilitate a connected gaming experience for multiple players utilizing multiple disparate devices. A game service affords playing a game over a communication framework which can include wired and wireless local area and wide area networks, as well as access to a global positioning system. The game service allows users to play a game in multiple devices, seamlessly switching devices at desired times and locations. In addition, the game service affords community-driven development of a game, as well as customization, through the communication framework. The latter also facilitates exchange of various contents among players, and between a player and the game service: (a) news, (b) advertising, (c) alerts, and (d) participant's real-world positioning information. Real-world embedding into a game is facilitated by the game service in combination with global tracking information received through the communication framework. | 06-25-2009 |
20090176563 | METHOD OF GAMING, GAME CONTROLLER, AND A GAMING SYSTEM - A method of gaming comprising conducting at least one dual game round, each dual game round being conducted by: generating a game outcome; determining whether to make an award in respect of the game outcome; and randomly determining whether to make a special award independently of the game outcome. | 07-09-2009 |
20090176564 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-09-2009 |
20090176565 | GAMING DEVICES FOR BIOMETRICALLY IDENTIFYING A PLAYER - Various systems, gaming devices, and methods for biometrically identifying a player are disclosed herein. The capture of the biometric information is undisclosed to the player. The captured biometric information may be used to verifying a player's age, prevent underage gambling, promote responsible gaming, authorize and/or authenticate an electronic funds transfer. The biometric information may also be used to provide player-centric gaming. The player's preferences are associated with the biometric information, and a gaming device is reconfigured to the player's preferences once the player's biometric information is obtained at the gaming device. | 07-09-2009 |
20090176566 | METHODS FOR BIOMETRICALLY IDENTIFYING A PLAYER - Various systems, gaming devices, and methods for biometrically identifying a player are disclosed herein. The capture of the biometric information is undisclosed to the player. The captured biometric information may be used to verifying a player's age, prevent underage gambling, promote responsible gaming, authorize and/or authenticate an electronic funds transfer. The biometric information may also be used to provide player-centric gaming. The player's preferences are associated with the biometric information, and a gaming device is reconfigured to the player's preferences once the player's biometric information is obtained at the gaming device. | 07-09-2009 |
20090186692 | Wagering Game System Having Bonus Game Configurations - A method and system for making a plurality of bonus games available on a gaming machine. The bonus games each have associated bonus game instructions. The bonus game instructions are stored in a bonus game memory. The bonus game is selectable by a player of the gaming machine. The bonus game instructions are removed at a predetermined period of time after the bonus game instructions are stored in order to provide storage for new bonus games. Alternatively the bonus game instructions may be removed if the bonus games are not played frequently. The bonus game may be part of a channel including a plurality of bonus games. The channels of different groups of bonus games may be displayed to the player to assist in bonus game selection. | 07-23-2009 |
20090191961 | ELECTRONIC GAMING MACHINE INCLUDING A SMARTCARD FOR PROTECTION, AND METHOD OF USE - A method of protecting game program code of an electronic gaming machine (EGM) comprising: determining prior to execution of the game program code whether there is a dongle in data communication with the EGM that contains a valid game token corresponding to the game program code; and taking at least one protective action if a valid game token is not located. | 07-30-2009 |
20090191962 | METHOD AND APPARATUS FOR PROVIDING PLAYER INCENTIVES - A system and method is provided for incentivizing players to visit a gambling location. In one aspect, a qualified person is invited to play an electronic game which has a plurality of outcomes, at least one of which is a winning outcome. In one embodiment, the qualified person may be required to redeem the outcome at the gambling location. In another embodiment, the person may be required to redeem the outcome at a redemption location. In another aspect, a method is provided for permitting a person to take one or more actions within a gambling location and in response inviting the person to play an electronic game separate from the games offered in a gambling environment at the gambling location, where the game has a plurality of outcomes, at least one of which is a winning outcome, and if the person obtains a winning outcome, requiring the person to redeem the at least one outcome at the gambling location. In one embodiment, the method includes the acts of qualifying a person. Qualification may require specific acts, for example, referring another person, and/or providing an invitation to play an electronic game to another person. Various systems and method assist in tracking and maintaining such referrals. Additionally group gaming in and amongst referrals and/or designated groups may be performed, and in some embodiment required for qualification and/or redemption. Further, another aspect relates to providing special incentives, for example for referral of a new player, for providing casino affiliation or membership information, among others. | 07-30-2009 |
20090191963 | HYBRID GAMING SYSTEM - A hybrid gaming system comprising: an electronic gaming machine (EGM) comprising: a cabinet; a base game interface disposed within the cabinet and comprising a display and a base game player instruction input mechanism, a processor disposed within the cabinet and arranged to conduct a base game based on at least one player instruction received from the base game player instruction input mechanism; a feature game device mounted to the cabinet and comprising a feature game display mounted to the cabinet and a feature game instruction mechanism operable by the player to input at least one instruction; a trigger monitor arranged to determine that a trigger event has occurred such that a feature game is to be conducted; and a feature game controller located remotely from the EGM and responsive to the trigger monitor to generate feature data for at least one feature game to be displayed on the feature game display and to process the at least one instruction. | 07-30-2009 |
20090197675 | INTERACTIVE GAMING PLATFORM - Systems and methods for online marketing are disclosed. Advertising games are provided by defining a game having at least one question that is answerable by physically visiting a predetermined sponsor location. The at least one question is stored in a database of sponsored games in an advertising system. A participant enrolls in a game and receives a question clue to the predetermined sponsor location from the advertising system. The participant visits the sponsor location to determine an answer responsive to the question clue and obtains corresponding verification information. After transmitting the verification information to the advertising system, the participant receives game standing information. | 08-06-2009 |
20090209333 | Networked gaming system communication protocols and methods - A system, method and apparatus for a gaming system is provided. The gaming system includes a rewards server and a separate gaming or slot accounting server. The system may further include a separate player tracking server. The system further includes one or more game machines. The game machines may include a base game, rewards tracking module, and a game management module. Further details will be apparent from the description, drawings and claims. | 08-20-2009 |
20090209334 | INFORMATION PROCESSING METHOD AND SERVER SYSTEM - A league is formed by a given number of teams formed by a plurality of players and having an identical team level, and the teams compete for league ranking based on team points obtained in a given period. A team level of each team is changed based on the league ranking. A player plays a game using a game device to obtain the team points. When the number of teams is less than the given number when forming a league, a mirror team of the team that belongs to another league is added. The team points of the mirror team are calculated separately from the team points of the actual team to determine league ranking in the league of the mirror team. The team level of the actual team of the mirror team is changed based on the league ranking of the actual team and the league ranking of the mirror team. | 08-20-2009 |
20090215530 | VIRTUAL EPROM SIMULATOR APPARATUS - It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the invention as shown in the specific embodiments without departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive. | 08-27-2009 |
20090221364 | Method and Apparatus for the Identification and Position Measurement of Chips on a Gaming Surface - The present invention is directed to a method for determining a position of each of a plurality of gaming chips on a gaming surface. Each of the plurality of gaming chips includes an inductively coupled RFID tag disposed therein. The gaming surface includes a first area and at least one second area disposed adjacent to the first area. The method includes transmitting a near-field inductively coupled interrogation signal to the plurality of gaming chips. A near-field inductively coupled response signal is received from at least a portion of the plurality of gaming chips. A position resolution action is performed in conjunction with either the step of transmitting or the step of receiving. Each of the plurality of gaming chips are associated with either the first area or the at least one second area in accordance with the step of performing a position resolution action. | 09-03-2009 |
20090221365 | Verification System for On-Line Gamers Performing Automatic Verification of Game Results - An automatic verification system for automatically verifying a winner of an on-line game is disclosed. The verification system (a server/memory connected to the Internet) contains information about subscriber players and contains accounts that are used for betting on outcomes of skill games. The subscribers access the system via the Internet to set up an on-line game with other subscribers. The players then compete against each other normally via the game (e.g., Halo™) network server. The verification system then automatically receives the final game information from the server or console(s) via an e-mail, or by accessing published results of the game, or by accessing the players' published career summaries. Based on that automatically generated data, the verification system automatically determines the winner and awards the winner money or points. | 09-03-2009 |
20090233709 | Software Security for Gaming Devices - A secure smart card or other secure modular memory device is plugged into (or otherwise connected to) a port of a game controller board internal to a gaming machine, where it is not accessible to a player. The smart card is programmed to detect an encrypted “challenge” message from the host CPU and output an encrypted “response.” If the host CPU determines that the response has the expected properties, then the host CPU verifies that the game program (an application program) is also is authentic, and the game can be played. The challenge/request exchange may be performed periodically to ensure the smart card is still installed. If the response is improper, then the host CPU will issue a halt command to halt play of the game. | 09-17-2009 |
20090239663 | GAME-BASED ADVERTISING SYSTEM AND METHOD - A game-based system and method are provided which employ a central system controller and a plurality of interactive display terminals geographically dispersed from the system controller. Players interact with the display terminals via respective, anonymous recognition codes (ARCs). The display terminals are configured to record a session data set on each player interaction session therewith via the players' respective ARCs. The session data set includes the player's ARC, a location-identifier of the display terminal, a reward selected by the player from multiple rewards of a displayed reward and advertisement data set and an advertisement selected by the player from multiple advertisements of the data set. Players access data of their session data set via a personal electronic compartment accessible through an internet-accessible web server of the controller. The personal electronic compartment is automatically initiated responsive to first use of the player's ARC with one of the interactive display terminals. | 09-24-2009 |
20090247293 | GAMING MACHINE - A method of conducting a software update of a gaming machine, including: starting a boot process of the gaming machine; determining during the boot process that a memory device potentially containing at least one software component more recent than a corresponding software component currently stored in gaming machine memory is in data communication with the gaming machine; determining that the memory device contains at least one authentic, more recent software component; and updating gaming machine memory with each more recent software component. | 10-01-2009 |
20090253497 | GAMING SYSTEM AND A METHOD OF GAMING - A method of triggering a multi-player game, comprising: determining a current number of eligible gaming machines; communicating current hit rate data based on the current number of eligible gaming machines to at least each eligible gaming machine; determining at each eligible gaming machine whether to trigger the multi-player game at a hit rate based on the current hit rate data. | 10-08-2009 |
20090275401 | METHOD, SYSTEM, APPARATUS, AND ARTICLE OF MANUFACTURE FOR PROFILE-DRIVEN CONFIGURATION FOR ELECTRONIC GAMING MACHINES (EGMS) - Changes to configuration settings of disparate electronic gaming machines (EGMs) are indicated in a profile. The profile provides generalized values for the configuration settings and can provide a time schedule in which the changes are to be performed. The generalized values of the configuration settings are translated into specific values for particular EGMs. The EGMs may be interrogated to obtain current specific values of their configuration settings. The current specific values of the configuration settings are changed to the specific values translated from the generalized values provided in the profile. | 11-05-2009 |
20090275402 | INFORMATION DISTRIBUTION IN GAMING NETWORKS - Patron information generated at an originating gaming property may be transmitted to a requesting gaming property based on a set of permissions associated with a group of gaming properties. Vouchers generated at a first gaming property may also be redeemed at a second gaming property. | 11-05-2009 |
20090275403 | Limiting access to shared media content - A method and system for limiting access to shared content media items stored in a device. The method establishes a connection with another device and initiates a session with the other device. The method synchronizes the device and the other device by receiving a copy of content media items stored on the other device, and storing the received copy of the content media items as shared content media items on the device. The synchronizing of the device and the other device may include transmitting a copy of content media items stored on the device to the other device. The method allows a user operating the device to access the content media items, but restricts access to the shared content media items based on the status of the session with the other device. | 11-05-2009 |
20090275404 | PLAYER TERMINAL ACCESSING SELECTABLE GAMES - A gaming method and system that enables at least one player terminal to access a plurality of selectable games is described. The method comprises networking gaming modules, in which each gaming module is configured to control a selectable game. Additionally, each gaming module is coupled to a player terminal with a plurality of user controls. The method enables the user controls associated with a single player terminal to access a plurality of selectable games. The method then proceeds to receive a user instruction from the single player terminal that selects at least one networked gaming module. A result is generated that determines whether a prize is awarded for each selectable game. The result for each selectable game is displayed on a publicly viewable display that is operatively coupled to the selected networked gaming module. | 11-05-2009 |
20090275405 | Gaming System and a Method of Monitoring a Gaming Device - A gaming system is disclosed which comprises a game controller arranged to implement a game, at least one game meter arranged to obtain game related information, and an interface device arranged to facilitate transfer of at least some of the obtained game related information to a portable data storage device in response to a transfer instruction. A corresponding method of monitoring a gaming device is also disclosed. | 11-05-2009 |
20090286597 | TABLE GAME SYSTEM - A table game system comprises a plurality of playing cards and a card shooter apparatus. The cards include an ultraviolet-ray reaction code comprising at least two sets of code elements that are arranged along one side of a face of the card. The code represents at least the number of a card. The card shooter apparatus includes a card housing for containing the cards, a card guide unit that guides cards pulled out one by one from the card housing, one or more card detecting sensors that detect the existence or non-existence of a card pulled out along a card guiding direction of the card guide unit, and one or more black light sensors that read the ultraviolet-ray reaction code from the card guided by the card guide unit. | 11-19-2009 |
20090291754 | Management system for a group of gaming machines - A management system and a method to implement secure control of a player's gaming round on a site having several gaming machines linked to a centralized server containing a directory of player accounts. The system includes a registration terminal linked to said server. The registration terminal includes elements which receive a gaming amount and open a gaming session by issuing the player with a passive medium carrying a unique personalized code which remains unchanged throughout at least one gaming session, and by recording in the server's player account the total available gaming amount correlated with the code. Each of the gaming machines includes elements which read the code of the passive medium and, in correlation therewith read the total available gaming amount at any time, and of update the total available gaming amount in the server memory in relation to the player's winnings or losses. | 11-26-2009 |
20090291755 | SYSTEMS AND METHODS FOR CUSTOMIZED GAMING LIMITS - Embodiments are generally directed to facilitating the establishing and/or managing of gaming rules and/or limits associated with players. In some embodiments, third parties may establish and/or manage such rules and/or limits. Some embodiments implement such rules and/or limits by conducting game plays and/or gaming sessions in accordance with such rules and/or limits. | 11-26-2009 |
20090298581 | GAME MACHINE MANAGEMENT DEVICE HAVING PENALTY FUNCTION, GAME DEVICE, OPERATION PROGRAM THEREOF AND PENALTY SETTING SERVER - The present invention provides a game machine authentication management device and a game device for transmitting an authentication request and ID data to an authentication server through first communication means, waiting for a response including the authentication result data in a reception-enabled state, acquiring authentication level data capable of indicating any one of the events of authentication OK, authentication NG and timeout, transmitting electronic money terminal setting data and an electronic money operation instruction according to the authentication level data to an electronic money terminal through second communication means or third communication means, and suspending the electronic money terminal setting data and the electronic money operation instruction in at least one of the cases. The electronic money terminal setting data may be stored in a penalty setting server or the like. | 12-03-2009 |
20090298582 | METHOD AND SYSTEM FOR DISTRIBUTING BROWSER-BASED COMPUTER GAMES AND FILES - A method for securing, distributing, and updating a browser-based game includes encrypting a compiled browser-based computer game and wrapping the encrypted compiled browser-based computer game within a browser-based game loader. The browser-based game loader is executable by a web browser to decrypt the encrypted browser-based computer game and, in some embodiments, update the browser-based computer game to a newer version prior to execution. | 12-03-2009 |
20090298583 | WEB PAGES FOR GAMING DEVICES - A Web page is received at a gaming device from a Web server device and then displayed. Information indicative of a player's interaction with the Web page is received at the Web server device. The Web server device sends a request to a gaming property server device based at least in part on the interaction, and the gaming property server device sends a reply to the Web server device. The Web server device then provides Web content to the gaming device based at least in part on the reply. A display of the gaming device is changed based at least in part on the Web content. | 12-03-2009 |
20090305778 | INSTALLED GAME SOFTWARE SHARING VIA PEER-TO-PEER NETWORK - Updating a run-time version of a game stored on a first location includes causing a first swarm member to store an first version, with first game pieces, on the first location; maintaining a second game version with second pieces, some of which are missing from the first pieces; receiving, from the first swarm member, an upgrade request for the second version; identifying missing pieces; and providing, to the first swarm member, information leading to other swarm members, each of which hosts a missing piece at a second location used for storing a run-time version of the game; causing the first swarm member to retrieve the missing pieces from the second location and store them in at least a portion of the first location, thereby avoiding consumption of additional storage during the update. | 12-10-2009 |
20090312094 | METHODS AND APPARATUS FOR SECURED TRANSACTION LOGGING - Methods and apparatus for secured transaction logging are disclosed. A transaction log file containing information on print jobs such as voucher and coupon printing may be created and securely stored in a printer and/or routing device, printed by the printer and/or securely uploaded to a host system for verification and further processing. | 12-17-2009 |
20090318221 | SECURE TRANSFER OF ONLINE PRIVILEGES INCLUDING NON-FINANCIAL OPTIONS - A method of transferring online privileges, comprising: receiving a request for a payment including one or more non-financial items; debiting the one or more non-financial items from a second account; and crediting the one or more non-financial items to a first account, wherein the first account and the second account are accounts residing in a points server. | 12-24-2009 |
20090325690 | Roaming Saved Game - Various systems and methods are disclosed for a roaming saved game function allowing for location independent access to saved game data. In various embodiments, users may upload saved games when they sign in to an online gaming service, and download them later from another console, PC or other device so that they can continue a saved game wherever they have access to the online gaming service. In one embodiment, users may manage saved game files after signing in to the online gaming service. In other embodiments, the roaming saved game function may provide users with ease of managing their saved games. For example, users may be able to compare two saved games by comparing their level, checkpoint number and screenshot listing. The user may then select one of the saved game files to play and upload. | 12-31-2009 |
20100016072 | Group users authentication and authorization using time reversal transformation - Alphabets consisting of letters (‘A’-‘Z’) minus ‘O’ and digits (‘0’-‘9’) are used to form a sequential code where all the codewords are unique. A sequential codeword is used to generate another unique pseudo-random codeword with larger code length using the Time Reversal Transformation (TRT). A TRT codeword is divided into a number of equal-sized sub-codewords which are used to authenticate a group of users to play Internet-based hand-held video games. A sub-codeword has the format that every two alphabets are followed by a digit to avoid the possibility of the occurrence of any obscene words. | 01-21-2010 |
20100016073 | AUTOMATED AND SECURE DATA COLLECTION FOR SECURING AND MANAGING GAMING NETWORKS - Data collected by a secure automated data collection system can be used to effectively manage various gaming systems including wired and/or wireless gaming networks. Managing a gaming network can, for example, include securing the gaming network against unauthorized access and/or unauthorized devices, changing the mode and/or manner of communication, and generating and providing alerts. A gaming management system can be operable to monitor transmissions made in a gaming network including transmissions made to and from at least one gaming device, obtain data pertaining to the transmissions, and manage the gaming network based on the data. | 01-21-2010 |
20100016074 | APPARATUS AND METHODS FOR GAME CONVERSION - A computer game conversion apparatus for reducing the size of a computer game comprising a plurality of game elements, the apparatus comprising: a game element similarity checker for identifying game elements of the plurality of game elements which are at least similar to a first game element of the plurality of game elements; and an optimisation module for replacing the similar game elements with a reference to the first game element and deleting the similar game elements. | 01-21-2010 |
20100022299 | CONTROL OF RECONFIGURABLE GAMING MACHINES - A gaming machine that permits wagering on games includes an input/output module associated with a microprocessing unit and is adapted to download schedules from a server of gaming actions to be taken by the gaming machine. Memory in the gaming machine stores the schedules. The memory also stores a backup schedule of gaming actions to be taken. A microprocessing unit determines whether one of the schedules or the backup schedule will be implemented. The microprocessing unit controls the performance of the gaming actions defined by the schedule being implemented. | 01-28-2010 |
20100029379 | System and method of playing online or webpage games via instant messaging software - A system of playing online or webpage games via instant messaging software includes at least one user terminal, at least one communication terminal and a game server. The user terminal installs instant communication software for logging on the instant communication server by a user terminal account ID and a user terminal password. The communication terminal logs on the instant communication server by a communication terminal account ID and a communication terminal password. The communication terminal establishes an online connection with the user terminal through the instant communication server to obtain the user terminal account ID and receive a game instruction from the user terminal. The game server includes a microprocessor and a game database for storing game information. If the communication terminal receives the game instruction, the communication terminal transmits the game instruction and the user terminal account ID to the microprocessor for the microprocessor to execute the game instruction. | 02-04-2010 |
20100029380 | Interactive Gaming Objects - A method for operating an electronic gaming system captures an image of a gaming object, extracts identifying information from the image of the gaming object, and uses the extracted identifying information to reference a database to determine a behavior associated with the identifying information. The method returns data to the gaming system to execute or control the behavior of the gaming system in response to the gaming object. Various system configurations for this method as well as unique applications of it are also disclosed. | 02-04-2010 |
20100035681 | UBIQUITOUS UNIFIED PLAYER IDENTITY TRACKING SYSTEM - Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities. | 02-11-2010 |
20100048296 | RESOURCE VALIDATION - A system, method, and medium are provided for resource validation. A resource to be loaded within a machine is associated with a digital certificate. The digital certificate's validation is at least partially dependent on an access key included within a BIOS of the machine. When the digital certificate is successfully validated, the resource is permissibly loaded within the machine for subsequent execution. | 02-25-2010 |
20100048297 | ELECTRONIC GAMING MACHINE SECURITY FOR SOFTWARE STORED IN NONVOLATILE MEDIA - An illustrative method provides security of software resident on electronic gaming machines (EGMs) that permit wagering on games. A determination is made if all software files stored on a partition of a nonvolatile storage device resident in an EGM are authenticated image type files prior to any attempt to execute any of the software files. Further processing by the EGM of all of the software files is terminated upon the determination that one of the software files is not an authenticated image type file. | 02-25-2010 |
20100056268 | AUTOMATED DIRECT BIDS TO PURCHASE ENTERTAINMENT CONTENT UPON A PREDETERMINED EVENT - An automated direct transaction and delivery system for digital content (“ATDDC”) provides for automated detection of missing digital content or resources required for a player or participant to participate in a multimedia application in either a single player or multiplayer environment is described. The ATDDC automatically detects that a player may not have installed particular required content or that a title update is required in order to participate in a media session or video game. Upon detection of missing content or resources the ATDDC provides direct bid to purchase the content or resources, provides for automatic download, installation and configuration of the content while allowing the player to remain in contact with other players within a party. | 03-04-2010 |
20100056269 | Feature eroding video game demonstration software - A demonstration video game permits garners a more complete game experience while promoting a desire to acquire permission to continue playing. In some embodiments, a video game is implemented with trigger metrics. While a user may initially experience most or all of the full version of the game in a demonstration mode, the mode implements trigger metrics to erode game play characteristics, such as character, object, event and/or environmental features, during video game play in the demonstration mode. Thus, fewer play characteristics may be available as play continues in this mode. Multiple trigger metrics may gradually and successively limit play characteristics as play with the game continues. As the gamer loses functionality, the user may be prompted with the trigger metrics to purchase permission to continue the game in a non-demonstration mode that disables the trigger metrics and returns the game to the more complete version. | 03-04-2010 |
20100056270 | METHOD FOR ADDING HARDWARE - A method for adding hardware is provided, which is adapted for connecting a plug-and-play device to a computer through a USB port. In the method, an enumeration process is activated. According to the enumeration process, a filter driver identifies a device type of the plug-and-play device. When the device type is an allowable device type, the enumeration process proceeds to add the plug-and-play device onto the computer. When the device type is an excluded device type, a name and a password inputted by the user are received. It is then verified whether the name and the password are correct. When the name and the password are incorrect, the filter driver terminates the enumeration process. When the name and the password are correct, the enumeration process proceeds to add the plug-and-play device onto the computer. | 03-04-2010 |
20100062844 | AUTHENTICATION AND VALIDATION SYSTEMS FOR GAMING DEVICES - Systems and methods for authenticating and validating a device are disclosed herein. In one method, a manifest file is created for a gaming component, wherein the manifest file includes contents of each file from the gaming component. A digital signature is generated for each file from the gaming component, wherein the digital signature is created by using the contents of each file. Each digital signature is saved with each file in the manifest file. A digital signature calculation is performed on a file accessed during a bootup process. The contents of the accessed file are validated by comparing the calculated digital signature to the saved digital signature, and an error message is presented on a video display when the contents of the accessed file is not validated. | 03-11-2010 |
20100075748 | METHOD OF PLAYER TRACKING - A method of player tracking including: generating a first transfer request in a first requesting tracking system based on a player record identifier identifying a player record and a home tracking system; transferring control of at least part of a player record from a home tracking system to the first requesting tracking system in response to receipt of the first transfer request; establishing a visiting player record in the first requesting tracking system for the at least part of the player record for which control is transferred; and updating the visiting player record in response to one or more player actions in the first requesting tracking system. | 03-25-2010 |
20100075749 | VIDEO GAMING DEVICE WITH IMAGE IDENTIFICATION - A video gaming device includes a processing module, a graphics processing module, and a video gaming object interface module. The processing module interprets a digital image(s) of a player to determine an identity of the player. When the identity of the player is determined, the processing module retrieves a user profile and generates video gaming menu data in accordance with at least one data element of the user profile. The graphics processing module renders a display image based on the video gaming menu. The video gaming object interface module receives a wireless menu selection signal and converts it into a menu selection signal. | 03-25-2010 |
20100081499 | SYSTEM FOR VALIDATING WAGERING GAME DATA - Systems for validating wagering game data are described herein. In one embodiment, an apparatus includes an application program configured to transmit a request for wagering game data. The apparatus can also include a wagering game data security controller configured to detect the request. The wagering game data security controller can include a wagering game data processor configured to fetch the wagering game data and a reference value from a data store. The wagering game data security controller can also include a wagering game data validator configured to compute a comparison value based on the wagering game data, and to determine whether the comparison value is equal to the reference value. The wagering game data security controller can also include a notifier unit configured to present a notification if the comparison value is not equal to the reference value. | 04-01-2010 |
20100081500 | GAMING SYSTEM AND A GAMING PERIPHERAL - A gaming system including: a network component; a network; a gaming device; and a peripheral device co-located with the gaming device, the peripheral device comprising a first port arranged in data communication with the network component via the network and a second port arranged in direct data communication with the gaming device. | 04-01-2010 |
20100087247 | USING PLAYER INFORMATION IN WAGERING GAME ENVIRONMENTS - Systems and methods for using player information in wagering game environments are described herein. In one embodiment a method includes receiving a first set of player information, where the first set of player information indicates casino activities of a player. The method can also include analyzing the first set of player information and a second set of player information to determine preferences and tendencies associated with the player. The method can also include providing an indication of the preferences and tendencies to wagering game network devices. | 04-08-2010 |
20100099491 | POST CERTIFICATION METERING FOR DIVERSE GAME MACHINES - Bonuses such as progressive bonuses are based on the activity of many players playing at many machines. The machines may be made by different manufacturers and run different games. Prior diverse arrays of such machines relied on a hardware slot machine interface board (SMIB) that acted as a master and transmitted game activity to remote servers. A disclosed embodiment virtualizes the SMIB. In one implementation, protected processes allow for real time meter creation and destruction within different games, even after the game software has been certified and the hash cannot change. | 04-22-2010 |
20100105471 | ENVIRONMENTALLY THEMED VIDEO GAME - An environmentally themed interactive computer based game including a web based portal is disclosed. An introduction module accessible through the web based portal is provided and includes a description of the game. Users are authenticated through an authentication module comprising a user id and/or password verification for identifying and/or authenticating users. A navigation module is provided for navigating a plurality of regions accessible to the players. Each region includes one or more game modules, and each of the plurality of regions corresponds to a real world region. | 04-29-2010 |
20100105472 | Electronic Gaming Method And System Having Variable Game Display Timer - An electronic gaming method, system and program product for controlling the time a player has in which to play an electronic game based on the potential winnings available for the electronic game. A game field is constructed having a plurality of elements on a game display wherein each element is filled by a game symbol from a plurality of available game symbols. The game symbols for each element are automatically determined such that there is no winning combination without player interaction. A maximum value that can be obtained for a winning combination for the constructed field is determined. The field of game symbols is presented to the player on the game display. A game timer is initiated that varies with the maximum value that can be obtained for a winning combination. The player selects a field element to turn the symbol displayed into a wild symbol. The player's selection of the field element for the wild symbol location is received by the game software which determines each winning combination of symbols that is formed by such wild symbol location selection. Each winning combination of symbols on the field of game symbols is displayed to the player. A method and system are also provided for determining the total fees accrued by a game operator for plays of an electronic game during a license period, in which the per game fee is based on the denomination of play selected by the players. | 04-29-2010 |
20100113142 | SYSTEMS FOR COORDINATING A DISTRIBUTED GAME IN A GAMING ENVIRONMENT - Various embodiments of a gaming system for coordinating a distributed game in a gaming environment are disclosed herein. According to one embodiment, the gaming system includes a polymorphous network of game managers. In the polymorphous network, each game manager is dynamically interconnected with one or more of the other game managers, and the dynamic interconnections are based on a game manager criteria or gaming data. The gaming system also includes a plurality of groups of gaming machines where a first group of gaming machines is only in communication with a first game manager. The first game manager receives game requests from the first group of gaming machines to initiate a game. The first game manager initiates the game if a sufficient number of game requests are received by the first game manager. Alternatively, the first game manager forwards the game requests to an appropriate game manager if the first gaming machine manager receives an insufficient number of game requests. | 05-06-2010 |
20100113143 | SECURING MOBILE WAGERING GAME MACHINES - Systems and methods for securing mobile wagering game machines are described herein. In some embodiments, a method includes detecting, in a mobile wagering game machine, a wager associated with a wagering game. The method can also include presenting the wagering game and detecting a security breach of the mobile wagering game machine. In some embodiments, after detecting the security breach, the method includes deleting authentication information stored in the mobile wagering game machine. | 05-06-2010 |
20100113144 | METHOD AND GAMING DEVICE FOR CONTROLLING USE OF ONE OR MORE PERIPHERAL DEVICES - A method of controlling use of one or more peripheral devices with an electronic gaming device, the method including: determining whether at least one peripheral device is authorised for operation with the electronic gaming device by determining whether there is a dongle fitted to the electronic gaming device containing an authorisation of the at least one peripheral device; and at least partially disabling the operation of any peripheral device for which it is determined that there is not a dongle fitted to the electronic gaming device containing an authorisation of the peripheral device. | 05-06-2010 |
20100113145 | MAIN CONTROLLER, CONTROL METHOD AND MANAGEMENT SYSTEM OF ONLINE GAME - A main controller, control method and management system of online game are provided. The main controller includes: a directory serving unit, adapted to obtain all game directory information and notify the game directory information to a user, and to obtain the user's selection instruction used for selecting at least one game directory information of all the game directory information; and a game managing unit, adapted to establish and maintain a game service corresponding to the selected game directory information according to the selection instruction. | 05-06-2010 |
20100120525 | SERVER BASED GAMING SYSTEM AND METHOD FOR PROVIDING DEFERRAL OF BONUS EVENTS - A gaming system including a central server linked to a plurality of gaming machines. The gaming system includes a bonus event unit based system to provide one or more awards to one or more players. Such bonus event units are accumulated by a player based on one or more events associated with the player's gaming experience. The bonus event units utilized in the gaming system are selectively redeemed by the player in exchange for one or more opportunities to win an award. | 05-13-2010 |
20100120526 | CO-PROCESSOR ASSISTED SOFTWARE AUTHENTICATION SYSTEM - A system and method of using a main processor and a co-processor to authenticate software and execute software reduces processing loads, by distributing processing requirements between authentication and software execution. This system requires less code to perform software authentication, because the software does not need to instruct the main processor to both authenticate and execute the software. In this manner, the co-processor frees up processing capability on the main processor, which can result in improved game play. | 05-13-2010 |
20100120527 | CO-PROCESSOR ASSISTED SOFTWARE AUTHENTICATION METHOD - A system and method of using a main processor and a co-processor to authenticate software and execute software reduces processing loads, by distributing processing requirements between authentication and software execution. This system requires less code to perform software authentication, because the software does not need to instruct the main processor to both authenticate and execute the software. In this manner, the co-processor frees up processing capability on the main processor, which can result in improved game play. | 05-13-2010 |
20100120528 | Game System, Storage Server, Score Server, Game System Control Method, Information Recording Medium, and Program - When a game terminal ( | 05-13-2010 |
20100120529 | WAGERING GAME MACHINE DIGITALLY SIGNED VOLUME MANAGEMENT - A computerized wagering game system includes a gaming module comprising gaming code which is operable to present a wagering game on which monetary value can be wagered; and an authentication module. The authentication module is operable to authenticate one or more used partitions of a non-volatile storage volume using a first authentication method and to authenticate one or more unused sections of the nonvolatile storage volume | 05-13-2010 |
20100144429 | Unique identity trading charms for a secure controlled internet communication system - A method and product for the establishment and continued use of a secure online communication network between known and intentional acquaintances utilizing unique individual encoded exchanged objects, purchased by a purchaser and given to individuals known by the consumer, comprising a key object used to establish a closed network by the purchaser or host, and a plurality of exchanged token objects given to members or friends to whom an offer to join the closed network is extended, each exchanged token object containing a unique code required to log into the closed network, wherein communication may be held between the host and their friends without intrusion by persons outside the closed network. | 06-10-2010 |
20100144430 | LIVE AUTHORING METHOD FOR REAL TIME DEVELOPMENT OF VIDEO GAMES - A video game development system is provided with live feedback to developers working with multiple game platforms or consoles. The system includes a communications hub module running on a hub server linked with two different video game platforms. A video game development tool is provided and linked to the hub module. The development tool is used to perform modifications to video game data including game asset changes and additions. An authoring module is associated with the video game development tool and operates after the game data modifications to transmit an authoring message to the hub module. The authoring message includes content reflecting the game data modifications and is formatted for receipt by the hub module. The hub module generates update messages from the authoring messages and forwards these messages to the video game platforms that operate to run a video game using the game data modifications. | 06-10-2010 |
20100151938 | Gaming System and a Method of Gaming - A gaming system and method of gaming whereby a tournament can be provided to two or more game machines using a player marketing module of each gaming machine. Tournament participation of a player of each game machine is controlled by the player marketing module, and tournament outcomes are determined based on game outcomes generated in accordance with regular game play of the gaming machines of each participating player during the tournament. | 06-17-2010 |
20100151939 | Gaming machine, gaming information authentication and acquisition device, and gaming information acquisition device - A gaming machine includes a gaming operation execution device, a loading device and a processing device. The gaming operation execution device executes gaming operations. The loading device includes a connector for connecting a storage medium, a first program memory part for storing a first authentication program, a second program memory part for storing a second authentication program, and a first processor for authenticating the first authentication program with the second authentication program. The processing device includes a memory, a reading unit for reading out the gaming information from the storage medium and for reading out the first authentication program authenticated by the first processor, a second processor for authenticating the gaming information with the authenticated first authentication program, a writing unit for writing the authenticated gaming information to the memory, and an operation control unit for controlling the gaming operation execution device. | 06-17-2010 |
20100151940 | INTERACTIVE ACTION FIGURES FOR GAMING SYSTEMS - An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the internet and a particular gaming framework managed by a network device. Owners of action figure toys may “log onto” the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character's traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories. | 06-17-2010 |
20100151941 | METHOD AND APPARATUS FOR INQUIRING GAME PLAYER INFORMATION - A method for inquiring game player information is disclosed. The method includes: storing game player information in an information storage database; transmitting, by a game information inquiring client, an inquiry request containing identity game player information to a game information server; after receiving the inquiry request, retrieving, by the game information server, game player information corresponding to the identity information of the game player from the information storage database, and transmitting the game player information to the game information inquiring client. An apparatus for inquiring game player information is also disclosed. According to the method and apparatus, third-party software is provided with an inquiry request to inquire varieties of game player information, which meets the requirement of various network users or game players. | 06-17-2010 |
20100160037 | METHOD OF GAMING, A GAME CONTROLLER, A GAMING DEVICE AND A GAMING SYSTEM - A method of gaming comprising: initiating a first feature game in response to a trigger condition being met; generating a first feature game outcome; determining whether the feature game outcome is a qualifying outcome; offering a player a selection of a plurality of second features in response to a qualifying outcome; receiving the player selection of a second feature of the plurality of features; and generating a second feature outcome for the selected second feature. | 06-24-2010 |
20100160038 | INTERACTIVE ASYNCHRONOUS COMPUTER GAME INFRASTRUCTURE - In embodiments of the present invention improved capabilities are described for a computer program product embodied in a computer readable medium that, when executing on one or more computers, receives a request for game play, and in response to the request, causing prior game play data to be retrieved, where the prior game play data was stored in response to prior game play of another user. Further, an asynchronous game play environment may be provided where an active participant, who made the request, is able to play against and interact with an apparently live participant based on the prior game play data. | 06-24-2010 |
20100173699 | GAMING DEVICE WITH A VIRTUALIZATION MANAGER - Gaming devices with virtualization managers are described herein. In one embodiment, a gaming device includes a plurality of operating systems, each of the operating systems to facilitate execution of one or more gaming applications. The gaming device also includes gaming device resources for use by ones of the plurality of operating systems and a virtualization manager to share the gaming device resources between the plurality of operating systems during virtually simultaneous execution of the plurality of operating systems. | 07-08-2010 |
20100173700 | SYSTEM AND METHOD FOR ACTIVATING SERIAL NUMBER OF A POINT STORAGE CARD - A system and a method for activating serial numbers of point storage cards are provided. First, a user connects a computer device to the system for activating the serial number of the point storage card, and inputs a member account and member password for authentication purposes. Once the member account and member password are verified to be valid, a point storage card selection interface is generated for the user to select at least one kind of the point storage cards therefrom. When a payment process for the selected point storage card is completed, the payment information is transmitted to a corresponding supplier system to request activation of the serial number of the point storage card. | 07-08-2010 |
20100173701 | Video Game with Character Parameters Derived From Other Characters - In various embodiments, apparatus and processes permit a video game in which there are relationships between player characters, karma points employed, and death and reincarnation of player characters. | 07-08-2010 |
20100173702 | System Permitting Funded Actions in a Video Game - Processes and products according to embodiments of the invention include video games with the possibility to obtain funding, such as through venture capital or the issuance of private shares among player characters. | 07-08-2010 |
20100173703 | Apparatus and Process for Facilitating Binding Agreements Among Players of a Video Game - Herein described are video games which permit players to secure in-game contracts, such as by using credit cards or other financial instruments. Virtual and real world financial penalties can be applied to players and/or characters based on default of contracts. | 07-08-2010 |
20100178980 | ONLINE GAMING CHEATING PREVENTION SYSTEM AND METHOD - A method, system, and software for preventing cheating during online gaming, including a first online gaming server computer system configured to gather information regarding cheaters detected during online gaming; a second online gaming server computer system configured to receive the information; and a central database configured for aggregating the received information regarding cheaters detected during online gaming gathered by the first online gaming server computer system along with information stored on the central database regarding cheaters detected during online gaming gathered from a plurality of online gaming server computer systems. The aggregated information from the central database regarding cheaters detected is made available to the second online gaming server computer system, and cheaters identified in the aggregated information are prevented from online gaming on the second online gaming server computer system based on the aggregated information from the central database. | 07-15-2010 |
20100184509 | INITIALIZING AND AUTHENTICATING WAGERING GAME MACHINES - Methods and apparatus for initializing and authenticating wagering game machines are described herein. In one embodiment, the method includes receiving a digital certificate from a mobile wagering game machine. The method can also include determining that the digital certificate is authentic and selecting wagering game content and services that are available to the mobile wagering game machine. The method can also include transmitting some of the available wagering game content to the mobile wagering game machine. | 07-22-2010 |
20100190549 | METHOD OF EXECUTING VIDEO GAME IN MOBILE TERMINAL AND SYSTEM FOR PERFORMING THE SAME - A game execution method and system of a mobile terminal includes an Internet-based device synchronized with at least one mobile terminal through a game server and receiving a specific game screen that is requested from the mobile terminal from the game server to display. The game server synchronizes the Internet-based device with the at least one mobile terminal and transmits return data with respect to an input signal of manipulating the specific game to the mobile terminal. The mobile terminal downloads and executes game data, transmitting to the game server the input signal of manipulating the specific game, and executes an effect function corresponding to the return data. | 07-29-2010 |
20100203960 | WAGERING GAME WITH ENCRYPTION AND AUTHENTICATION - A computerized wagering game system includes a gaming module comprising gaming code which is operable when executed on to conduct a wagering game on which monetary value can be wagered, and a security module operable to perform at least one encryption function on information communicated via a network connection. The encryption functions include in various embodiments key management, authentication, or other encryption functions such as symmetric, asymmetric, hash, or message authentication code functions. | 08-12-2010 |
20100203961 | NETWORK GAMING MAINTENANCE AND REPAIR HISTORY - Some embodiments include a computer-implemented method for tracking, over an electronic wagering game network, services performed on a wagering game machine. The method comprises: receiving, in the wagering game machine, a wagering game machine access identifier, wherein the wagering game machine access identifier indicates identity of a technician accessing a wagering game machine; detecting a service event in the wagering game machine; and generating a report indicating a modification to the wagering game machine. The method can also comprise receiving a technician log describing the modification to the wagering game machine; transmitting, to a service controller, the report, the log, and the wagering game machine access identifier. The method can also comprise receiving, from the service controller, maintenance information associated with the wagering game machine; and presenting the maintenance information on a display associated with the wagering game machine. | 08-12-2010 |
20100203962 | VERIFICATION SYSTEM AND METHOD - A verification system has an operational component registry that includes an interface, a memory device, and a processor. Preferably, the interface in the operational component registry communicates the installed identification data from the gaming units to the operational component registry. The memory device preferably stores registered identification data for the gaming units. Preferably, the processor in the operational component registry then analyzes the registered identification data and the installed identification data from the gaming units, after which enablement of the gaming units is determined based upon the examination of the registered identification data and the installed identification data. An operational component registry may also monitor changes, services, requirements, enablement, and productivity of the gaming units or components of the gaming units. | 08-12-2010 |
20100222139 | METHOD AND SYSTEM FOR ONLINE PAYMENT OF THE VIRTUAL PROPERTY TRADING OF THE NETWORK GAME - A method and system for online consignment of the virtual property trading of the network game, the main theory is to setup a trading platform with the function of online payment to support a great deal of dealer terminals, and set an adapter between the trading platform and the network game provider system, by defining a serious of standardization for the adapter, make it possible to perform the data exchange between the trading platform and the game database of the network game provider system, so as to realize the changing of the coincidence relation between the virtual property formed from the network game and the game account through the operation of the user terminal, to realize the really safe consignment of the virtual property of the network game, thus ensure that the virtual property trading of the network game carries out smoothly. | 09-02-2010 |
20100222140 | GAME VALIDATION USING GAME PLAY EVENTS AND VIDEO - Validation of gaming operations is described. One method includes receiving a video signal depicting a game from at least one video device, receiving game play events from a gaming apparatus, combining a graphical representation of the game play events with the video signal into a combined video signal, and storing the combined video signal such that one may search for game play events and receive, with each search result, a corresponding portion of the combined video signal. | 09-02-2010 |
20100222141 | CONTROLLING MODES IN WAGERING GAME SYSTEMS - A mode control device in a wagering game network is described herein. The mode control device can be used to control operational modes on a machine within the wagering game network. The mode control device can interface with the machine and gather criteria affecting which of the operational modes can be activated on the machine. Additionally, the mode control device can select, based on the criteria, allowable modes from the operational modes. Furthermore, the mode control device can notify the machine about the allowable modes. In addition, mode control device can select, activate, limit, enhance, or in any other way control the modes on the machine. In some embodiments, the mode control device can also control the modes on other devices associated with the machine in the wagering game network. | 09-02-2010 |
20100222142 | NETWORK GAME SYSTEM, SERVER, UNAUTHORIZED BEHAVIOR PREVENTION METHOD, UNAUTHORIZED BEHAVIOR DETECTION METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - A terminal management unit ( | 09-02-2010 |
20100227678 | Game Terminal Device, Game Management System and Game Management Method - A game management method is for executing a competition game among a plurality of client terminal devices. Players are identified before the start of the game. If an occurrence of an unusual end of the game is judged during the game, it is judged whether or not the unusual end is an unauthorized end of the game due to an unauthorized operation by the player and it is judged whether or not a penalty is to be given to the player having ended the game in an unauthorized manner. By judging with high accuracy whether or not the unusual end of the game was caused by the unauthorized operation by the player, unauthorized operations of players are suppressed and fairness is better maintained among honest players. | 09-09-2010 |
20100227679 | Game Terminal Device and Game Terminal Device Game Environment Setting Method - A game terminal device is provided with a game environment display controlling section for issuing a transmission request to at least one of other game terminal devices via a communication cable, receiving set contents of game environments stored in storage means of the other game terminal devices having received the transmission request and displaying the received set contents on a monitor when a change to an environment setting mode is instructed by an environment mode setting section; and a game environment setting section for updating the set contents of the game environment written in the storage means of the own game terminal device to the set contents of the game environment stored in the storage means of a specified one of the other game terminal devices displayed on the monitor. It is possible to cope with the game environments of the individual game terminal devices, easily perform a modification process as compared with the conventional system of the type in which a setting operation is performed in each individual game device and enable an autonomous modification instruction of the game terminal device side. | 09-09-2010 |
20100227680 | WAGERING GAME MACHINE WIRELESS KEY - Apparatus, systems, and methods may operate to receive authorization information from a wireless key at a wagering game machine, the machine including a wagering game unit operable to receive a wager in association with a wagering game. Further activities may include granting access to a gaming machine control system included in the wagering game machine in response to receiving the authorization information. | 09-09-2010 |
20100227681 | LIMITED-RIGHTS LOCAL PLAYBACK OF DIGITAL CONTENT - A method of playing a digital content item includes downloading the digital content item from a removable data-holding medium to a local data-holding medium of a media playing system and sending a licensing request to a network-accessible, digital-content service. The method further includes receiving a limited-rights license for the digital content item from the digital-content service, where the limited-rights license grants a right to play the digital content item from the local data-holding medium of the media playing system without the removable data-holding medium being present under one or more conditions. The method further includes receiving a request to play the digital content item and verifying the limited-rights license for the digital content item. The method further includes playing the digital content item from the local data-holding medium if the limited-rights license verifies, without the removable data-holding medium being present. | 09-09-2010 |
20100227682 | AWARDING OF AVATAR ITEMS IN VIDEO GAME ENVIRONMENT - Embodiments related to the introduction of new avatar items to a video game environment are disclosed. One embodiment provides a computer-readable medium comprising code executable by a computing device to perform a method of presenting a video game to a user. The code comprises code executable to display in the video game an avatar representing the user, code executable to receive input from a user of the video game during game play, code executable to detect an occurrence of a designated event in the video game during game play that results from input received from the user during game play, code executable to award the user access to an avatar item upon the occurrence of the designated event, and code executable to store code representing the appearance of the avatar item in a location external to the video game. | 09-09-2010 |
20100227683 | METHOD AND APPARATUS FOR PLANNING AND CUSTOMIZING A GAMING EXPERIENCE - The invention includes a system and method for planning and customizing a gaming vacation. Initially, a central controller receives preference and configuration data from a user at a user terminal. A preparation code is then determined and associated with the configuration data. The configuration data and the associated preparation code are transmitted from the central controller to a casino server. The central controller provides feedback regarding the user's requests. The feedback may include, for example, marketing offers for the user and/or configuring a gaming device according to the configuration data associated with a preparation code received from a user at the gaming device. | 09-09-2010 |
20100227684 | METHOD AND APPARATUS FOR PLANNING AND CUSTOMIZING A GAMING EXPERIENCE - The invention includes a system and method for planning and customizing a gaming vacation. Initially, a central controller receives preference and configuration data from a user at a user terminal. A preparation code is then determined and associated with the configuration data. The configuration data and the associated preparation code are transmitted from the central controller to a casino server. The central controller provides feedback regarding the user's requests. The feedback may include, for example, marketing offers for the user and/or configuring a gaming device according to the configuration data associated with a preparation code received from a user at the gaming device. | 09-09-2010 |
20100234099 | WAGERING GAME SYSTEM WITH DOCKING STATIONS - This description describes wagering game systems that include docking stations. In one embodiment, the apparatus includes a presentation unit configured to present a wagering game and a docking controller configured to detect when the apparatus is docked with a docking station and to detect when the apparatus is undocked from the docking station. The apparatus can also include a docking port, the docking port including at least one of a dock power unit configured to receive power via the docking station and a dock communication unit configured to receive wagering game content associated with the wagering game, the dock communication unit configured to receive the wagering game content when the apparatus is docked with the docking station. The apparatus can also include a wireless communication unit configured to receive the wagering game content when the docking controller when the apparatus is undocked from the docking station. | 09-16-2010 |
20100234100 | SECURE MODE CONTROL IN WAGERING GAME SYSTEMS - A secure mode control device is described herein. The secure mode control device interfaces with a wagering game machine. The wagering game machine is capable of secure modes. The wagering game machine is also capable of wagering game modes that can generate wagering game data. The secure mode control device can detect an event that indicates a need for the wagering game machine to activate a secure mode. The secure mode control device activates the secure mode to halt the one or more wagering game modes on the wagering game machine. | 09-16-2010 |
20100234101 | ALTERABLE STORAGE MEDIA GAMING MACHINE - A system for verifying one or more downloaded components | 09-16-2010 |
20100240449 | SYSTEM AND METHOD FOR CONTROLLING USAGE OF EXECUTABLE CODE - Embodiments of the invention are directed to systems and methods for protecting and/or controlling usage of executable code. A method may include periodically producing morphed or otherwise modified executable code related to an application and providing such morphed code to clients. A method may include generating log data and providing log data to a referee unit. The referee unit may determine an outcome of an execution of an application related to the morphed code based on the log data. | 09-23-2010 |
20100240450 | Ultimate gamer challenge maker - That The Ultimate Gamer Challenge Maker is a concept that intertwines various aspects of sports, video games, legal wagering and broadcast media all merged within a virtual environment. This process allows video game players to become actual professionals in the field of video game playing and even earn a virtual living through the applications innovative gamer gratification refund program. By giving video game players the opportunity to challenge each other directly in video games, the application has legally innovated a process in which video game players can finally have a definitive answer to the outcome of a video game match based on a video game players skill without having the tournament limitation. This unique idea will bring all types of video game players throughout the world together in a virtual environment with one common purpose: To determine who is the greatest video game player in the world. | 09-23-2010 |
20100248822 | PERSONALIZATION USING A HAND-PRESSURE SIGNATURE - A hand-held device having a body with a pressure-sensitive exterior surface. At least a portion of the pressure-sensitive exterior surface is designed to be grasped by a user's hand. The pressure-sensitive surface contains a plurality of pressure sensors operative to provide an output signal proportional to a pressure applied by the user's hands to the exterior surface of the hand-held device at the area the pressure sensor is located. The device also includes a memory for storing the output signals provided by the plurality of pressure sensors and a processor for comparing the output signals provided by the plurality of pressure sensors against stored pressure profile signatures for positively identifying the user. | 09-30-2010 |
20100248823 | System and method for downloadinng video game programs - An example video game program download system and method apparatus for downloading a video game program to a target video game platform in which a processing system receives a download request from the target video game platform requesting downloading of a video game program that executes on a native video game platform different than the target video game platform. In response thereto, the requested video game program is sent along with a program for providing compatibility between the target and native video game platforms. | 09-30-2010 |
20100273552 | Method for Authentication of Game Executing Authority Recording Medium for Storing Authentication Program of Game Executing Authority, and Server for Storing Authentication Program of Game Executing Authority - Disclosed is a method for authentication of a game executing authority. The invention is implemented by steps of requesting a transmission of a decoding key for decoding a coded execution file for executing a game to an authentication server; decoding the coded execution file by the decoding key received from the authentication server to generate the execution file; hashing an obtained present time and a random data together to generate hashed data; encrypting the present time, the random data, and the hashed data by any fixing key to generate the coded data; transmitting the generated coded data as a parameter to the execution file; and confirming whether a hashed value obtained by hashing the present time and the random data, which are obtained by decoding the coded data by the fixing key, matches the hashed data. | 10-28-2010 |
20100279765 | PROBLEM GAMBLING DETECTION IN TABLETOP GAMES - A gaming establishment may determine the existence of problem gamblers within its halls by monitoring player behavior with one or more sensors from an array of sensors. The player's behavior is then compared to normal behavior and/or problem gambling behavior to determine if the player is potentially a problem gambler. Behavior patterns that may be tracked are player movement, player betting patterns, facial expressions, physical clues, nonverbal clues, and the like. | 11-04-2010 |
20100279766 | Video Player Including Embedded Purchasing - The subject matter disclosed herein provides methods and apparatus, including computer program products, for video players. In one aspect, there is provided a computer-implemented method. The method may provide video content to a video player including a buy mechanism embedded within the video player. The buy mechanism may be configured to enable a selection of the buy mechanism to make a purchase. The method may also include receiving an indication representative of a purchase being made using the buy mechanism. Related apparatus, systems, methods, and articles are also described. | 11-04-2010 |
20100279767 | Method for Ladder Ranking in a Game - Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server. | 11-04-2010 |
20100285871 | Parental control systems for child's on-line accounts - On-line parental control systems are provided in connection with ‘activity for credit’ systems where a child earns credits into an account by performing prescribed activity. The credit earned may be spent on goods and services, and in particular in on-line transactions. Both spending and earning activity are controlled by a parent or other guardian by way of a special account login. A parent may designate earning parameters and further spending rules to control activity of her child. Accordingly, and on-line control system is coupled via the Internet to a user community including a child member and a parent member. A member account includes a parent facility with a rule library and lesson library. By way of a parent control module, a parent set parameters of the member account which cannot be manipulated by the child. Thereafter, the member account performs in a manner suitable to the parent in view of her selections. | 11-11-2010 |
20100285872 | Method for Authenticating a User in an Interactive Gaming Environment - Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server. | 11-11-2010 |
20100291999 | GAME SERVER DEVICE, GAME TERMINAL DEVICE, SECONDARY GAME MANAGEMENT SYSTEM, AND SECONDARY GAME MANAGEMENT METHOD - A game server device communicably connected to a plurality of client terminal devices includes: a multiple-choice question communication control unit that obtains player capability information in information on a player who plays at a terminal device; a multiple-choice question related information storage unit that stores secondary games classified according to a player capability respectively; a multiple-choice question communication control unit that distributes to the terminal device in play a secondary game in a classification according to a capability of a player, who is in play, obtained from the terminal device; a multiple-choice question communication control unit that receives play results in regard to play of the distributed secondary game from the plurality of terminal devices; a multiple-choice question management unit that tabulates the play results received from the terminal devices respectively; and a multiple-choice question communication control unit that returns tabulated results to terminal devices that have transmitted play results. By allowing a player to play a secondary game that matches a capability of the player in the middle of playing a primary game, a more interesting game environment can be provided. | 11-18-2010 |
20100292000 | WAGERING GAME THEME RATING MECHANISM FOR WAGERING GAME SYSTEMS - A wagering game system and its operations are described herein. In some embodiments, the operations can include determining player activity data, associated with a player, for each of a plurality of game themes associated with a plurality of wagering games played by the player on one or more wagering game machines of the wagering game system. The operations can also include determining a game theme rating profile for the player based on the player activity data associated with the plurality of game themes. The operations can further include determining when a wagering game session associated with the player is initiated, comparing the game theme rating profile associated with the player to a plurality of game theme rating profiles associated with a plurality of additional players of the wagering game system, and suggesting, during the wagering game session, one or more wagering games to the player based on the comparison results. | 11-18-2010 |
20100298047 | VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY - Systems, methods, and computer-readable media are described for the automated payment, download over a network, installation on a set-top box, and play of console and online video games by user interaction with a controller-adapted set-top box. Security measures inhibit video game piracy. | 11-25-2010 |
20100304852 | METHOD AND SYSTEM FOR AUTHENTICATION - Embodiments of the present invention provide a method and system for authentication. In one embodiment, a first identifier associated with an item to be authenticated may be received. A first decryption key associated with the item may also be received. The first identifier may be decrypted using the first decryption key to generate a second identifier. The contents of an authentication database may be searched to find a match for the second identifier. If a match for the second identifier is found in the authentication database, the item may be confirmed as authentic. In embodiments of the present invention, the item may be a lottery ticket, a document, a receipt, a ticket, a credit card, etc. | 12-02-2010 |
20100317429 | PROFIT SHARING IN VIDEO GAME ENVIRONMENTS - Video game methods and systems allow players to acquire ownership of video game environments. Methods and systems additionally include methods for buying and selling ownership or fractions of ownership in a particular game environment. | 12-16-2010 |
20100317430 | Discovery and Distribution of Game Session Information - Discovery and distribution of game session security information includes receiving a request to generate a new game session from a computing device and maintaining a record of a game session identifier for the new game session and a game session key for the new game session, and making the new game session available for other computing devices to join. A request for information describing one or more of a plurality of game sessions may also be received and responded to with the information describing the one or more game sessions as well as a session key that can be used to communicate with at least one of the one or more other computing devices that are part of the game session. | 12-16-2010 |
20100323788 | RESERVE CREDITS FOR USE ON GAMING DEVICE - Embodiments of the present invention are directed to methods and apparatus in which a player plays one of a plurality of networked gaming devices. Game awards below a predefined level are tracked and stored on the network. If the game awards are less than a predefined criterion, a pay command is sent over the network to the player's gaming device, which may be used for a free game. Implementation in a single gaming device is also disclosed. | 12-23-2010 |
20100323789 | Cashbox coupon for a gaming machine - The present invention provides a method for an additional security feature on a gaming machine regarding the content of a cashbox positioned within the gaming machine through the printing of a coupon. The method involves transferring information from a bill validator to a printer all within a gaming machine wherein the transfer of the information is achieved by a serial port connection between the bill validator and the printer. | 12-23-2010 |
20100323790 | Devices and Methods for Auditing and Enforcing Computer Game Licenses - Techniques are provided for monitoring and controlling use of a computer game on a remote computing device. One such technique employs a processor with memory and transceiver configured to receive from the device, in response to an attempt to play the game on the device, a combination of a game identifier for the game and a device identifier for the device, the device identifier based on a combination of user-configurable parameter and non-user-configurable parameters, and to access a database of known game identifiers, each known game identifier being associated with a device count corresponding to a total number of known devices on which a known game was previously played and with known device identifiers for the known devices, to control remote access to games, for example, according to licensing constraints. | 12-23-2010 |
20100331078 | Method and Apparatus for Associating Data with Online Game Ratings - A procedure receives a game result from a game console. A rating is determined for the game result. If the rating for the game result meets a predetermined criteria, the recorded game associated with the game result is received from the game console. The recorded game is attached to the rating of the game result such that other players can access the recorded game through an online gaming service. | 12-30-2010 |
20100331079 | PERSISTENT DEVICE RELATIONSHIPS IN WAGERING GAME SYSTEMS - In some embodiments a wagering game system comprises a personal area network device configured to render media content including results of a wagering game. The system can include a wagering game machine configured to determine and provide the wagering game results to the personal area network device. The wagering game machine can include a personal area network device transceiver configured to exchange data with the personal area network device, the data including the wagering game results, and a personal area network controller configured to detect the personal area network device, to procure an identification code for the personal area network device without player input, and to authenticate the personal area network device by use of the identification code. The system can also include a repository configured to store the identification code in association with a player identifier and to provide the identification code to the wagering game machine upon request. | 12-30-2010 |
20110021269 | DEVICE FOR MANAGING OPERATIONS OF ACCESSORIES - A system that incorporates teachings of the present disclosure may include, for example, an apparatus having a controller to record an association of at least one of a plurality of stimulations that can be generated by a gaming accessory with one or more substitute accessory stimulations, establish communications with a computing device communicatively coupled to a gaming software application, establish communications with the gaming accessory, receive from the gaming accessory a stimulation, detect a match between the association and the received stimulation, retrieve the one or more substitute accessory stimulations, and transmit the one or more substitute accessory stimulations to the gaming software application. Additional embodiments are disclosed. | 01-27-2011 |
20110021270 | DEVICE VERIFICATION SYSTEM AND METHOD - A method is disclosed for authenticating a gaming device, wherein the gaming device includes a plurality of components, one of which is a storage device. The method includes: starting up the gaming device; authenticating a data file stored on the storage device, wherein the authenticating comprises: opening and reading a file allocation structure in a storage device using a file allocation reader; processing the file allocation structure using a processor to provide access to files stored in the storage device, wherein the files in the storage device include installed identification data from one or more selected gaming units as to components actually installed on the selected gaming units, and wherein the files also include registered identification data for components supposed to be installed on the selected gaming units, each component including hardware components and software components, and each gaming unit including multiple components with identification data; and examining the installed identification data and registered identification data to determine enablement of the gaming units. | 01-27-2011 |
20110028208 | GAME USING INDEPENDENT-SOURCE GAME DATA - A game is disclosed that uses independent ongoing game data to define the game objective. The ongoing game data is defined by a source that is independent of the game program or gram operator. The ongoing game data is displayed to a player who is given an option to select which direction the next value of the game data. When the ongoing game data reaches its next value, the game determines whether the actual direction of the next value is the same as the direction selected by the player. If the two directions are the same, the player wins. The game will then display the results of the game to the player. | 02-03-2011 |
20110028209 | CONTROLLING CONTENT ACCESS - Embodiments related to controlling access to content are disclosed. In one disclosed embodiment, a computing system comprising an application program further includes a device identification code identifying the computing system. The computing system further includes a content manager configured to control access by the application program to a content package, and the content manager is further configured to update a device audit list of the content package upon allowing the application program to modify the content package. The content manager is further configured to digitally sign the content package with a private key of the computing system after the application program modifies the content package. | 02-03-2011 |
20110034242 | APPARATUS AND METHOD FOR MANAGING PARENTAL CONTROL - A system that incorporates teachings of the present disclosure may include, for example, a device that can receive a parental control signal that designates undesired content, determine when a restricted user is interacting with a gaming software application, and modify a presentation of the gaming software application to remove the undesired content when the restricted user is interacting with the gaming software application. Additional embodiments are disclosed. | 02-10-2011 |
20110034243 | TABLE GAME SYSTEM - A table game system comprises a plurality of playing cards and a card shooter apparatus. The cards include an ultraviolet-ray reaction code comprising at least two sets of code elements that are arranged along one side of a face of the card. The code represents at least the number of a card. The card shooter apparatus includes a card housing for containing the cards, a card guide unit that guides cards pulled out one by one from the card housing, one or more card detecting sensors that detect the existence or non-existence of a card pulled out along a card guiding direction of the card guide unit, and one or more black light sensors that read the ultraviolet-ray reaction code from the card guided by the card guide unit. | 02-10-2011 |
20110045901 | INPUT/OUTPUT INTERFACE AND DEVICE ABSTRACTION - An electronic Input/Output Interface and device abstraction system used in gaming machines includes: a game central processing unit (game “CPU”); an intelligent input/output controller board (“IOCB”); an Industry Standard Architecture PC bus (“ISA” bus); and a framed message transport protocol. The IOCB facilitates communications between the game CPU and virtual device services, which are peripheral devices associated with the gaming system. The game CPU communicates to gaming peripherals by sending virtual device messages across the ISA bus to the IOCB. The IOCB routes virtual device messages to appropriate virtual device services. Virtual device services are responsible for handling specific hardware, and include virtual device drivers on the game CPU that communicate with virtual devices on the IOCB. Use of the IOCB and the high speed interface enables the game CPU to use more of its available functions for controlling gaming functions rather than one operation of its associated peripheral devices. | 02-24-2011 |
20110045902 | EXTENSION COMPONENT FOR AUTHENTICATING GAME DATA - Disclosed are methods, apparatus and systems, including computer program products, implementing and using techniques for authenticating data for playing a game of chance on a gaming machine. A motherboard is provided in the gaming machine. A peripheral component is in communication with the motherboard over a bus. The peripheral component has access to authentication code in a memory. An authentication instruction message is received over the bus. Responsive to receiving the authentication instruction message, the authentication code is executed on a processor to perform an authentication process on the data. A signal is output, indicating whether the authentication process is successful in authenticating the data. In one implementation, the signal enables play of the game of chance on the gaming machine when the authentication process is successful, and disables play of the game of chance when the authentication process is unsuccessful. | 02-24-2011 |
20110053685 | Apparatus and Method for Inputting Password Using Game - The present invention relates to an apparatus and method for inputting a password using a game. The method includes displaying, on a display unit, a password image corresponding to at least one password information, displaying, on the display unit, at least one obstacle image, displaying, on the display unit, a character image moved based on movement information received from an external input unit, determining whether the character image is in contact with the password image, and controlling a user authentication procedure to be performed based on the at least one password information corresponding to the password image when the character image is in contact with the password image. | 03-03-2011 |
20110053686 | GAME DEVICE, CONTROL METHOD, AND COMPUTER PROGRAM PRODUCT - A game device includes a packet processing section that processes a packet that is transferred between the game device and another game device via a network, a game calculation section that performs a game calculation process based on data transferred using a packet, and an image generation section that generates an image based on a result of the game calculation process. The game calculation section performs a game sequence process as the game calculation process in each game sequence interval. A packet that is transferred between the game device and the other game device includes a packet ID that specifies the type of data transferred using the packet, and an interval ID that specifies the game sequence interval that utilizes data transferred using the packet. The packet processing section compares the interval ID included in a received packet with the interval ID of a current game sequence interval. The game calculation section performs the game calculation process based on data included in a packet when the interval ID included in the packet coincides with the interval ID of the current game sequence interval. | 03-03-2011 |
20110065500 | GAMING SERVER PROVIDING ON DEMAND QUALITY OF SERVICE - The present invention teaches methods and systems for providing a gaming server system (Gaming System) for enabling a quality-of-service on-demand (QoS) broadcast system to provide a gaming computer or game console with premium levels of quality-of-service. The gaming server provides premium network connection service levels based upon customer profile, current activity, account status or other criteria. | 03-17-2011 |
20110065501 | SILENT SIGN-IN FOR OFFLINE GAMES - Techniques are disclosed to silently sign in a user of an offline game title onto an online service. The user is afforded access to select online services to facilitate future online gaming. In a described implementation, a method is disclosed. The method silently signs in a user of an offline game title onto an online gaming service. As a result, the signed-in user may receive one or more online services such as an in-game notification, a friend request (e.g., inviting a user to become a friend), a cross-title game invitation, and/or data corresponding to a friends list. | 03-17-2011 |
20110086701 | GAMING AWARD METHOD AND APPARATUS - A gaming system providing a tiered reward bonus promotion. A player's activity level is quantified to a value that adjusts over time. The value at the completion of a bonus period is compared to a plurality of tier values stored in memory at the central authority. Each tier value has an associated bonus award that is awarded to the player if the player reaches that tier at the completion of the bonus period. The award is indicated in the player's account and may be redeemed at a player kiosk. | 04-14-2011 |
20110092279 | SINGLE TO MULTI-USER SYNCHRONOUS APPLICATION CONVERSION - A system for converting a single-user application into a multi-user synchronous application, in one example embodiment, comprises synchronous multi-user services to provide a Software Development Kit (SDK) including one or more function calls, which when implemented on one or more client devices allow using the single-user application as the multi-user synchronous application, to receive, upon implementation of the one or more function calls, a request to register the multi-user synchronous application and associated application parameters, register the multi-user synchronous application and the associated application parameters, and to provide a synchronous multi-user server to enable runtime operations of the multi-user synchronous application on the one or more of the client devices. The runtime operations of the multi-user synchronous application include simultaneous running of an application algorithm on the one or more client devices. The system can further comprise displaying progress of one or more users of the multi-user synchronous application on the respective one or more client devices during the simultaneous running of the multi-user synchronous application and making results associated with the multi-user synchronous application visible on the one or more users upon conclusion of the multi-user synchronous application. | 04-21-2011 |
20110092280 | Game Device - In a game device, a loading processor loads save data on which user ID information is attached from a storage device 80; an application executing unit executes a game program while using the loaded save data; a game requirement achievement determining unit determines whether or not a predetermined requirement of gameplay is achieved based on a progress status of the game; and item ID acquiring unit acquires an item ID associated with achieved requirement of gameplay; an item acquisition processing unit has a function for generating item acquisition information while using the acquired item ID; and a function limiting unit limits the function of an item acquisition processing unit in accordance with user ID information attached to the save data. | 04-21-2011 |
20110098108 | INTEGRATED ONLINE GAMING PORTAL OFFERING ENTERTAINMENT-RELATED CASUAL GAMES AND USER-GENERATED MEDIA - An integrated online gaming portal offers entertainment-related casual games and/or user-generated media. The integrated online gaming portal offers a variety of features, including media-based casual games, casual games featuring user-generated content, and a media-based horoscope. Media is received from a variety of sources, including TV and movie studios, actors/actresses, sponsors, and the user him- or herself. A media-integrated game is generated by incorporating the received media into a portal game, and a user is provided with access to the generated game. In some embodiments, the generated game is hosted by the portal server, while in other embodiments the generated game is downloaded to a computer or mobile device of the user. | 04-28-2011 |
20110105220 | Real-world items unlocking virtual items online and in video games - There is provided a system and method for providing access to a virtual object corresponding to a real object. There is provided a method comprising authenticating a user account for a networked application, confirming a validity of a user provided code, wherein the code is visible on the real object or on accompanying materials of the real object, and granting the user account access to the virtual object for use in the networked application in response to the confirming of the validity. As a result, users are enabled to enjoy interactions with real objects as well as corresponding virtual objects both in an offline video game context and in an online network application context. | 05-05-2011 |
20110105221 | GAME SYSTEM, STORAGE MEDIUM AND GAME CONTROLLING METHOD - A game system includes a server, and the server can communicate with and is connected to a plurality of game apparatuses via a network. In a case that a currently-connecting message is not received from any game apparatus during a communication game, the server determines that the game apparatus prematurely ends the communication game, and adds a bad reputation score of each of the players who is participating in the communication game. Furthermore, if the communication game is ended, and there is a game apparatus that refuses to participate in a next communication game, the bad reputation score of the game apparatus who permits participating in the next communication game is added. For example, the player having a high bad reputation score is refused to participate in the next communication game. | 05-05-2011 |
20110105222 | MANAGING WAGERING GAME CONTENT - In some embodiments, a wagering game machine comprises a secure hard disk drive including at least one secure partition configured to store wagering game assets for use in presenting wagering games, and unsecured partitions configured to store wagering game content. The secure hard disk drive can also include an access controller configured to receive a request to access the wagering game assets and a first access key. The access controller can also deny the access request if the first access key does not match a second access key, and allow access to the wagering game assets if the first access key matches the second access key. The wagering game machine can also include a wagering game controller configured to send the request to access the wagering game assets, and to present, after being allowed access to the wagering game assets, wagering game using the wagering game assets. | 05-05-2011 |
20110136568 | Portable Game Controller Settings - A player of a video game, whether a freestanding system or an online gaming platform, is able to customize game controller behavior based on his/her preference, regardless of the particular game controller he/she is using. A game controller settings store is provided for storing customized game controller mappings. The game controller settings store is separate from the game controller and is accessible using different game controllers, so that a player can leave his/her game controller at one location and use a different game controller, at a different location, while still having access to the his/preferred customized mappings. | 06-09-2011 |
20110136569 | MASH-UP WAGERING GAME CREATION - A wagering game developer can use an online wagering game community to gauge popularity of wagering games, demonstrate wagering games, test wagering games, estimate wagering game life cycles, etc. Moreover, the wagering game developer can use the creativity of community members to modify and, perhaps, develop wagering games. The wagering game developer can decompose different aspects of a wagering game into executable code units that are platform independent, reusable, and/or configurable (“wagering game widgets”). Users combine wagering game widgets, whether derived from a wagering game or user generated, to create a wagering game for playing in the online wagering game community. Wagering game developers can reward users who create the most popular wagering games, and develop proper versions of these user-created wagering games for deployment in wagering game establishments. | 06-09-2011 |
20110136570 | CASHLESS GAMING - It is known for a gaining machine to issue a ticket or voucher having a value or an associated value as credit. It is a problem that such information carriers may become lost or stolen and subsequently redeemed by others. In the disclosed method, a player first registers and provides a first code to a gaming establishment and a value of credit available with which to play. A ticket is issued with a generated second code. On inserting the ticket in a gaming machine, prior to gaming being permitted, the gaming machine detects the second code and requires the player to enter the first code. The gaming machine validates the codes at the machine against corresponding codes stored elsewhere and permits gaming only when at least one of the codes matches. Thus, a ticket in accordance with the present invention will not be suitable for use other than by the player to whom the information carrier belongs since a third party will not have access to either the player provided code or the generated ticket code. | 06-09-2011 |
20110151969 | NETWORK GAME SYSTEM AND CLIENT GAME DEVICE - By assigning presentation process information, which is used for changing a game screen or a game sound to a game screen or a game sound that is different from an ordinary game screen or game sound, to a player through an external storage medium when a predetermined condition is satisfied, a network game system and a client game device capable of increasing the attraction and strengthening the friendship between players are provided. In a network game system including game devices each including a unit that reads out a player ID from an external storage medium and a server terminal that is communicably connected to the game devices through a network, presentation process information used for performing a game presentation associated with a game presentation ID at the time of performing a game is stored in a managing section, the game presentation ID set to be used in the external storage medium based on the player ID is stored in the managing section in association with the player ID, and, when a predetermined condition is satisfied, information on the use permission setting of the game presentation ID that is stored in the managing section is updated. | 06-23-2011 |
20110159951 | System and Method for Wagering - A system for wagering includes a plurality of cards, each having a unique user identification code and may have an electronic data storage for storing a monetary value and associating it with a respective user identification code, each monetary value being adjustable. A telephone interface device is in communication with a processor. The system includes programming to select a wager type and a wager amount (collectively referred to as a “wager”) utilizing data received through the telephone interface device, associate a selected wager with a respective user identification code, adjust the monetary value associated with the user identification code by decreasing the monetary value by the selected wager amount, and determine if the selected wager is a winner and, if so, associate a payout with the user identification code. | 06-30-2011 |
20110159952 | GAMING SYSTEM NETWORK AND METHOD FOR DELIVERING GAMING MEDIA - A gaming system server and method for generating a game output with a gaming system are described. The server includes at a registration database configured to store registration data associated with each user, a verification system communicatively connected with the at least one network access device and the registration database, a video system, and a gaming module. The verification system verifies that the user associated with the network access device is a registered user and verifies security information received from the network access device. The video system stores a plurality of images corresponding to at least one game type. The gaming module generates at least one random game output associated with at least one game outcome, and communicates the plurality of images corresponding to the at least one game outcome to the at least one network access device. | 06-30-2011 |
20110159953 | NETWORK ACCESS DEVICE AND METHOD TO RUN A GAME APPLICATION - A network access device and method to run a gaming application on a network access device are described. The network access device comprises a communications module configured to allow the network access device to communicate with a network. The network access device is configured to transmit user identification information to a verification system and transmit security information to a verification system. When the user identification information and security information have been verified by the verification system, the network access device receives a random game output generated by a gaming system. | 06-30-2011 |
20110165939 | METHOD AND SYSTEM FOR PROVIDING A 3D ACTIVITY IN A VIRTUAL PRESENTATION - Provided is a method of developing user-generated challenges in a virtual environment. The method includes receiving registration information transmitted over a communication network, validating the registration information, establishing a user account on a computer and associating a first virtual character with the user account. A user is granted access to a course creation tool comprising a plurality of different course portions that are to be arranged in the virtual environment to construct a course to be navigated from a start point to an end point. Included along the course, to be encountered by another virtual character between the starting point and the end point, is a challenge region that is to interfere with a progression of the another virtual character along the course in a direction generally toward the end point. Two or more virtual obstacles represented by icons are selectable for inclusion in the challenge region. The another virtual character will be required to interact with at least one of the virtual obstacles included in the challenge region before continuing the progression along the course beyond the challenge region. | 07-07-2011 |
20110172006 | Integrated electronic game system - An integrated electronic game system includes multiple game controllers for executing different games, multiple game consoles disposed in communication with one another and having carried therein different games, a central control server connected between the game controllers and the game consoles for linking the game controllers and the game consoles that execute one same game, a driver connected with the game consoles for receiving a card-opening signal from each game console and outputting a respective operation instruction, and a physical card-opening device connected to the driver and controllable by the operation instruction outputted by the driver to execute the card-opening operation of the game of one game console. Thus, different games share one common physical card-opening device, and the player can operate one game controller to switch among different games, thereby improving game system utilization, raising the player's overall interest and reducing equipment costs. | 07-14-2011 |
20110172007 | System and Method for Facilitating a Video Game Exchange - A system and method for facilitating the exchange of electronic video games. A video game exchange server provides interacts with a gaming device to permit a game user to buy and load a video game onto the gaming device, to play the game on the gaming device and to return the “used” game for credits that may be used to purchase a new or used game. The game exchange server assigns a price to each new game and used game in its inventory. The game exchange server also assigns a value to each game currently stored on the gaming device. The game price and the game value may decline as a function of time or based on other factors (e.g., a new release). The game exchange server also validates that a video game stored on a gaming device is authorized. | 07-14-2011 |
20110172008 | VERIFYING A GAMING DEVICE IS IN COMMUNICATIONS WITH A GAMING SERVER BY PASSING AN INDICATOR BETWEEN THE GAMING DEVICE AND A VERIFICATION DEVICE - A system includes a verification server and a gaming server, which provides gaming activities and possibly other services to a player through a gaming device. The system further includes a verification device in communications with the verification server. The verification server passes an indicator between the verification device and gaming device via the gaming server and in this fashion, verification can be made that the gaming device is in communications with the gaming server. | 07-14-2011 |
20110177863 | Player-Entry Assignment and Ordering - A method of assigning a player-entry to a table so that said player-entry can participate in a hand of a particular card game at said table, wherein there is a plurality of players each having one or more respective player-entries for participating in a respective hand of said card game, wherein a player-entry that is actively participating in a hand of said card game may fold out of turn from said hand so as to no longer be actively participating in said hand, the method comprising: for a first player-entry of a first player, identifying an assignable table for said first player-entry from a plurality of tables for said card game, wherein a table is an assignable table for a particular player-entry if the assignment of said particular player-entry to said table cannot itself provide any player with further information about a hand in which an already assigned player-entry of said player is actively participating in addition to information about said hand that is available to said player only by virtue of the participation of said already assigned player-entry in said hand; and assigning the first player-entry to the identified assignable table. | 07-21-2011 |
20110195774 | Video game kiosk apparatus and method - A video game apparatus is provided. The video game apparatus includes an enclosure having a monitor and at least one speaker and a home video game located in the enclosure. A computer processor located within the enclosure and communicating with the home video game, the processor enabling a charge-by-time play of the home video game. A remote management apparatus, located remotely from, and communicating with the computer processor, the remote management apparatus enabling operation of the video game apparatus for a specified time period. | 08-11-2011 |
20110195775 | GAMING DEVICE AND METHOD FOR WIRELESS GAMING SYSTEM PROVIDING NON-INTRUSIVE PROCESSES - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 08-11-2011 |
20110195776 | REGULATED GAMING EXCHANGE - System architecture and methods for enabling (a) freelance game developers gather intelligence data such as to offer dazzling electronic games to the regulated casino gaming marketplace and receive compensation based on the success of their games, and (b) game operators gather intelligence data to enables them to tailor their regulated game offerings. Intelligence data for both the freelance game developers and the game operators are based on demand/popularity of identical trial games available to the public over a predetermined computer site, the trial games using simulated money only. In addition, players are provided with the location of the casinos offering their favorite game(s) for playing with real money, together with the promotions offered if any. Operators are provided with the contacts of the players and their list of favorite games such as to offer incentives to attract them to their casino. | 08-11-2011 |
20110201418 | STORING INFORMATION FROM A VERIFICATION DEVICE AND ACCESSING THE INFORMATION FROM A GAMING DEVICE TO VERIFY THAT THE GAMING DEVICE IS COMMUNICATING WITH A SERVER - A system includes a server, which provides activities and possibly other services to a player through a mobile gaming device. To verify that the mobile gaming device is communicating with the server, information received from a verification device is stored. Thereafter, in response to a request from the mobile gaming device, the stored information is determined and sent to the mobile gaming device via the server | 08-18-2011 |
20110201419 | VERIFYING A FIRST DEVICE IS IN COMMUNICATIONS WITH A SERVER BY STORING A VALUE FROM THE FIRST DEVICE AND ACCESSING THE VALUE FROM A SECOND DEVICE - A system includes a first server and a second server. The second server receives a value from a first device, possibly via the first server, and stores the value. In response to a request from a second device, the second server then determines the value and sends the value to the second device. In this fashion, verification can be made that the first device is in communications with the first server. | 08-18-2011 |
20110201420 | ACCESSING KNOWN INFORMATION VIA A DEVICVE TO DETERMINE IF THE DEVICE IS COMMUNICATING WITH A SERVER - A server provides activities and/or services to a player through a mobile device. In response to a request from the mobile device, information known to a player is determined and sent to the mobile device via the server. In this fashion, verification can be made that the mobile device is communicating with the server. | 08-18-2011 |
20110207528 | GAME SUPPLY SYSTEM USING PERSONAL AREA NETWORK, A GAME SUPPLY METHOD THEREBY, A SERVICE SERVER, A RELAY METHOD, A MOBILE PHONE AND A STORAGE MEANS - The present invention relates to a game supply system and method using a personal area network, a service server, a game relay method, a mobile communication terminal, and a storage medium. The game supply system includes a first end terminal ( | 08-25-2011 |
20110212769 | Apparatuses, Methods and Systems for Game Mechanics for Gifting - The APPARATUSES, METHODS AND SYSTEMS FOR GAME MECHANICS FOR GIFTING (“GGM”) transform social graph, interactions, behavior and characteristics data inputs via various GGM components to create optimal gift-giving dynamics. In one embodiment, the GGM may receive a request to provide a gaming resource to a user. In response to the request, the GGM may aggregate and analyze interaction data to identify a provider with prior interactions with the user. The GGM may in turn request the provider for a gaming resource. The GGM may receive may receive an indication to provide a gaming resource to the user in response to the request and may facilitate providing of a gaming resource to the user. The GGM may identify this indication as an instance of interaction and may update the user interaction data accordingly. | 09-01-2011 |
20110212770 | Apparatuses, Methods and Systems for a Virtual Security Camera - The APPARATUSES, METHODS AND SYSTEMS FOR AN ONLINE BEHAVIOR MONITOR (“OBM”) transform user social-gaming behavioral pattern data via various OBM components into online social-gaming experience customizations. In one embodiment, to process a virtual security clearance request, the OBM may obtain user online gaming pattern data including gaming actions and their associated timestamps, user online social activities and their associated timestamps; and virtual security clearance evaluation rules. The OBM may generate a social-gaming activity timeline using the gaming actions, social activities and timestamps. By applying the virtual security clearance evaluation rules to the social-gaming activity timeline, the OBM may calculate evaluation scores. The OBM may compare the evaluation scores to the evaluation score thresholds to generate virtual security clearance flags, and may determine whether any virtual security clearance flags were generated based on the comparison. The OBM may, upon determining that no virtual security clearance flags were generated, obtain user online gaming action input and user gaming environment data, and generate updated user gaming environment data using the user online gaming action input. | 09-01-2011 |
20110212771 | GAMING APPARATUS WITH CUSTOMISED FEATURES - A gaming machine, a gaming system and associated methods are described in which a player provides a player identifier (PID) and that identifier is used to configure the gaming machine. The identifier may include biometric data. The configuration information may include information on one or more limits on game play and an award may be provided if the limits are not exceeded. In other embodiments, limits on game play may be enforced, for example by terminating game play. | 09-01-2011 |
20110212772 | ACCESSING INFORMATION ASSOCIATED WITH A MOBILE GAMING DEVICE TO VERIFY THE MOBILE GAMING DEVICE IS IN COMMUNICATIONS WITH AN INTENDED SERVER - To verify that a mobile gaming device is in communications with an intended server that provides activities and/or services to a player through the mobile gaming device and maintains information related to these activities and/or services, a verification server determines one or more pieces of the maintained information and sends the determined information to a verification device as a confirmation that the mobile gaming device is in communication with the intended server. | 09-01-2011 |
20110212773 | Method and Arrangement for Enabling Games in a Communication Network - A method and apparatus for enabling an electronic game provided by an external game server ( | 09-01-2011 |
20110218037 | SYSTEM AND METHOD FOR IMPROVING PERSONALIZED SEARCH RESULTS THROUGH GAME INTERACTION DATA - The present invention is directed towards systems and methods for using gaming operations to determine personalized content. The system and method includes presenting an interactive game to a user, wherein the user is associated with a user profile and while the user interacts with the interactive game, monitoring user interactions relating to the interactive game. The system and method further includes determining user profile information based on the user interactions, the user interactions including user activities associated with the interactive game and updating the associated user profile with the determined user profile information. Therefore, in response to a user content request, the system and method adjusts content presented to the user, wherein the filtering is based on the user profile information including user profile information from the user interaction with the interactive game. | 09-08-2011 |
20110218038 | METHODS AND DEVICES FOR DOWNLOADING GAMES OF CHANCE - The present invention provides methods, devices and systems for downloading gaming software. According to some implementations of the invention, gaming software is continuously transmitted on a plurality of channels, e.g., by one or more servers. In some such implementations, each channel is dedicated to software for a different wagering game. In other implementations, gaming software components are transmitted on a plurality of channels, with each channel dedicated to a particular gaming software component. Some implementations provide gaming software in response to a request from a gaming machine. Implementations over dedicated and/or public networks are provided. Preferred implementations of the invention allow gaming software to be downloaded to gaming machines in a secure manner that automatically ensures that licensing and regulatory requirements are satisfied. Some such implementations determine whether payment is required for gaming software and provide for automated payment, if so required. | 09-08-2011 |
20110230258 | Computer Controlled Video Game Incorporating Constraints - In an embodiment, a computer controlled video game maintains one or more environments and permits control of the quantity and distribution of parameters, such as resources, materials and character attribute/skills. A player character can use and modify such parameters. | 09-22-2011 |
20110230259 | CONTACTLESS CARD READING IN A GAMING MACHINE - A gaming machine may be activated by an individual player for subsequent play by displaying to the gaming machine, without physical contact with the gaming machine, a card carried by the player. The card carries indicia which may include suitable electronic memory, to be sensed by apparatus associated with the gaming machine, to cause the wireless transfer of individualized data concerning the player from the card to the gaming machine or to a computer network that is associated with the gaming machine. The data is evaluated against a stored database, which database may include identification of the card holder. The data is then evaluated against the stored database, and the gaming machine is activated for subsequent play upon favorable evaluation of the data. | 09-22-2011 |
20110237324 | PARENTAL CONTROL SETTINGS BASED ON BODY DIMENSIONS - In a motion capture system having a depth camera, access to an electronic media device such as personal computer or a game console with Internet connectivity is controlled. The age group of a person in a field of view of the camera can be determined based on metrics of a 3-D body model. The metrics can relate to, e.g., a relative size of a head of the body, a ratio of arm length to body height, a ratio of body height to head height, and/or a ratio of head width to shoulder width. The metrics are particularly indicative of age group. Based on the age group, a profile of the user is automatically updated with various parental control settings which control access to the electronic media device. Also, currently output content can be replaced by substitute content when a person in a lower age group enters the field of view. | 09-29-2011 |
20110237325 | NETWORKED COMPUTER GAME SYSTEM AND METHODS WITH DIGITAL TOKENS - Systems and methods for providing online games, including trading card games played on a computer, and other mobile devices, are described using combinations of standard and non-standard digital tokens. The systems and methods provide the capability for games to allow users to acquire rights to digital tokens that have different functionality across a spectrum of computer-implemented games, and for computer-implemented games to combine variable-use digital tokens with other standard gaming tools and constructs, such as a standard 52 card deck. | 09-29-2011 |
20110237326 | DATA AUTHENTICATION METHOD AND DATA AUTHENTICATION SYSTEM - A storage means which can be accessed by an authentication apparatus stores content data, a first digest table including primary digest values corresponding to a plurality of data portions constituting the content data, a second digest table including secondary digest values corresponding to a plurality of data portions of the first digest table, and a digital signature generated from the second digest table. In a first reading step, the second digest table and the digital signature are read out from the storage means into a memory of the authentication apparatus. In a first authentication step, the authenticity of the content data is verified using the digital signature read out into the memory and the second digest table read out into the memory. | 09-29-2011 |
20110244953 | PARTICIPANT RESPONSE SYSTEM FOR THE TEAM SELECTION AND METHOD THEREFOR - A method for selecting teams from a group of participants using a participant response system comprises the steps of collecting participant information and selecting teams of participants by comparing the collected participant information with team requirement information using a computer-implemented numerical optimization technique. | 10-06-2011 |
20110250953 | SYSTEMS AND METHODS FOR CONFIGURING A GAMING MACHINE - Systems and methods for configuring a gaming machine are disclosed herein. In one embodiment, the systems and methods reduce operator activity at a gaming machine in order to configure a default set of game packages. By selecting a pre-defined set of games in conjunction with a set of game denominations, the operator will be able to configure a complete game suite at one time on a gaming machine, thereby eliminating the need for the operator to configure each game profile individually. | 10-13-2011 |
20110250954 | GAME WITH COLLECTION IN ADVANCE - Special items can be collected in advance, and only used on a special day. For example, the items can be rockets, they can only be used on Webkinz day. When the special day arrives, the countdown icon associated with the collection that has been made is changed to a launch icon. The user can drag and drop the items into order, and then they are launched in that order. | 10-13-2011 |
20110250955 | CONTROLLING APPLICATION DATA IN WAGERING GAME SYSTEMS - A wagering game system and its operations are described herein. In some embodiments, the operations can include receiving application data provided from multiple applications on a wagering game machine. The application data can indicate needs by the multiple applications to present content on the wagering game machine. The operations can also include prioritizing the presentation of the content based on control rules that govern interoperability between the multiple applications. The operations can also include determining access rights, subscription levels, or other limitations on the applications to present the content and access to each other's application data. The operations can further include presenting controls so that player accounts can modify the manner or priority of presenting the content. | 10-13-2011 |
20110256926 | SYSTEM AND METHOD FOR VALUATING A PLAYER IN A FANTASY DRAFT BASED ON USER-DEFINED LEAGUE RULES - A system and method for valuating a player in a fantasy draft based on user-defined league rules are disclosed. In one embodiment, a method comprises storing a list of players, each player associated with a base value, receiving one or more user-defined rules for the draft, and determining adjusted values for each of the list of players based at least in part on base values of the players and the user-defined rules. | 10-20-2011 |
20110263321 | SYSTEM AND METHOD FOR ACCESSING CONTENT - Example systems and methods for facilitating access to stored content using a computer system comprising multiple non-alphanumeric buttons involve converting at least a portion of an identifier associated with the content to a code comprising a combination of one or more of the non-alphanumeric buttons. The code is stored along with access information for accessing the content and the access information is provided in response to receipt of the code. | 10-27-2011 |
20110263322 | MULTIPLAYER ONLINE GAME WITH INHERITANCE OF ATTRIBUTES FROM CHARACTERS - Relationships among player characters in a video game, including parent-child relationships, can be formed. In addition, death and reincarnation of player characters can be employed as features of the video game. | 10-27-2011 |
20110281643 | CONTROLLING ACCESS TO AND USE OF VIDEO GAME CONSOLES - The invention generally relates to a lock-box device that requires a child or any other user to answer one or more educational questions correctly before being allowed access to one or more entertainment systems that require power such as a television, a computer, and a video game console. | 11-17-2011 |
20110287834 | MEANS FOR DIRECTING A CONTESTANT THROUGH A COMPETITION USING WIRELESSLY TRANSMITTED CLUES - An apparatus, computer program product, method and system are disclosed for directing a contestant in a competition through a series of puzzles to find a hidden item of value using digitized clues wirelessly transmitted to the contestant using SMS messaging. The digitized clues are transmitted sequentially to contestants in accordance with each contestant's, or team of contestants', satisfaction of performance benchmarks in the competition. Certain embodiments of the present invention include substitute means of generating and transmitting clues, as well as of collecting contestant performance data. | 11-24-2011 |
20110294572 | METHOD FOR DISPLAYING INFORMATION ABOUT USE OF HACK TOOL IN ONLINE GAME - Disclosed herein is a method for displaying information about the use of a hack tool in the online game. When a game IDentification (ID) is input, a client system accesses a security server, and requests and receives the number of times that one or more hack tools have been used for the game ID. The client system provides the game ID and the number of times that hack tools have been used to a game server so that the number of times that hack tools have been used is shared by one or more gamers who participate in the game provided by the game server. When the client system detects the use of a hack tool, the client system increases the number of times that hack tools have been used for the game ID by 1, and provides the number of times that hack tools have been used to the security server. | 12-01-2011 |
20110294573 | DETERMINING THAT A GAMING DEVICE IS COMMUNICATING WITH A GAMING SERVER - A gaming server provides activities and/or services to a player through a gaming device. To verify whether the gaming device is communicating with the gaming server, a verification server may send an indicator to the gaming device, via the gaming server, and also send the indicator to a verification device. Alternatively, the verification server may send an indicator, via the gaming server, to the gaming device, for example, which indicator may then be sent back to the verification server from a verification device. | 12-01-2011 |
20110300928 | REMOTE GAMING ELIGIBILITY SYSTEM AND METHOD USING RFID TAGS - Systems and methods for verifying the eligibility of players attempting to participate in gaming events are disclosed. Communication objects having RFID tags and closed electrical circuits are individually assigned to and worn by players within a gaming player verification system, which can be administered by a casino desk, hotel concierge, or other operating entity. These RFID tags are adapted to communicate with associated player tracking units attached to gaming machines and other devices via radio frequency waves, and each communication object is adapted to alter its communication pattern in response to any break of its closed electrical circuit. Bracelets, wristwatches or collars can be used as communication objects, such that the removal of such an object from a player cannot be accomplished without breaking the closed electrical circuit contained therein, thereby disabling or de-authenticating the device. A computer server having a player verification program and database may also be used. | 12-08-2011 |
20110319159 | GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, PROGRAM AND INFORMATION STORING MEDIUM - Provided is a game device which allows a user to experience that a combination action is or is not performed smoothly between game characters depending on a relationship between the game characters (for example, combination degree or compatibility). In the present invention, a storage content of parameter storage means ( | 12-29-2011 |
20120004029 | Method, Apparatus and System for Determining the Presence of a User at a Device Such as a Gaming Machine - A method and system for verifying the continued presence of the same player at a gaming machine is provided. The system comprises a device for continuously obtaining verification data samples, wherein each verification data sample relates to one or more physical features of a first player. A subsequently obtained verification data sample is analyzed to determine whether it is substantially similar to a previously obtained verification data sample. If the subsequent verification data sample is substantially similar to the previously obtained verification data sample, then the system determines that the first player continues to be the same player present at the gaming machine. | 01-05-2012 |
20120009994 | METHOD AND APPARATUS FOR GAMING MACHINES WITH A TOURNAMENT PLAY BONUS FEATURE - A gaming method and device includes a game, at least one non-qualifying outcome in the game, and at least one qualifying outcome in the game, wherein a player qualifies for a multi-player tournament to be held in the future when the player achieves the at least one qualifying outcome. | 01-12-2012 |
20120015719 | METHODS AND APPARATUS FOR NEGOTIATING COMMUNICATIONS WITHIN A GAMING NETWORK - A gaming system may include a gaming security arbiter, and first and second network gaming devices, each including a processor and a memory operatively coupled to the processor. The arbiter controller may be configured to receive a request from the first network gaming device for a communication session between the first network gaming device and the second network gaming device, to provide a first encryption key to the first network gaming device and to provide a second encryption key to a second network gaming device. The first controller may transmit the request to the gaming security arbiter, receive the first encryption key, encrypt a message using the first encryption key and transmit the encrypted message to the second network gaming device. The second controller may be configured to receive the second encryption key, receive the encrypted message and decrypt the encrypted message using the second encryption key. | 01-19-2012 |
20120015720 | SELECTIVE GENERATION OF USER REMINDERS FOR GAME CONDITIONS - Systems and methods to selectively generate user reminders for game conditions are described. In some embodiments, a method accesses a game condition identifier associated with a game condition for a user of an online game. The method further determines a value associated with the game condition identifier and determines that the user has not performed a particular action required with respect to the game condition based on the value of the game condition identifier. Additionally, the method determines whether to remind the user of the game condition. If so, a reminder associated with the game condition is generated and presented to the user. The reminder includes a user response interface that allows the user to indicate whether the user has performed the game condition. The game condition identifier is updated if a response received from the user indicates that the user has performed the game condition. | 01-19-2012 |
20120021822 | INTERNET BONUSING - An Internet bonusing system includes an electronic gaming machine (EGM) having a memory area for receiving information relating to game play on the EGM and a player's activity associated with game play on the EGM and for storing the information. The EGM also includes a processor that is programmed to record play of the player on the EGM, encode at least a portion of the recorded play, and output a result of the encoding in a tangible form to the player. The Internet bonusing system also includes an Internet-enabled computer programmed to communicatively couple to a gaming website and to receive the result of the encoding through an input device communicatively coupled to the computer. | 01-26-2012 |
20120021823 | INTERACTIVE HYBRID ASYNCHRONOUS COMPUTER GAME INFRASTRUCTURE - In embodiments of the present invention improved capabilities are described for a gaming method, comprising the steps of: (a) upon receiving a game initiation request from an initiating live participant, providing a computer generated multi-player game environment in which the initiating live participant can play a game and invite at least one additional participant to join the game; (b) in response to receiving a second participant invitation from the live participant, requesting a second live participant to join the game; and (c) following the second participant invitation, providing a wait period for receiving acceptance of a second live participant to join the game prior to starting the game, where if the second live player accepts within the wait period the two players play live, and if not, then a simulated live opponent is provided with inter-game interaction so that the opponent appears to be a live opponent. | 01-26-2012 |
20120021824 | MODULAR GAMING MACHINE AND SECURITY SYSTEM - A modularized gaming machine operable to receive wagers on a play of a game of chance is described. The modularized gaming machine may include a base gaming module that can operate independently or can be coupled to additional gaming modules. In one embodiment, the base gaming module may include a security monitoring system operable to determine a security configuration including error conditions that depends on features of gaming modules coupled to the base gaming module. In another embodiment, the security monitoring system may be operable to monitor a fixed security configuration that is independent of the configuration of the modularized gaming machine. The fixed security configuration may anticipate input from security devices that are unconnected in a particular configuration of the modularized gaming machine. In these instances, a signal mechanism may provide information to the security monitoring system to ensure a non-error condition for unconnected security devices. | 01-26-2012 |
20120040752 | SYSTEM AND METHOD FOR PLAYING A MULTIPLAYER GAME - A system and method for playing a multiplayer game are disclosed. In one embodiment, the method includes, queuing a player for a multiplayer game, determining that at least one criterion for beginning the multiplayer game has not been met, beginning a queuing game for the queued player, and determining that the criterion has been met. In response to determining that the criterion has been met, the method continues by ending the queuing game for the player, determining a queuing game outcome for the player, and beginning the multiplayer game, wherein the multiplayer game is based, at least in part, on the queuing game outcome. | 02-16-2012 |
20120058819 | Gated unlock codes for videogame features and content - There is provided a system and method for gated unlock codes for videogame features and content. By maintaining a redemption database where master unlock codes are used to provide access to specific subsets of feature unlock codes, unique exclusive content may be provided for different retailers. In this manner, a universal game media containing all possible additional content may be utilized for retail distribution, reducing publishing costs while still providing customized versions for retailers with desirable exclusive content. By restricting each gaming device or user account to a single group or hierarchy of master unlock codes, the use of ancillary unlock codes with videogames purchased from different retailers may be discouraged, thereby preserving user incentives to purchase primary and secondary items with feature unlock codes at a single retailer. | 03-08-2012 |
20120064968 | INTERACTIVE ASYNCHRONOUS GAME PLAY ARCHITECTURE - In embodiments of the present invention improved capabilities are described for serving a computer game, comprising: (a) providing two separate storage facilities accessible from a server, the first storage facility comprising fast response searchable memory for storage of recently produced game play data, and the second storage facility comprising a structured database for longer term storage of game play data, the first memory having a data search and data retrieval speed that is substantially faster than the second memory; (b) receiving, at the server, a game play request from a live gaming participant with a desired opponent attribute; (c) in response to the game play request, searching the first memory, based on the attribute, to identify prior game play data corresponding to an appropriate opponent; and (d) presenting a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent. | 03-15-2012 |
20120064969 | INFORMATION STORAGE MEDIUM, SERVER, NETWORK SYSTEM, AND GAME SERVICE-PROVIDING METHOD - A server performs a parameter calculation process that changes an event parameter of a game event based on event identification information that is linked to a help destination regardless of whether or not a user of a second terminal is a member of a game application when the server has received help request data from a first terminal and also received an access request for the help destination (help URL) about the first terminal from the second terminal. | 03-15-2012 |
20120071235 | METHOD AND APPARATUS FOR CONDUCTING OR FACILITATING A PROMOTION - A method and apparatus for conducting a promotion and for distributing promotions to potential users provide a merchant or promotion organizer flexibility in the way they conduct the promotion as well as an ability to change one or more aspects of the promotion during the operation of the promotion. In accordance with one embodiment, such a promotion may provide for a game on a mobile device, wherein a locked outcome of the game may be unlocked using an unlock code. In one embodiment, a result of the locked outcome may correspond to an intra-game benefit. | 03-22-2012 |
20120071236 | APPARATUSES, METHODS AND SYSTEMS FOR A LIVE ONLINE GAME TESTER - A method for testing a new feature of an online gaming application is provided. According to the method, a gaming application request is received from a user, and it is determined whether to add the user to a live test for a new game feature. If the user is added to the live test, then the user is assigned to a test group or a control group. If the user is assigned to the test group, then a gaming application is provided including the new game feature enabled. If the user is assigned to the control group, then the gaming application is provided without the new game feature enabled. User social graph data identifying co-users of the user is obtained, and gaming activity and social network activity of the user is evaluated. | 03-22-2012 |
20120077579 | WAGERING GAME, GAMING MACHINE, GAMING SYSTEM AND METHOD WITH GAME PLAY INTERRUPT AND RESUME - A wagering game, gaming machine, networked gaming system, and associated methods are disclosed including a bank of gaming machines connected to an overhead display enabling players at the respective gaming machines to qualify to play a community feature game displayed on the overhead display. Prior to the start of the community feature game, the primary game on the respective gaming machines may be interrupted, the game state stored, and following the conclusion of the community feature game, the game may resume according to its stored game state. | 03-29-2012 |
20120077580 | DYNAMIC ASSET AND OBSTACLE GENERATION IN ONLINE GAMES - Example systems and methods related to dynamic generation of in-game assets and in-game obstacles of an online game are presented. In an example, information describing a social network of a first player of an online game is accessed, the information identifying other players of the online game. Game account information of the other players is then accessed. The game account information of the other players identifies in-game assets of the other players. At least one of an in-game asset for the first player and an in-game obstacle to affect the first player in the online game is generated based on a mathematical function that considers the in-game assets of the other player | 03-29-2012 |
20120088579 | INTERACTIVE HYBRID ASYNCHRONOUS COMPUTER GAME INFRASTRUCTURE - In embodiments of the present invention improved capabilities are described for an online gaming method, where an initiating live participant can invite a friend to join a game as an additional participant. Following the invitation, a wait period is provided for receiving acceptance, and if acceptance is received within the wait period, then they will play as live participants in the game play. If acceptance of the friend is not received within the wait period, then a simulated additional participant based on prior game play data of the friend will be presented in game play with the initiating live participant such that the simulated additional participant appears to be a live participant due at least in part to an inter-game interaction between the initiating live participant and the simulated additional participant. | 04-12-2012 |
20120094750 | Game token verification system - A game token verification system includes a coin passage defined in a game machine, a perforated game token, a game token sensor installed in the coin passage and adapted for sensing movement of the game token through the coin passage and producing a corresponding identification signal indicative of the pattern of the perforations of the game token, and a comparator installed in the game machine and adapted for receiving the identification signal produced by the game token sensor and comparing the received identification signal to a predetermined reference data and recognizing the authenticity of the game token subject to the comparison result. | 04-19-2012 |
20120094751 | ASYNCHRONOUS INTERACTIVE GAME PLAY - This disclosure generally relates to systems and methods for executing asynchronous game play by a plurality of players in one or more game instances. | 04-19-2012 |
20120094752 | METHODS AND APPARATUS FOR A COMPETITIVE BONUS GAME WITH VARIABLE ODDS - A bonus controller for generating a competitive bonus game in a gaming system, the bonus controller having a processor and a memory coupled to the processor. The bonus controller being programmed to: receive wagering data corresponding to a casino game, enter a first player associated with a first gaming apparatus into the competitive bonus game when the first player obtains a qualifying win at the casino game, determine odds for the first player to win the competitive bonus game, vary odds of winning the competitive bonus game for at least a second player after entering the first player into the competitive bonus game, the second player having been previously entered into the competitive bonus game, determine an outcome of the competitive bonus game, and transmit data corresponding to the outcome of the competitive bonus game to a display unit. | 04-19-2012 |
20120108326 | SECURE GEOGRAPHIC BASED GAMING - Security in a geogame is maintained by implementing various security techniques. The various techniques provide specific advantages for different threat modes and attack styles against a geogame implemented via a mobile ad hoc network utilizing a geocast protocol. Jamming is detected by each player device listening for expected retransmissions of its own originated geocasts. If it fails to hear a retransmission, it concludes jamming. Network interdiction is detected by monitoring for received transmissions and/or periodically sending dummy transmissions to support other devices' detections. Location determination attacks are detected by recognizing “impossible” movements. Geogame interruption attacks are detected by detecting unauthorized requests to restart a geogame. Other security measures include utilizing cryptographic keys and/or pass phrases when geocasting. Various penalties within the context of a geogame are levied against a player if a security breach is detected. | 05-03-2012 |
20120108327 | Detecting Lag Switch Cheating in Game - Detecting lag switch cheating in a gaming network is disclosed. Data packets are received from a client. The data packets have tracking data including at least one of a sequence number and a time stamp. The tracking data is monitored to determine that a cheat-detection event has occurred. | 05-03-2012 |
20120122566 | ACCESS CONTROL FOR ELECTRONIC ENTERTAINMENT SYSTEMS - Systems and methods are provided for controlling the use of electronic systems based upon monitored physical activity. The method can be implemented in a computer infrastructure having computer executable code tangibly embodied on a computer readable storage medium having programming instructions. The program instructions are operable to: provision rules associated with a user and at least one of health metrics and physical activity of the user; monitor the at least one health metrics and physical activity of the user over a predetermined time; and manage access to any of a plurality of electronic systems based on the monitored at least one health metrics and physical activity being in compliance or non-compliance with the provisioned rules. | 05-17-2012 |
20120122567 | LOGIN APPLICATION FOR A WAGERING GAME PORTAL - Systems described herein include wagering game systems having a portal container with one or more portal applications running within the portal container. The portal container includes a login application that receives player credentials and logs into various servers using the login credentials. The login application serves as a proxy for the portal applications that communicate with the servers. | 05-17-2012 |
20120122568 | GAMING MACHINE AND SYSTEM HAVING SECONDARY GAME - A gaming system comprises a plurality of gaming machines (EGMs) and a secondary game control section. The secondary game control section is provided with a plurality of data sets having different target investment amount between two triggerings of the secondary game. The secondary game control section is adapted to receive a bet contribution from each of the EGMs and calculate an average bet amount from the received bet contributions. The secondary game control section selects one of the data sets depending on the calculated average bet amount, and determines whether the secondary game is triggered for each bet contribution from the EGMs using the target investment amount associated with the selected one of the data sets and a random number, and if it is determined that the secondary game is triggered, pays out a secondary game award to an EGM of which bet contribution triggered the secondary game. | 05-17-2012 |
20120129595 | APPARATUS AND METHOD FOR PROVIDING AGENT-BASED GAME SERVICE - Disclosed herein is an apparatus and method for providing an agent-based game service. The apparatus for providing an agent-based game service includes an input data management unit for collecting pieces of input data from a terminal device of at least one user. A data mining unit analyzes patterns of the pieces of input data and then generates and updates mined data according to the result of the pattern analysis. A game agent processing unit creates, using the mined data, a game agent which will replace the user and play a game instead of the user, and evolves the game agent to correspond to the updated mined data. | 05-24-2012 |
20120129596 | System and Method for Verifying User Identity in a Virtual Environment - Systems and methods for verifying user identity in a virtual environment are provided that may include periodic transmitting/monitoring of biometric data and geographic location data. Integrated systems may include anti-tamper devices that automatically delete biometric data in the event if tampering and/or power loss. Thus, the present invention helps to prevent tampering with player identity information, as well as helping to prevent access by a player to the software, graphics or other content associated with selected online activities. Such systems and methods may find particular applicability in fields related to online gambling by verifying the identity and location of an on-line player. | 05-24-2012 |
20120149463 | SYSTEM AND METHOD FOR GAMING IN A DYNAMIC NETWORK USING WIRELESS COMMUNICATION DEVICES - A short-range wireless network is established by direct communication between wireless devices and wireless access points to permit gambling within a casino. The short communication range of the access points assures that the wireless device is in the casino. A gaming communication link is used to exchange game play data (e.g., betting, card dealing, etc.) between a gaming controller and one or more wireless devices. Game play may be conducted between a player and the house or between a plurality of payers. In one embodiment, all communication is routed between players using the gaming controller so that the house controls the transmission of all game play data. | 06-14-2012 |
20120157195 | Selectable Bonus Round - An electronic gaming machine that offers the player a selection of bonus rounds from among a quick pick mystery prize, a standard bonus round having a theme similar to the base game, or a choice of bonus round themes selected from a bonus game archive. | 06-21-2012 |
20120165093 | GAME DEVICE, GAME CONTROL METHOD, INFORMATION STORING MEDIUM, AND PROGRAM - A game device ( | 06-28-2012 |
20120165094 | METHODS AND DEVICES FOR AUTHENTICATION AND LICENSING IN A GAMING NETWORK - Methods and devices are provided for managing licenses in gaming networks. Some aspects of the invention are provided as a license manager module that operates as part of a server-based system for provisioning and configuring gaming machines. Security and authentication techniques are provided to prevent unauthorized gaming software usage. Such gaming software may be, for example, downloaded to gaming machines in the network under the control of a gaming establishment's game management server that is in communication with a license manager device. In preferred implementations, a gaming machine is prevented from executing software for a game of chance unless the license for that game is valid and has not expired. | 06-28-2012 |
20120172115 | GAMING MACHINE AND GAMING MANAGEMENT SYSTEM - A gaming machine includes a housing, which is playable by a plurality of players, that has a station provided for each individual player; an operation detection unit that detects an operation of a player present at each of the stations performing a bet operation through a bet image displayed on the image display unit; an image capturing unit, provided at the housing, that can capture images of a player present at each of the stations, and a determination unit that determines tampering or an error of a game by comparing image capturing information obtained by the image capturing unit with predetermined information. | 07-05-2012 |
20120178526 | METHOD OF REIMBURSEMENT FOR BONUS GAMES OF SLOT MACHINES - A method of reimbursement for a bonus game adopted for slot machines. It is executed when a bonus game is finished. The method includes steps of: executing a reimbursement judgment module, executing a reimbursement game module, executing a win judgment module and executing a score calculation module. The reimbursement judgment module judges whether a player has reached a set threshold in the bonus game, and repeatedly executes the reimbursement game module until reaching the set threshold to accumulate bonus game scores. After the win judgment module has judged that a reimbursement set threshold is reached, stop execution of the reimbursement game module. Finally, the score calculation module calculates the bonus game scores and stops the bonus game. The method assures the player to earn a certain profit in the bonus game to satisfy the expectation and increase the excitation, and attracts the player to play the slot machine. | 07-12-2012 |
20120184366 | Player Specific Limited Licenses - One embodiment of the present invention sets forth a method for providing a user access to a gaming environment without a full license. In operation, a license generator receive a request to generate a temporary license for a user not having access to the gaming environment from a primary user having a full license. The license generator then generates the temporary license based on license information associated with the full license belonging to a primary user. The user can then access the gaming environment via the temporary license, but may only be given restricted access to the gaming environment. | 07-19-2012 |
20120196674 | Gaming Software Authentication - A method of preparing memory contents of a gaming machine for subsequent authentication and a method of authenticating the prepared memory contents are disclosed. A first memory stores a game data set and a first authentication code generated from the game data set. The game data set includes game data files and second authentication codes generated from the respective data files. A second memory stores an authentication program for authenticating the first memory's contents, as well as a third authentication code generated from the second memory's contents. To authenticate the memory contents, the second memory's contents are first authenticated and, if deemed authentic, the game data set as a whole and each data file in the first memory are authenticated. The authentication process involves generating fresh authentication codes using the authentication program and comparing the fresh codes with appropriate ones of the stored authentication codes. | 08-02-2012 |
20120196675 | GAME-BASED ADVERTISING SYSTEM AND METHOD - A game-based system and method are provided which employ a central system controller and a plurality of interactive display terminals geographically dispersed from the system controller. Players interact with the display terminals via respective, anonymous recognition codes (ARCs). The display terminals are configured to record a session data set on each player interaction session therewith via the players' respective ARCs. The session data set includes the player's ARC, a location-identifier of the display terminal, a reward selected by the player from multiple rewards of a displayed reward and advertisement data set and an advertisement selected by the player from multiple advertisements of the data set. Players access data of their session data set via a personal electronic compartment accessible through an internet-accessible web server of the controller. The personal electronic compartment is automatically initiated responsive to first use of the player's ARC with one of the interactive display terminals. | 08-02-2012 |
20120202591 | METHOD, APPARATUS, AND PROGRAM PRODUCT EMPLOYING A TOUCHSCREEN BUTTON FOR PRESENTING GAME FEATURE INFORMATION IN A GAMING MACHINE - A method includes displaying a button graphic on a touch screen video display device associated with a gaming machine. The button graphic defines a button display area on the touch screen video display device which may be touched to cause a touch screen controller associated with the touch screen video display device to generate a game feature input. In response to the game feature input, a game feature in a game offered through the gaming machine is modified in some fashion. In addition to displaying the button graphic, the button graphic is modified to add a first message regarding the game feature. This modification of the button graphic is performed in association with a modification of the game feature, and the first message includes text indicating that the game feature has been modified. | 08-09-2012 |
20120208633 | WAGERING GAME MACHINE BIOS CONFIGURATION - Embodiments include a method for configuring basic input/output system (BIOS) of a wagering game machine. The method can include: initializing a processor and chipset residing on an embedded computer module residing in the wagering game machine, wherein the BIOS resides on a carrier board connected to the embedded computer module; identifying, under control of code in the BIOS, the embedded computer module as a particular one of a plurality of embedded computer modules, wherein the BIOS includes code for configuring each of the plurality of embedded computer modules; initializing, using code of the BIOS configured for the particular one of the plurality of embedded computer modules, input/output devices connected to the carrier board and embedded computer module; launching, under control of the BIOS, an operating system in the wagering game machine; presenting a wagering game on the wagering game machine, wherein the presenting utilizes information received from the input/output devices. | 08-16-2012 |
20120208634 | System and Method for Enabling Social Health Networks for Population Managers - A system and method for using social tools, such as social media, to engage one or more members of a healthcare ecosystem that includes: tools for enabling sharing content from an identified source, posting of content from an anonymous source, anonymously linking a member to one or more third party stakeholders (health insurance companies, physicians, organizations, employers), and one or more contests and rewards for providing incentives for behaviors promoted by third party stakeholders, and a reporting tool for use by the third party stakeholders for assessing the effectiveness of the contests and rewards, both on the group and individual level, to achieving those behaviors. All of this is provided within a framework that is available on personal computers, tables or mobile phones. | 08-16-2012 |
20120208635 | METHOD AND GAMING DEVICE FOR CONTROLLING USE OF ONE OR MORE PERIPHERAL DEVICES - A method of controlling use of one or more peripheral devices with an electronic gaming device, the method including: determining whether at least one peripheral device is authorised for operation with the electronic gaming device by determining whether there is a dongle fitted to the electronic gaming device containing an authorisation of the at least one peripheral device; and at least partially disabling the operation of any peripheral device for which it is determined that there is not a dongle fitted to the electronic gaming device containing an authorisation of the peripheral device. | 08-16-2012 |
20120214582 | System And Method For Enabling Lottery Game Entry - Systems and methods are disclosed for a player to enter a lottery game using a computing device from any location having an available connection to a data communication network. The systems and methods include a lottery entry service provider operating a networked platform that is accessible from the computing device connected to the data communication network for the player to submit a lottery ticket purchase request. A lottery agent prints an actual lottery slip from a virtual lottery slip generated by the lottery entry service provider in accordance with the player selected lottery numbers. The lottery agent submits the actual lottery slip to the lottery commission using a lottery terminal of the lottery commission and receives a printed official lottery ticket. The lottery agent retains the office lottery ticket for pickup by the player. | 08-23-2012 |
20120214583 | GAME SYSTEM AND MANAGEMENT APPARATUS - A game system includes a management apparatus and a game device. The management apparatus includes an authentication section for obtaining results of authentications using first and second identifiers that should correspond to a user. When the results of the authentications are affirmative, a validity time limit is associated with the first identifier. In addition, the game device includes a confirmatory identifier acquirer for acquiring a confirmatory identifier that should correspond to the user, and an inquiry maker for making an inquiry asking the management apparatus to check whether or not the first identifier conforming to the confirmatory identifier is stored in the management apparatus. The inquiry inquires the management apparatus to check whether or not the validity time limit corresponding to the first identifier is a time after the present time when the first identifier conforming to the confirmatory identifier is stored in the management apparatus. A permitter of the management apparatus permits execution of a service associated with the first identifier used in the inquiry when results of checks by the manager in response to the inquiry are affirmative. | 08-23-2012 |
20120220369 | GUEST MANAGEMENT IN AN ONLINE MULTI-PLAYER VIRTUAL REALITY GAME - A guest management method and system for an online multi-player virtual realty environment or social networking site. A network interface receives guest access requests from guest clients and input data from a plurality of remotely-located clients. The input data is operative to control avatars associated with the clients in a modeled virtual reality environment. A memory holds program instructions for determining whether the guest access is associated with a member client. If the guest access request is associated with the member client, then the guest client is allowed to access the virtual reality environment via a guest avatar. The guest avatar's movements in the virtual reality environment are restricted based on a location of a member avatar controlled by the associated member client. For example, the guest avatar may only be permitted to move within an area that is bounded by a perimeter about the member avatar. | 08-30-2012 |
20120225714 | GAMING MACHINE THAT DISPLAYS INSTRUCTION IMAGE OF GAME INPUT OPERATION ON DISPLAY - A gaming machine displays a bet start instructional image on a dealer used display, displays a bet end instructional image in response to a predetermined lapse of time after receiving a bet start instruction signal from a touch panel, and controls an oscillation motor to cause a playing board to oscillate after receiving a bet end instruction signal from the touch panel. | 09-06-2012 |
20120231879 | Game Ticket Selection Apparatus And Method - A method and system for a player to select numbers for a game ticket for play of a random draw game by displaying available game tokens on a display screen of a mobile computer device, selecting a pre-determined number of the available game tokens, and communicating the selected game ticket to a controller for the random draw game. | 09-13-2012 |
20120231880 | Data Access Management Method and Data Access Management System - A processor is allowed to receive a request for downloading save data of a game, to check, in reference to a list containing an identifier that identifies the save data, an attribute indicating whether download of the save data is restricted, and a next downloadable time in association with one another, whether the save data has the attribute that indicates the download is restricted, to check, when the save data has the attribute that indicates the download is restricted, whether the request for downloading the save data was received at or after the time at which the save data becomes downloadable again, and to reject the request for downloading the save data and notify a user the next downloadable time when the request for downloading the save data was received before the time at which the save data becomes downloadable again. | 09-13-2012 |
20120238355 | GAMING SYSTEM WITH DEDICATED PLAYER GAMING DEVICES - In a gaming system players are assigned individual gaming devices comprising electronic game boards. Players access their assigned gaming device via a gateway from a remote presentation device such as a player's computer. The gateway confirms the identity of each player so that a player may only access their assigned and dedicated gaming device. When linked, an assigned gaming device generates wagering game data for presentation upon the player's remote presentation device. A casino may provide a number of traditional gaming machines and a plurality of dedicated or assigned gaming devices which permit remote player play. | 09-20-2012 |
20120238357 | GAME CONTROL PROGRAM, GAME DEVICE, AND METHOD THAT MAKE GAME PROGRESS BY MOVING CHARACTER - A game device includes: an image processing unit operative to display a screen image of a game field including vertical land features; a passage forming unit operative to form a passage in the game field through which fluid can move, in accordance with an instruction by a user; fluid control unit operative to control fluid supplied to the passage; and a terrestrial character control unit and an aquatic character control unit operative to control an action of a character disposed in the game field. The aquatic character control unit moves the character, which exists in the passage in which the fluid exists, together with the fluid when the fluid is moved along the passage to a lower position by the fluid control unit. | 09-20-2012 |
20120238358 | Method and Apparatus for Virtual Location-Based Services - The present invention relates generally to the field of computer and network software, and more particularly it relates to a method and apparatus for providing virtual goods and/or on-line services based on a user's virtual location while surfing the web. According to certain aspects, the invention allows interactive objects, virtual goods and on-line services to be automatically provided to users when they visit predetermined partner sites or perform some predetermined on-line activity. According to other aspects, the invention automatically provides parallel destinations for predetermined partner sites that only users of the system can visit, and where such users can receive virtual goods and on-line services, among other content. | 09-20-2012 |
20120252569 | System And Method For Dynamically Determining Paths Between Destinations In A Virtual Space - A system may be configured to host a virtual space for access by users. The virtual space may be a game space in which users control one or more characters (or sets of characters) to achieve game objectives. The system may be configured such that the travel paths within the virtual world are determined dynamically. This may provide for travel which may have dynamic aspects at a lower cost than providing full interactivity between destinations. | 10-04-2012 |
20120252570 | METHOD FOR VIRTUAL FRIENDSHIP AND ACCESSING RESTRICTED PORTIONS OF VIRTUAL WORLDS - Provided is a method of interacting with a non-player character in a virtual world. With a computer system, a user is granted access to an interface allowing the user to establish a friendship with a computer-controlled character. Such a friendship is established by adding the computer-controlled character to a list of friends associated with the user. The user is then granted access to a restricted portion of the virtual world that was not accessible to the user before the user entered the friendship request. | 10-04-2012 |
20120252571 | METHOD AND SYSTEM FOR VIRTUAL MOBILE GAME SESSION DISCOVERY AND PLAYER MATCHING - A system for establishing multi-party wireless game sessions includes a game session broker and at least two wireless units. Each wireless unit includes a first wireless device having relatively low power consumption and a second wireless device having relatively high power consumption. The game session broker receives a session ready message that includes location information for a first player and search for a second player having location information matching the location information for the first player. Finding a matching player, the game session broker sends session available messages to wireless units associated with the first and second players. Session ready messages are sent and session available message are received via first wireless devices. Upon receiving the session available message, the first and second players can establish a wireless game session using their respective second wireless devices. | 10-04-2012 |
20120252572 | METHOD AND/OR SYSTEM FOR ADAPTIVE GAMING EXPERIENCE - The subject matter disclosed herein relates to systems for providing an interactive experience to game participants. | 10-04-2012 |
20120258794 | Computer Game Creation System, Computer Game Support System and Method - A computer game support system, game design method and system is disclosed. A plot element data repository encodes an abstract representation of computer game plot elements. A gaming environment is provided to one or more clients in dependence on the abstract representation. Plot element data encodes blocks for forming the abstract representation of computer game plot elements, said blocks being interlinkable, each block representing a computer game element or an attribute of a computer game element, links between blocks defining relationships between said represented computer game elements or attributes. | 10-11-2012 |
20120258795 | Player controls - The patent involves the use of a portable device with a universal serial bus connector and memory which can store the unique biometrics of its registered owner for the purposes of identification; record the biometrics of any person attempting to use the device; confirm whether the user is the registered owner of the device; control access to electronic devices; monitor and record the operational activity of its user; store pre-defined value, duration and budgetary constraints; compare activity to pre-defined values, durations and budgetary constraints; store monetary value; visually indicate when operative; be electronically locked and de-activated; and connect and communicate directly or remotely to other electronic devices. | 10-11-2012 |
20120264508 | TRUSTED INITIALIZATION FOR WAGERING GAME MACHINES - Systems and methods for trusted initialization of wagering game machines are described herein. In some embodiments, a method includes receiving, from a wagering game machine, a request for an operating system image that includes a first component for booting the wagering game machine. The method can also include transmitting the operating system image to the wagering game machine, wherein the operating system image also includes a second component for procuring software that authenticates content on the wagering game machine. Additionally, the method can include receiving a request for the software that authenticates content on the wagering game machine and transmitting the software that authenticates content on the wagering game machine. | 10-18-2012 |
20120264509 | APPLICATION INTERFACE FOR TRACKING PLAYER IDENTITY - Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities. | 10-18-2012 |
20120270643 | SYSTEM AND METHOD FOR DYNAMIC MATCHMAKING POPULATION HERDING - Techniques are disclosed for dynamically herding a matchmaking population for a multi-player game. A new player requesting to play a multi-player game is presented with a gameplay selection mode interface based on metrics gathered by monitoring the matchmaking population for the different gameplay modes of the multi-player game. The metrics are evaluated by a metric evaluation engine to determine a configuration of the gameplay mode selection interface that is designed to herd the matchmaking population to evenly balance the players across the different gameplay modes of the multi-player game. A herding incentive may be determined based on the evaluation of the metrics and included in the gameplay mode selection interface. | 10-25-2012 |
20120270644 | METHOD AND APPARATUS FOR USE IN PRESERVING A GAME STATE - Several embodiments of the invention advantageously provide systems, apparatuses, processes and methods of providing an interactive electronic game. Some of these methods comprise: detecting a loss of connection over a distributed network with a first user remotely accessing and participating in an interactive electronic game in progress; determining, in response to detecting the loss of the connection with the first user, a game state associated with the first user; determining whether a confirmation is received from the first user confirming that the first user intends to rejoin the interactive game; and retaining, in response to determining that the confirmation is received, the game state. | 10-25-2012 |
20120270645 | Contributing Data to an On-Line Gamer Database - Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities. | 10-25-2012 |
20120270646 | Display of Notifications to Members of a Gaming Group - Methods for providing notification during an online casino game is provided. One method includes detecting a first gameplay session of the online casino game, the first gameplay session associated with a first user. The method then detects a second gameplay session of the online casino game. The second gameplay session is associated with a second user, and at least part of the second gameplay session occurring simultaneously with the first gameplay session. The method then determines whether the first user and the second user are members of a common group. If so, then the method displays a message to the first user during the first gameplay session. The message to the first user identifying the second user. The methods provided herein provide for social interaction during online game play and social friend interactions that facilitate or advance game play in an online environment. | 10-25-2012 |
20120270647 | OBJECT BASED OBSERVATION - Embodiments of the present invention provide a library of video related to game play involving the use of particular objects. By observing game play of users in a game play environment, determinations may be made as to users who excel at the use of a particular object. Video of game play related to these users and a particular object may be created, cataloged, and stored for later use by users that lack proficiency with that object. By observing video of game players with particular skill as to an object, less skilled players may improve their game play thereby avoiding frustration with a game, which may lead to a loss of interest. Acquisition and proffering of video may be facilitated through the use of an analytics server or functional software module that observes game play and identifies players of particular skill or lack thereof. | 10-25-2012 |
20120276990 | HANDHELD WAGERING GAME SYSTEM AND METHODS FOR CONDUCTING WAGERING GAMES THEREUPON - A gaming system for conducting a wagering game includes a handheld gaming machine configured to play at least one game and a controller. The controller is configured to base eligibility of the handheld gaming machine for a game-related feature at least upon a location of the handheld gaming machine and/or a proximity of the handheld gaming machine to an external device. | 11-01-2012 |
20120283007 | SPECIAL REGIONAL ONLINE VIDEO GAME FORUM BASED ON LOCATION - Methods, systems, and devices are presented for automatically creating a special chat or common video game environment forum and inviting online video game players to the forum based on their common demographics. The determination of common demographics can be generated through clustering algorithms. Players in the same city, players with the same playing techniques, and/or players sharing other common attributes can play as teams or against each other. As players drop out of the forum, the criteria for invitations to the forum are expanded to include other online players. | 11-08-2012 |
20120283008 | SECURE, PARALLEL, AND INDEPENDENT SCRIPT EXECUTION - In examples presented herein, a game server and a client device may perform parallel execution of scripts for a computer-implemented virtual game. In one example, in response to determining that a user of a virtual game has performed an in-game action, an update notification is sent to a server computer. The update notification indicates the in-game action and client-side state information. After the sending of the update notification, a first event script to execute is determined based on the in-game action. The first event script is executed to present an in-game effect to the user. An update response is received from the server computer based on execution of a second event script responsive to the in-game action. | 11-08-2012 |
20120283009 | SECURE, PARALLEL, AND INDEPENDENT SCRIPT EXECUTION - In examples presented herein, a game server and a client device may perform parallel execution of scripts for a computer-implemented virtual game. In one example, in response to determining that a user of a virtual game has performed an in-game action, a first event script to execute is determined based on the in-game action. The first event script is executed to present an in-game effect to the user. After the execution of the first event script, an update notification is sent to a server computer. The update notification indicates the in-game action and client-side state information. An update response is received from the server computer based on execution of a second event script responsive to the in-game action. | 11-08-2012 |
20120283010 | ENCRYPTING MULTICAST DATA IN A WAGERING GAME NETWORK - Systems and methods described herein include wagering game systems that communicate with servers or other entities in a wagering game network using multicast groups. Data transmitted over the network for the multicast group is encrypted. Keys for the encryption and decryption of the data are generated based on a current key index for the multicast group, and a global passphrase. The global passphrase is not transmitted over the network. | 11-08-2012 |
20120283011 | PLAYER ASSISTANCE SYSTEM FOR A VIDEO GAME - According to an embodiment, in an online video game various features permit characters to render assistance to other characters, and to advertise offers to help other characters. In an embodiment, the game tracks the amount of helpfulness of each character and permits rewards to be received based on the amount of helpfulness. | 11-08-2012 |
20120289327 | CONTACTLESS CARD READING IN A GAMING MACHINE - A gaming machine may be activated by an individual player for subsequent play by displaying to the gaming machine, without physical contact with the gaming machine, a card carried by the player. The card carries indicia which may include suitable electronic memory, to be sensed by apparatus associated with the gaming machine, to cause the wireless transfer of individualized data concerning the player from the card to the gaming machine or to a computer network that is associated with the gaming machine. The data is evaluated against a stored database, which database may include identification of the card holder. The data is then evaluated against the stored database, and the gaming machine is activated for subsequent play upon favorable evaluation of the data. | 11-15-2012 |
20120295699 | CONDITIONAL ACCESS TO AREAS IN A VIDEO GAME - A video game includes conditional access to areas of the game. An area may be unlocked when particular game characters are at an entrance to the area. An area may be unlocked for a particular character, for all characters, or for categories of characters. Categories of characters may include characters of a particular type, characters of a particular skill level, characters controlled by a particular game player, and characters previously played in the video game. | 11-22-2012 |
20120295700 | CONDITIONAL ACCESS TO AREAS IN A VIDEO GAME - A video game includes conditional access to areas of the game. An area may be unlocked when particular game characters are at an entrance to the area. An area may be unlocked for a particular character, for all characters, or for categories of characters. Categories of characters may include characters of a particular type, characters of a particular skill level, characters controlled by a particular game player, and characters previously played in the video game. | 11-22-2012 |
20120302332 | METHOD AND APPARATUS FOR IMPLEMENTING NEMESIS MATCHMAKING - A method is provided for matchmaking including receiving at a processor based system a request from a user to join a game having one or more matches, wherein the matches comprise a first side playing against a second side wherein each of the first side and second side comprises a set of one or more players, obtaining a nemesis list for the user wherein the nemesis list comprises a list of one or more players having a determined rivalry against the user, and assigning the user to at least one match on one of the first side and the second side at least in part based on the nemesis list. A computer readable storage medium stores one or more computer readable programs adapted to cause a processor based system to execute similar steps, and a processor-based system is configured to perform similar steps. | 11-29-2012 |
20120302333 | CLASS OF FEATURE EVENT GAMES SUITABLE FOR LINKING TO MULTIPLE GAMING MACHINES - A gaming method, apparatus and system for playing a game of chance is disclosed in which a plurality of gaming machines may be linked together for mutually competitive play. According to one embodiment, two or more gaming machines are linked to a centrally located display exhibiting a game board comprising one or more groups of earmarkable cells in one or more groups. Players on the gaming machines wager and attempt to achieve winning outcomes which earmark cells in the group with designators of their respective gaming machines. When a predetermined number or configuration of cells of a group are earmarked, an award may be distributed to those gaming machines having earmarked cells according to the number of designators within that group associated with each gaming machine. The game of chance may be configured for play on an individual gaming machine. | 11-29-2012 |
20120309509 | GAMING MACHINE CAPABLE OF BEING PLAYED BY A PLURALITY OF PLAYERS AND DIVIDING THE PRIZE AMONG THEM - When one player acquires a qualification for playing a scramble bonus game, another player can participate in the scramble bonus game by paying a predetermined amount of participation charge. In addition, in a case where a fellow character could be acquired as a fellow of the player characters, the amount of prize to be paid to the players is increased according to features of that fellow character. Further, items of equipment of the player characters become more gorgeous, as the prizes acquired by the players increase in amount. A damage imparted to an enemy character varies depending on weapons that the player characters use. A prize is awarded when a hit point of the enemy character becomes 0. | 12-06-2012 |
20120309510 | PERSONALIZED INFORMATION FOR A NON-ACQUIRED ASSET - Described herein are methods and systems for providing personalized information for a non-acquired asset. The personalized information can be based on data related to the user's friends, friends of the user's friends, and the user. In one embodiment, a computer-implemented method is performed by processing logic that allows a user to access a first user account. The processing logic causes a system to present at least a first asset that is inaccessible by the first user account. The first asset may be associated with a second user account that is linked to the first user account. The processing logic may receive a selection of the first asset. The processing logic, in response to the selection, causes the system to automatically present data related to the first asset. The data may be personalized to the first user account and based on the second user account. | 12-06-2012 |
20120315983 | ACCOUNT MANAGEMENT OF COMPUTER SYSTEM - A computer system can determine a user identification key associated with a user of a component device in response to connection of the component device to the computer system. The system automatically accesses an account associated with the user by sending the user identification key to a network associated with the computer system. The system receives data associated with the user account from the network and runs a computer application in accordance with the received data. The application receives input from the component device corresponding to user manipulation of the component device. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 12-13-2012 |
20120322548 | POSITION-BASED DECISION TO PROVIDE SERVICE - A service may be provided to a set of people when the people satisfy a proximity criterion. In one example, that set of people comprises users of a particular application and/or registrants with a particular system. A location monitor may determine people's location based on position data received from those people's devices (which may be obtained pursuant to appropriate permission in order to respect the device owners' interest in privacy). When the location monitor determines, based on people's positions, that a proximity criterion has been satisfied, the location monitor may cause a service to be provided that would not otherwise have been provided if the proximity criterion had not been satisfied. By providing additional service when a proximity criterion is satisfied, a reward in the virtual world is used to encourage people to gather in the physical world. | 12-20-2012 |
20120322549 | SOCIAL REALITY GAMING - A social reality game includes a server receiving a selection of a challenge from a user at a client. The challenge includes a set of tasks. The server receives at least one confirmation message associated with at least one of the tasks of the challenge over a predefined period of time associated with the challenge. The server validates the confirmation message using a digital profile of the user. The server assigns points to the user upon completion of a task of the selected mission. The server offers a reward to the user upon completion of the challenge. The reward is based on the accumulated points in the digital profile of the user. The challenge is completed when all tasks from the challenge are validated. | 12-20-2012 |
20120322550 | BROWSER BASED HETEROGENOUS TECHNOLOGY ECOSYSTEM - Wagering game systems can leverage web browsers to present wagering game content with a variety of technologies. For instance, an electronic wagering game table can present diverse wagering game content (e.g., multiple wagering games, portal games, social net-working applets, hospitality menus, etc.) with a variety of technologies that interface with a we browser. Also, a single wagering game can be constructed from multiple technologies. A wagering game system can implement a framework that dynamically builds up a web page to use multiple technologies for presenting content with a web browser on a wagering game system. The framework can dynamically construct the web page, which can involve modifying objects, embedding objects, removing objects, and replacing objects that correspond to different technologies. | 12-20-2012 |
20120329553 | Methods of Receiving Electronic Wagers in a Wagering Game Via a Handheld Electronic Wager Input Device - A gaming system for conducting a multi-player wagering game includes a multi-touch table surface that is touched by a handheld electronic wager input device (EWID) carried by a player for placing wagers on a wagering game displayed on the multi-touch table surface. Each EWID carried by a player has an associated unique identification code, which is linked to the respective player's account. Players indicate an amount to be wagered by touching the EWID to designated wager amount areas, then place the wager by touching the EWID to a designated wagering area. Because each EWID is uniquely associable with distinct player accounts, the gaming system can support any number of players placing wagers. The funds remain safe in the player account and no funds are stored on the EWID. Only the identification code is detected, which is compared with the associated player account before allowing that player to place wagers. | 12-27-2012 |
20120329554 | SYSTEM AND METHOD FOR PROXIMITY AREA NETWORKING FOR MOBILE GAMING (AS AMENDED) - Embodiments of the present invention include improved communication system and methods. In one embodiment, the present invention includes a wireless communication method comprising, on a first wireless device, receiving one or more wireless device identifications associated with one or more other wireless devices, and transmitting at least one of the one or more wireless device identifications from the first wireless device to a remote computer system, and on the remote computer system, receiving the at least one wireless device identification, and accessing information associated with the at least one wireless device identification. Embodiments of the present invention may be used for electronic dating, social networking and other communication applications. | 12-27-2012 |
20120329555 | SYSTEM AND METHOD FOR GAMING USING WIRELESS COMMUNICATION DEVICES - A short-range wireless network is established by direct communication between wireless devices and wireless access points to permit gambling within a casino. The short communication range of the access points assures that the wireless device is in the casino. A gaming communication link is used to exchange game play data (e.g., betting, card dealing, etc.) between a gaming controller and one or more wireless devices. Game play may be conducted between a player and the house or between a plurality of payers. In one embodiment, all communication is routed between players using the gaming controller so that the house controls the transmission of all game play data. | 12-27-2012 |
20130005451 | CENTRALIZED LICENSING SERVICES - Methods and devices are provided for central management of licenses, particularly those relating to wagering games. A license proxy deployed in and/or dedicated to a gaming establishment may operate under the control of a central licensing manager controlled by another entity, e.g., by a game provider. The license proxy may receive requests to enable features of an electronic gaming machine of the gaming establishment (e.g., game themes, player tracking features and/or peripheral device features) and determine, based on information provided by the central licensing manager, whether to grant such requests. The license proxy may also process requests to enable features of other devices in a gaming establishment, such as server-based features. | 01-03-2013 |
20130005452 | GAME SUPPORT SERVER, GAME APPARATUS, GAME SUPPORT SYSTEM, AND GAME SUPPORT METHOD FOR SUPPORTING USER OF GAME APPARATUS - A game support server comprises: a skill level acquisition unit which acquires a skill level indicating the user's game skill degree; a game database which stores standard times required for game play on the game apparatus; a recommendation request receiving unit which acquires, from the game apparatus, desired time which the user wishes to spend playing a game, and receives a request to recommend games matching the desired time; a recommended candidate extraction unit which modifies the standard time according to the acquired user's skill level to calculate estimated time required for user game play, and extracts, as recommended candidates from the game database, games if the difference between the estimated time and the desired time is a predetermined value or less; and a recommended candidate presenting unit which presents the extracted games to the game apparatus. | 01-03-2013 |
20130005453 | VIRTUAL LEASH FOR PERSONAL GAMING DEVICE - Methods and systems for providing a virtual leash and command download capabilities on a hand-held personal gaming device (“PGD”) are disclosed. A host gaming system includes a game server configured to generate game seeds having data regarding predetermined game outcomes for various wager based games, and an authentication server configured to establish a virtual leash with a PGD. The virtual leash is adapted to repeatedly authenticate or verify a PGD user, a PGD location, the PGD itself, and/or software codes on the PGD. Included within an associated PGD are a display adapted to display gaming related information, a processor configured to execute gaming related code, and a memory containing a command download of computer code to be executed by the processor. The command download of computer code includes enough code for the PGD to process and display independently a game play based on a game seed. | 01-03-2013 |
20130005454 | SYSTEM AND METHOD FOR CONVENIENCE GAMING - A convenience gaming system is provided. The convenience gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas. | 01-03-2013 |
20130012308 | CENTRALIZED LICENSING SERVICES - Methods and devices are provided for central management of licenses, particularly those relating to wagering games. A license proxy deployed in and/or dedicated to a gaming establishment may operate under the control of a central licensing manager controlled by another entity, e.g., by a game provider. The license proxy may receive requests to enable features of an electronic gaming machine of the gaming establishment (e.g., game themes, player tracking features and/or peripheral device features) and determine, based on information provided by the central licensing manager, whether to grant such requests. The license proxy may also process requests to enable features of other devices in a gaming establishment, such as server-based features. | 01-10-2013 |
20130012309 | Method, Apparatus and System for Determining the Presence of a User at a Device Such as a Gaming Machine - A method and system for verifying the continued presence of the same player at a device such as a gaming machine without identifying the identity of the player is provided. The system comprises a device for continuously obtaining verification data samples, wherein each verification data sample relates to one or more physical features of a first player. A subsequently obtained verification data sample is analyzed to determine whether it is substantially similar to a previously obtained verification data sample. If the subsequent verification data sample is substantially similar to the previously obtained verification data sample, then the system determines that the first player continues to be the same player present at the gaming machine. | 01-10-2013 |
20130012310 | TRACKING GAME PROGRESS USING PLAYER PROFILES - In certain embodiments, computer systems and methods are provided that allow a game distribution platform to distribute, update and/or control copies of games published across multiple game portals. In some embodiments, copies of the games are maintained in data storage on the game distribution platform and distributed to game portals and/or gaming devices. Additional content for purchase may also be stored on the data storage and available for purchase during a gaming session. Advantageously, in certain embodiments the game distribution platform enables game portals and/or gaming devices to receive the latest version of a game and/or a player's purchased content when a player selects to play the game. | 01-10-2013 |
20130023339 | METHODS AND APPARATUS FOR PROVIDING SECURE LOGON TO A GAMING MACHINE USING A MOBILE DEVICE - Disclosed herein are techniques for communicating between an electronic gaming machine and a mobile computing device. In some implementations, a login code may be transmitted from an electronic gaming machine to a mobile computing device via wireless communication. An account authentication message transmitted from the mobile computing via wireless communication may be received at the electronic gaming machine. The account authentication message may include (a) the login code, (b) an account identification portion that identifies a user account, and (c) an account authentication portion capable of being used to authenticate the user account. Based on the account authentication message, the user account may be authenticated at the electronic gaming machine. | 01-24-2013 |
20130029760 | COMBINING GAMES BASED ON LEVELS OF INTERACTIVITY OF THE GAMES - A method of combining games based on levels of interactivity of the games is disclosed. It is identified that a player is idle with respect to a primary game, the primary game having a first level of interactivity. A secondary game having a second level of interactivity is selected based on the second level of interactivity being compatible with the first level of interactivity. The player is provided with an option to participate in the secondary game while the player is idle with respect to the primary game. | 01-31-2013 |
20130029761 | METHOD AND APPARATUS FOR OUTPUTTING A MESSAGE AT A GAME MACHINE - The invention allows a casino, or other entity, via a game machine, to provide relevant information at appropriate times, and/or in response to appropriate events, to players using the game machine. A dynamic and flexible system adapted to interact with players on an individual basis by aiding in the management, determination, distribution, and delivery of promotional, inspirational, instructive, informational, communicative, incentive, and other types of messages, is provided. Various methods are provided to ensure that receiving messages at a game machine enhances a player's overall gaming experience by selectively outputting helpful and desirable messages to players while minimizing interference with the players' gaming and to avoid overwhelming players with unsolicited, unwanted, and/or irrelevant messages. | 01-31-2013 |
20130035157 | METHODS AND SYSTEMS FOR INTERFACING WITH A THIRD-PARTY APPLICATION - A system for interfacing with a third-party application is described. The system includes a third-party device, a server-based system configured to communicate with the third-party device, and a gaming device configured to communicate with the server-based system to display content of the product or service. The gaming device is configured to generate an outcome of a wager-based game independent of the content that is displayed. | 02-07-2013 |
20130045795 | SYNCHRONIZING MISSION PROGRESS IN COOPERATIVE GAMES - Methods and systems are described for a multiplayer video game on a network in which a player's or players' missions are tracked individually as mission lines, each mission line being composed of a series of ordered objectives. Each objective generally must be completed in order of the sequence with no forking of objective paths. Each objective can include one or more conditions that can be completed in any order within the objective. Players can go off on different missions and then come back to synchronize their mission progress so that they benefit from the other player's gameplay. Players can also synchronize the conditions achieved within the missions during long missions with many difficult conditions to achieve in order to advance their combined progress. | 02-21-2013 |
20130045796 | WAGERING GAME ESTABLISHMENT DATA IMPORT/EXPORT ARCHITECTURE - A secure architecture can provide a wagering game establishment access to the utility and entertainment value of online social communities. An architecture that employs an internal entity that controls import and export of data (“import/export controller”) and an external entity that operates as a liaison (“data liaison”) between the import/export controller and one or more online social communities allows this access in a secure manner. The import/export controller and the data liaison handle data transmissions (e.g., data streams, data updates, etc.) between the secure entity and the one or more online social communities. The import/export controller applies rules that regulate import and export of data, and the data liaison allows the import/export controller to operate in obscurity. Funneling data transmissions through the import/export controller and the data liaison allows players to securely access an online social community from a wagering game machine while in a wagering game establishment. | 02-21-2013 |
20130045797 | DATA IMPORT/EXPORT ARCHITECTURE BETWEEN ONLINE PROPERTIES - A secure architecture can provide a bridge between the utility and entertainment value of online properties. An architecture that employs an internal entity that controls import and export of data (“import/export controller”) and an external entity that operates as a liaison (“data liaison”) between the import/export controller and one or more other online properties allows this bridge in a secure manner. The import/export controller and the data liaison handle data transmissions (e.g., data feeds, data updates, etc.) between the online properties without exposing resources of the online properties. The import/export controller applies rules that regulate import and export of data, and the data liaison allows the import/export controller to operate in obscurity. | 02-21-2013 |
20130045798 | DATA VIEWING/MODIFYING VIA DATA IMPORT/EXPORT ARCHITECTURE - A secure architecture can provide a wagering game establishment access to the utility and entertainment value of online social communities. An architecture that employs an internal entity that controls import and export of data (“import/export controller”) and an external entity that operates as a liaison (“data liaison”) between the import/export controller and one or more online social communities allows this access in a secure manner. The import/export controller and the data liaison handle data transmissions (e.g., data feeds, data updates, etc.) between the secure entity and the one or more online social communities. The import/export controller applies rules that regulate import and export of data, and the data liaison allows the import/export controller to operate in obscurity. Funneling data transmissions through the import/export controller and the data liaison allows players to securely access an online social community from a wagering game machine while in a wagering game establishment. | 02-21-2013 |
20130053136 | MOBILE DEVICE INTERFACES AT AN ELECTRONIC GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) can be configured with a power interface that allows portable electronic device carried by the patron to receive power. To prevent patrons from monopolizing an EGM for the purposes of solely charging their portable electronic device, the EGM can be configured with power interface control logic that controls the flow of power to the power interface including cutting off power to the power interface. The EGM can include an object detection capability that allows objects, such as a portable electronic device located on or near the EGM to be detected. In one embodiment, when the EGM detects an object has been abandoned, i.e., left at the EGM by a patron, the EGM can be configured to take actions that allow the object to be recovered. | 02-28-2013 |
20130053137 | AUTHENTICATING GAMING MACHINE CONTENT - A gaming machine may include a memory area including at least one bootup memory device, and at least one data storage device including at least one operating system and a plurality of gaming packages. The gaming machine also may include a display device configured to display at least one game selected from the plurality of gaming packages to a player, and a processor coupled to the memory area and to the display device. The processor may be configured to authenticate the at least one bootup memory device, and authenticate the at least one operating system. The processor may also be configured to determine an authentication sequence for the plurality of gaming packages, and authenticate the plurality of gaming packages in a sequence different from the determined authentication sequence. | 02-28-2013 |
20130053138 | SYSTEM AND METHOD FOR COLLECTING DONATIONS TO PLAY COMPUTER GAME - A computer-implemented method for providing a computer game such as, for example, a social network game includes steps of hosting the game at a server, receiving a request from a player to play the game, enabling game play, requesting a donation from the player to continue play or to enable access to a game feature, and continuing game play or enabling access to the game feature only if the donation is received. A donation request screen may be displayed at the transition from one completed game level to a successive game level, when the game is over, or at any other time during game play. Multiple donation amounts may be specified on the donation request screen, each donation amount providing a different number of game credits. This method enables donations to be collected for a charitable entity while playing computer games. The method also raises social awareness through game play. | 02-28-2013 |
20130053139 | WAGERING GAME MACHINE CABINET LICENSE COMPLIANCE - A cabinetmaker can create an electronic license that governs 1) components allowed to be connected to a wagering game machine and 2) functionality enabled on the wagering game machine. The electronic license (cabinet license) is bound to a wagering game machine cabinet. The cabinetmaker can load the electronic license into a secure memory area bound to the cabinet of a wagering game machine. A process (application, daemon, etc.) can perform various operations that ensure the wagering game machine complies with the cabinet license. The executable code that implements this process (license compliance code) can execute to disable components and/or functionality that do not comport with the electronic license, can execute to place the wagering game machine in a limited operation state, can execute to generate a notification of the license violation and freeze the wagering game machine, etc. | 02-28-2013 |
20130059654 | METHOD AND APPARATUS FOR RECEIVING GAME STREAMING DATA, AND METHOD AND SERVER FOR TRANSMITTING GAME STREAMING DATA - A game streaming data providing method and server for assigning some control rights for a game to a user terminal that participates in the game, and a method and apparatus for receiving game streaming data. The game streaming data providing method, may obtaining game list information from the server; displaying the game list information; transmitting to the server information regarding a game selected by a first user, and game setting information permitting a second user to participate in the game; and receiving control right information and game streaming data regarding the game from the server, wherein the control right information comprises at least one of first control right information defining a range of control rights for the game assigned to the first user, and second control right information defining a range of control rights for the game assigned to the second user. | 03-07-2013 |
20130059655 | GAME AUTHENTICATION METHOD FOR GAMING MACHINES AND GAME PLATFORM WITH AUTHENTICATION CAPABILITY - A gaming machine is configured to calculate hash values for both game loader software and game software. The game loader software is executed to load game software into random access memory at the gaming machine, and game software is executed at the gaming machine to provide a wagering game or a portion thereof. The calculated hash values are compared to hash values produced from a known authentic version of the game software and of the game loader software. The game software is allowed to load and present a wagering game if both of these comparisons are true, that is, if both comparisons show that the calculated and pre-calculated values are equal. | 03-07-2013 |
20130059656 | METHOD, APPARATUS, AND RECORDING MEDIUM FOR PLAYING GAME WITH SERVER TRANSFERRING IN ONLINE GAME ENVIRONMENT - Disclosed are a method, an apparatus, and a recording medium for playing a game with server transferring in an online game environment. The method includes: receiving identification information for login from a first client; transmitting online game environment information to the first client; performing an advance operation of the server transferring for a server transferring of a second client with an outside server; receiving data for playing the game transmitted from the outside server or the second client; transmitting a resulting data of game play, in which the received data is applied to the online game environment, to the outside server or the second client, which has transmitted the data for playing the game; and storing a result of an interaction generated between the first client and the second client in a game history of the first client. | 03-07-2013 |
20130065678 | RETROFIT DEVICES FOR PROVIDING VIRTUAL TICKET-IN AND TICKET-OUT ON A GAMING MACHINE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. The gaming system can include electronic gaming machines that are compatible to receive both virtual ticket vouchers and printed ticket vouchers that are redeemable for credits on the electronic gaming machines. Information associated with a virtual ticket voucher can be stored on a patron-controlled portable electronic device and then can be wireless transmitted to the electronic gaming machines. The electronic gaming machines can be configured to issue virtual ticket vouchers and printed ticket vouchers that can be redeemed for cash or additional game play on another electronic gaming machine. In one embodiment, the electronic gaming machine can be configured to issue a virtual ticket voucher to a patron-controlled portable electronic device. | 03-14-2013 |
20130065679 | GAME ACCOUNT ACCESS DEVICE - Verifying eligibility of players attempting to participate in gaming events is disclosed. Communication objects having RFID tags and closed circuits are worn by players within a verification system. A casino desk, hotel concierge, or other entity can administer the system. These RFID tags are adapted to communicate with associated tracking units attached to gaming machines and other devices via radio waves. Each communication object is adapted to alter its communication pattern responsive to any break of its closed circuit. Communication objects may be bracelets, wristwatches or collars, such that object removal results in the closed circuit breaking, thereby disabling or de-authenticating the device. A communication object may emit a signal which can be tied to one of two or more accounts. One of the two accounts may be charged for a player transaction depending on the transaction nature. A server having a verification program and database may also be used. | 03-14-2013 |
20130072295 | BIOMETRIC ACCESS DATA ENCRYPTION - The present application provides methods and corresponding systems for accessing services on a gaming device which, in certain embodiments, include the step or steps of obtaining at least one item of identity verification data from a user of a gaming device; encrypting the at least one item of identity verification data; comparing the at least one item of encrypted identity verification data received and at least one item of encrypted identity verification data obtained and stored previously on an authentication device; enabling at least one service on the gaming device based on a match between the encrypted identity verification data, the at least one service comprising a wager-type game; and displaying an interface screen comprising graphic objects associated with the wager-type game and at least one selectable element for the user to submit a gaming command and a wagering command during game play. | 03-21-2013 |
20130079127 | System, Method and Computer Program for Enabling an Interactive Game - A system, method and computer program enable an interactive game. A game server, in response to a user request, provides a unique identifier associated with an instance of the interactive game. The game server forwards one or more invitations to join the interactive game in accordance with the user request. Thereafter, the game server registers one or more wireless communication devices to be used as data controllers for use by participants that join the game. | 03-28-2013 |
20130084969 | ASYNCHRONOUS GAMEPLAY WITH RIVAL DISPLAY - A user request to select a rival to play against asynchronously for an event is received. In response to the user request, a rival selector user interface is displayed. The rival selector UI includes an identification of one or more users that can be selected and one or more filter criteria that can be selected to change which users are identified in the rival selector UI. The user selects one of the identified users that is used as the rival to play against asynchronously for the event. Game data for the rival for the event is obtained, the game data including both a performance of the rival in the event and data indicating a manner in which an object of the rival is customized by the rival. While the user is playing the event, the object as customized by the rival is played back based on the performance data. | 04-04-2013 |
20130084970 | Sharing Games Using Personal Audio/Visual Apparatus - A game can be created, shared and played using a personal audio/visual apparatus such as a head-mounted display device (HMDD). Rules of the game, and a configuration of the game space, can be standard or custom. Boundary points of the game can be defined by a gaze direction of the HMDD, by the user's location, by a model of a physical game space such as an instrumented court or by a template. Players can be identified and notified of the availability of a game using a server push technology. For example, a user in a particular location may be notified of the availability of a game at that location. A server manages the game, including storing the rules, boundaries and a game state. The game state can identify players and their scores. Real world objects can be imaged and provided as virtual objects in the game space. | 04-04-2013 |
20130084971 | GAMING MACHINE EXTERNAL DEVICE APPLICATION - Techniques for management of a gaming machine with a wireless device associated with a user. A gaming machine includes a communication interface and one or more processors. The communication interface is configured to communicate with a wireless device and a network server. The one or more processors are configured to receive a request from the wireless device for access to management options of the gaming machine, facilitate verifying by the network server whether a user associated with the wireless device has access to the management options, and upon obtaining verification from the network server that the user has access to the management options, allow the user to utilize the management options to manage the gaming machine with the wireless device. | 04-04-2013 |
20130084974 | Password Entry System - The present invention relates to gaming apparatus ( | 04-04-2013 |
20130084975 | CONTROLLING WAGERING GAME PERIPHERALS - A wagering game system and its operations are described herein. In some embodiments, the operations can include establishing a connection with an input device, from a plurality of input devices configured for user input, for use in a wagering game during a wagering game session. The operations can further include receiving input data from the input device, wherein the input data has a first format specific to the input device, and wherein the wagering game requires the input data in a second format different from the first format. The operations can further include converting the input data from the first format to the second format required by the wagering game, and providing the input data to the wagering game in the second format for use as the user input for the wagering game. | 04-04-2013 |
20130090161 | Using and Exporting Experience Gained in a Video Game - Methods and systems for awarding experience points to players of video games are disclosed. A video game such as a vehicle-based combat game may award experience of different classes, which allows control over the pace at which certain players advance through the game. Users may be awarded multiple classes of experience points, where a first class of experience may be restricted for use only in unlocking objects in a tech tree of the vehicle in which the first class of experience was earned vehicle, whereas a second class of experience may used to unlock any vehicle or module, not limited by tech tree. In some aspects, experience and/or vehicles/modules may be exported between video games. | 04-11-2013 |
20130102386 | GAMING MACHINE WITH PLAYER PREDICTABLE VOLATILITY - A gaming machine has a display and a game controller arranged to control images of symbols displayed on the display. The game controller is arranged to play a game wherein at least one random event is caused to be displayed on the display. If a predefined winning event occurs, the machine awards a prize. The gaming machine further comprises a selector applicable to a game feature where, upon a trigger condition occurring in a base game, a player is afforded an opportunity of predicting an outcome of the feature and, if the player's prediction is correct, a bonus is awarded to the player. | 04-25-2013 |
20130109464 | GAME SYSTEM, SERVER, GAME-SYSTEM CONTROL METHOD, SERVER CONTROL METHOD, AND STORAGE MEDIUM | 05-02-2013 |
20130109465 | METHOD OF PLAYING A GIFTED GAME | 05-02-2013 |
20130109466 | CLASS II/CLASS III HYBRID GAMING MACHINE, SYSTEM AND METHODS | 05-02-2013 |
20130109467 | TRANSACTION METHOD AND A METHOD OF CONTROLLING USE OF A GAME | 05-02-2013 |
20130116044 | NETWORK MULTI-PLAYER TRIVIA-BASED GAME AND CONTEST - The present disclosure relates to computer-implemented methods, computer-readable media, and computer systems for providing a location-aware, trivia-based, massively-multiplayer online game and contest. One computer-implemented method includes authenticating a user for access to an asynchronous, turn-based, massively-multiplayer online game (MMOG) with user account log-in information received from a client computing apparatus following direction to the MMOG from a MMOG source, determining that the MMOG source is classified as premier, transmitting premium content associated with the MMOG source to the client computing apparatus, prompting to purchase a premium user experience, receiving an indication to purchase the premium user experience, and transitioning to a mini-store to permit purchase of the premium user experience. | 05-09-2013 |
20130116045 | SERVER BASED GAMING SYSTEM AND METHOD FOR PROVIDING DEFERRAL OF BONUS EVENTS - A gaming system including a central server linked to a plurality of gaming machines. The gaming system includes a bonus event unit based system to provide one or more awards to one or more players. Such bonus event units are accumulated by a player based on one or more events associated with the player's gaming experience. The bonus event units utilized in the gaming system are selectively redeemed by the player in exchange for one or more opportunities to win an award. | 05-09-2013 |
20130123002 | APP RATING SYSTEM - A technique to automatically provide assistance with the selection of an app for an electronic game is described. An apparatus may comprise an app rating application arranged to receive as input game performance information representing gameplay of an electronic game. The app rating application may process the game performance information and output an app rating indicator of an app corresponding to the app identifier parameter based on the performance information to assist a user in selecting the app. Other embodiments are described and claimed. | 05-16-2013 |
20130123003 | AUTOMATIC DETECTION OF DEVIANT PLAYERS IN MASSIVELY MULTIPLAYER ONLINE ROLE PLAYING GAMES (MMOGS) - Gold farming refers to the illicit practice of gathering and selling virtual goods in online games for real money. Although around one million gold farmers engage in gold farming related activities, to date a systematic study of identifying gold farmers has not been done. Here data is used from the Massively Multiplayer Online Role Playing Game (MMOG) EverQuest II to identify gold farmers. This is posed as a binary classification problem and a set of features is identified for classification purposes. Given the cost associated with investigating gold farmers, criteria are also given for evaluating gold farming detection techniques, and suggestions provided for future testing and evaluation techniques. | 05-16-2013 |
20130123004 | SPECULATIVE RENDERING USING HISTORICAL PLAYER DATA - Technologies are presented for reducing lag time via speculative graphics rendering in cloud based gaming. In some examples, historical data about statistically relevant large populations of players is provided. The historical data may include state transitions through various game locations or situations. In some of the game locations there may be a correlation between a probability of a particular upcoming scene and a player state. Example game locations or situations may include areas that players tend to cross in one or more straight lines, corners that players may round in a particular fashion, spots where certain player motions are commonly engaged in, such as looking up, and the like. The historical data may be tested against a certain predictive strength and rendered predicted game states may be prepared ahead of player need. | 05-16-2013 |
20130123005 | ONLINE IMMERSIVE ENVIRONMENT AND WAGERING GAMES - A method includes defining a number of locations in an online immersive environment, wherein each of the number of locations includes a number of games. The defining includes defining a rule set for a location. The rule set includes a rule that defines access to a game. The access to the game is based on game play of a different game. The method includes defining a number of paths between the number of locations in the online immersive environment, wherein the defining includes defining a rule for access to a path to travel between two locations. The method includes presenting a different game that is part of a location in the online immersive environment. The method includes enabling access to the game in the location, in response to determining that game play of the different game satisfies the rule that defines access to the game. | 05-16-2013 |
20130123006 | TOURNAMENT GAMING SYSTEMS - Various embodiments are directed to gaming systems, gaming devices, and methods for presenting tournament games. According to one embodiment, a gaming system for presenting tournament games includes a plurality of gaming devices in communication with a tournament server as well as a plurality of tournament displays positioned throughout a gaming establishment. Each gaming device is configured to enable concurrent play of a base game and on-demand tournament games in which the on-demand tournament games are player initiated. The tournament server manages play of the on-demand tournament games. The plurality of tournament displays are positioned throughout a gaming establishment, and the tournament displays are also in communication with the tournament server. | 05-16-2013 |
20130123007 | BEHAVIORAL BIOMETRICS FOR AUTHENTICATION IN COMPUTING ENVIRONMENTS - Techniques for authenticating one or more entities are disclosed. Authentication can be performed based on one or more attributes associated with an image and/or input provided in connection with an image. The image is effectively provided for authenticating one or more entities associated with a computing environment. The attributes which can be measures include the manner in which an image has been created and/or traced by a person being authenticated. A person can initially register with an authentication system by creating and/or tracing an image. Subsequently, the person can be provided with the same, similar and/or completely different image in order to be authenticated by the authentication system. It will be appreciated that the image needs not be a signature or provide any personal information about the person being authenticated. | 05-16-2013 |
20130123008 | METHOD AND SYSTEM FOR DETECTING BOT SCUM IN MASSIVE MULTIPLAYER ONLINE ROLE PLAYING GAME - Provided are a method and system for detecting a bot in a Massive Multiplayer Online Role Playing Game (MMORPG) online and in real time. By analyzing a communication pattern between a client and a server, the bot is detected based on parameters such as data length, inter-arrival time and data length auto correlation. Tests using respective parameters are combined to construct a global decision scheme, and thus more accurate detection results can be obtained. An integrated anti-bot defense system can be built by combining other tests such as a Turing test. | 05-16-2013 |
20130130789 | USER-INTERACTIVE APPLICATION FRAMEWORK FOR ELECTRONIC DEVICES - An electronic device may present to a user multiple questions, at least one of which corresponds to a health condition of the user. The electronic device may receive user input information from the user responsive to the questions presented to the user. A storage device may store the user input information. A processor may determine demographic and health behavior indicators based on the user input information. A user interface of the electronic device may present an interactive game to the user that is based on the demographic and health behavior indicators. The interactive game may pertain to the health condition of the user. | 05-23-2013 |
20130130790 | GAMING DEVICE AND METHOD FOR WIRELESS GAMING SYSTEM PROVIDING NON-INTRUSIVE PROCESSES - A gaming peripheral for a gaming machine is described. The gaming peripheral can be configured to emulate the functions of a lighting device, such as a candle. The gaming peripheral can be configured to provide enhanced gaming features such as 1) enhanced networking capabilities, 2) enhanced peripheral device monitoring and upgrade capabilities, 3) enhanced player monitoring and security capabilities 4) enhanced gaming function capabilities and 5) enhanced player reward capabilities. The enhanced gaming features can be provided in a non-intrusive manner such that regulated software executed on a gaming machine does not have to be altered. | 05-23-2013 |
20130137509 | COMMUNICATIONS TO GAMING MACHINES USING OPTICALLY FORMATTED DATA - A processor-based gaming machine running wager-based games can include an exterior housing, master gaming controller, display device, camera, and software applications adapted to facilitate communications between the gaming machine and a separate external mobile device. Such communications include the use of optically formatted encoded data provided on a display, captured by a camera or other capturing component and decoded by the receiving device. The gaming machine can be the displaying device, the image capturing device, or both. The optically formatted encoded data can be a barcode, QR code or other suitable code, can be encrypted, and/or can be embedded within another displayed image unrelated to the optically formatted code. Optical code data can include, for example, meter readings of the gaming machine, configuration settings to be adapted, game play history, or promotional or loyalty awards, among other items. | 05-30-2013 |
20130137510 | COMMUNICATIONS FROM GAMING MACHINES USING OPTICALLY FORMATTED DATA - A processor-based gaming machine running wager-based games can include an exterior housing, master gaming controller, display device, camera, and software applications adapted to facilitate communications between the gaming machine and a separate external mobile device. Such communications include the use of optically formatted encoded data provided on a display, captured by a camera or other capturing component and decoded by the receiving device. The gaming machine can be the displaying device, the image capturing device, or both. The optically formatted encoded data can be a barcode, QR code or other suitable code, can be encrypted, and/or can be embedded within another displayed image unrelated to the optically formatted code. Optical code data can include, for example, meter readings of the gaming machine, configuration settings to be adapted, game play history, or promotional or loyalty awards, among other items. | 05-30-2013 |
20130137511 | DISTRIBUTED SERVER SYSTEM AND METHOD FOR STREAMING GAME SERVICE - The present disclosure relates to distributed server systems and methods for streaming game service, and in particular, to a distributed server system and method for streaming game service in which an online game is executed for multiple users in a high-performance server computer, and game screens and sounds of multiple users are delivered to client terminals of the multiple users, respectively, by using real-time encoding and streaming. For this purpose, a game service method in a cloud game server includes receiving an access request from a user terminal, receiving unique information about the user terminal, executing a game according to a game event requested by the user terminal, and encoding and transmitting video and audio according to the unique information about the user terminal, where the video and audio is a result of the game execution. | 05-30-2013 |
20130137512 | Hybrid Gaming System - A hybrid gaming system comprising: an electronic gaming machine (EGM) comprising: a cabinet; a base game interface disposed within the cabinet and comprising a display and a base game player instruction input mechanism, a processor disposed within the cabinet and arranged to conduct a base game based on at least one player instruction received from the base game player instruction input mechanism; a feature game device mounted to the cabinet and comprising a feature game display mounted to the cabinet and a feature game instruction mechanism operable by the player to input at least one instruction; a trigger monitor arranged to determine that a trigger event has occurred such that a feature game is to be conducted; and a feature game controller located remotely from the EGM and responsive to the trigger monitor to generate feature data for at least one feature game to be displayed on the feature game display and to process the at least one instruction. | 05-30-2013 |
20130150154 | SYSTEMS AND METHODS FOR MAINTAINING ANONYMITY IN A GAMING OR OTHER ENVIRONMENT - The present application provides methods and systems for maintaining anonymity in a gaming environment that include or perform the step or steps of receiving a user preference from a first user for maintaining an identity of the first user anonymous during at least one game; tracking game play involving the first user and at least one other user; receiving a request from the at least one other user to initiate at least one game with the first user; retrieving game history data specific to the first user and the at least one other user; retrieving at least one rule for controlling interactions between anonymous users and the at least one other user in to the gaming environment; and disposing the request to initiate the at least one game with the first user based at least on the game history data and the at least one rule for controlling interactions between anonymous users and the at least one other user. The game may be a casino-type game, such as poker, blackjack, craps, roulette, and baccarat. | 06-13-2013 |
20130150155 | COMPUTER-READABLE STORAGE MEDIUM STORING PROGRAM INSTRUCTIONS FOR A WIRELESS COMPUTER GAMING SYSTEM - A computer-readable storage medium storing program instructions for conducting a game on a gaming system having a wireless input device for playing an interactive motion-sensitive game using a wireless-compatible game console in which a virtual play environment is represented through one or more computer-animated visual, aural or tactile effects is provided wherein game play is conducted by moving, shaking, twisting, waving or pointing the input device in a particular manner. The input device can include motion-sensitive circuitry and/or command circuitry for generating control signals and/or an effects generator and associated control circuitry to enable the input device to selectively generate at least one visual, aural or tactile effect comprising sound, lighting or vibration. The input device can include a wireless transceiver for providing two-way wireless communication with the wireless-compatible game console. An optional display screen displays short text messages received through wireless communications with the wireless-compatible game console. | 06-13-2013 |
20130150156 | GAME APPARATUS AND GAME SYSTEM - A setting terminal is provided that has a player ID obtainer that obtains a player ID uniquely identifying a player, a storage device that stores, in association with the identification information obtained by the player ID obtainer, value information that changes when credit is consumed in exchange for a play in a game or when a game value is granted depending on a result of the game, and an automatic game controller that controls a game corresponding to the identification information obtained by the player ID obtainer, to advance automatically while following a predetermined rule. The automatic game controller controls plural games respectively corresponding to which plural pieces of identification information differ from one another, to advance in parallel. | 06-13-2013 |
20130165221 | CONDITIONAL BIOMETRIC ACCESS IN A GAMING ENVIRONMENT - The present application provides methods and corresponding systems for accessing services in a gaming or other environment based on conditional biometric identity verification. In one aspect, this includes the step or steps of determining a location of a gaming device having a display and at least one biometric sensor associated therewith; prompting a user of the gaming device for at least one item of physical biometric data with the biometric sensor based at least on the location of the gaming device; receiving the at least one item of physical biometric data; and enabling at least one service on the gaming device based on a match between the at least one item of physical biometric data received and at least one authenticated item of physical biometric data associated with the user. | 06-27-2013 |
20130165222 | MEDIA MANAGEMENT SYSTEM FOR MANAGEMENT OF GAMES ACQUIRED FROM A MEDIA SERVER - A management application, or media management application, for managing game software is disclosed. In one embodiment, the media management application can also manage other types of media besides games, such other media can include music, videos, images, audiobooks, and/or podcasts. | 06-27-2013 |
20130172077 | SYSTEM AND METHOD FOR RESOURCE SHARING AND PLAYING DEVICE THEREOF - A system and a method for resource sharing and a playing device thereof are provided. The system for resource sharing includes a playing device and a first electronic device. Wherein, the playing device has a wireless connecting function, the communication unit of the first electronic device searches a valid wireless access point (AP) in a specific area, the first electronic device is connected to the first wireless AP found for obtaining the first ID data from the first wireless AP, the first ID data is then transmitted to the playing device. The first ID data is then provided from the playing device to the first wireless AP for an authorization and establishing a connection. After an electronic device is connected to the first wireless AP, the electronic device accesses the playing resource of the playing device via the connection between the first wireless AP and the playing device. | 07-04-2013 |
20130172078 | SYSTEM CONTROLLED PLAYER-RELATED BONUSES IN GAMING MACHINES - The present invention integrates the concepts of interactive player based promotions, games, and bonusing that utilize a touch screen display on a gaming system associated with a remote player tracking system. The promotions are configured at a remote configuration workstation by selecting system criteria defining the particular bonus promotion to thereby create a “bonus rule.” Promotions have four primary criteria. The first is the “Trigger” which is the criterion that determines when the bonus screen is activated to display a promotion. The second is the “Interface” that determines what will be displayed on the bonus screen. The third is the “Award” in which the nature of the bonus payment, including the method of choosing the value to award and the required player interaction to receive the promotion, is determined. And finally, the “Currency” system determines the method of payment to the player for earning or receiving the promotion. | 07-04-2013 |
20130178280 | SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING - A method that provides a virtual presentation includes associating a toy with a registration code and receiving the registration code from a user computer over a communication network. A computer system validates the registration code entered on a website and provides a virtual replica of the toy on the website. An appearance of the virtual replica is animated during participation in at least one activity on the website. The virtual presentation allows for adopting and caring for the virtual replica. Adopting and caring includes maintaining at least one of a health and happiness of the virtual replica via at least one maintenance activity, which includes taking the virtual replica to a virtual health and welfare facility at the direction of a user and at a time chosen by the user. The maintenance activity cannot be carried out without the validating of the registration code. | 07-11-2013 |
20130184070 | Automated Discovery of Gaming Preferences - Systems and methods for automated discovery of gaming preferences and delivery of gaming choices based gaming preferences are disclosed. The systems and methods may operate in real time and may detect and analyze data representing various game features and/or game player behavior and match the data with predetermined models, profiles or game player types. Game choices may then be presented to the game player based on the analysis of the data. Systems and methods to analyze and categorize the game player behavior are also disclosed, including mining data in a cluster model based analysis to identify and develop the models, profiles or game player types and to select the games to be provided for each of the identified models, profiles or game player types. A different collection of games may be provided for each of the identified models, profiles or game player types. | 07-18-2013 |
20130184071 | Automated Discovery of Gaming Preferences - Systems and methods for automated discovery of gaming preferences and delivery of gaming choices based gaming preferences are disclosed. The systems and methods may operate in real time and may detect and analyze data representing various game features and/or game player behavior and match the data with predetermined models, profiles or game player types. Game choices may then be presented to the game player based on the analysis of the data. Systems and methods to analyze and categorize the game player behavior are also disclosed, including mining data in a cluster model based analysis to identify and develop the models, profiles or game player types and to select the games to be provided for each of the identified models, profiles or game player types. A different collection of games may be provided for each of the identified models, profiles or game player types. | 07-18-2013 |
20130184072 | Purchase System With Sweepstakes Gaming Option And Transformative Payout - A system and method for consoles game play is disclosed. In some establishments limitations are placed on game play consoles. One such limitation is that of prohibiting consoles from accepting consideration directly at the console. Others prohibit consideration for play. By moving the situs of payment away from the console and disconnecting from same, and providing non-game value for consideration paid, the impediments may be circumvented. In another embodiment, user is able elect to participate in sweepstakes console games and use credits stored in a separate depository while funds initially provided are use only to buy goods or services unrelated to the games. | 07-18-2013 |
20130184073 | GAME SYSTEM, AND GAME APPARATUS AND A STORAGE MEDIUM STORING A GAME PROGRAM FOR SAID GAME APPARATUS - A game system is provided with a communication mode using communication and a task mode in which a player selects one task from a plurality of tasks (operations), and plays a game with an aim to achieve the task, and operates operation management data | 07-18-2013 |
20130190080 | JURISDICTIONAL CONTROL IN A WAGERING GAME SYSTEM PLUGIN ARCHITECTURE - A wagering game system and operations for a wagering game system include a plugin architecture and framework in which wagering game system applications utilize plugins to provide functionality for an application or service. The plugins may be independently tested and verified by a jurisdictional testing agent to confirm that the operation of the plugin complies with the rules and regulations for a jurisdiction. If plugins are added or updated, a system vendor may submit only those plugins that require jurisdictional approval to a testing agent. An application or service may download plugins that are approved for use in the jurisdiction in which the application or service is operating. | 07-25-2013 |
20130190081 | GAMELETS - According to a method for enabling online game play in a content stream, a website logon is received from a user of a computing device and an associated profile is retrieved. The content stream associated with the profile is displayed in a GUI presented by the computing device. The content stream includes a view of an online game. The view associated with the game is updated in response to a game move. The game move results from input from the user and the view associated with the game continues to be displayed in the content stream. | 07-25-2013 |
20130196755 | MOBILE DEVICE TO SECURITY EVENT ASSOCIATION IN GAMING ENVIRONMENTS - A system that tracks information related to security events in a gaming environment includes a plurality of gaming machines, a database storing data regarding security events, and a security event tracking server in communication with the gaming machines and database. Each gaming machine can have an electronic tracking device adapted to detect wirelessly identifying information from portable electronic devices proximate the gaming machine with respect to the occurrence of a security event at or near the gaming machine. The server includes a processor configured to receive information regarding security events and mobile device identifying information, associate the security events with the identifying information, and store the associated security events and identifying information to the database. Mobile device identifying information can be detected passively without any affirmative input by any user of the mobile devices. Patterns of repeated mobile device detections associated with multiple security events can be determined. | 08-01-2013 |
20130203488 | DETECTING AND PREVENTING BOTS AND CHEATING IN ONLINE GAMING - Methods and devices are provided for detecting and/or preventing cheating in online gaming. Some implementations provide gaming information in formats that are difficult for a bot to interpret, but which are preferably easy for humans to interpret. Some implementations of the invention involve the tracking and analysis of players' gaming activities. Some implementations of the invention provide a multi-tier approach to data analysis. Some analyses may be performed, for example, by a centralized computing device such as a server, whereas other analyses may be performed by a host device. In some implementations, “challenge and response” measures will be employed. Some implementations of the invention involve detection and prevention of collaboration between players. | 08-08-2013 |
20130210519 | SECURE GAME DOWNLOAD - A method for gaming terminals, gaming kiosks and lottery terminals to ensure that the code-signing verification process of downloaded game software can be trusted. Drivers independently developed from the operating system supplier are embedded within the operating system kernel to verify that the micro-coded hardware components, the BIOS ( | 08-15-2013 |
20130217483 | SYSTEM AND METHOD FOR PROVIDING CUSTOMIZING SOFTWARE MODULES TO SECURE ELECTRONIC GAME MACHINES - An improved method and system is provided for customizing game programs used in connection with electronic gaming machines (“EGMs”). Such methods and systems provide for generating custom game content and creating a secure digital file for the content that can be transmitted to a gaming venue where the content can be operationally attached to an EGM or central server. The EGM or server can run a verification procedure on the digital file and instruct the EGM to substitute the content for original or existing content on the EGM's data storage device. Embodiments further provide for transmitting the custom content to a remote regulatory authority prior to being delivered to the gaming venue or EGM. | 08-22-2013 |
20130217484 | GAMING MACHINE - A gaming machine | 08-22-2013 |
20130217485 | Systems and Methods for Regulated Hybrid Gaming - Systems and methods that regulate a hybrid game to detect and/or defeat unauthorized use of the hybrid game. One embodiment includes a method of detecting unauthorized operation of a hybrid gaming system that includes a gambling game and an entertainment game. In addition, the method can include collecting first game operating performance data (GOPD) from the entertainment game while the hybrid game is being played by a first player, generating a reference profile using the first GOPD, collecting second GOPD from the entertainment game while the hybrid game is being played by a second player, comparing the second GOPD to the reference profile to determine whether the second player is operating the hybrid game in an unauthorized manner, and generating a notification to an operator upon determination that the second player is operating the hybrid game in an unauthorized manner. | 08-22-2013 |
20130225280 | PHYSICAL AND VIRTUAL GAME PIECES AND ASSOCIATED DEVICES, SYSTEMS, AND METHODS - Physical and virtual game pieces and associated devices, systems, and methods are disclosed herein. A method in accordance with a particular embodiment includes creating first physical or virtual game pieces of a first type, creating second physical or virtual game pieces of a second type different than the first type, and distributing the first and second game pieces based on different distribution criteria. The first and second game pieces are associated with different advertisers and are configured to be redeemed in a predetermined set including one or more of the first game pieces and one or more of the second game pieces. | 08-29-2013 |
20130225281 | COORDINATING ACCESS TO WAGERING GAME MACHINE WINDOWS - Systems and methods coordinate requests to display content on one or more windows of a display screen of a wagering game machine. A display control process determines whether or not to honor a request to display content in accordance with an owner status of a window, a lock status of the window, a lock status of the wagering game machine, or a combination thereof. | 08-29-2013 |
20130225282 | GAMING THROUGH MOBILE OR OTHER DEVICES - Various embodiments that may generally relate to mobile gaming, location determination, mobile devices, authentication, and so on are described. Various methods are described. Various apparatus are described. Further embodiments are described. | 08-29-2013 |
20130225283 | SYSTEM AND METHOD FOR CONDUCTING A GAME OF CHANCE - Provided are systems and methods configured to retain game state information during the course of game play of multiple individual games to deliver a gaming experience in addition to the game play and/or any outcome associated with the individual games and/or game sessions. Player interest can be enhanced through the requirement that multiple games be played to get to a final outcome of the game experience. Each ticket/entry can represent one step along the way (or some other ratio) of the game experience. Combining online experiences with a progression through the gaming experience with stored state information across sessions allows a game management system to track and manage the player until the game experience is complete and can include, for example, requiring a predetermined number of plays. Further the game management system can permit dynamically establishing criteria for players during any game experience. | 08-29-2013 |
20130225284 | Storage Method for a Gaming Machine - In a first aspect the invention provides a storage method for a gaming machine, including allocating program code to one of at least two program categories including a first category of program code that is expected to be modified more frequently than a second category of program code and storing program code from the first and second categories in logically separate storage areas. | 08-29-2013 |
20130225285 | METHOD OF AND SYSTEM FOR CONDUCTING MULTIPLE CONTEST OF SKILL WITH A SINGLE PERFORMANCE - A method of conducting multiple competitions of skill for a single performance is described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions. | 08-29-2013 |
20130231179 | LEVERAGING SOCIAL GRAPHS WITH GAME PLAY AUTO-NEIGHBORING - Techniques for automatically establishing connections between users within a gaming social network, designed for connecting users having common gaming interests, social connections, or characteristics. Embodiments include methods for automatically establishing connections from members of an out-of-game social network, the gaming social network, and gaming activity participants; evaluating user profile information and user characteristics in a gaming social network and gaming activity in a game networking system to determine an appropriate set of connections for a selected user. Embodiments include systems configured to automatically establish and maintain connections between players in a gaming social network based on gaming activity in a gaming networking system and social relationship information retrieved from one or more social networks where the players have a social relationship. | 09-05-2013 |
20130231180 | NETWORKED GAMING SYSTEM INCLUDING ANONYMOUS PLAYER BIOMETRIC IDENTIFICATION AND TRACKING - A system and method are set forth which provides for biometric identification at a first server of an identified user and an established anonymous user and a device such as a gaming device and for using a second device such as a cellular telephone interfacing with the device to also access a second server which may also store biometric information as well as chargeable account information. If a user cannot be identified the first server establishes a new anonymous player account. Location determination may also be used where use of the device is subject to area use restrictions, such as remote gaming, to enable or disable the restricted use. | 09-05-2013 |
20130237314 | METHOD AND APPARATUS FOR GAMING MACHINES WITH A TOURNAMENT PLAY BONUS FEATURE - A gaming method and device includes a game, at least one non-qualifying outcome in the game, and at least one qualifying outcome in the game, wherein a player qualifies for a multi-player tournament to be held in the future when the player achieves the at least one qualifying outcome. | 09-12-2013 |
20130244771 | NETWORKED GAMING SYSTEM METHOD AND APPARATUS - A method and apparatus for allowing remote players to participate in live games offered by a central gaming server. In one embodiment, a method comprising receiving authentication information from a person wishing to participate in the live games offered by the central gaming server, storing the authentication information in a memory, receiving an authentication request from an individual over a network interface, the authentication request comprising authentication information sent by the individual wishing to participate in the live games, comparing the authentication information in the authentication request to the authentication information in the memory by a processor, receiving a scaled commission determined by the authorized authentication center, the scaled commission comprising a portion of a fee received from game players during game play, and granting access the individual access to the central gaming server if the authentication information in the authentication request matches the authentication information in the memory. | 09-19-2013 |
20130244772 | REMOTE LOGIN FOR A WAGERING GAME MACHINE - A method includes receiving a login request to an account at a wagering game machine. In response to the login request, the method includes displaying a security token on a display of the wagering game machine. Also in response to the login request, the method includes transmitting the security token to a server, wherein the server is communicatively coupled to the wagering game machine and a mobile device. Also in response to the login request, the method includes receiving, back from the server and at the wagering game machine, authorization for login to the account at the wagering machine, wherein the authorization is based on an earlier login to the account from the mobile device using the login credentials. After receiving the authorization, the method includes logging into the account at the wagering game machine, wherein the logging occurs without inputting of the login credentials at the wagering game machine. | 09-19-2013 |
20130244773 | Method, Apparatus, System and Computer Program Product for Event Triggered Games - A method of providing event triggered games includes operations of receiving a subscription to a game service from a subscriber, providing game content including a game to the subscriber, and enabling remote execution of the game responsive to receipt of a trigger associated with an occurrence of a predefined event of interest. | 09-19-2013 |
20130244774 | SYSTEM AND METHOD FOR INTEGRATING BUSINESS-RELATED CONTENT INTO AN ELECTRONIC GAME - A method of integrating business-related content into the execution of a game application is disclosed. A player of the game application is exposed to the business-related content within the context of the game. User actions within the game cause the game application to transparently re-direct the user to a customized corporate web site containing selected information from a business sponsor. Game-related user actions performed while the player is at the customized corporate web site cause the player to be exposed to additional business-related content from the business sponsor. The player may earn benefits while at the customized corporate web site. Some of the player benefits are real-life benefits external to the game application which may be utilized by the player after finishing the game. A record of external benefits is kept by the business sponsor. Other benefits may be immediately available to the player by pausing the game, thereby allowing the player to access the sponsor's reward program. Following the occurrence of a pre-determined event, the game application transparently re-directs the player back to the original game site. | 09-19-2013 |
20130252725 | METHOD AND APPARATUS FOR USE IN RESERVING A POSITION WITHIN A SIMULATION FOR ANOTHER USER - The present embodiments provide systems, apparatuses, processes and methods of providing interactive electronic gaming. Some of these methods comprise: receiving, during an active interactive electronic game with which a plurality of remote users are participating over a distributed network, a notification of termination of a first user's participation in the active interactive game; identifying a first position within the interactive game corresponding with the first user of the plurality of remote users; determining whether to provide a game state transfer of the first position within the interactive game; identifying, in response to determining to provide the game state transfer, a second user to which the first position is to be transferred, where the second user is not an active participant in the interactive game; and reserving, in response to determining to provide the game state transfer, the first position for the identified second user. | 09-26-2013 |
20130252726 | SYSTEM AND METHOD FOR OPERATING GAME IN ASSOCIATION WITH GOODS-RELATED CHARACTER/ITEM - Disclosed herein is a system and method for operating a game in association with a goods-related character/item. The system includes a tag sticker attached to goods and storing game information related to the goods, and a mobile terminal acquiring and storing the game information from the tag sticker through near field communication, wherein the game information is stored in association with a game a user desires to play, such that the game information is applied to the game in execution of the game. | 09-26-2013 |
20130252727 | Apparatuses, Methods and Systems for Providing Access to a Game Area of an Online Game Using a Multi-Level In-Game Currency Platform - The APPARATUSES and METHODS FOR providing access to a game area of an online game includes receiving a request to access the game area, from a user, wherein the request includes information related to game attributes of the user. The game attributes of the user are analyzed to determine if the user should be provided access to the game area defined in the request. When it is determined that the user does not have one or more of the game attributes to gain access to the game area based on the analysis, determining if a specific one of the game attributes is eligible for purchase to gain access to the game area. If the specific game attribute is eligible for purchase, then facilitating purchase of the specific one of the game attributes by the user in order to gain access to the game area. | 09-26-2013 |
20130252728 | GAME APPARATUS, PROGRAM, AND GAME PROVIDING METHOD - A storage unit stores identification information of each player of a game and a registration code specified for the player in association with each other. A controller acquires a verification code from a terminal apparatus of an invitee who is invited to the game by a player of the game who serves as an inviter, searches the storage unit for a registration code that matches the verification code, and grants a privilege related to the game to an inviter indicated by the identification information stored in the storage section in association with the registration code searched for. | 09-26-2013 |
20130260876 | SYSTEM AND METHOD FOR ONLINE COMPETITION - Users play a role-playing video game which can in principle be of a variety of types but will generally involve the player controlling the actions of an avatar such as a duck. After finishing a number of tasks, levels, or the like, the avatar is given entrance to a virtual shopping mall. The avatar, which again may take the form of a mangy duck, traverses the premises of the mall, beholding the merchandise displayed within the various shops and food court, and chooses items over which to compete. The winner of such competitions wins the items which are delivered or picked up in actual physical reality. | 10-03-2013 |
20130260877 | GAME SYSTEM, SERVER, PROGRAM, AND GAME METHOD - A game system includes a generating unit that generates game data used in progression through a game, based on player's instruction information input to a first terminal of a plurality of terminals. The system also includes a progression unit that makes the game progression, using the game data generated by the generating unit. The system also includes a determining unit that makes a determination regarding prohibition of use of the game data by at least a terminal other than the first terminal of the plurality of terminals, based on at least one playing result for a player that plays the game that the progression unit progresses using the game data generated by the generating unit based on the player's instruction information. The system also includes a control unit that controls the prohibition of use of the game data, based on the result of the determination by the determining unit. | 10-03-2013 |
20130260878 | System and Method for Connecting Gaming Devices to a Network for Remote Play - A gaming system receives a password over a network from a user of a remote device for a gaming system for a gambling game. The gaming system authenticates the user using the password. The gaming system receives an age from the user and determines that the user is of age to gamble on the gambling game, based on data stored in a database for the gaming system. The gaming system determines a location of the remote device. Then the gaming system verifies that the location of the remote device is within a jurisdiction that allows use of the gaming system by persons of age to gamble. | 10-03-2013 |
20130260879 | System and Method for Connecting Gaming Devices to a Network for Remote Play - A gaming system authenticates over a network a user of a remote player device for a gaming system for a gambling game. The gaming system provides software to the remote player device. The software, when executed, interactively presents the gambling game through a remote player interface and causes media associated with the gambling game to be presented on the remote player device. Then the gaming system causes the remote player device to present a customized promotional message. | 10-03-2013 |
20130260880 | System and Method for Connecting Gaming Devices to a Network for Remote Play - A gaming system receives a password over a network from a user of a remote player device for a gaming system for a gambling game. The gaming system authenticates the user using the password. The gaming system receives an age from the user and determining that the user is of age to gamble on the gambling game, based on data stored in a database for the gaming system. Then gaming system provides software to the remote player device, wherein the software, when executed, interactively presents the gambling game through a remote player interface and causes media associated with the gambling game to be presented on the remote player device. | 10-03-2013 |
20130260881 | NON-TRANSITORY COMPUTER-READABLE RECORD MEDIUM, GAME SYSTEM AND INFORMATION PROCESSING DEVICE - An object of the present invention is to relieve time and effort required for manipulated input. The game program according to the present invention causes a computer to perform, an offering process to offer the game content to the user; a recording process to record an offered game content offered in the offering process, as an owned game content owned by the user; a reception process to receive a prearranged registration of a specified game content specified by an input from a user; a judgment process, when an offer game content is offered to a user in the offering process after the reception process, to compare the offered game content to the specified game content prearranged for registration, to judge whether or not the offered game content is to be made an owned game content of the user; and an update process to update a record of the owned game content owned by the user based on a judgment result in the judgment process. | 10-03-2013 |
20130274006 | CLOUD BASED VIRTUAL ENVIRONMENT AUTHENTICATION - Techniques for providing deployment and management services for wager-based virtual machines deployed in a cloud-based on-demand service environment. In some implementations, a master deployment set is stored in one or more data sources under a repository of master deployment sets. The master deployment set includes one or more virtual machines configured to be deployed to one or more component servers to provide a component service to a client terminal in one or more jurisdictions. The repository of master deployment sets is configured to include one or more master deployment sets having regulatory approval in the one or more jurisdictions. The master deployment set may be deployed to the one or more component servers. The repository of master deployment sets, the master deployment set, and the deployment may be managed by an authorized user. | 10-17-2013 |
20130274007 | DEMOGRAPHIC ADAPTATION SYSTEM AND METHOD - Various systems, gaming devices, and methods for demographic adaptation are disclosed herein. In one embodiment, a method for modifying a gaming presentation includes presenting a gaming presentation on a computing device. The method further includes using a biometric image capture device to obtain biometric information of a user. The method further includes determining the age of the user based upon the obtained biometric information. The method further includes modifying the gaming presentation by altering sensory information based upon the determined age of the user. | 10-17-2013 |
20130274008 | GAMING COMMUNITY MANAGEMENT AND PERSONALIZATION - The present invention involves methods and devices for controlling many aspects of a player's gaming experience, including game themes presented, game denomination, pay models, content and promotions. Some implementations of the invention provide a casino operator the necessary tools to create subsets of customers, often referred to herein as “communities,” and to control the gaming experiences of players in these communities. In some such implementations, communities may be created and/or modified according to various criteria, some of which may be weighted more heavily than others. Specific marketing messages, promotions, etc., may be provided to attract and retain players having similar characteristics and preferences. | 10-17-2013 |
20130274009 | GAMING COMMUNITY MANAGEMENT AND PERSONALIZATION - The present invention involves methods and devices for controlling many aspects of a player's gaming experience, including game themes presented, game denomination, pay models, content and promotions. Some implementations of the invention provide a casino operator the necessary tools to create subsets Of customers, often referred to herein as “communities,” and to control the gaming experiences of players in these communities. In some such implementations, communities May be created and/or modified according to various criteria, some of which may be weighted more heavily than others. Specific marketing messages, promotions, etc., may be provided to attract and retain players having similar characteristics and preferences, | 10-17-2013 |
20130281200 | GAME SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, GAME PROCESSING METHOD AND GAME APPARATUS - A first game execution unit executes a first game. A second game execution unit executes a second game. The second game execution unit sets particular first game data or a first game mode which is accessible in the first game so as to be inaccessible in the second game when an execution result of the first game does not satisfy a predetermined condition, and sets the particular first game data or the first game mode so as to be accessible also in the second game in response to the execution result of the first game having satisfied the predetermined condition. | 10-24-2013 |
20130281201 | VIDEO GAME CONTROL SERVER, VIDEO GAME CONTROL APPARATUS, AND VIDEO GAME CONTROL PROGRAM PRODUCT - A video game control server controls progress of a video game via a communication network. The video game is carried out by video game control apparatuses respectively operated by a plurality of players. Progress status information indicating a status of progress of the video game for each of the plurality of players is stored in a progress status information storer. By referring to the status of the progress of the video game for each of the plurality of players, it is determined whether the number of players who satisfy a predetermined achievement condition of the plurality of players belonging to a group reaches a predetermined number or not. A special game is caused to start in a case where the number of satisfied players reaches the predetermined number. The special game is played by the players of the predetermined number who satisfy the predetermined achievement condition. | 10-24-2013 |
20130281202 | METHOD AND APPARATUS FOR PROVIDING GAME ELEMENTS IN A SOCIAL GAMING ENVIRONMENT - A participant who has been designated as a friend (e.g., through a social networking application) is able to provide assistance to a user while the user is playing his/her game. A live board display area associated with the game includes game elements that have been provided by one or more friends to the user. The user is able to play the provided game element(s) into the game that he/she is currently playing. | 10-24-2013 |
20130281203 | Methods for Processing Online Gaming Using Electronic Devices - Methods for processing online gaming operations. One method includes determining that a player has completed a game of chance. The game is accessible from a plurality of devices having online access. Completing the game includes a requirement that a player of the game must play from more than one of the devices. The requirement that the player must play from more than one of the devices includes a requirement that the player must present an identifier at each of the more than one of the devices during completion of the game. A requirement is provided that the player needs to collect specific outcomes when playing from the devices. The method further includes providing a reward to the player in response to determining that the player has completed the game. The method is executable by a processor. | 10-24-2013 |
20130281204 | EVENT BASED PUBLISHING/SUBSCRIBING IN A WAGERING GAME NETWORK - A publisher-subscriber architecture with standardized and/or dynamic event/message look up can be implemented on wagering game establishment networks to establish a robust and flexible reporting and reacting mechanism. Processes that operate in accordance with the publisher-subscriber architecture can coordinate operations across multiple devices in a wagering game establishment, and even across multiple wagering game establishments, in response to an event occurring. Processes can operate as publishers and/or subscribers, and can reside on a WGM (e.g., standalone, portable, etc.) or a server. Processes operating as publishers on a WGM can publish information about events that occur on the WGM. Processes operating as subscribers can interpret published event information from different vendors and use published event information in a number of different ways. | 10-24-2013 |
20130288786 | URDARED website gaming method and system - The present invention is a method of gaming for products offered by participating businesses and or organizations. The method is comprised of the player logging into the URDARED website, signing up for an account or logging in if already registered and moving through the levels of the game called Silver, Gold and Platinum until he or she reaches the ultimate level called the Ultra DARE. The method of gaming comprises the player completing DARES and or CARES. DARES are comprised of free products that players choose to accept from a participating business and CARES are comprised of volunteering opportunities that players chose to accept from various groups and organizations. | 10-31-2013 |
20130296038 | MULTIPURPOSE EGM/PLAYER TRACKING DEVICE AND SYSTEM - A system and method provides gaming related and player/gaming attendant related services to a plurality EGM. Each EGM has an associated multipurpose EGM/player tracking device. Each multipurpose EMG/player tracking device has first and second ports. The first port couples the respective multipurpose EGM/player tracking device to the respective EGM using a communications link. The first port of one of the multipurpose EGM/player tracking devices may utilize a different communications protocol than another one of the advance player tracking device. A server computer is coupled the multipurpose EGM/player tracking devices using a system communications protocol through system communications links. The server computer provides gaming and player/gaming attendant services to users of the EGMs. | 11-07-2013 |
20130296039 | GAMING PLATFORM UTILIZING A FRAUD DETECTION PLATFORM - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for detecting fraud in a social gaming environment is disclosed herein. For example, game events generated responsive to a player playing a game executing on a client device are received. The game events may then be used to build a player profile for the player. The player profile may characterize the game actions performed by the player. The player profile is then compared with a golden profile. The golden profile may specify an expected gaming behavior. Based on the comparison between the player profile and the expected gaming behavior specified by the golden profile, a player account associated with the player may be marked as suspicious. | 11-07-2013 |
20130296040 | ENTITLEMENT VALIDATION SYSTEM FOR GAMES - An entitlement validation system for laser tag games having a laser tag vest arranged to be activatable for enabling game play has a ticketing module arranged to issue a ticket with a machine readable identification code upon payment made for a selected game, and to update a game entitlement database having identification codes matched with corresponding selected games, a ticket reader arranged to read the identification code of a ticket presented for game activation, a game controller arranged to receive the identification code transferred from the ticket reader and to activate the game equipment upon verifying of entitlement by matching the received identification code with the corresponding selected game in the database. The system may have a base station arranged as a communications link between the ticket reader and the game controller. The ticket reader may be integrated into the game equipment or installed in a validation activation station. | 11-07-2013 |
20130296041 | GAMING TABLE DEVICE HAVING A GAME TABLE ON WHICH THE GAME MEDIUM IS DISPOSED - A gaming table device which can determine frauds precisely and human errors is provided. A plurality of antennas for reading medium identification information of the game medium disposed on a game table through a wireless communication are disposed at locations spaced away from each other, and when a first antenna of the plurality of antennas is selected, a second antenna spaced at a predetermined distance from the first antenna of the plurality of antennas is selected. | 11-07-2013 |
20130296042 | GAME-BASED INCENTIVES FOR LOCATION-BASED ACTIONS - In a method and system of providing in-game assets for location-based actions, an indication of a performance of a location-based action by a player of a computer-implemented game is received. A virtual item is provided based on the receiving of the indication of the performance of the location-based action by the player of the computer-implemented game, the virtual item being usable within the computer-implemented game. | 11-07-2013 |
20130303274 | SYSTEMS AND METHODS FOR RECOMMENDING GAMES TO ANONYMOUS PLAYERS USING DISTRIBUTED STORAGE - While a player is playing one game on a gaming machine, the systems and methods described herein recommend other games to the player based on the player's real time game play, if the player is anonymous. Upon the player selecting a different game, the system may automatically transfers the player's credits between games or gaming machines. Each gaming machine may carry out one or more game. | 11-14-2013 |
20130303275 | CONFIGURABLE AND STAND ALONE VERIFICATION MODULE - A method of configuring a verification system for determining a player's eligibility to participate in online gaming on an online gaming system in a gaming server is described. The method includes adding a new data source provider for performing a verification check, wherein the data source provider provides data to the gaming server to confirm a personal information of the player. The method further includes adjusting a minimum result score needed for the player to pass the verification check based on the new data service provider. The method includes enabling the verification check and the new data source provider for a country where online gaming is allowed. The method further includes receiving, at the gaming server, identification information provided by the player. The method includes determining the player is located in the country. The method further includes performing the verification check. | 11-14-2013 |
20130303276 | SYSTEM AND METHOD FOR PLAYING AN INTERACTIVE GAME - An interactive treasure hunt game is provided. Game participants receive a card, map and/or identification badge configured with an RFID tag, bar-code or a magnetic “swipe” strip or the like. The RFID tag or other identifying device is used to store certain information identifying each play participant and/or describing certain powers or abilities possessed by an imaginary character that the card may represent. Players advance in the game by finding clues and solving various puzzles presented by the game. Players may also gain (or lose) certain attributes, such as magic skills, magic strength, fighting ability, various spell-casting abilities, etc. All of this information is preferably stored on the RFID tag or card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like. In this manner, the game can seamlessly transcend from one play environment and/or entertainment medium to the next. | 11-14-2013 |
20130310166 | SECURE ONLINE GAMING REGISTRATION SYSTEM WITH PRIVACY CONTROLS - An online gaming registration system allows online gaming patrons to register once and use this registration to create online gaming accounts with gaming Web sites, thereby avoiding having to show proof of residency, age and other requirements set by regulatory entities multiple times. Residency rules and other requirements vary from one jurisdiction to another and the present invention addresses some of the issues that arise from this. An online gaming Web site receives a login from an online player over the Internet. The site determines that the player has an account with the online gaming site and that the account is linked to an online gaming registration system account. The online gaming site receives claims-based data relating to the online player and accepts the player as verified for online gaming at the gaming Web site. | 11-21-2013 |
20130310167 | TOURNAMENT GAMING SYSTEMS, GAMING DEVICES, AND METHODS - Various embodiments are directed to gaming systems, gaming devices, and methods for presenting tournament games. According to one embodiment, a gaming device provides a base game in a normal, non-tournament mode, and the player's eligibility to play a tournament game is also determined. An eligible player is prompted to select a desired tournament game from a list of available tournaments while base game is in the normal, non-tournament mode. In response to the player's selection of a tournament game, the gaming device is reconfigured from the normal mode to a tournament mode. The gaming device processes game play in the tournament mode and creates a final tournament score for the player. | 11-21-2013 |
20130310168 | MULTIPURPOSE EGM/PLAYER TRACKING DEVICE AND SYSTEM - A system for providing gaming related services is described herein. The system includes a plurality of gaming devices and a plurality of multipurpose EGM/player tracking devices. Each multipurpose EGM/player tracking device of the plurality of multipurpose EGM/player tracking devices is coupled to a corresponding gaming device for providing gaming related services to the corresponding gaming device. Each multipurpose EGM/player tracking device is adapted to communicate with the corresponding gaming device using a plurality of EGM communications protocols. | 11-21-2013 |
20130316808 | METHOD AND APPARATUS FOR ENTERING SENSITIVE DATA FOR AN ELECTRONIC GAMING MACHINE FROM A PORTABLE ELECTRONIC DEVICE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. When a transaction is initiated on an EGM that requires the input of Sensitive Information data, such data can be input directly from the Player/Patrons Portable Electronic Device. Hence, such input of their Sensitive Information data is more discrete, and generally out of plain view from the other Player/Patrons. | 11-28-2013 |
20130316809 | METHOD AND SYSTEM FOR ONLINE WAGERING COMPLIANCE - Techniques for facilitating online wagering or service compliance are disclosed herein. In one example, there is provided a central account management system having at least one entity configured to access user information for a user, the user information comprising identification information and/or payment information. The entity may be configured to monitor account activity of the user across at least one online service, and obtain account restrictions for the user from a database based on the user information. The entity may be configured to facilitate compliance with the account restrictions based on the account activity. | 11-28-2013 |
20130316810 | GAME APPARATUS, NON-TRANSITORY COMPUTER READABLE RECORDING MEDIUM, AND GAME PROVIDING METHOD - A game apparatus assigns an item, which includes one or more characters and in which points are set for each character, to a player. A storage device stores items owned by the player. When an instruction is given to synthesize a first item and a second item out of multiple items stored in the storage device, a control device generates an item that includes a specific character common between the first and second items and in which points of the specific character are set according to points of the specific character of the first item and those of the specific character of the second item. | 11-28-2013 |
20130316811 | GAME DEVICE - A reference strength (P) is set at a game device ( | 11-28-2013 |
20130324234 | INFORMATION PROCESSING SYSTEM, STORING MEDIUM, INFORMATION PROCESSING DEVICE, AND RECOMMENDATION METHOD - An example information processing device includes: a selection unit that selects at least one content from a plurality of contents using user information sets of a plurality of users constituting a predetermined group, each user information set describing a user; and an execution unit that executes a process to notify at least one of the plurality of users included in the group of the content selected by the selection unit. | 12-05-2013 |
20130324235 | METHOD AND APPARATUS FOR GENERATING ONLINE GAME PACKET FOR EFFECTIVE DETECTION OF ILLEGAL USER - A method and an apparatus for generating an online game packet for effective detection of an illegal user are disclosed. A method of generating an online game packet for effective detection of an illegal user may include acquiring online game packet generation information comprising protocol identification (ID) information and packet size information, determining a type of online game packet having a basic packet structure including a protocol ID field corresponding to the protocol ID information, a packet size field corresponding to the packet size information and at least one protocol field and further including at least one of a protocol index field and an animation index field, and generating the online game packet using the online game packet generation information based on the type of online game packet. | 12-05-2013 |
20130324236 | PROTOCOL CONVERTER - A method, system and apparatus by which otherwise incompatible first and second component, each having its own protocol will operate in a compatible fashion. The protocol of each component is determined, data from a first component in a form based on the first protocol is transformed into data in a form based on a second protocol and thereafter sent to the second component. The data may be normalized upon receipt from the first component. | 12-05-2013 |
20130324237 | NEAR FIELD COMMUNICATIONS IN WAGERING GAME ENVIRONMENTS - A method includes establishing a Near Field Communication (NFC) between a wagering game machine and a mobile device, without a manual configuration and a manual intervention. The method includes receiving, into the wagering game machine, player identification data from the mobile device through the Near Field Communication. The method includes authenticating the player identification data, wherein the authenticating is at least part of a player login into a wagering game account. | 12-05-2013 |
20130331179 | Utilizing a Social Network Account to Provide Additional Functionality to a Gaming Network Account - A method to provide additional gaming network functionality links a user's gaming network identity with the user's social network identity. Linkage of the user's gaming network and social network identities establishes a two way communication link by which a gaming (social) network service can obtain information from, and send information to, a social (gaming) network service on behalf of the user. The gaming (social) network service may obtain information regarding the social (gaming) network relationships of the user's social (gaming) network identity and suggest gaming (social) network relationships to the user based on the social (gaming) network relationships. The gaming (social) network service additionally enables a user having linked identities to post gaming (social) network related messages as social (gaming) network messages via their social (gaming) network identity. | 12-12-2013 |
20130331180 | REMOTE AND/OR DISTRIBUTED EQUIPPING OF VIDEO GAME CHARACTERS - Video game characters of a video game may have associated attributes, such as their equipment, modified using a device which may be both remote from a device used to play the video game and incapable of playing the video game. A server in communication with both devices may communicate video game character information to the device remote from the game play device, check validity of modifications to video game character equipment requested by the remote device, save information of the modifications, and provide the information of the modifications to the device used to play the video game. The device used to play the video game may allow for acceptance, and use thereafter, of the equipment modifications during game play. | 12-12-2013 |
20130331181 | SYSTEMS AND METHODS FOR TOURNAMENT MODIFIERS - Systems, methods, and articles of manufacture provide for online tournament leader boards (and/or other rankings) that may be modified by tournament modifiers obtained by individual players (or groups of players). Systems, methods and articles of manufacture may also or alternatively provide for win or loss streaks that trigger bonus games, where a tournament modifier from the bonus game may be utilized to alter the primary game. | 12-12-2013 |
20130337906 | GAME SYSTEM - One object is to provide a video game system that can technically restrain real money trade. In accordance with one aspect, a server device | 12-19-2013 |
20130337907 | DEVICE FOR PROVIDING A GAME - One object is to provide a game that continuously attracts players. In accordance with one aspect, a server device according to an embodiment provides a game wherein a first entity and a second entity battle with each other, and the server device comprises: an identification unit configured to identify game contents on standby; a battle processing unit configured to compare, in an individual battle between game contents selected from the game contents on standby, a first estimation value of a first game content with a second estimation value of a second game content, thereby to determine an outcome of the individual battle; an exclusion unit configured to exclude the game content determined to be a loser from the game contents on standby; and a supplement unit configured to add game contents selected from available game contents to the game contents on standby. | 12-19-2013 |
20130337908 | UNIVERSAL GAME DOWNLOAD SYSTEM FOR LEGACY GAMING MACHINES WITH NVRAM EMULATION - A universal method and computer system for downloading game software to legacy gaming machines are provided. A gaming machine includes two computing devices within a locked enclosure, the first computer device programmed to enable game play of the gaming machine and the second computing device configured for network access. An interface is between the computing devices. The second computing device receives game software components over the network that are compatible with the first computing device but not compatible with the second computing device and transfers the received components to the first computing device over the interface. When the first computing device is a PC, it may be configured with dual-boot capability between two operating computer systems. When the first operating computer system is booted, game play may be enabled. When the second operating computer system is booted, game software components may be received over the network. | 12-19-2013 |
20130337909 | METHOD AND MECHANISM FOR IMPLEMENTING A GAMIFICATION APPLICATION - Disclosed is an improved approach to implement gamification of applications and activities. The approach can be used to create gamification for any application/activity. In some approaches, gamification is provided such that an application is not modified to include the game features. Instead, an external stand-alone gamification mechanism is provided to include the game features, where the external gamification mechanism is used in conjunction with the activity/application. | 12-19-2013 |
20130337910 | CONTEST MANAGEMENT SYSTEM AND METHOD - There is a contest management system and method for managing a contest over a computerized network. The contest management system includes a contest management module that manages a progressive prize contest over a computerized network. The contest management system includes an entrant interface module that provides an interactive user interface to an entrant and automatically observe, using a computing device over a computerized network, a characteristic set of an entry action by an entrant. The contest management system includes a sponsor module: compares the characteristic set against a stored minimum condition set, using a processor; ratifies, automatically, the entry action to the contest management module if the characteristic set satisfies the minimum condition set; and automatically issues a debit instruction to an account of the contest sponsor in association with ratifying the entry action. | 12-19-2013 |
20130337911 | SYSTEM AND METHOD CONFIGURED TO UNLOCK CONTENT WITHIN A VIDEOGAME - A system and method are configured to provide a videogame to one or more players. The videogame may involve a series of different sets of content within which players perform activities. A group of players may be associated with the content sets. The players may include virtual players controlled by artificial intelligence and one or more real world players. Players may progress through the videogame by moving from content sets to content sets, performing objectives in the various content sets, and interacting with the players within those content sets. | 12-19-2013 |
20130344951 | PLAYER TRACKING METHOD AND A PLAYER TRACKING SYSTEM - A method of player tracking for gaming, the method including: receiving a player identifier at a player identifier input device associated with a gaming terminal; monitoring play of the gaming terminal in response to receipt of the player identifier, the monitoring being performed to determine whether to take any action in respect of a player record of a player tracking module corresponding to the player identifier, the monitoring being carried out such that if the player identifier was received by being read from a player tracking device by the player identifier input device and the player tracking device is removed from a position at which the player tracking device can be read, the monitoring continues after the player tracking device is removed; and stopping monitoring of play of the gaming terminal automatically in response to at least one end condition occurring. | 12-26-2013 |
20130344952 | METHOD AND SYSTEM FOR GENERATING SIGNATURES AND LOCATING/EXECUTING ASSOCIATIONS FOR A GAME PROGRAM - Disclosed are a method and system for generating signatures and locating/executing associations for a game program. In this way, hints pertaining to particular gameplay contexts for the game program may be located for a user in an automatic manner without requiring the user to manually locate the hint. | 12-26-2013 |
20130344953 | GAME SERVER, GAME CONTROLLING METHOD THEREOF, NON-TRANSITORY COMPUTER-READABLE MEDIUM AND GAME SYSTEM - A game server of the present disclosure comprises: a map data storing section that stores map data; a virtual position data table that stores identification data; a display process data transmitting section that transmits display process data; an operation data receiving section that receives operation data; a virtual user position changing section that changes a virtual user position; a data updating section that updates the identification data; a relationship building section that transmits relevant information regarding a virtual user other than a target virtual user; and an attribute information storing section. The relationship building section sets a screening area covering a predetermined distance from the virtual position of the target virtual user. Also, the relationship building section selects a virtual user with a higher level from among at least one other virtual user in the screening area and transmits relevant information regarding the other virtual user thus selected. | 12-26-2013 |
20140004934 | TV-TO-GAME SYNC | 01-02-2014 |
20140004935 | GAME SYSTEM, AND CONTROL METHOD AND COMPUTER READABLE MEDIUM THEREFOR | 01-02-2014 |
20140004936 | Method, Apparatus and System for Determining the Presence of a User at a Device Such as a Gaming Machine | 01-02-2014 |
20140004937 | DEVICE FOR PROVIDING A GAME CONTENT | 01-02-2014 |
20140004938 | PROVIDING AND CONTROLLING EMBEDDABLE GAMING CONTENT | 01-02-2014 |
20140011581 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR SIMULTANEOUSLY DETERMINING SETTINGS FOR A PLURALITY OF PARAMETER VARIATIONS - A system, method, and computer program product are provided for simultaneously determining settings for a plurality of parameter variations. In use, a plurality of parameter variations associated with a device is identified, where the plurality of parameter variations are organized into a plurality of segments. Additionally, settings for each of the plurality of parameter variations are determined and consistency of the settings across the plurality of segments is ensured. | 01-09-2014 |
20140024445 | System and Methods for Role-Playing Gaming - Methods and a gaming system of using a Massive Multiplayer Online Role-Playing Game based on Real Time Strategy (RTS) that incorporates a multi-level marketing element for recruiting and retaining players including a subscription based social network that rewards its users by paying them a percentage of subscription fees derived from users they directly and indirectly invite or recruit to join. | 01-23-2014 |
20140024446 | SYSTEM FOR RANDOMLY AND DYNAMICALLY CHECKING CONFIGURATION INTEGRITY OF A GAMING SYSTEM - A gaming system for performing integrity checks of a gaming machine is described. The gaming system includes a host server comprising having a processor, an interface for communicating with a plurality of gaming machines, an oversight module, and a database of expected gaming machine configurations. The gaming system further includes the plurality of gaming machines configured to present game play of a wager-based game. Each gaming machine includes a cabinet, a display coupled to the cabinet, and a processor coupled to the cabinet. The gaming system is configured to perform an integrity check of the plurality of gaming machines through the host server. | 01-23-2014 |
20140031110 | METHOD FOR RANKING AND COMPARING SPORTS LEAGUES - Disclosed is a method of ranking and comparing fantasy sports leagues hosted by different fantasy sports providers using a computer. A computer is provided that is capable of receiving statistical facts from a statistical collector organization, receiving registrations of fantasy sports leagues and teams, and linking the statistical facts with the fantasy sports leagues and teams. The fantasy sports teams and leagues from different providers are then registered with the computer and the computer imports the facts and links the facts to the fantasy teams and leagues. Point totals are calculated by the computer and published for periods of time. As the rosters of fantasy sports teams are changed throughout a fantasy sports season, the point totals are calculated accordingly. At the conclusion of the fantasy sports season, the leagues from the different providers are ranked and compared to each other. | 01-30-2014 |
20140031111 | Gaming System and a Method of Gaming - A method of gaming comprising conducting a play of a game for a player, wherein the game comprises a plurality of different game portions and conducting the play of the game comprises conducting at least one of the game portions, determining independently of play of the game whether to trigger a community game, determining upon triggering of the community game, whether the player has an active eligibility in respect of a conducted game portion; and determining, upon the player having an active eligibility, an award to apply in respect of at least one winning outcome of the community game based on at least the identity of the game portion in relation to which the player has an active eligibility. | 01-30-2014 |
20140031112 | Game System, Computer Device, Control Method of Computer Device, and Storage Medium - Provided is a game system which can suppress flooding of game stages which cannot be cleared, while suppressing a limitation on occasions in which another user(s) play(s) a game stage created by a particular user. The game system includes a game stage creating section for creating a game stage in response to a user's manipulation; an uncleared game stage management section for managing the game stage as an uncleared game stage; a play executing section for executing test play of the uncleared game stage; and a cleared game stage management section for managing the uncleared game stage having been cleared in test play as a cleared game stage. | 01-30-2014 |
20140031113 | METHOD AND APPARATUS FOR ADAPTING TO GAMING VENUE STATES - A system that incorporates teachings of the present disclosure may include, for example, a method for detecting that a gaming system has presented a first of a plurality of gaming venue states of a game, presenting a first of a plurality of screen shots at a display responsive to detecting the first gaming venue state, detecting that the gaming system has transitioned to a presentation of a second of the plurality of venue states, and presenting a second of the plurality of screen shots at the display responsive to detecting the second gaming venue state. Additional embodiments are disclosed. | 01-30-2014 |
20140038706 | SYSTEMS AND METHODS FOR REMOTE GAMING USING GAME RECOMMENDER - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. For 3D images, the original format may be adjusted for the mobile device. | 02-06-2014 |
20140038707 | Method and System for Mediating Interactive Services Over A Wireless Commuincations Network - The present invention is directed to a method and system for controlling the state of an interactive application and controlling delivery of the interactive application to one or more users. The system of the present invention is a system for delivering an interactive application to one or more users of a communications network and may comprise an interactive application adapted to the communications network; a user access device adapted to receive said interactive application; control means for establishing parameters under which said interactive application is rendered on said user access device; and mediation means for establishing terms for the interaction between the at least one user and other users and the communications network. | 02-06-2014 |
20140045589 | DYNAMIC GAMEPLAY ADVERTISEMENTS - Data characterizing historical skills-based gaming metrics for a first user and historical skills-based gaming metrics for at least one second user is accessed. Using the accessed data and a set of rules, a targeted advertisement to present to the first user is determined. The targeted advertisement specifies at least one skills-based game and a characterization of the at least one second user's historical skills-based gaming metrics. The targeted advertisement is generated. Data characterizing the targeted advertisement is provided. Related apparatus, systems, techniques, and articles are also described. | 02-13-2014 |
20140051505 | SOFTWARE-APPLICATION INITIATION - Disclosed are methods and apparatus for triggering (i.e., initiating, launching, or running) a software application (e.g., an interactive game application) or other computer program or application on a user device (e.g., a computer, etc.) based on multimedia content being provided to (e.g., displayed on) a different user device (e.g., a different computer, a television, etc.). The methods may comprise displaying, using a first device, multimedia content. A multimedia-analysis process may then be performed to determine an attribute of the multimedia content being displayed. These attributes may be used to acquire (e.g., select or produce) a software application comprising one or more elements that relate to the multimedia content. The software application may then be launched (i.e., triggered, initiated, or run) on a second device, the second device being different from the first device. | 02-20-2014 |
20140051506 | Gamification for Enterprise Architectures - A gamification system to gamify an enterprise includes a gamification platform and a message broker. Users in the enterprise may participate as players in the gamification platform. Enterprise information systems of the enterprise may communicate events to the message broker. Gamification rules may be expressed in terms of events and game context. The gamification platform may reason over events in accordance with the gamification rules and the current context of game play in order to trigger a proper consequence. | 02-20-2014 |
20140051507 | AUTHORIZING MOBILE GAMING - A handheld or mobile computer device is used for gaming (gambling) in accordance with rules or laws of a jurisdiction. The device includes software which determines if a player of the game, using the mobile device, is within a geographic area as required. The software uses information provided by a GPS, triangulation using the transmitter-receiver of the device and a plurality of cell towers, or information provided by one or more WiFi connections, to determine a current geographic location. To determine an age of the player, the software uses the device camera to capture an image of an ID of the gaming player, and then interprets the image captured to obtain age information, for example from a bar code on the ID. Funding and game play information is communicated to a server associated with the gaming host. After game play, the player is notified whether he won or lost. | 02-20-2014 |
20140051508 | MANAGING GRANT OF DIGITAL ACHIEVEMENTS - A system for granting and managing dynamic digital achievements can grant dynamic digital achievements in a controlled manner to encourage player participation in wagering game establishments. A dynamic digital achievement lives beyond an initial grant and can exhibit different behaviors over time and/or in combination with other digital achievements. The dynamic digital achievements can comprise an image, a sequence of images, video, executable code, audio, etc. The dynamic behavior of a digital achievement can increase interest in the digital achievement, thus increasing interest in the corresponding activity, whether wagering game activity or non-wagering game activity. Moreover, the system for granting and managing dynamic digital achievements is not limited to wagering game networks. The system can interface with other vendor systems and cause a dynamic digital achievement to exhibit behavior based on activity by a player in a non-gaming environment. | 02-20-2014 |
20140057709 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM AND INFORMATION PROCESSING DEVICE - The game program according to the present invention causes a computer to perform a registering process to register in advance in a storage unit attribute information specified by the player, an offering process to offer the game content to the player, a judgment process to compare the attribute information of the game content offered to the specified attribute information, a combining process to combine the game content offered with another game content to create a combined game content, and a recording process to record in the storage unit the combined game content as the game content owned by the player, without recording in the storage unit the game content offered as the game content owned by the player. | 02-27-2014 |
20140057710 | EXTENDED AND EDITABLE GAMER PROFILE - A user profile for an online gaming service is created. The user profile contains user gaming information received from a first location. The user profile is stored in a database, and the user is permitted to access the user profile from a second location. | 02-27-2014 |
20140057711 | SYSTEM AND METHOD FOR PROVIDING CONTROL OVER VIDEOGAME CONTENT TO USERS DISCOVERING THE CONTENT - Discovery rights to discoverable in-game content is provided to players of a videogame. The discovery rights to a given set of discoverable content in the videogame provide a player or group of players to which they are assigned control over one or more aspects of the given set of discoverable content. This control may be observable by other players or groups of players of the videogame, and may be exclusive to the assigned user or user group. The provision of discovery rights may encourage a more complete exploration of a videogame by players or groups in an effort to obtain more discovery rights. The discovery rights may provide discovering players or groups with status within the videogame, an opportunity to reward friends and/or impede the progress of rivals, an opportunity to obtain value within the videogame, and/or provide other advantages to discovering players. Discovery rights may be transferable between players or groups. | 02-27-2014 |
20140057712 | METHODS AND APPARATUS FOR A COMPETITIVE BONUS GAME WITH VARIABLE ODDS - A bonus controller for generating a competitive bonus game in a gaming system, the bonus controller having a processor and a memory coupled to the processor. The bonus controller being programmed to: receive wagering data corresponding to a casino game, enter a first player associated with a first gaming apparatus into the competitive bonus game when the first player obtains a qualifying win at the casino game, determine odds for the first player to win the competitive bonus game, vary odds of winning the competitive bonus game for at least a second player after entering the first player into the competitive bonus game, the second player having been previously entered into the competitive bonus game, determine an outcome of the competitive bonus game, and transmit data corresponding to the outcome of the competitive bonus game to a display unit. | 02-27-2014 |
20140066191 | METHOD AND SYSTEM FOR ACTIVATING NON-CORE FEATURES BY EXTERNAL USERS IN AN ASYNCHRONOUS GAME - A method and system for external users to activate non-core features in a game. Users activating features in an opponent's turn in an asynchronous, turn-based, player vs. player game are activating non-core features. Users may also activate non-core features in matches of a game that they are not a part of through a leaderboard. Leaderboards may be presented in various ways, including by score, rating, round, etc. and players may be directly challenged on the leaderboards. | 03-06-2014 |
20140066192 | SYSTEMS AND METHODS FOR CREATING AND MAINTAINING AN INVENTORY LIST AND VERIFYING COMPONENTS OF GAMING EQUIPMENT - Systems and methods for authenticating an inventory list of the components installed on electronic gaming devices, including receiving, from an input device, an input signal indicating the identity and location of a gambling device, and an electronic signature of each installed component, receiving the electronic signature and software components which should be installed on the gambling device, comparing electronic signature of the components. If the electronic signature of the components do not match the received electronic signature of the what should be installed on the gambling device, and sending a confirmation to the inventory database component indicating the correct software is not installed. | 03-06-2014 |
20140066193 | SYSTEMS AND METHODS FOR CREATING AND MAINTAINING AN INVENTORY LIST AND VERIFYING COMPONENTS OF GAMING EQUIPMENT - Systems and methods for authenticating an inventory list of the components installed on electronic gaming machines, including receiving, from an input device, an input signal indicating the identity and location of a gaming machine, an electronic signature of each installed component, receiving the electronic signature and software components which should be installed on the gaming machine, and comparing electronic signature of the components. If the electronic signature of the components does not match the received electronic signature of what should be installed on the gaming machine, and sending a confirmation to the inventory database component indicating the correct software is not installed. | 03-06-2014 |
20140066194 | Systems and Methods for Integrated Game Play Through the Use of Barcodes on Smart Phones and Hand Held Devices - A user device in a system for selling gaming products receives a game play request from a user. Barcode information associated with a barcode at a location is obtained. The user device sends a gaming request associated with the game play request over a wireless network. The barcode information provides for verification that the gaming transaction occurs in a geographical location that is within the jurisdiction of the appropriate gaming authority. | 03-06-2014 |
20140073418 | PLAYER DRIVEN GAME DOWNLOAD TO A GAMING MACHINE - A service window may be provided to a gaming machine, such as a video slot machine, video poker machine, or similar electronic device. The service window may include an option to request an available game for download. A request for the game may be received via the service window and the game may be provided to the gaming machine. | 03-13-2014 |
20140073419 | GAMING MACHINE PLAYER ACCOUNT IDENTIFICATION SYSTEM - A gaming machine player account identification system includes a non-contact account carrier and a gaming machine. The gaming machine includes a register processing unit, a display interface, and an account accessing element corresponding to the non-contact account carrier. The non-contact account carrier can be a radio frequency (RF) chip or a bar code unit. The account accessing element is a RF accessing element or an image capturing element and a bar code identification unit. Through the account accessing element, the player account data can be obtained in a non-contact fashion; then the bar code identification unit interprets the account QR code to get the player account data. Thus players can register simply by themselves and quickly verify the player account data to save account registration time and manpower to meet use requirements. | 03-13-2014 |
20140073420 | SYSTEM AND METHOD FOR OPTIMIZING USER VALUE IN AN ONLINE ENVIRONMENT - A processor-based system for optimizing end-user value for a web or mobile application, the system is provided. The system provides a module in communication with the application, wherein the module is configured to monitor an end-user behavior on the application, analyze the end-user behavior; and perform an action based on the analysis, wherein the action comprises transmitting an offer to the end-user or setting an indicia by a merchant. A method for optimizing user value is also provided. | 03-13-2014 |
20140073421 | GAMING SYSTEMS AND METHODS FOR OPERATING GAMING SYSTEMS - A gaming system is operated by comparing a mobile device elevation at which a mobile device is located to one or more authorized elevations that correspond to areas where mobile gaming is permitted, wherein the one or more authorized elevations is adjusted according to a height of a user of the mobile device, responsive to the comparing, permitting gaming using the mobile device when the mobile device elevation is within the one or more adjusted authorized elevations, and not permitting gaming using the mobile device when the mobile device elevation is outside the one or more adjusted authorized elevations, and permitting non-gaming operations using the mobile device regardless of whether the mobile device elevation is within or outside the one or more authorized elevations. | 03-13-2014 |
20140073422 | INITIALIZING AND AUTHENTICATING WAGERING GAME MACHINES - Methods and apparatus for initializing and authenticating wagering game machines are described herein. In one embodiment, the method includes receiving a digital certificate from a mobile wagering game machine. The method can also include determining that the digital certificate is authentic and selecting wagering game content and services that are available to the mobile wagering game machine. The method can also include transmitting some of the available wagering game content to the mobile wagering game machine. | 03-13-2014 |
20140080591 | GAMING VIA PEER-TO-PEER NETWORKS - A method includes discovering, via a device, a peer-to-peer gaming service of a peer-to-peer network offered by a peer device, wherein the peer-to-peer gaming service facilitates a user of the device to select, access, and play a plurality of specific networked games of the peer device, wherein the specific networked games are not already installed on the device, selecting, via the device, a networked game from the plurality of specific networked games of the peer device, and downloading a program by the device, wherein the program is configured to execute the selected networked game on a processor of the device, wherein downloading the program comprises downloading the program from a third party computing arrangement and receiving from the peer device, authentication for access to the third party computing arrangement, wherein the authentication limits the downloaded program for play of the networked game with only the peer device. | 03-20-2014 |
20140080592 | GUEST MANAGEMENT IN AN ONLINE MULTIPLAYER VIRTUAL REALITY GAME - A guest management method and system for an online multi-player virtual realty environment or social networking site. A network interface receives guest access requests from guest clients and input data from a plurality of remotely-located clients. The input data is operative to control avatars associated with the clients in a modeled virtual reality environment. A memory holds program instructions for determining whether the guest access is associated with a member client. If the guest access request is associated with the member client, then the guest client is allowed to access the virtual reality environment via a guest avatar. The guest avatar's movements in the virtual reality environment are restricted based on a location of a member avatar controlled by the associated member client. For example, the guest avatar may only be permitted to move within an area that is bounded by a perimeter about the member avatar. | 03-20-2014 |
20140087860 | GAMING SYSTEM AND METHOD FOR PROVIDING AN OFFER AND ACCEPTANCE GAME - A gaming system including an offer and acceptance game including a series of offer component accumulations. One or more accumulated offer components are associated with one or more award values which form different offers for acceptance or rejection. One or more of such offer component accumulations are also associated with an elimination of one or more of any previously accumulated offer components. Such a configuration provides that when deciding whether to accept an offer (including the currently accumulated, non-eliminated offer components) or reject the offer and accumulate additional offer components, a player weighs the risks of eliminating one or more previously accumulated offer components. | 03-27-2014 |
20140087861 | GAMING SYSTEM AND METHOD FOR PROVIDING AN OFFER AND ACCEPTANCE GAME - A gaming system including an offer and acceptance game including a series of offer component accumulations. One or more accumulated offer components are associated with one or more award values which form different offers for acceptance or rejection. One or more of such offer component accumulations are also associated with an elimination of one or more of any previously accumulated offer components. Such a configuration provides that when deciding whether to accept an offer (including the currently accumulated, non-eliminated offer components) or reject the offer and accumulate additional offer components, a player weighs the risks of eliminating one or more previously accumulated offer components. | 03-27-2014 |
20140087862 | MODIFYING GAMING DEVICES FOR DETERMINED GROUPS - A gaming device may be modified in a way that is aimed at the similar interests in a focus group rather than on an individual. Groups are formed where the patrons in the groups have related elements. The related elements are compared to modifiable elements of the gaming device and modifications are made to the modifiable elements to attract the members of the focus group. | 03-27-2014 |
20140087863 | Electronic Gaming Machine Configuration using an Impromptu Configuration Channel - An electronic gaming machine (EGM) may use a temporary network to perform configuration updates upon determining that a maintenance mode is active and that normal gaming operation is suspended. The temporary network may use cryptographically paired wireless devices that prevent man-in-the-middle attacks or eavesdropping. Alternatively, the temporary network may use an existing network that is utilized during normal gaming operation for accessories and/or loyalty data. Once the temporary, or ad hoc, network is established, a host electronic gaming machine or a standalone device may be used as a repository from which configuration information may be propagated to other electronic gaming machines, even if the other electronic gaming machines have a different games or configurations from that of the host. This capability may be particularly helpful in jurisdictions where EGM networking is prohibited during game play operation. | 03-27-2014 |
20140087864 | GAME SERVER, GAME CONTROLLING METHOD THEREOF, GAME SYSTEM, AND NON-TRANSITORY COMPUTER-READABLE MEDIUM - A game server includes an acquisition right-granting section that grants an acquisition right for acquiring an item in a virtual space to a first virtual user, a proxy right-generating section that generates a proxy right to allow a second virtual user to exercise the acquisition right as a proxy, a proxy right-granting section that grants only the proxy right to the second virtual user, a positional information acquisition section that acquires a position of a second physical user's terminal, a proxy right-exercising section that exercises the proxy right by the second virtual user, an area-limited item-storing section that stores an area-limited item in association with a position in the physical space, an item information reading/loading section that reads/loads an area-limited item from the area-limited item storing section, and an item-providing section that provides only the first virtual user with the area-limited item read/loaded by the item information reading/loading section. | 03-27-2014 |
20140087865 | GRAPHIC CAPTURE IN A MOBILE LOYALTY NETWORK - Devices and methods for generating and/or communicating using optically formatted image data are provided. One method includes receiving first gaming information from a first wager-based gaming device via a local area network. The method further includes receiving from the first wager-based gaming device a request to include the first gaming information in a machine readable optically formatted image data. The method further includes generating the machine readable optically formatted image data or instructions for creating the machine readable optically formatted image data. Data encoded in the machine readable optically formatted image data comprises a unique identifier and the first gaming information. The method further includes sending the generated machine readable optically formatted image data or the instructions for creating the machine readable optically formatted image data to the first wager-based gaming device. The machine readable optically formatted image data is output to a display device. | 03-27-2014 |
20140094295 | Control of Mobile Game Play on a Mobile Vessel - In one embodiment, a system and method for controlling mobile gaming on a vessel may have a plurality of mobile gaming devices, a location server operable to track a device position of each of the plurality of mobile gaming devices and track a vessel position of the vessel, and a mobile gaming management server configured to communicate with the location server and a gaming server, the mobile gaming management server operable to individually control whether each of the plurality of mobile gaming devices is permitted to play a game of chance based on the device position and the vessel position. | 04-03-2014 |
20140094297 | INFORMATION PROCESSING DEVICE, METHOD, AND COMPUTER READABLE MEDIUM - A biological information recognizer sequentially supplies a notification of a new person detection to a DB registration update unit, and the DB registration update unit registers a behavior history of each player in a customer management DB while correlating the behavior history with a camera ID identifying a camera that has captured an image of the player. At this point, a first candidate determination unit registers an area, where a model with which the player wants to play exists, as a first candidate area. An operating rate calculator calculates the operating rate of each area using only customer management information on the player for whom the area where the operating rate is calculated is registered as the first candidate area. The present invention can be applied to a technology for properly calculating the operating rate in discussing the model of an amusement machine to be replaced. | 04-03-2014 |
20140100025 | System and Method for Personalized Location-Based Game System Including Optical Pattern Recognition - There is provided a personalized game system comprising a user account database containing user accounts for a plurality of users, a pattern database containing recognition data for a plurality of patterns, a controller in communication with the user account database and the pattern database, and a game installation. The game installation comprises an audiovisual presentation system, an identification interface in communication with the controller to read a user identifier to identify a user account of a user from the user account database, and an optical interface in communication with the controller to optically read a card pattern on a game card to match the card pattern with a pattern in the pattern database, the game card having no physical contact with the game installation. The controller is configured to change a state of the game system based on the matched pattern. | 04-10-2014 |
20140100026 | GAME TYPE UNLOCKING METHOD FOR TOUCH SCREEN INFORMATION DEVICE - The present invention relates to a method of unlocking an information device, such as a smart phone, applying a touch screen as an input-output means, in which a game progressed by a gesture or the like performed on the touch screen | 04-10-2014 |
20140100027 | MANAGING GAME METRICS AND AUTHORIZATIONS - Various metrics as may be deployed in an active, passive, or hybrid validation architecture are disclosed. A computing device configured to monitor network game activity may identify an inconsistency between user game data and a particular game metric governing a particular aspect of the network gaming environment. Upon identification of an inconsistency between game data and a game metric, which may indicative of illicit game play, a validation process (e.g., active, passive, and/or hybrid) may be implemented to further confirm the existence of illicit game. Alternatively, an action to maintain integrity of the gaming community may be executed without further confirmation whereby a purportedly illicit game device may be ejected from the network. | 04-10-2014 |
20140106873 | SYSTEM AND METHOD FOR SECURING ELECTRONIC GAMES - According to some embodiments, a method, apparatus and computer readable medium are provided for facilitating play of a game utilizing an encoded player number and a decoding key for decoding the encoded player number. | 04-17-2014 |
20140106874 | INTERACTIVE ACTION FIGURES FOR GAMING SYSTEMS - An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the interne and a particular gaming framework managed by a network device. Owners of action figure toys may “log onto” the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character's traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories. | 04-17-2014 |
20140113714 | Systems and Methods for Making Gameplay Changes to a Video Game Based Upon Social Network Polls - Various exemplary embodiments are provided to make gameplay changes to a video game based upon a social networking poll or question. These embodiments use the social networking poll to control and organize gaming client feedback and provide gameplay changes based on the gaming client feedback. The various exemplary embodiments also allow a gaming client to receive updates to his or her gaming client device that reflect the gaming client feedback. | 04-24-2014 |
20140121007 | PLAYING A SOCIAL GAME WITH AUTOMATIC PLAYERS - A method and system are described for providing a branded automatic player within a social, online game. In some example embodiments, the automatic player may receive an indication that a triggering event has occurred and perform an action within the online game in response to the triggering event. | 05-01-2014 |
20140121008 | INTERACTIVE VIDEO GAME WITH TOYS HAVING FUNCTIONALITY THAT IS UNLOCKED THROUGH GAME PLAY - A videogame system for use in connection with a toy, where each of the toys includes an identification device such as an RFID tag. Each of the toys is also associated with a corresponding game character or object. The toys further comprise audio, visual and other effects, wherein at least some of said effects are initially disabled, but later enabled as the user reaches certain achievements with the videogame. | 05-01-2014 |
20140128154 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game including a turn-based battle against an enemy character by displaying a player character on a display screen of a display device includes a profile information storage section for storing summon admissibility information in which a battle command used in the turn-based battle is associated with other player character that carries out an action corresponding to the battle command; receives the summon admissibility information from other video game processing apparatus in which the other player character is used as a main character; receives a summoning request indicating a usage request of the summon admissibility information in the turn-based battle; determines summon admissibility information to be used in a case where the summoning request is received; and summons the other player character indicated by the determined summon admissibility information to be caused to carry out the action. | 05-08-2014 |
20140128155 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - A server device includes a storage unit which stores data of player information including information on the amount of virtual currency possessed by the player in the game and data of a friend player associated with the player; an acceptance processing part which accepts a help request asking for help in the battle from a first player in the battle to another player; an update processing part which, when the help request from the first player is accepted, deducts data of compensation to be paid for making the help request from the data of the player information relevant to the first player and stores/updates the data in the storage unit; and a screen data generation part which generates screen data of a game page including a link which invites the friend player and a second player different from the friend player to participate in the battle to help the first player. | 05-08-2014 |
20140128156 | SERVER DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - There is presented a means of making a player more likely to receive a notification notifying the occurrence of a game event. The server device includes: a storage unit; an acceptance processing unit that accepts from a corresponding player terminal a priority display request for displaying a player on a priority basis in a notification candidate list; an update processing unit that performs, when the priority display request is accepted, an update by subtracting data on a consideration charged for the priority display request from data on player information about the player requesting for priority display; a probability setting unit that sets a probability of the player requesting for priority display being selected as a player displayed in the notification candidate list higher than probabilities of other players not requesting for priority display being selected; and a list creating unit that creates the notification candidate list. | 05-08-2014 |
20140135115 | SYSTEM AND METHOD FOR FACILITATING A VIDEO GAME EXCHANGE - A system and method for facilitating the exchange of electronic video games. A video game exchange server provides interacts with a gaming device to permit a game user to buy and load a video game onto the gaming device, to play the game on the gaming device and to return the “used” game for credits that may be used to purchase a new or used game. The game exchange server assigns a price to each new game and used game in its inventory. The game exchange server also assigns a value to each game currently stored on the gaming device. The game price and the game value may decline as a function of time or based on other factors (e.g., a new release). The game exchange server also validates that a video game stored on a gaming device is authorized. | 05-15-2014 |
20140135116 | APPARATUS AND METHODS FOR WIRELESS GAMING COMMUNICATIONS - A method of connecting a wireless device to an electronic gaming machine is described. The method includes broadcasting, though a wireless transceiver of the gaming machine, a discovery message to wireless communication devices within a broadcast range of the wireless transceiver. The method further includes receiving, at the wireless transceiver, a response message from the wireless device. The method includes establishing, by the gaming machine, a wireless connection between the wireless device and the gaming machine. The method further includes requesting, by the gaming machine, a player identification and player preferences of a user of the wireless device. The method includes receiving, from the wireless device, the player identification and player preferences of the user. The method further includes broadcasting, through the wireless transceiver, an audio message customized for the user to the wireless device. | 05-15-2014 |
20140141875 | Temporary modification for extending functionality of computer games and software applications. - An apparatus comprising:
| 05-22-2014 |
20140141876 | DATA PROCESSING DEVICE AND METHOD FOR INTERACTION DETECTION - The current invention discloses devices and methods that may be used for detection and verification of interactions, such as collisions, between objects in application programs, such as online games. After receiving interaction information from a first terminal, a server may send the interaction information to another terminal for verification based on the first terminal's credit rating. When the credit rating is high, the server may broadcast the interaction information before the verification process, which may be conducted randomly. On the other hand, when the credit rating is low, the server may wait for the verification results from the other terminal and only broadcast the interaction information when the information is confirmed. Such an approach optimizes the interaction verification process, reduces security risk, and saves computing resources. | 05-22-2014 |
20140155150 | METHOD AND APPARATUS FOR ENHANCING A WAGERING EXPERIENCE USING A WAGERING TERMINAL - A method and apparatus for use in a wagering environment are disclosed. An exemplary embodiment comprises a wagering terminal including a processor, a memory, a primary display, and a secondary display. The primary display is configured for displaying visual messages. These visual messages are displayed as part of a graphical user interface and include at least one wagering transaction message. The secondary display is configured for displaying additional visual messages associated with the visual messages of the primary display. These additional visual messages are displayed as part of an additional graphical user interface. The wagering terminal may further include a proximity detector configured for detecting the presence of a gaming patron, a user identification unit configured for sampling a unique physical attribute of a user, and an image capture unit configured for capturing at least one image in a vicinity of the wagering terminal. | 06-05-2014 |
20140155151 | Systems and Methods for Regulated Hybrid Gaming - Systems and methods that regulate a hybrid game to detect and/or defeat unauthorized use of the hybrid game. One embodiment includes a method of detecting unauthorized operation of a hybrid gaming system that includes a gambling game and an entertainment game. In addition, the method can include collecting first game operating performance data (GOPD) from the entertainment game while the hybrid game is being played by a first player, generating a reference profile using the first GOPD, collecting second GOPD from the entertainment game while the hybrid game is being played by a second player, comparing the second GOPD to the reference profile to determine whether the second player is operating the hybrid game in an unauthorized manner, and generating a notification to an operator upon determination that the second player is operating the hybrid game in an unauthorized manner. | 06-05-2014 |
20140162772 | PSYCHOMETRIC KEYCARD FOR ONLINE APPLICATIONS - A system for securely providing psychometric information is disclosed. The system includes a psychometric information database storing the psychometric information, wherein the psychometric information corresponds to an individual, and wherein the psychometric information is derived from an interaction with the individual. The system includes a validation module configured to validate an entity requesting the psychometric information. The system further includes an authorization module configured to selectively allow usage of a portion of the psychometric information based at least in part on a type of the portion of the psychometric information and at least in part on the interaction from which the portion of the psychometric information was derived. | 06-12-2014 |
20140162773 | Application Interface for Tracking Player Identity - Systems and method for providing a single sign in a gaming console that associates online activity that is out-of-game/cross game, and/or online activity that is in-game, and/or activity that is offline and in-game with that account. While online, a service tracks activity of gamers and provides usage statistics in a profile. While offline, the game console tracks the player's activity via a mechanism to collect detailed information about a specific player's in-game statistics and accomplishments. The offline activity is cached and uploaded when the console connects to the online service. Players can accumulate achievements offline that are credited towards online activities. | 06-12-2014 |
20140162774 | Password Entry System - The present invention relates to gaming apparatus ( | 06-12-2014 |
20140179418 | UNLOCKING VIRTUAL ITEMS IN A VIRTUAL SPACE RESPONSIVE TO PHYSICAL TOKEN DETECTION - Virtual items may be unlocked in a virtual space responsive to physical token detection. A common virtual item repository may be provided in the virtual space. Once unlocked, a given virtual item may be accessible to multiple characters in the virtual space via the virtual item repository. Customization of a virtual space may be facilitated. The customization may be based on the virtual items accessible via the virtual item repository. | 06-26-2014 |
20140179419 | SYSTEM AND METHOD FOR VERIFICATION OF IDENTIFICATION AND RESIDENCE IN AN ONLINE GAMING ENVIRONMENT - A system and method is provided whereby a user registers for access to an online gaming or sweepstakes and transmits an image of a government issued identification for verification of residence. | 06-26-2014 |
20140179420 | GAMING AND/OR ENTERTAINMENT DEVICE - The present invention relates generally to a gaming and/or entertainment device having at least one screen which is adjustably arranged at a device panel. In this respect, the invention in particular relates to a multigame table having a plurality of player positions at which one respective screen is arranged at a table panel and/or desk panel. In accordance with the invention, the at least one screen is adjustable between a lowered position lowered into the device panel substantially without projecting over the device panel and an operating position protruding out of the device panel. The lowered position can in particular serve as an idle position in which the respective screen is so-to-say not in the way and a substantially planar device surface, in particular a table surface, can be provided. In the named lowered position, the screen can optionally be lowered beneath the device panel and the corresponding cut-out can be closed by a cover. Preferably, however, the screen in the named lowered position is lowered substantially flush with the panel surface. | 06-26-2014 |
20140187314 | Systems and Methods for Sharing Cloud-Executed Mini-Games, Challenging Friends and Enabling Crowd Source Rating - Systems and methods for managing sharing of mini-games over a game cloud system are provided. One example method includes receiving a request to access games through a user account. A user interface with a plurality of games is presented for a user to view and play, upon successful access to the user account. A first game is played and a video is generated recording the game play. Selection of a portion of the recorded video is received from the first user and a mini-game is generated from the selected video portion. Mini-game generated includes the recorded video and an executable portion. The mini-game is posted to a website along with a challenge comment upon first user's request for sharing the mini-game. One or more game plays for the posted mini-game are received and mini-game play videos are generated. The mini-game play videos are provided to other users during sharing. | 07-03-2014 |
20140187315 | Systems and Methods for Generating and Sharing Video Clips of Cloud-Provisioned Games - Systems and methods for managing sharing of mini-games over a game cloud system include receiving a request to play a first game executed by the game cloud system, from a first user. The first user is enabled to play the first game, in response to the request, and a recorded video of the game play of the first user is generated. A share request is received from the first user to share the recorded video of the game play. The share request includes a location indicator identifying a location within the recorded video. A video clip is generated from the recorded video of the game play of the first user by including a portion of the recorded video defined in relation to the location indicator identified in the share request. The video clip is shared with one or more users based on information provided in the share request. | 07-03-2014 |
20140187316 | DEFINING NEW RULES FOR VALIDATION OF NETWORK DEVICES - A system and method for actively validating a network device is provided. Nodes in a network game community are prompted to engage in interrogation and response to facilitate the identification of nodes operating with hacked, modified and non-typical game configurations. In one embodiment, a query is presented to a user's machine which triggers a response, and where the response indicates whether certain data at the user is valid and wherein invalid data is suggestive of illegal community behavior. Functions are triggered and data is queried to determine whether the state of game environment is operating according to known metrics or constraints. | 07-03-2014 |
20140194196 | ACCESS CONTROL OF USER BASED PHOTOGRAPH BUNDLES - A computer receives an image access preference that is associated with a user included in a first game session. The computer receives an image from a camera, connected to the computer, through a network. The computer analyzes the first image to identify the presence of the user. The computer generates and compares a first analysis result a to a set of stored data to determine, based on the comparison, if the user is present. Responsive to determining that the user is present, the computer applies the received access preferences, associated with the present user, to the first image. | 07-10-2014 |
20140194197 | GAME ASSET LINKED TO OPERATIONS PERFORMED OUTSIDE THE GAME - Methods, systems, and computer programs are presented for executing game operations. One method includes an operation for receiving a request from a player to acquire a first game asset to be utilized in the game, the first game asset being associated with a token usable in the real world outside the game. After assigning the first game asset to the player in the game, the player is rewarded in the game with a second asset in response to the request. Further, the method includes an operation for detecting a commercial operation executed outside the game by the player with the token, and the player is rewarded in the game with a third asset in response to the detecting. | 07-10-2014 |
20140194198 | COMPUTER-BASED SYSTEM AND METHOD FOR GAMIFYING RIDE SHARING - A computer-based method for gamifying ride sharing, including: storing computer readable instructions in at least one memory element of at least one computer; and executing, using at least one processor for the at least one computer, the computer readable instructions to: accept a first input including a sign-up by a user for a game; accept a second input including information regarding single occupant vehicle trips reduced by the user; assign, according to the information, a position of the user on a virtual board for the game, a ranking of the user in the game and at least one reward to the user; and transmit, for display, a graphical representation of the virtual board including the position of the user. | 07-10-2014 |
20140194199 | COLLUSION DETECTION - Various embodiments that may generally relate to collusion are described. Collusion detection may be used to prevent players in a wagering environment from violating the integrity of a game. Player actions may be tracked to develop a wagering profile that is specific to various game situations. A player acting in a manner that would be against their interest and against their defined profile may be considered a colluding action. Information about collusion actions may be presented for evaluation and/or anti-collusion actions may be automatically taken in response to such collusion actions being determined. | 07-10-2014 |
20140194200 | Method And Device For Fantasy Sport Player Recommendations - A method and device are for fantasy sport applications including receiving a plurality of ranking values associated with a sport player; assigning a corresponding weight value to each ranking value; determining a score value as a function of the ranking value and the corresponding weight value; determining a final ranking value as a function of the score values for the sport player; and generating a recommendation for the sport player as a function of the final ranking value. | 07-10-2014 |
20140194201 | COMMUNICATION METHODS AND APPARATUS FOR ONLINE GAMES - By providing voice recognition in a gaming environment, an IVR server may operate to revoice a player with a voice tone pitch and accent more appropriate to the player's character. This improves the quality of the illusion of the game play. Furthermore, accurate volume may be applied to particular voices dependent on their location relative to the player and the game may be controlled using voice commands. | 07-10-2014 |
20140200075 | PERSONALIZED PLAY WITH REWARDS FOR GAMES OF CHANCE - A personal play system and process are used provide alternative prize structures to lottery players at random or based on player characteristics. An authorized player accesses their user account in the system and creates a personalized game document. The personalized game document is scanned by a retail terminal's electronic scanner. The information is communicated to the lottery system's host computer which logs the information and verifies that the transaction can be completed by printing a personalized lottery ticket at the retailer terminal. Alternative prize structures can be selected from single price point game prizes or multiple price point game prizes and can be optionally presented to the players for their selection according to various criteria, including loyalty-level rewards or other unlock criteria based on a player identifiable information, as well as up-sell options, suggestive-sell options, and mystery prizes. Also, bonus number play and SurePlay options may be selected. | 07-17-2014 |
20140206440 | GAME SYSTEM AND GAMING METHOD HAVING IDENTIFICATION FUNCTION - A game system with an identification function. A fingerprint sensor reads fingerprint information of a game player and outputs the fingerprint information to a processor through first and second BLUETOOTH modules. The processor compares the received fingerprint information with play information, which is obtained from a database of a cloud game system through a wireless network module. If the fingerprint information is stored in the database, the game console finds and displays games played by the game player, the schedule of the games, and operation options of the games. If the fingerprint information is not stored in the database, the game console stores the fingerprint information, the games played by the game player, and the operation options of the games in the database through the wireless network module. A gaming method having identification function is also disclosed. | 07-24-2014 |
20140206441 | CONTROLLING APPLICATION DATA IN WAGERING GAME SYSTEMS - “A wagering game system and its operations are described herein. In embodiments, the operations can include obtaining data provided from a first application. In some examples, the first application is a wagering game application presented on a wagering game machine. The operations can also include determining a subscription level associated with a second application. The subscription level indicates access to the data from the first application. Further, the operations can also include, providing a service to the second application. In some examples, the service is one of a plurality of tiers of services that correspond to the subscription level. In some examples, the service has one of a plurality of degrees of access to the data from the first application according to the subscription level.” | 07-24-2014 |
20140213349 | Smart Gamepad - A method for logging into a user gaming account may include connecting with a host game console and receiving a login code at a game controller from the host game console. The login code may be encrypted with a combination key and sent to the host game console. Consequently, user gaming account data may be provided to the host game console. Additionally, a method for receiving user gaming account data may include connecting to a game controller and connecting to a game server. A login code for a gaming account login may be received from the game server and the login code may be sent to the game controller. Next, an encrypted login code that has been encrypted with a combination key may be received from the game controller, and subsequently sent to the game server. Accordingly, user gaming account data may be received from the game controller. | 07-31-2014 |
20140213350 | SYSTEMS AND METHODS FOR REMOTE GAMING USING GAME RECOMMENDER - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi or other wireless protocol. The mobile device operates as a user interface. While the player is playing one game on the mobile device, the venue's system recommends other games to the player via the player's tablet either based on the player's past gaming history, if the player used a player tracking card, or based on real time game play, if the player is anonymous. Upon the player selecting a different game, the system automatically transfers communications to a different gaming terminal and transfers the player's credits. The gaming terminals may be gaming machines, where each gaming machine carries out a different game. | 07-31-2014 |
20140213351 | NON-TRANSITORY COMPUTER-READABLE RECORD MEDIUM, GAME SYSTEM AND INFORMATION PROCESSING DEVICE - An object of the present invention is to relieve time and effort required for manipulated input. The game program according to the present invention causes a computer to perform, an offering process to offer the game content to the user; a recording process to record an offered game content offered in the offering process, as an owned game content owned by the user; a reception process to receive a prearranged registration of a specified game content specified by an input from a user; a judgment process, when an offer game content is offered to a user in the offering process after the reception process, to compare the offered game content to the specified game content prearranged for registration, to judge whether or not the offered game content is to be made an owned game content of the user; and an update process to update a record of the owned game content owned by the user based on a judgment result in the judgment process. | 07-31-2014 |
20140221084 | DYNAMIC BUFFER - Buffering an interactive digital content item includes downloading the interactive digital content item, and beginning execution of the interactive digital content item with a buffer after enough of the interactive digital content item is downloaded to fill the buffer and before the interactive digital content item is completely downloaded. The size of the buffer is dynamically set as a function of one or more experience parameters. | 08-07-2014 |
20140235332 | GAMING SOCIAL COMMUNICATION - Disclosed herein are one or more examples of generating a communication directed to a contact of a wagering game player account. In some embodiments, a gaming system can perform operations to determine an identity of an individual located within a given physical location and present, on a display device, a virtual identifier associated with the contact. The individual is indicated as a contact in a wagering game player account. The display device is associated with the wagering game player account. The gaming system can further perform an operation to detect a user input related to the virtual identifier presented on the display device. Further, the gaming system can perform an operation to send a communication to a device associated with the contact in response to detecting the user input. | 08-21-2014 |
20140235333 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM AND INFORMATION PROCESSING DEVICE - The game program according to the present invention causes a computer to perform a registering process to register in advance in a storage unit attribute information specified by the player, an offering process to offer the game content to the player, a judgment process to compare the attribute information of the game content offered to the specified attribute information, a combining process to combine the game content offered with another game content to create a combined game content, and a recording process to record in the storage unit the combined game content as the game content owned by the player, without recording in the storage unit the game content offered as the game content owned by the player. | 08-21-2014 |
20140243077 | APPARATUS AND METHOD OF ANALYZING GAME CHARACTERISTICS/ATTRIBUTES FOR CHEATING USER DETECTION USING GAME CHARACTERISTICS/ATTRIBUTES - An apparatus for analyzing a game characteristic is disclosed, the apparatus including a log data generation unit to preprocess a log of game play details of game users, and generate log data, a characteristics analysis unit to extract a game resource attribute of the log data, and analyze game resource characteristics of the game users, and an cheating user detection unit to detect an cheating user among the game users using the game resource characteristics and a parameter based on the log data. | 08-28-2014 |
20140243079 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game is provided. A plurality of characters including a user character and a friend character appears in the video game. A user and the other user operate the user character and the friend character, respectively. Action content identification information, a display condition and an action content are stored in a memory so as to be associated with each other. The video game processing apparatus shows action content identification information corresponding to the display condition to the user in a case where the display condition is satisfied during progress of the video game. In a case where a selection operation for the shown action content identification information is received, the video game processing apparatus causes any of the plurality of characters to carry out the action content corresponding to the action content identification information. | 08-28-2014 |
20140243080 | GAMING SYSTEM AND METHOD - A method of authorizing access to a gaming system component. The method includes receiving a request for access to a gaming system component using an identification device. In response to the access request, the gaming system component generates and outputs an access control code based on a gaming system component identifier and an identifier of the identification device. The method also includes receiving the access control code at a computer implemented access controller whereafter the access controller, identifies from the access control code the gaming system component subject of the access request and the operator making the request based on the identification device identifier, and determines access permission based on a combination of the gaming system component and an access level assigned to the operator, upon access being permitted, generating an access return code, and receiving the access return code at the gaming system component to enable operator access. | 08-28-2014 |
20140248943 | PRESENTING SEQUENCED SPONSORED CONTENT WITHIN AN ONLINE GAME - An online advertising method comprises presenting sequenced or tiered interactive promotional content to a player of a computer-implemented online game. The interactive promotional content comprises a sequence of sponsored interactions with the content for performance by the player, with at least one of the sequence of sponsored activities being a gated activity which is available to the player only if the player has performed a corresponding preceding activity in the sequence. | 09-04-2014 |
20140248944 | SYSTEM AND METHOD CONFIGURED TO UNLOCK CONTENT WITHIN A VIDEOGAME - A system and method are configured to provide a videogame to one or more players. The videogame may involve a series of different sets of content within which players perform activities. A group of players may be associated with the content sets. The players may include virtual players controlled by artificial intelligence and one or more real world players. Players may progress through the videogame by moving from content sets to content sets, performing objectives in the various content sets, and interacting with the players within those content sets. | 09-04-2014 |
20140248945 | WAGERING GAME HISTORY FEATURES - This description describes techniques for storing and utilizing wagering game histories. In one embodiment, a method for recording progress of a wagering game can include detecting a first event indicating a first activity of the wagering game. The method can also include storing the first event according to a first data format and detecting a second event indicating a second activity of the wagering game, wherein the second event includes random number information indicating a result of the wagering game. The method can also include encrypting the second event and storing the second event according to the first data format. | 09-04-2014 |
20140256417 | SELECTING PREFERRED ELECTRONIC GAMING MACHINES HAVING AN AVAILABILITY FOR USE - A gaming system identifies, from a gaming network having a cluster of electronic gaming machines (EGMs), those of the EGMs having an availability and unavailability for use. Those of the EGMs having the availability for use are organized. A user selects one of the organized EGMs. | 09-11-2014 |
20140256418 | DEVICE SECURITY IN A GAMING MACHINE - A gaming system employs a device security firewall having a plurality of rules and an inclusion list of a plurality of devices allowed to operate on a gaming device for determining acceptable data traffic on the gaming device. | 09-11-2014 |
20140256419 | MULTI-TIERED STATIC CHAIN OF TRUST - A multi-tiered static chain of trust is established in a computer system which utilizes a first authentication program stored on a first memory device to authentic data stored on a second memory device. If the data stored on the second memory device is authenticated, then a second authentication program stored on the second memory device authenticates data stored on a third memory device. If the data on the third memory device is authenticated the computer system is allowed to utilize the data stored on the third memory device. The data stored on the third memory device is indirectly authenticated while the data is being used by authenticating the data stored on the first memory device. | 09-11-2014 |
20140256420 | UNIVIED GAME PREVIEW - Embodiments of the present invention provide a video game preview. The video game preview may run on a game client or on a game server associated with a game service. A current preview experience is maintained by causing the client or server to access a central preview file that defines the preview experience. The preview may be provided by the game service or on the game client depending on circumstances. In one embodiment, if game code for the preview is present locally on the client, then the client provides the preview. If the video game code is not available locally at the game client, then the preview is either generated by the game service and streamed to the game client or the code is downloaded to the game client to enable the client to generate the preview. | 09-11-2014 |
20140256421 | CASHLESS PLAY SYSTEM - A cashless play system for arcade games on passenger ships utilizes a key card reader to read patron identity information. The key card reader sends the patron identity information to a shipboard game play server and receives game play authorization information based on the patron identity information and patron data stored in a shipboard patron database. The key card reader activates the arcade game based on the game play authorization information and causes game play data to be stored in a game play database. Further, the game play server uploads game play data to a remote server, at a geographic location other than the geographic location of the passenger ship, and downloads game play server updates. | 09-11-2014 |
20140256422 | System and Method for Connecting Gaming Devices to a Network for Remote Play - A gaming system receives a password over a network from a user of a remote device for a gaming system for a gambling game. The gaming system authenticates the user using the password. The gaming system receives an age from the user and determines that the user is of age to gamble on the gambling game, based on data stored in a database for the gaming system. The gaming system determines a location of the remote device. Then the gaming system verifies that the location of the remote device is within a jurisdiction that allows use of the gaming system by persons of age to gamble. | 09-11-2014 |
20140256423 | DEVICES FOR GAMING - A computing device for gaming by patrons. An identification acceptor may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. Input-output device(s) mounted in the computing device may present information and accept registration/login information and gaming commands from a human patron. A currency acceptor and dispenser may accept money. The computing device may ask a patron to insert an identification document into the identification acceptor, and scan the document. The computing device may obtain biological data describing the patron. The computing device may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The computing device may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the computing device may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser. | 09-11-2014 |
20140256424 | GAME CONTROL APPARATUS - A game control apparatus includes a making-friend-request processing unit that registers a content of a making-friend-request including at least information that identifies a player and the number of friends to make in friend matching management information, and, by periodically obtaining the contents of the making-friend-requests from the friend matching management information and selecting a pair of players among the players who made the making-friend-requests, makes the players to be friends, wherein the operation accepting unit sets an upper limitation for the number of friends to make in the ongoing making-friend-request, obtains information about the upper limitation and the number of friends to make that is currently requested, and determines the number of friends to make selectable in the making-friend-request accepting screen. | 09-11-2014 |
20140256425 | USER REGISTRATION - An agent that may assist a service provider of gaming services with registering/signing up users, with accepting funds/money from a user and depositing these funds in a gaming account of the user for the user to play games with, and/or with receiving requests from a user to withdrawal funds from the user's account and paying the user the withdrawn funds. The agent may also assist a user in obtaining a report of an account of the user, the account being associated with a service provider that provides gaming services. | 09-11-2014 |
20140256426 | IN-VEHICLE GAMING SYSTEM - An in-vehicle gaming system may be played by a driver alone, or simultaneously or individually by a driver and/or one or more other users. The in-vehicle gaming system may be activated or controlled by, for example, touch, voice, or gesture. Gameplay is dynamically adjusted based at least in part on environmental factors such that the driver is not distracted from driving the vehicle. Game content is generated based at least in part on environmental factors and user data. | 09-11-2014 |
20140274353 | DETECTING AN EVENT WITHIN INTERACTIVE MEDIA - As a user is being presented with interactive media by a presenting device, a separate monitoring device may be used to monitor the presentation of the interactive media and detect an event that occurs therein. Such a monitoring device may be configured and positioned to access media content from the presentation of the interactive media. For example, the monitoring device may be configured and positioned to record video content with a camera and record audio content with a microphone. Having accessed this media content, the monitoring device may generate an identifier, such as a fingerprint or watermark, of the media content and compare the generated identifier with a reference identifier that is generated from the source of the media content. Based on the generated identifier matching the reference identifier, the monitoring device may detect that an event has occurred within the interactive media presentation and present a corresponding notification. | 09-18-2014 |
20140274354 | INTELLIGENT MERCHANDISING OF GAMES - User activity with respect to media content, such as games, may be tracked and collected. Data associated with the user activity may be utilized to generate one or more predictive models, which may determine correlations between users that accessed the media content, the media content, or genres relating to the media content. Additional media content may be recommended and/or promoted to users based at least in part on the correlations and/or the likelihood that the additional content would be of interest to the users. The additional content may be presented to the users via one of multiple communication channels, such as an application associated with a user device, a site associated with the additional content, via messages transmitted to the users, and/or any other manner of communicating the additional content. | 09-18-2014 |
20140274355 | DYNAMIC RECOMMENDATION OF GAMES - A user may utilize a user device to interact with a plurality of games via an application stored on the user device and/or a site associated with the plurality of games. The user may also select at least one of the plurality of games to view, try, play, download, install, and/or acquire. In response to a user selection of at least one of the plurality of games, one or more additional games may be dynamically presented and/or recommended to the user. The one or more additional games may be determined to have a higher likelihood of being of interest to the user. An area in which the one or more additional games are presented to the user may be persistently displayed to the user via a display of the user device. | 09-18-2014 |
20140274357 | RECONFIGURABLE GAMING ZONE - In one embodiment, method of operating a zone-based gaming activity, includes generating, in response to a request, a reconfigurable zone; determining one or more eligible participants; and modifying said zone to change the number of eligible participants. | 09-18-2014 |
20140274358 | Suggesting Friends for Playing A Game - Exemplary methods, apparatuses, and systems provide a suggested list of people for a user of a social network system to play a game with. A social networking system receives a trigger for providing the user access from a user device to the game over a network. The social networking system identifies a pool of people who have a personal connection with the user and who have not played the game before. From the pool of people, a suggested list of people is selected based on closeness to the user. The suggested list is sent to the user device for the user device for the user to selectively invite one or more of the people to play the game. | 09-18-2014 |
20140274359 | MULTI-PLAYER COLLABORATIVE PLAY OF A GAME - The systems and/or processes described herein enable multiple users to play a game in a collaborative and/or competitive manner. Users that are playing the game may be provided with game moves that allow the users to take an action with respect to themselves, to take an action with respect to a different user in collaboration with that user, or to take an action with respect to a different user in competition with that user. In addition, one or more criteria associated with the game may be satisfied based at least in part on multiple users collaborating with one another during play of the game. An enhancement associated with the game may be provided to the collaborating users and may be based on the criteria being satisfied. | 09-18-2014 |
20140274360 | Portable Intermediary Trused Device - In one embodiment, an intermediary gaming trusted electronic device for use with an untrusted PED may include a position sensor configured to acquire position information, a memory configured to store at least game session data, and a processor configured to at least: securely communicate with a gaming apparatus via the wireless transceiver; securely communicate with the associated untrusted PED; determine whether a gaming session is permitted based on the position information; receive gaming data from the gaming apparatus if it is determined that the gaming session is permitted; transmit presentation data to the associated untrusted PED for presentation on a display of the associated PED, wherein the intermediary gaming trusted device is able to support interaction between the gaming apparatus and the associated untrusted PED so that the associated untrusted PED, when coupled to the intermediary gaming trusted device, can execute a gaming software. | 09-18-2014 |
20140274361 | KIOSK FOR GAMING - A kiosk for gaming by patrons. An identification scanner may scan an identification document into digital form. A biological sensor such as a camera may obtain biological data describing a human patron. Input-output device(s) mounted in the kiosk may present information and accept registration/login information and gaming commands from a human patron. A currency acceptor and dispenser may accept money. The kiosk may ask a patron to insert an identification document into the identification scanner, and scan the document. The kiosk may obtain biological data describing the patron. The kiosk may verify the identity of the patron and acceptability of the patron for gaming based at least in part on the digital form of the patron's identification and the biological data. The kiosk may accept currency for deposit into a wagering account. Once the patron is verified and the account is funded, the kiosk may offer gaming activities to the verified patron out of the wagering account, and pay out gaming winnings at the currency dispenser. | 09-18-2014 |
20140274362 | Player Recommendation For Playing Online Game - Methods, systems, and computer programs are presented for recommending a list of players for playing an online game. The method includes receiving a request to join an online game currently being played by a plurality of players. In response to the request, player attributes of the plurality of players playing the online game are gathered, in substantial real-time. A subset of players matching at least two of the player selection parameters with the player attributes of the players, is identified. The subset of players is returned as a list of recommended players to a client device for rendering. The returned list includes options to select one or more players and to join the selected players in playing the online game. | 09-18-2014 |
20140274363 | GAMIFYING SEARCH ENGINE RESULTS - A computer-implemented method in a gaming system includes, in response to a participant's search query, conducting, by one or more processors, a search on a search engine through a web browser; and presenting, by at least one of the one or more processors, search engine results including one or more standard indices and one or more incentivized indices, each of the one or more standard indices including a selectable hyperlink for directing the participant to a third-party website, each of the one or more incentivized indices including a selectable hyperlink for playing a game. | 09-18-2014 |
20140274364 | ELECTRONIC GAMING SYSTEM WITH ROM-BASED MEDIA VALIDATION - Examples disclosed herein relate to systems and methods for validating the authenticity of one or more media associated with a gaming system. The systems and methods may utilize a public key in association with a ROM-based algorithm to validate such media. The systems and methods may: decrypt the encrypted game assets media signature; determine a verified game assets hash signature from the decrypted game assets media signature; determine a game assets verification range from the decrypted game assets media signature; calculate a game assets hash signature based on the game assets verification range; and/or determine if the game assets verified hash signature matches the game assets calculated hash signature. | 09-18-2014 |
20140274365 | SYSTEM AND METHOD OF REVEALING SPONSORED AND OTHER ITEMS THROUGH MOCK REVEALS - The invention relates to systems and methods of selecting and placing real-world wagers responsive to one or more wager triggers, obtaining outcomes of the real-world wagers, facilitating user interactions with various interactive media, and revealing the outcomes of the real-world wagers through the interactive media to give an appearance that the outcomes of the real-world wagers resulted from the user interactions. Alternatively or additionally, the system may provide mock reveals that are not driven by wagering mechanics. For example, the system may provide reveals that are tied to promotions provided by a partner promotions provider, virtual items (e.g., certain in-game items) that the system is promoting to sell, and/or other item that is not tied to a real-world wager. The system may provide such mock reveals to facilitate promotional campaigns, retain users, and/or otherwise make the gaming experience more enjoyable for the user. | 09-18-2014 |
20140274366 | SYSTEMS AND METHODS FOR MODIFYING SELECTIONS AVAILABLE IN A BONUS GAME - In at least one embodiment, systems, methods and articles of manufacture provide for a game comprising a primary game and a bonus round comprising a plurality of player selectable elements, in which game an outcome of the primary game may include an eliminator symbol which functions to render unavailable for selection at least one of the player selectable elements. In one embodiment, the lowest value player selectable element is removed or rendered unavailable, thus effectively increasing the player's chances of selecting a higher value player selectable element. | 09-18-2014 |
20140274367 | AUTHENTICATION OF MOBILE SERVERS - In one embodiment, a method, apparatus, and system of authenticating a mobile server may have at least one mobile server configured to execute games of chance on a plurality of mobile gaming devices and an authentication server configured to: determine a location of the at least one mobile server; determine a wireless communication means to communicate with the at least one mobile server based on the location of the at least one mobile server; communicate with the at least one mobile server via the determined wireless communication means; and initiate authentication, by an authentication server, of the at least one mobile server. | 09-18-2014 |
20140287826 | ONLINE GAME ANTI-CHEATING METHOD AND SERVER - An online game anti-cheating method is provided. The method includes sending cheating program characteristics to a client and receiving characteristics matching with cheating program characteristics reported by the client. The method also includes matching the reported characteristics with characteristics in at least one stored characteristic list and obtaining a determination result based on a matching result. Further, the method includes returning the determination result to the client and to cause the client to react to the determination result. | 09-25-2014 |
20140287827 | GAMING APPLICATION STATE TRANSFER AMONGST USER PROFILES - At least one embodiment of this disclosure includes a method of sharing application states across different user profiles. The method can include: receiving a request from a first computing device associated with a first user profile to load an application state of a game application, wherein the application state is owned by a second user profile; verifying permission for the first user profile to load the application state owned by the second user profile; configuring a sharing instance of the application state of the game application by accessing gameplay state data of the application state associated with the second user profile in a storage service; and sending the sharing instance to be loaded onto the first computing device. | 09-25-2014 |
20140287828 | UNLOCKING CONTENT IN A VIRTUAL ENVIRONMENT - Content in a virtual environment may be unlocked based on an aggregated trust level. More specifically, trust levels of a user with individual ones of non-user characters in the virtual environment may be tracked. The trust levels may be based on interactions between the user and individual ones of non-user characters in the virtual environment. A group trust level of the user with a group of the non-user characters may be determined. The group trust level may be based on an aggregation of the trust levels of the individual ones of the non-user characters. Content that was previously locked for the user may be unlocked for the user responsive to the group trust level breaching a group trust threshold. | 09-25-2014 |
20140287829 | APPARATUS AND METHOD FOR DETECTING ABNORMAL ACCOUNT - An apparatus and method are provided, for detecting at least one relevant account related to an abnormal account detected in a game and control the at least one relevant account. | 09-25-2014 |
20140295955 | VALIDATION OF USER ENTITLEMENT TO GAME PLAY - Various embodiments relating to validating a user's entitlement to play a game are provided. In one embodiment, a request for a user to play a game is received at a validation service. The request may include an obfuscate-encoded bundle including a signed user ID identifying the user, a signed hardware ID of a computing machine on which the game is requested to be played, and a signed receipt. The obfuscate-encoded bundle may be decoded and the request may be validated according to a plurality of security checks including determining that one or both of the signed hardware ID or the signed user ID respectively match a hardware ID and/or a user ID included in the signed receipt. If the request to play the game is valid, an authentication token may be sent to the computing machine that allows the user to play the game on the computing machine. | 10-02-2014 |
20140295956 | CENTRAL ACCOUNT MANAGEMENT SYSTEM FOR USER PROFILING - Aspects of the subject technology provide a central account management system (CAMS) configured for generating a user profile, and implementing the user profile to determine whether certain user behaviors should be permitted. In certain implementations, systems of the subject technology can be configured for receiving a plurality of user information items via a network, generating a first profile based on the plurality of user information items, receiving a request for the first user, and evaluating the request using the first profile to determine if the request should be granted. Computer-implemented methods and machine readable media are also provided. | 10-02-2014 |
20140295957 | EVALUATION AND RECTIFICATION SYSTEM - Methods for customizing an educational experience of a gamer are provided. The method can include the generating of learning DNA which can include information relating to the gamer. The learning DNA can be generated by the aggregation of data received from the gamer, collected from other data sources, and generated based on the interaction of the user with an evaluation and rectification system. The method can further include selecting a mission for a user based on the learning DNA and/or information relating to the user. | 10-02-2014 |
20140302919 | SYSTEMS AND METHODS FOR SENSOR-BASED MOBILE GAMING - A system includes an emitter, a receiver, a wireless communications module, and a user interface module. The emitter, controlled by a first player, emits an emitter signal that includes emitter identification information. The receiver receives the emitter signal and generates a receiver signal that includes the emitter identification information. The gameplay cloud interface module receives the receiver signal and communicates an indication that includes player identification information associated the emitter identification information. The gameplay cloud interface module is further configured to receive scoring information that is based on the player identification information. The user interface module presents gameplay information based on the scoring information to the first player. | 10-09-2014 |
20140309023 | Method for Providing Single-Day, Single Input, Single-Elimination Tournaments - Single-day, single-elimination, bracket-based tournaments, where every tournament round is resolved simultaneously. All tournament contestants are pitted against one other contestant in a series of head-to-head random matchups where the winner is decided by their superior input and/or actions to the exact same challenge(s) as posed to all other contestants within the tournament. Tournament administrators utilize a method of resolving and determining the results for all rounds of a multi-round, bracket-based tournament simultaneously, using the single set of contestant-provided contest inputs and/or actions to determine the outcome of a single head-to-head contest. A series of head-to-head tiebreakers are incorporated to ensure that no single head-to-head contest results in a tie. Large-field, multi-round tournaments are offered and completed within a very short time period since the tournament results are dependent on a single set of contestant inputs/actions and do not require any further contestant inputs/actions in any future round. | 10-16-2014 |
20140309024 | INVALIDATING NETWORK DEVICES WITH ILLICIT PERIPHERALS - A system and method for passively validating network game users is provided. Data indicative of game behavior and actions at one or more nodes interacting with a network game in a network game community are monitored. The data is evaluated to determine whether the one or more nodes are adhering to one or more rules associated with the network game. Data indicative of illicit game behavior may trigger various responses including invalidation of the node engaged in the illicit behavior. Alternatively, a query may be generated to further identify the nature and/or actual existence of illicit behavior at the node. Monitoring of game data may occur at a server, a peer, as part of a peer group or combinations thereof, which may be based on routine schedule or part of constant game behavior monitoring. | 10-16-2014 |
20140315631 | RESOURCE MANAGEMENT FOR DATA CENTER BASED GAMING - Technologies are presented for managing a resource demand on a data center providing game services by adjusting a probability of various kinds of game events. Data center load data may be received and used to adjust occurrence tables associated with both one-off and lengthy game events that may direct game clients toward events that may involve lesser resource demand. Contrary to conventional load balancing for non-gaming applications, the methods described herein may take advantage of the pseudorandom event nature that may be a part of a game experience in gaming applications. The resource demand may be altered without changing the number of customers served or the quality of service provided. Thus, resource management may be enhanced while serving the same number of customers. | 10-23-2014 |
20140315632 | Gated Unlock Codes for Videogame Features and Content - There is provided a system and method for gated unlock codes for videogame features and content. By maintaining a redemption database where master unlock codes are used to provide access to specific subsets of feature unlock codes, unique exclusive content may be provided for different retailers. In this manner, a universal game media containing all possible additional content may be utilized for retail distribution, reducing publishing costs while still providing customized versions for retailers with desirable exclusive content. By restricting each gaming device or user account to a single group or hierarchy of master unlock codes, the use o f ancillary unlock codes with videogames purchased from different retailers may be discouraged, thereby preserving user incentives to purchase primary and secondary items with feature unlock codes at a single retailer. | 10-23-2014 |
20140329589 | METHOD AND APPARATUS FOR CONFIGURING A GAMING ENVIRONMENT - A system that incorporates the subject disclosure may include, for example, a processor to perform operations including detecting biometric data of a first gamer of video games, determining an identity of the first gamer according to the biometric data, determining according to the identity of the first gamer a gaming account of the first gamer, determining from the gaming account a gaming behavior of the first gamer, determining a context for gaming, determining from the context for gaming and the gaming behavior a gaming strategy, and configuring first equipment used by the first gamer according to the gaming strategy. Other embodiments are disclosed. | 11-06-2014 |
20140329590 | GAMING SYSTEM AND METHOD EMPLOYING A PLAYER-SELECTED FEATURE FOR A PLAY OF A GAME OR USING THE PLAYER-SELECTED FEATURE TO MODIFY ANOTHER FEATURE FOR A SUBSEQUENT PLAY OF THE GAME - Various embodiments of the present disclosure are directed to a gaming system and method providing a game employing a player-selected one of a plurality of different features. In one embodiment, the gaming system is configured to operate a game associated with a set of a plurality of different features, and enables a player to select one of the features for a play of the game. In certain instances, the gaming system provides the play of the game in accordance with the selected feature. In other instances, the gaming system provides the play of the game without the selected feature, and uses the selected feature to modify one of the other, non-selected features that has a designated relationship with the selected feature. The gaming system subsequently enables the player to select the modified feature for a subsequent play of the game. | 11-06-2014 |
20140329591 | GAMING SYSTEM AND METHOD EMPLOYING A PLAYER-SELECTED FEATURE FOR A PLAY OF A GAME OR USING THE PLAYER-SELECTED FEATURE TO MODIFY ANOTHER FEATURE FOR A SUBSEQUENT PLAY OF THE GAME - Various embodiments of the present disclosure are directed to a gaming system and method providing a game employing a player-selected one of a plurality of different features. In one embodiment, the gaming system is configured to operate a game associated with a set of a plurality of different features, and enables a player to select one of the features for a play of the game. In certain instances, the gaming system provides the play of the game in accordance with the selected feature. In other instances, the gaming system provides the play of the game without the selected feature, and uses the selected feature to modify one of the other, non-selected features that has a designated relationship with the selected feature. The gaming system subsequently enables the player to select the modified feature for a subsequent play of the game. | 11-06-2014 |
20140335947 | Methods and Systems for State Synchronization Over A Non-Reliable Network using Signature Processing - Systems and methods for facilitating confirmation of completion of a transaction for state synchronization over a non reliable network using signature processing are described. One of the methods includes receiving a read request from a first client, sending a last known signature with a context object to the first client in response to receiving the read request, and receiving an appended signature from the first client with a context object for a transaction at the first client. The appended signature includes the last known signature and an increment by the first client. The operation of receiving the appended signature occurs upon execution of the transaction at the first client. The method further includes updating the last known signature to the appended signature and sending the updated last known signature to the first client to facilitate marking of the transaction as complete resulting in a definitive state synchronization. | 11-13-2014 |
20140342818 | Attributing User Action Based On Biometric Identity - Example apparatus and methods concern attributing user actions based on biometric identifications. One example method includes detecting an action intended to control an application associated with a shared launch surface. The method includes associating the action with a body located in a field of view of a biometric sensor associated with a shared launch surface. Data from the biometric sensor is used to determine a biometric identity for the body and then the action is attributed to a user as a function of the biometric identity. A context associated with the user is accessed and an operation associated with the action is selectively controlled based on the context. | 11-20-2014 |
20140342819 | GAME AVAILABILITY IN A REMOTE GAMING ENVIRONMENT - Embodiments of the present invention monitor and dynamically manage game instances within a game service. A game service provides a remote gaming environment to which users connect over a wide area network, such as the Internet. For example, embodiments of the invention may forecast demand for a specific game title. The demand forecast is used to determine how many standby game instances are needed to meet demand as players join and leave game sessions. Games with higher demand may have more standby game instances ready for players to drop in. Games with less demand may have fewer active game instances running waiting for players to drop in. | 11-20-2014 |
20140342820 | AUTOMATICALLY GENERATED DISPLAY CODE FOR WAGERING GAME MACHINE CONFIGURATION - Systems, methods and machine-readable media operate on configuration data for wagering game machines. A wagering game machine configuration or meter data on a wagering game machine is modified. In response to the modification, the configuration data or meter data is transformed into a displayable code such as a bar code or QR (Quick Response) code. The wagering game machine presents the displayable code on a code display of the wagering game machine. A portable computing device reads the displayable code and uses the displayable code to compare the configuration data with configuration data obtained from other wagering game machines or configuration data obtained from a configuration server. | 11-20-2014 |
20140342821 | Gaming System Having Controllable Dynamic Signage - A gaming system comprises a first gaming device displaying a first primary wagering game in response to receipt of a first wager from a first player and a second gaming device displaying a second primary wagering game in response to receipt of a second wager from a second player. The system further comprises a community display having a plurality of display regions thereon, and at least one controller operative to (i) detect activation of a first supplemental feature by the first player, (ii) detect activation of a second supplemental feature by the second player, (iii) determine in which of the plurality of display regions to display the first and second supplemental features in accordance with at least a first rule set, and (iv) display the first and second supplemental features on the community display. | 11-20-2014 |
20140349745 | Wireless Gaming Protocol - Example apparatus and methods concern establishing, maintaining, managing, or terminating communications between an access point and a client in a wireless network used by a shared, wireless gaming system. An example apparatus may include a first logic configured to control timing for the protocol and a second logic configured to control message exchange for the protocol. Controlling timing and message exchange facilitates reducing contention in the wireless gaming environment. Contention may lead to latency. A user gaming experience may depend on reducing latency. Therefore, reducing latency may produce an improved gaming experience. Controlling timing and message exchange also facilitates reducing power consumption by clients (e.g., accessories, controllers), which in turn facilitates improving battery life for clients. | 11-27-2014 |
20140349746 | BARCODE-BASED METHODS TO ENHANCE MOBILE MULTIPLAYER GAMES - How do 2 people near each other and who have cellphones play a multiplayer Internet game? The first person visits it on her phone. She gets a barcode of an URL with an id of her Internet address. The second person images it with his phone and connects to the server. The server sends pages to both phones, to let them play the game. A barcode can add more people to the game. A player hands her character to a nearby person with a mobile device. Or to add watchers to follow the Point Of View of a player. A barcode can transfer assets between players, in a game that encourages physical proximity and enhanced social interaction. Another method of linking the players is where the phone emits a sound that maps to an URL. The other phone records and decodes the URL. It queries the server with the URL, to log the second person into the game. | 11-27-2014 |
20140349747 | BIOMETRIC RECOGNITION - A method for biometric identification for use with a computing device is provided herein. The method includes capturing a temporal sequence of images of the face of a user at different locations within a three-dimensional interaction space. The method further includes extracting one or more face descriptors from the images and generating a biometric template compiling the face descriptors. | 11-27-2014 |
20140357352 | VIDEO GAME WITH PLAYER ASSISTANCE - In an embodiment characters in an online video game can offer to help other characters. In an embodiment, the video game determines the amount of helpfulness characters provide other characters, and permits rewards to be received based on the amount of helpfulness provided. | 12-04-2014 |
20140357353 | PLAYER TRACKING THROUGH TOUCH SURFACE SIGNAL CONDUITS - A method of player tracking includes generating, by a transmitting device, a signal modulated to contain an identification of the transmitting device, charging at least a portion of a first touch surface on the transmitting device with the signal such that the signal is present and transmittable, transmitting, the signal from the first touch surface through the signal conduit to a second touch surface on a receiving device, receiving, by a gaming system, an authentication request comprising the identification, authenticating, by the gaming system, the transmitting device based on the identification, and linking, by the gaming system, the transmitting device with the receiving device. | 12-04-2014 |
20140357354 | Remote Identification for Electronic Gaming Machines - A casino management system uses unique identifiers to automatically identify individual gaming assets and to select a particular asset on a video display of a gaming floor. Information about the specific asset can be retrieved and presented on an overlay of the video display. Identification data for a plurality of assets can be used with known camera locations to automatically generate a map of asset locations on the gaming floor. A unique identifier for each EGM may be transmitted via an optical or infrared signal and received by cameras monitoring the gaming floor. The unique identifier may also be optically received via a smartphone application. | 12-04-2014 |
20140357355 | APPARATUSES AND METHODS FOR PREVENTING GAME CHEATING BY PLUG-INS - A method for preventing game cheating may comprise acquiring a database associated with an online service, including feature data associated with a plurality of features; and for each of the plurality of features, generating a cheating probability distribution, based on the feature data, associates a value of the feature with a probability that a user account having a same feature value belongs to a cheating user. Further, the method may comprise receiving feature data of a current user account of the online service; determining whether the current user account belongs to a cheating user; and if yes, prohibiting the current user account from accessing the online service. | 12-04-2014 |
20140364202 | Computer Enabled Application for Nutrition and Advertising - The game method and system herein disclosed and described provides a game and game system and method configured for operation on a user's computing device such as a personal computer, pad, laptop, or smartphone. The user then interacts and progresses through the game through a scanning of a product label or container. The product or container and label thereon itself, can be employed as a trigger to start the game and is preferred since the demographics of product buyers and users can help determine the user's age and other economic elements of the user which in turn can affect what game is presented for play, and what advertising is displayed during that play by the user. | 12-11-2014 |
20140370977 | Systems and Methods for Regulated Hybrid Gaming - Systems and methods that regulate a hybrid game to detect and/or defeat unauthorized use of the hybrid game. One embodiment includes a method of detecting unauthorized operation of a hybrid gaming system that includes a gambling game and an entertainment game. In addition, the method can include collecting first game operating performance data (GOPD) from the entertainment game while the hybrid game is being played by a first player, generating a reference profile using the first GOPD, collecting second GOPD from the entertainment game while the hybrid game is being played by a second player, comparing the second GOPD to the reference profile to determine whether the second player is operating the hybrid game in an unauthorized manner, and generating a notification to an operator upon determination that the second player is operating the hybrid game in an unauthorized manner. | 12-18-2014 |
20140378219 | MULTI-MODE MULTI-JURISDICTION SKILL WAGERING INTERLEAVED GAME - Methods and apparatus for a gaming system are provided. The gaming system enables a player to engage in various types of gaming depending on the jurisdiction in which the player is located. For example, depending on the jurisdiction of a player's device, the gaming system may allow the player to wager using real world currency, or virtual currency. If the player's device is located in a jurisdiction that allows gambling using real world currency, the gaming system may allow the player to place wagers using real world currency. Alternatively, if the player's device is located in a jurisdiction that does not allow gambling using real world currency, the gaming system may limit the player to placing wagers using virtual currency. | 12-25-2014 |
20150011309 | QR Code Scoring System - A videogame, method, or system incorporates the use of a QR Code which is produced by a central processing unit of a game, and is scanned by the player's or user's mobile communication device such as a smartphone. The smartphone's means for network connection to the internet is then used to communicate the game's data to a server associated with the game. In another embodiment, the player's smartphone, using its network connection to a server via a software application or browser, obtains a QR code containing data from a server to display on the phone's screen, for a camera or scanner of the game to scan, thus transferring the data in the QR code to the game's central processing unit, which parses the data and uses it to unlock game benefits for the player to use on the game. | 01-08-2015 |
20150011310 | METHODS AND APPARATUS FOR DISTRIBUTED GAMING OVER A MOBILE DEVICE - Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity. | 01-08-2015 |
20150018088 | Method and System For Playing A Game - This invention provides a method for playing a game, the method comprising (a) providing at least two options to a player for the player's selection, the at least two options relate to at least two potential outcomes of an event; (b) obtaining a selection from the player; (c) issuing to the player a unique identifier, the identifier obtained from a set of identifiers representing possible values associated with the outcome of the event; and (d) comparing the outcome of the event with the player's identifier to determine if the player is the winner. A system for playing a game, and a computer-readable medium having computer-readable signals stored thereon that define instructions that, as a result of being executed by a computer, instructs the computer to perform a method for playing a game are also disclosed. | 01-15-2015 |
20150018089 | ELECTRONIC GAMING SYSTEM WITH CODEGUARD - Examples disclosed herein relate to systems and methods for validating the authenticity of one or more media associated with a gaming system. The systems and methods may utilize a RAM-based algorithm to validate such media. Further, the RAM-based algorithm by utilize a dirty bit validation procedure to validate the media. | 01-15-2015 |
20150018090 | METHOD AND APPARATUS FOR CONDUCTING OR FACILITATING A PROMOTION - In accordance with some embodiments, a method provides for facilitating play of a game on a mobile device by recognizing inputs provided by a user, at least one of the inputs causing progress in the game. In accordance with one embodiment, a code is received at the mobile device, in response to which code access to an outcome is provided. Upon an outcome redemption request being received, a benefit associated with the outcome may be provided. The benefit may, in some embodiments, be capable of changing play of the game by the user. | 01-15-2015 |
20150018091 | GAME MANAGEMENT DEVICE, GAME SYSTEM, AND COMPUTER-READABLE STORAGE MEDIUM HAVING PROGRAM RECORDED THEREON - A game management device includes a game information storage control unit for storing in a storage device, an each user's game information, the game information storage control unit including an owned object information storage control unit for storing in a storage device, an object owned by each user; a priority setting unit for setting a priority for an object owned by a first user according to a first user's gift destination selecting operation of selecting a second user as a gift destination, the priority setting unit setting the priority based on a second user's game information for recommending the object owned by the first user for a gift to the second user; and a priority notification unit for transmitting to a terminal device of the first user, an information for notifying the priority set for the object owned by the first user. | 01-15-2015 |
20150024837 | SYSTEM AND METHOD FOR TOY ADOPTION AND MARKETING - A method that provides a virtual presentation includes providing a real-world toy associated with a registration code, receiving the code by a registration subsystem via a computer interface of a computer system, and validating the registration code. Responsive to the validating, the computer system processes the registration code to transform the real-world toy into a virtual toy that is a virtual replica of the real-world toy in a virtual world to be displayed by a computer display. Content is provided for displaying a virtual room and a selection of virtual furnishings. In response a user command, the virtual furnishings are provided, arranged and displayed at an initial location within the virtual room. In response to another user command, the one or more virtual furnishings are moved to a new virtual location within the virtual room. The virtual toy interacts with one of the virtual furnishings and exhibits an animated response that simulates a real-world activity. | 01-22-2015 |
20150024838 | GAME CONSOLE SYSTEM, METHOD AND COMPUTER PROGRAM PRODUCT WITH ANTI-MALWARE/SPYWARE AND PARENTAL CONTROL CAPABILITIES - A system, method and computer program product are provided for securing a game console capable of processing game-related data. In use, the game-related data is scanned for detecting malware. Additionally, the game-related data is scanned for detecting spyware. Further, parental controls are executed during use of the game console. | 01-22-2015 |
20150031447 | Methods for Processing Online Gaming Using Electronic Devices - Methods for processing online gaming operations. One method includes determining that a player has completed a game of chance. The game is accessible from a plurality of devices having online access. Completing the game includes a requirement that a player of the game must play from more than one of the devices. The requirement that the player must play from more than one of the devices includes a requirement that the player must present an identifier at each of the more than one of the devices during completion of the game. A requirement is provided that the player needs to collect specific outcomes when playing from the devices. The method further includes providing a reward to the player in response to determining that the player has completed the game. The method is executable by a processor. | 01-29-2015 |
20150045118 | CASHLESS PLAY SYSTEM BASED ON PROPRIETARY MONETARY SYSTEMS - A cashless play system for arcade games at retail locations of a company utilizes a card reader to read patron account information. The card reader sends the patron account information to a game play server and receives game play authorization information based on the patron account information and patron data stored in a patron database. The card reader activates the arcade game based on the game play authorization information and causes game play data to be stored in a game play database. Further, the game play server uploads game play data to a remote server, at a geographic location other than the geographic location of the retail location, and downloads game play server updates. | 02-12-2015 |
20150057078 | INTEGRATED GAME DEVELOPMENT CLOUD COMPUTING PLATFORM - In various embodiments, methods and systems for game development based on an integrated game development cloud computing platform are provided. Development components that facilitate game development using an integrated game-cloud component are initiated. An input is received to perform a game development task. The game development task is associated with one or more games. The game development task is executed using the integrated game-cloud component. The integrated game-cloud component comprises a game-development-platform development component and a cloud-computing-platform development component combined into an integrated development component supported on the integrated game development cloud computing platform. The game development task can be associated with a first game-platform and a second game-platform of a selected game. The game-platform functions with a cross-platform support component having an integrated core module and an integrated game-platform module. | 02-26-2015 |
20150065236 | INFORMATION PROCESSING APPARATUS, SYSTEM, METHOD, AND MEDIUM - A information processing apparatus includes: a game processing unit; a determining unit that determines whether a predetermined condition is satisfied in game processing; a permitting unit that permits the use of a predetermined raw content when the condition is satisfied; a user content generating unit that generates user content for communication between users according to a process including reflecting the raw content permitted for use on the user content and also including processing a portion of the user content on which the raw content is reflected; and a user content transmitting unit that transmits the user content to another device. | 03-05-2015 |
20150065237 | GPS Theater System - The invention features methods, systems and computer program product for the provision of entertainment content and storytelling of a customized story based on trigger points in a GPS system. The trigger points can be pre-determined or conditional. The invention provides an interactive entertainment method that features an ongoing story that will be told based on the trigger points. Stories are tailored and customized to incorporate points of interest along a travel route. | 03-05-2015 |
20150065238 | SYSTEM, METHOD, AND COMPUTER READABLE RECORDING MEDIUM OF REGISTERING FRIEND IN GAME - A method, a system and a computer readable recording medium for registering a friend in a game. The method of registering a friend in a game, performed by a game service platform server includes: registering at least a member as a game friend among members who have joined the game managed by the game service platform server, based on friend registration request information received from a user terminal; providing the user terminal with information on the game currently accessed by the member registered as a friend; and providing the user terminal with information needed to execute the game, in response to a receipt of game selection information indicating that the game friend has selected the currently accessed game from the user terminal. | 03-05-2015 |
20150072775 | ACHIEVEMENT REPLAY AND FRAUD DETECTION - Devices including gaming consoles, personal computers, tablets, smartphones, and the like may be configured with a client for capturing signals which are representative of user interactions with applications such as games. The captured signals are sent to a cloud-based service for archival storage. The service can subsequently replay the archived captured signals and compare them against known rules to determine if an achievement obtained by a user during interaction with the application was legitimately obtained in compliance with the rules or obtained improperly, for example by cheating or exploiting a bug in the application to falsely trigger the achievement. If the achievement is invalid, then the service can retroactively revoke the achievement. Alternatively, the service can replay the captured signals and detect instances in which an achievement was validly achieved but not properly acknowledged. The achievement can then be awarded or unlocked for the user retroactively. | 03-12-2015 |
20150072776 | SYSTEM DATA TRIGGERING FOR FACILITATION OF GAMING EVENT RE-CREATION - For facilitating re-experience of an event of a gaming device with a player, at least one of an available plurality of data sampled by the gaming device by a gaming system having supervisory hierarchical control over the gaming device, is monitored. The data is compared against a predetermined threshold to determine whether the predetermined threshold is exceeded. If the threshold is exceeded, at least a portion of the sampled data is provided to a data processing device to be processed in re-creating the event at a subsequent time. | 03-12-2015 |
20150072777 | CENTRAL PLAYER CONTROL FOR FACILITATION OF GAMING EVENT RE-CREATION - For facilitating re-experience of an event of a gaming device with a player, upon verification, access is granted to the player to a data processing device. The data processing device is in communication with, yet external to, the gaming device, and the data processing device has been provided a sampling of data from the gaming device through a gaming system, the sampling of data associated with the event to be re-experienced by the player. Responsive to an input received from at least one of the player and an operator, at least one of construction, presentation, and delivery of a facsimile animation re-creation of the event is customized. | 03-12-2015 |
20150072778 | WAGERING GAME HAVING SEAMLESS LOOPING OF COMPRESSED AUDIO - Gapless looping playback of an audio sound seamlessly without any silence between loops. An uncompressed digital audio file is divided and encoded using an MP3 encoder to produce two encoded files, A and B. The MP3 encoder adds a padding delay at the beginning and end of each file. Two timers are defined: T1=A−(a+b) and T2=B−(d+c), where a is the padding delay at the end of A, b is the delay at the beginning of B, c is the delay at the beginning of A, and d is the delay at the end of B. Simultaneously, a decoder starts to decode A on Track 1 and T1 is started. Immediately after T1 expires, a decoder starts to decode B on Track 2 and T2 is started. Thanks to the timers, the respective end and beginning of the sound portions of A and B temporally align so that no silence is heard. | 03-12-2015 |
20150072779 | GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM - A game control device includes an associator configured to associate a game-playing user with one or more users; an executor configured to execute a game for the game-playing user; an acquirer configured to acquire execution-related information indicating execution status in the game with regard to the one or more users, based on information of an operational input by the game-playing user; and a provider configured to provide the game-playing user with a benefit in the game, based on the execution-related information acquired by the acquirer. | 03-12-2015 |
20150072780 | EMBEDDING OF GAMES INTO THIRD PARTY WEBSITES - Systems and methods for embedding and tracking revenue from fully operational games into third party websites are disclosed. | 03-12-2015 |
20150080120 | RECORDING MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD - An example recording medium records an information processing program causing an information processing apparatus to operate as: a reading part reading a game program capable of being executed by any other information processing apparatus having a configuration different from that of the information processing apparatus; an emulation part emulating the read-out game program; a restriction part restricting the emulation of the game program by the emulation part; and a link information presentation part presenting link information used for accepting a purchase request for the game program, in a manner of being in correspondence to the game to be emulated. | 03-19-2015 |
20150087412 | GAMING SYSTEM HAVING ELIGIBILITY ROUTINE FOR GROUP PLAY - Embodiments of the present invention set forth systems, apparatuses and methods for implementing an eligibility routine for group play involving one or more gaming devices. This routine includes making at least two distinct determinations regarding trigger conditions that need to be met before proceeding to a group play game event, such as a community bonus. A first determination is made to eliminate a number of triggering opportunities without interrupting game play of one or more primary base games being played on the gaming devices. A second determination is made when conditions relating to the first determination are satisfied. The second determination may include a visual component shown on the one or more gaming devices to generate anticipation for the group play game event. | 03-26-2015 |
20150094139 | SYSTEMS AND METHODS FOR SOCIAL GAMING - Various embodiments are described herein for methods and systems for operating a gaming system. The gaming system is configured to interface with a client system. In one example embodiment, the gaming system includes a processor configured to establish a database of activity records where the database has at least one activity record associated with a social gaming activity. Each activity record has an eligibility field identifying an eligibility requirement associated with the social gaming activity. The processor is configured to receive, from the client system, a membership request, which configures the processor to generate a client profile corresponding to the client system. The gaming system determines if the client system is eligible to participate in a social gaming activity selected by the client system based on the eligibility field of the activity record corresponding to the selected social gaming activity. | 04-02-2015 |
20150094140 | INTERACTIVE ENTERTAINMENT SYSTEM - A computer-readable storage medium storing program instructions for conducting a game on a gaming system having a wireless input device for playing an interactive motion-sensitive game using a wireless-compatible game console in which a virtual play environment is represented through one or more computer-animated visual, aural or tactile effects is provided wherein game play is conducted by moving, shaking, twisting, waving or pointing the input device in a particular manner. The input device can include motion-sensitive circuitry and/or command circuitry for generating control signals and/or an effects generator and associated control circuitry to enable the input device to selectively generate at least one visual, aural or tactile effect comprising sound, lighting or vibration. The input device can include a wireless transceiver for providing two-way wireless communication with the wireless-compatible game console. An optional display screen displays short text messages received through wireless communications with the wireless-compatible game console. | 04-02-2015 |
20150105145 | DYNAMIC GAME GENERATION FOR DELIVERY OF TARGETED CONTENT - One or more first devices may determine a first content file associated with viewing history information of a particular user account; determine one or more second content files that are related to the particular content file; generate a game that includes elements from the particular content file and the one or more second content files; provide the game for display on a second device within a user interface associated with a gaming application; and provide information associated with the particular content file based on providing the game for display on the second device. | 04-16-2015 |
20150105146 | Sampling And Selection System For Video Games To Be Used In Arcade Game Consoles - Disclosed are computer systems for selecting one or more arcade game candidates from a large collection of video games that were previously commercialized in other fields (such as in the form of mobile phone apps). There is a computer system having loaded therein software for controlling play of candidate video games, the computer system having the capability of being linked via a telecommunication system so as to permit sample portions of the video games to be played by game enthusiasts over the telecommunication system. After this sampling the computer system records game enthusiasts reactions. The reactions are then ranked so as to provide recommendations based on the winners of the election. Arcade games can then be produced based at least in part on the election results. | 04-16-2015 |
20150111640 | SYSTEM, METHOD, AND APPARATUS FOR INTERACTIVE PLAY - A system, method and apparatus for interactive play is provided. In an exemplary embodiment, an interactive toy is provided. The interactive toy is configured to store a plurality of codes and display codes on a display on the toy. The codes can authenticate the toy and unlock functionality within a virtual world. In one embodiment, the interactive toy is configured to communicate with a user computer. Another embodiment provides methods for interactive play with an interactive toy and a virtual world. A further embodiment provides a computing device configured to participate in the interactive play system. This Abstract is provided for the purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with understanding that it will not be used to interpret or to limit the scope or the meaning of the claims. | 04-23-2015 |
20150119135 | Game Device - A game device includes: a first requirement achievement determining unit operative to determine whether or not a requirement of gameplay predefined in a game is achieved based on a progress status of the game; a second requirement achievement determining unit operative to determine whether or not a result of determination by the first requirement achievement determining unit meets a predetermined condition; a display processing unit operative to display information related to the requirement of gameplay determined by the first requirement achievement determining unit as being achieved, and information related to the predetermined condition determined by the second requirement achievement determining unit as being met, where the first requirement achievement determining unit is implemented by game software and the second requirement achievement determining unit is implemented by system software. | 04-30-2015 |
20150119136 | Method and System For A Headset With Parental Control - A gaming headset receives a plurality of audio channels during play of a particular game, determines an identity and/or an age of a gamer that is wearing the gaming headset, and configures operation of the gaming headset based on the determined identity and/or age of the gamer. The gaming headset logs into the particular game using credentials associated with the determined identity and/or age, and selects settings based on the determined identity and/or age of the gamer that is wearing the gaming headset. One or more sensors communicatively coupled to the gaming headset may be activated and information received from the sensors is utilized to determine the identity and/or the age of the gamer that is wearing the gaming headset. The sensors determine, for example, the head size, ear size, voice characteristics and/or biometric information for the gamer that is wearing the gaming headset. | 04-30-2015 |
20150119137 | METHODS AND SYSTEMS FOR CONDUCTING ON-LINE TOURNAMENTS - Players are allowed to play in on-line tournaments at dates and times of their own choosing, within established tournament boundaries, for a predetermined length of time. More generally, players each compete for a fixed period of time, t | 04-30-2015 |
20150119138 | METHOD AND SYSTEM FOR ENCODED INFORMATION PROCESSING - Methods and system for encoded information processing are described. In one embodiment, an encoded pattern may be optically detected from source media. Gaming data and associated synchronization data may be decoded from the encoded pattern. The gaming data may be synchronized for use during gaming based on the synchronization data. Additional methods and systems are disclosed. | 04-30-2015 |
20150126276 | AVATAR PROTECTION WITHIN A VIRTUAL UNIVERSE - Methods, program products, services and devices are provided for protecting a protected avatar from actions of a second avatar within a virtual universe. Protection is implemented for a protected avatar from a second avatar within a virtual universe, including identifying an activity of the second avatar and disqualifying the second avatar from engaging in the identified activity within the virtual universe as a function of a relation of the identified activity to the protected avatar. A protective action is defined, associated with the identified activity and executable against the protected avatar or the second avatar. Activity of the protected avatar or the second avatar is monitored within the virtual universe for an occurrence of the identified activity, and the protective action is executed against the protected avatar or the second avatar in response to detecting the occurrence of the identified activity. | 05-07-2015 |
20150133210 | Game Outcome Validator - A simulator reproduces a game running on an electronic gaming machine using a model that implements the game rules and logic of the game. The electronic gaming machine stops at predetermined breakpoints during execution of a game session and sends data to the simulator at each breakpoint and at a conclusion of the game session. The data may include random number values, other game variables, and the result of the game session. The simulator uses the data to independently reproduce the game session. Output from the simulator is used to verify the state of internal variables and/or the result received from the electronic gaming machine. | 05-14-2015 |
20150133211 | GAME EXTENSIONS IN A GAMING ENVIRONMENT - Various aspects of a system and a method for providing one or more game extensions in a gaming environment are disclosed herein. The one or more game extensions that correspond to a selected game are dynamically determined. The game is selected based on a user input at a computing device. The one or more game extensions are transmitted to the computing device. Each of the one or more game extensions are associated with one or more pre-defined configurable actions that are triggered based on user interaction with a respective game extension. | 05-14-2015 |
20150141136 | SYSTEMS AND METHODS FOR PROVIDING AN INTERACTIVE HANDS-FREE VIDEO GAME TUTORIAL - Systems and methods for providing a tutorial for a video game are provided. The tutorial is characterized by a hierarchical data structure having a plurality of nodes connected by edges. Each node represents a video game stage and provides oral instructions on how to progress to another node. An edge represents head movements necessary to move to another node. At a computing device a current node is identified and the oral instructions associated with the node are provided. User head movements are sensed by a movement measuring component of the computing device and the current node and sensed user head movements are compared to edges associated with the current node. When a match is found, advancement to the node identified by the matching edge occurs. However, advancement is forgone when the user head movements do not match the head movements of any of the edges associated with the current node. | 05-21-2015 |
20150141137 | VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY - A method includes receiving, at a media device, a video game from a server via a network. The method includes installing, via the media device, the video game to a storage device associated with the media device. The method includes receiving, at the media device, a request to play the video game. The method includes sending an authorization request to the server from the media device via the network in response to the request. The method includes receiving authorization to execute the video game at the media device. The authorization is based on an identifier of the media device included in the authorization request being associated with rights allowing execution of the video game. The method also includes executing the video game via the media device in response to receiving the authorization. | 05-21-2015 |
20150141138 | GAME SYSTEM - One object is to provide a video game system that can technically restrain real money trade. In accordance with one aspect, a server device | 05-21-2015 |
20150148121 | IDENTIFICATION APPARATUS - An apparatus body is provided with a sensor face in which a plurality of sensor electrodes for detecting electrostatic capacitance are disposed. A recognition pattern formed by connecting a plurality of conductive spots through conductive lines is provided in an identification body. When the recognition pattern of the identification body is made to face the sensor face of the apparatus body, the plurality of sensor electrodes are electrically connected to one another through the recognition pattern to thereby generate a change of electrostatic capacitance so that the apparatus body can identify the recognition pattern based on the change of electrostatic capacitance. Thus, it is possible to provide an identification apparatus which can be manufactured inexpensively without use of an expensive apparatus such as an RFID system. | 05-28-2015 |
20150148122 | MULTI-MODE MULTI-JURISDICTION SKILL WAGERING INTERLEAVED GAME - Methods and apparatus for a gaming system are provided. The gaming system enables a player to engage in various types of gaming depending on the jurisdiction in which the player is located. For example, depending on the jurisdiction of a player's device, the gaming system may allow the player to wager using real world currency, or virtual currency. If the player's device is located in a jurisdiction that allows gambling using real world currency, the gaming system may allow the player to place wagers using real world currency. Alternatively, if the player's device is located in a jurisdiction that does not allow gambling using real world currency, the gaming system may limit the player to placing wagers using virtual currency. | 05-28-2015 |
20150290543 | DEVICE, GAME AND METHODS THEREFOR - A method of receiving in an apparatus information indicating an item associated with an identity of a first user which has been selected by a second user in a computer implemented game. The information is received in the apparatus from a user device running said computer implemented game and being used by said second user. The information is processed to determine said identity of the first user. A message is transmitted to a user device associated with the first user indicating selection of said item. | 10-15-2015 |
20150297991 | SYSTEM AND METHOD FOR OFFLINE CONFIGURING OF A GAMING ACCESSORY - A device for online gaming includes a gaming accessory provisioned with a configuration that includes a group of settings of operating parameters for the gaming accessory. The group of settings corresponds to selections from first equipment of a user via an accessory management application. Upon initiation of a gaming session, the gaming accessory is in communication with second equipment of the user. The gaming accessory is not in communication with the first equipment of the user and is not in communication with the second equipment of the user prior to the initiation of the gaming session. The accessory management application can be a client application of a server remote from the first equipment of the user and the second equipment of the user. The group of settings can be received from the first equipment of the user via a graphical user interface presented by the accessory management application. | 10-22-2015 |
20150306504 | System and Method for User Activity and Preference Analysis in a Multi-User, Multi-Instance Environment - A system and method for user activity and preference analysis in a multi-user, multi-location digital environment that analyzes each user's state at each location where the user is present. If the user is present at multiple locations, the system and method also identify users that have mixed states, i.e., active at one or more locations and inactive at one or more second locations. If a user does not have a system-acceptable exception for its inactive state, the system and method may take action with respect to the user, which action may include warning the user or removing the user from the location. | 10-29-2015 |
20150317864 | Prediction Processing System And Method Of Use And Method Of Doing Business - A prediction processing system, method, and method for doing business is disclosed. The prediction processing system can collect, process, and publish event-outcome information. The prediction processing system can dynamically filter participants into groupings and iteratively optimize odds calculations over time. A proposal framework consisting of a various abstract proposal types can model and settle propositions. Game propositions can be automatically generated based on event categorization relationships, and users can themselves automatically establish their own game proposition and programs. The prediction processing system can provide game players or others with access to collective intelligence, including prediction information and information derived from prediction information. The prediction processing system can create groupings of better-performing predictors and provide them with information not generally available or additional stakes to increase the weight of their predictions in odds calculations. The prediction processing system can provide access to event-outcome information on a for-fee subscription basis. | 11-05-2015 |
20150321104 | SYSTEM, METHOD, AND COMPUTER READABLE RECORDING MEDIUM OF REGISTERING FRIEND IN GAME - A method, a system and a computer readable recording medium for registering a friend in a game. The method of registering a friend in a game, performed by a game service platform server includes: registering at least a member as a game friend among members who have joined the game managed by the game service platform server, based on friend registration request information received from a user terminal; providing the user terminal with information on the game currently accessed by the member registered as a friend; and providing the user terminal with information needed to execute the game, in response to a receipt of game selection information indicating that the game friend has selected the currently accessed game from the user terminal. | 11-12-2015 |
20150336005 | ELECTRONIC GAMING SYSTEM WITH CENTRAL GAME LICENSING - Examples disclosed herein relate to systems and methods where one or more electronic gaming devices each include a memory with one or more modules and a processor which may generate one or more symbols to be located in the one or more areas on a plurality of reels. The processor may initiate one or more game play functions and each electronic gaming device may include a license. Further, a license server may verify one or more licenses on the one or more electronic gaming devices where a verification status is determined based on a license being in an active state. | 11-26-2015 |
20150338648 | METHODS AND SYSTEMS FOR EFFICIENT RENDERING OF GAME SCREENS FOR MULTI-PLAYER VIDEO GAME - A method for creating and sending video game images comprises identifying a scene being viewed by a participant in a video game; determining whether there exists a previously created image corresponding to the scene and corresponding to a participant category to which the participant belongs. If the determining is positive, the previously created image is retrieved and released towards a device associated with the participant. If the determining is negative, an image is rendered, and the rendered image is released towards the device. Also, there is provided a method for control of video game rendering, which comprises identifying a scene being viewed by a participant in a video game; obtaining an image for the scene; rendering at least one customized image for the participant; and combining the image for the scene and the at least one customized image for the participant, thereby to create a composite image for the participant. | 11-26-2015 |
20150343308 | APPARATUS AND METHOD FOR PROVIDING USER INTERFACE FOR CLIENT DEVICES OF CLOUD GAME SERVICES - The present disclosure provides a game user interface (UI) script server, including: a game UI script generator, which in response to a request of a registrant terminal, is configured to provide a web interface for generating a user interface (UI), and to support generation of game UI scripts; a game UI script storage configured to store the generated game UI scripts through the web interface; and a game UI script provider, which in response to a request of a client terminal, is configured to provide one or more game UI scripts stored in the game UI script storage. | 12-03-2015 |
20150343313 | USER ENFORCEMENT REPUTATION SCORING ALGORITHM & AUTOMATED DECISIONING AND ENFORCEMENT SYSTEM FOR NON-EVIDENCE SUPPORTED COMMUNICATIONS MISCONDUCT - A method of determining an enforcement reputation of a first user of a multi-player computer-based game includes collecting values for a plurality of parameters each indicative of a first user's ability to report unacceptable conduct of other users who have participated in one or more game sessions with the first user and indicative of a likelihood that the first user has participated in unacceptable conduct. An enforcement accuracy score and an enforcement risk score are assigned to the first user based on the values of the plurality of parameters collected for the first user. The accuracy score reflects the first user's ability to report unacceptable conduct of the other users and the enforcement risk score reflects the likelihood that the first user has participated in unacceptable conduct. | 12-03-2015 |
20150352447 | INFORMATION PROCESSING DEVICE - A game system that can offer motivation promoting participation to players is provided. An information processing device accepts an investment instruction to specify any of plural game players as an investment-target player from an investor player and records a play result of a game by the investment-target player. Furthermore, the information processing device decides investment performance of the investor player according to the play result of the game recorded about the investment-target player specified by the investor player. | 12-10-2015 |
20150360131 | INFORMATION PROVISION METHOD - An information equipment has obtained identification information including a store ID indicating a predetermined shop store. An application ID indicating a game application running on information equipment and a user ID indicating a user of the game application are received together with the store ID over a network from the information equipment. A first database which manages a progress level of the game for the user in association with the application ID and the user ID and a second database which manages the application ID and a first game remuneration ID indicating a first game remuneration corresponding to the progress level are referred to, in accordance with the application ID and the user ID. First indication data indicating that the first game remuneration corresponding to the progress level of the game is provided to the user of the game application is transmitted over the network to the information equipment. | 12-17-2015 |
20150367238 | GAME SYSTEM, GAME APPARATUS, A METHOD OF CONTROLLING THE SAME, A PROGRAM, AND A STORAGE MEDIUM - A game apparatus obtains in a case where a state saving request is received, information specifying a condition in a game corresponding to that request and state information for initiating a game in a same state as a game screen corresponding to that request and records state saving data associated with the condition information and the state information. The game apparatus provides, in a case where a state saving data sharing request is received, link information of the recorded state saving data and condition information for that data, to another device. | 12-24-2015 |
20150371495 | WAGERING GAME MACHINE BIOS CONFIGURATION - A method for configuring a wagering game machine. The method can include initializing a processor and chipset residing on an embedded computer module residing in the wagering game machine, wherein a BIOS resides on a carrier board connected to the embedded computer module. The BIOS includes code for configuring many possible computer modules. The method can further include identifying, under control of code in the BIOS, some the possible computer modules that reside in the wagering game machine and initializing, using code of the BIOS input/output devices connected to the carrier board and the embedded computer module. The method can further include launching an operating system in the wagering game machine and presenting a wagering game on the wagering game machine according to information received from the input/output devices. | 12-24-2015 |
20150375115 | INTERACTING WITH A STORY THROUGH PHYSICAL PIECES - Methods of interacting with a story in a virtual world through manipulation of physical play pieces are described. An interactive software experience presents an interactive story to a user where the direction (and/or progression) of the story depends on user actions with physical play pieces. In an embodiment these actions are sensed by the physical play pieces themselves and sensed input data is communicated to the interactive software experience from the play pieces. The interactive story comprises one or more branching points at which there are a number of possible outcomes and one of the possible outcomes is selected at a branching point based on the sensed input data. The interactive story is presented to the user, for example using sounds and/or images. | 12-31-2015 |
20150375121 | INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, INFORMATION PROCESSING PROGRAM, AND COMPUTER-READABLE RECORDING MEDIUM ON WHICH INFORMATION PROCESSING PROGRAM IS STORED - When a game operation image is displayed on a touch panel of a portable terminal, the size of a game display screen and the operation image are small and therefore the progress of a game becomes difficult. Even in the case of a terminal having only a touch panel of a limited size, an operation image having a size that affects the progress of a game as little as possible is displayed on the touch panel by superimposing the operation image on a game display screen at a position that affects the progress of the game as little as possible. | 12-31-2015 |
20150375122 | SYSTEMS AND METHODS FOR CONTROLLING MULTIPLE ACCOUNTS - A computer implemented method and system is described for controlling multiple identities. The system comprises at least one user device operable to communicate with at least one server of the system via a communication link, the server having at least one processor and at least one memory connected to at least one datastore storing a plurality of user identities, the method comprising detecting a trigger event associated with a second user identifier, the trigger event providing a second user identifier different to a first user identifier, associating the second user identifier with said first user identifier, and providing for at least one game associated with the first user identifier and the second user identifier a common set of game data. | 12-31-2015 |
20150379815 | PERIPHERAL DEVICE AND METHOD OF DETECTING ILLEGAL ACTION - A peripheral device (sandwiched device) to be installed adjacent to a gaming machine, including an imaging unit (CCD camera) configured to image a player who is playing a game with the gaming machine and output face image data for identifying the face of the player obtained by imaging, and a CPU configured to: obtain information about a game the player played with the gaming machine; determine whether or not an illegality condition is met based on the obtained information about the game; and set whether or not to activate the imaging unit based on the determination result. | 12-31-2015 |
20160008719 | WIRELESS COMMUNICATION GAME SYSTEM | 01-14-2016 |
20160008720 | MANAGEMENT DEVICE, MANAGEMENT METHOD, TERMINAL DEVICE, CONTROL METHOD, AND PROGRAM | 01-14-2016 |
20160012677 | COIN OPERATED ENTERTAINMENT SYSTEM | 01-14-2016 |
20160012678 | REGULATED HYBRID GAMING SYSTEM | 01-14-2016 |
20160016082 | METHOD AND SYSTEM FOR DEVICE NOTIFICATION - Methods and system for encoded information processing are described. In one embodiment, an encoded pattern may be optically detected from source media. The encoded pattern may be associated with programming content of a content source. The encoded pattern may be decoded to reproduce encoded data. The programming content may be identified based on reproduction of the encoded data. A scheduled start time of the programming content may be obtained. When a current device time is within a notification time qualification of the scheduled start time, a programming content start alert may be generated. An interactive opportunity notification associated with the programming content may be provided based on generation of the programming content start alert. Additional methods and systems are disclosed. | 01-21-2016 |
20160018956 | Localization System for Mounting Game in Portable Storage Device on Game Console and Method Therefor - A localization system for mounting a game includes at least a portable storage device, wherein each portable storage device comprising a target word unit, linked to small database having an identification code, wherein small database accesses a logic allocation unit comprising at least one file and each file comprises a file identification code; and a game console, comprising at least an interface, linked to a storage unit storing at least an application program for linking portable storage device and for downloading or overwriting existing file; and a central process unit; wherein the application program is utilized to access small database and display relevant information about file having file identification code corresponding to identification code of small database; wherein when game is selected to be executed, central process unit loads file of game into a free space in a main memory of game console and executes file of game. | 01-21-2016 |
20160023104 | SYSTEM FOR REMOTE GAME ACCESS - A system for allowing a user to remotely access a game includes: a game console; a remote console client configured to receive a game control signal; and a remote console server. The remote console server includes an audio and video encoder configured to receive an audio output and a video output from the game console and to convert the audio output and the video output to a network packet. The remote console server also includes: a game controller emulation unit and a network interface configured to send and receive the network packet. The game controller emulation unit is configured to receive a game controller signal from the game console and to send the game controller signal to the remote console client and to receive a game controller input from the remote console client and send the game controller input to the game console. | 01-28-2016 |
20160023119 | METHOD, SYSTEM AND COMPUTER READABLE RECORDING MEDIUM FOR PROVIDING RANKING OF GAME GROUP - A ranking method and system for providing a ranking of a game group is disclosed. The method includes creating a game group including a user and at least one member among the user's registered friends who have joined a game service, based on a game group creation request received from a user terminal. The method further comprises calculating a ranking of the user with respect to other members of the created game group based on a ranking inquiry request received from the user terminal, and providing the user terminal with the calculated ranking of the user. The user terminal drives a game service platform associated with a plurality of games and provides the game group creation request information and the ranking inquiry request information through the game service platform. | 01-28-2016 |
20160023120 | Game Machine Controller Method and PCB - A printed circuit board (PCB) installed on any game machine providing two wires for each meter a user desired to monitor in the machine, and two wires to supply power to the PCB. A monitor attached to any meter ranging from 12 volts to 48 volts that is not polarity specific. The PCB connected via Wifi, regular CAT 5 Internet cable or even via cellular service for areas where the Internet is not available. A single “HUB” per location can provide access and monitoring for a plurality of machines located at one location. The controller can transmit negative and positive alerts provide the user. Additionally, a user can set “alarms” for each item they are monitoring. Using the controller of the present invention, game machines are all wirelessly connected to the game machine comprised of the HUB and can be moved anywhere in the location. | 01-28-2016 |
20160027249 | METHODS AND APPARATUS FOR PROVIDING SECURE LOGON TO A GAMING MACHINE USING A MOBILE DEVICE - A gaming system compatible with patron-controlled portable electronic devices, such as smart phones or tablet computers, is described. When a transaction is initiated on an EGM that requires the input of Sensitive Information data, such data can be input directly from the Player/Patrons Portable Electronic Device. Hence, such input of their Sensitive information data is more discrete, and generally out of plain view from the other Player/Patrons. | 01-28-2016 |
20160035182 | PEER-TO-PEER (P2P) CODE EXCHANGE FACILITATION IN CENTRALLY MANAGED ONLINE SERVICE - Technologies are generally provided for a hybrid architecture of an enhanced networked environment implementing a centralized management of peer-to-peer (P2P) code exchange for secure real-time content distribution. In some examples, central game servers in a massively multiplayer online game (MMOG) service may prepare both P2P admission and eviction planning and P2P element integration packages, instructing a game client whom to send data to while also removing exploitable data from the P2P channel. Thus, large amounts of data may be offloaded from a datacenter hosting an MMOG or similar service involving high numbers of users to P2P connections. | 02-04-2016 |
20160038834 | NETWORK ENABLED GAME CONTROLLER - Aspects of the present disclosure relate to the implementation of a gaming environment including gaming servers for instantiating instances of games requested by a user. The gaming environment includes a game device for obtaining game inputs corresponding to the instantiated game. Additionally, the gaming environment includes one or more output devices for obtaining outputs generated by the processing of the inputs by the gaming server. Illustratively, the game device and one or more output devices form game device groups. Within each game device group, the inputs obtained by game device are transmitted independent of the outputs transmitted to the output devices. The transmission of input data from the game device and the transmission of the output audio data, output video data or other data from the gaming server may be individually optimized. | 02-11-2016 |
20160038835 | SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME - One aspect of the disclosure relates to dynamically altering an in-game experience based on a user's connection to the online game. The online game may monitor connection strength of a device of the user to a network via which the user may access the online game. The online game may dynamically alter the user's experience based on the connection strength of the device. The online game may make available or remove the availability of one or more modes of game play to the user based on the connection strength of the user's device. | 02-11-2016 |
20160042602 | FACILITATING ACCESS TO A TARGET DEVICE - The disclosed embodiments disclose techniques for facilitating access to a target device. During operation, a target device presents a unique code to a user device that is located in proximity to the target device. The user device presents this unique code to a management server that is associated with the target device to gain access to the target device, with the management server linking the two devices. The target device receives notification that the user device has been linked and displays a set of received user account information on a display. Subsequently, the target device receives notification from the management server that the linked user device has applied a credit to the target device, and initiates an operation that is associated with consuming the credit. | 02-11-2016 |
20160045825 | SYSTEM FOR MANAGING DIRECT CHALLENGES BETWEEN USERS IN FANTASY SPORTS AND OTHER GAMES - Interactive systems and methods for creating game and game-like applications, including a direct challenge application for building a head-to-head challenge between users, are presented. A system for building and managing a plurality of direct challenges includes an application services interface, a plurality of user interfaces, a challenge application, and a plurality of external data services for tracking the progress and player performance during real-world events, such as sporting events. Also disclosed is a system and methods allowing a user to change or modify their fantasy player lineup during the progress of a live action sporting event. | 02-18-2016 |
20160045829 | FANTASY GAME PLAY FACT CHECKING - A fact checking system is able to verify the correctness of information and/or characterize information by comparing the information with one or more sources. The fact checking system automatically monitors, processes, fact checks information and indicates a status of the information. Fact checking results are able to be validated by re-fact checking the fact check results. | 02-18-2016 |
20160045830 | Adaptive Task Assignment for Online Games that Uses Player Profiles - Software at an online game website assigns to a player of a massively multiplayer online (MMO) game a first game task in a conditional series of game tasks. The assignment is based at least in part on a measure of difficulty associated with the first game task. The measure of difficulty depends on a profile associated with the player that includes an Active Social Network (ASN) metric as determined by data that has been read from an in-memory database and that has been retrieved from a social networking website through an application programming interface (API) exposed by the social networking website. Then the software provides a reward to the player upon termination of the conditional series of game tasks. The reward depends at least in part on the game tasks in the conditional series of game tasks that were completed by the player. | 02-18-2016 |
20160048507 | APPARATUS AND METHOD FOR MANAGING USER INPUTS IN VIDEO GAMES - A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to obtain a user input that was inputted into a first accessory operably coupled with the computing device where the first accessory provides a user interface for user interaction with a video game, determine a language of an intended recipient of the user input based on an identity of the intended recipient, access a multi-lingual library comprising a plurality of words associated with the video game, match the user input to one or more words of the plurality of words of the multi-lingual library to generate a translated message in the determined language of the intended recipient, and provide the translated message to a second accessory for presentation to the intended recipient in real-time. Additional embodiments are disclosed. | 02-18-2016 |
20160051895 | METHODS AND SYSTEMS OF AUTOMATIC MANAGEMENT ONLINE FANTASY SPORTS ROSTERS - In one aspect, a method includes the step of providing an online fantasy sports league. A user interacts with the online fantasy sports league via an application in a computing device. A list of automatic substitution designations is received from the user via the application with respect to a user's starting roster. A step includes determining that a player is ineligible to play in a game. It is determined that the player is on a user's starting roster or in a user's waiver wire. A step includes automatically select a substitute player for an ineligible starting player according a list of automatic substitution designations. The list of automatic substitution designations is stored in a memory of the computing device or an online fantasy sports league server. The user's team roster is automatically updated to include the substitute player in lieu of the ineligible starting player. | 02-25-2016 |
20160051899 | SYSTEM AND METHOD FOR DETECTING GAME CLIENT MODIFICATION THROUGH SCRIPT INJECTION - Script injection in game clients used to access an online, interactive game may be detected. This detection may be performed on behalf of the entity operating the game in order to reduce cheating by users that relies on client modification through script injection. Detection of script injection may be performed on a recurring basis. | 02-25-2016 |
20160054872 | METHOD OF AND APPARATUS FOR UTILIZING SMS WHILE RUNNING AN APPLICATION ON A MOBILE DEVICE CONTROLLING A VIEWER'S PARTICIPATION WITH A BROADCAST - An improved method of and system for participating in SMS-TV contests enables a user to utilize one or more applications to perform desired operations such as using the user interface to efficiently make selections to respond to a question in a contest, downloading SMS short codes, promoting contests within the application, storing a history of SMS-TV programs, enabling an alternate phone number to be submitted, utilizing user identification tags, disconnecting the application to receive an incoming call, verification, contacting a server to send an SMS message on the device's behalf and other operations. Some of the aforementioned operations are performed by the user specifically while others are automatically performed by a server to provide the user with the best service possible. | 02-25-2016 |
20160055709 | NETWORK BASED CONTROL OF REMOTE SYSTEM FOR ENABLING, DISABLING, AND CONTROLLING GAMING - A convenience gaming system is provided. The convenience gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas. | 02-25-2016 |
20160055715 | Gaming System Customer Service Techniques - A gaming system ( | 02-25-2016 |
20160059121 | GAME METHOD FOR TRAFFIC REALITY ENTERTAINMENT SYSTEM - The present invention relates to a game method for traffic reality entertainment system. The game method includes a portable device installing a program, vehicles installing vehicular systems, traffic facilities, and a cloud operating server. The traffic facility or the portable device is connected with the vehicular system. The portable device, the vehicular system, and the traffic facility are connected with the cloud operating server. When the portable device carried by a user is adjacent to the predefined vehicle or the predefined traffic facility, a game is started to perform or the cloud operating server starts to transmit the game data to the program of the portable device. Therefore, various game contents are produced by the traffic reality entertainment system according to the environment where the user stays, so the purpose of integrating the reality with the game and improving the interesting, attractive, and the sense of participation can be achieved. | 03-03-2016 |
20160059132 | CONDITIONAL ACCESS TO AREAS IN A VIDEO GAME - A video game includes conditional access to areas of the game. An area may be unlocked when particular game characters are at an entrance to the area. An area may be unlocked for a particular character, for all characters, or for categories of characters. Categories of characters may include characters of a particular type, characters of a particular skill level, characters controlled by a particular game player, and characters previously played in the video game. | 03-03-2016 |
20160059137 | Game Clip Popularity Based Control - Example apparatus and methods concern managing the encoding and storing of game clips that are automatically generated to record video game highlights. Encoding game clips for smooth streaming using adaptive bit rates requires significant processing resources and storing the multiple bit rate encodings consumes significant storage. Therefore, example apparatus and methods compute a predicted popularity for a game clip based on user factors (e.g., status), video game factors (e.g., popularity), game clip factors (e.g., importance of event, uniqueness of event), or other factors. Predicted popularity may differ from actual popularity, therefore the popularity score may be recomputed using actual observations (e.g., number of views of the game clip). Additionally, actual observations may identify correlations between the factors used to predict popularity and the factors that actually determine popularity. Therefore, the prediction function may be dynamically updated to improve the prediction function and thus to improve the user experience. | 03-03-2016 |
20160067609 | NOVEL REAL TIME PHYSICAL REALITY IMMERSIVE EXPERIENCES HAVING GAMIFICATION OF ACTIONS TAKEN IN PHYSICAL REALITY - A real time physical reality immersive experience having gameification of actions taken in physical reality combines endurance events and gaming aspects to create a novel entertainment systems, methods, and apparatus, including Modular Efficiently Transformable Assembly Structures (METAS). | 03-10-2016 |
20160067611 | ADJUSTING OBJECT ADAPTIVE MODIFICATION OR GAME LEVEL DIFFICULTY AND PHYSICAL GESTURES THROUGH LEVEL DEFINITION FILES - A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to adjust twitch response and collision determination to a player's skill level is provided. Gameplay information of a computer-implemented game is accessed. The gameplay information including input information indicating one or more attributes of gameplay input provided by the player. A gameplay skill level of the player of the player is estimated based on the one or more gameplay input attributes. Based on the estimated gameplay skill level of the player, respective values of one or more gameplay parameters that determine on-screen behavior of virtual in-game objects are modified, thereby a gameplay difficulty level is modified. | 03-10-2016 |
20160067612 | AUTOMATED GAME MODIFICATION BASED ON PLAYING STYLE - A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to modify a game based on playing style is provided. Player-specific playing style information that indicates one or more attributes of a playing style of a player is accessed. The playing style information is based on gameplay behavior of the player. Game parameters that defines at least some aspects of a game level forming part of the game is accessed. In an automated operation one or more of the game parameters are modified, thereby a difficulty of the game level for the player based on the one or more playing style attributes is modified. The modified game parameters are caused to be presented on a client device associated with the player of the game level. | 03-10-2016 |
20160067613 | EXPERIMENTATION AND OPTIMIZATION SERVICE - A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner creates an optimal game model based on game-related data of a plurality of players. The optimal game model corresponds to a player segment in the plurality of players. The System Tuner generates one or more rules for building a game variant based on the optimal game model. The System Tuner detects a first player accessing the game. The System Tuner determines a particular player segment to which the player belongs. The System Tuner generates a game variant based on an optimal game model for the particular player segment and sends the game variant to a client device. | 03-10-2016 |
20160067614 | DEVICE FOR MANAGING OPERATIONS OF ACCESSORIES - A system that incorporates teachings of the present disclosure may include, for example, an apparatus having a processor to detect a gaming accessory stimulation associated with a programmable layer of a number of programmable layers. The processor identifies a substitute gaming accessory stimulation of the programmable layer of the number of programmable layers of the gaming accessory. The substitute gaming accessory stimulation of the programmable layer is associated with the gaming accessory stimulation of the programmable layer of the number of programmable layers, according to a user profile of a number of user profiles associated with a user account. Other predetermined associations of stimulations of the gaming accessory with other substitute accessory stimulations are recorded in other user profiles of the number of user profiles, and the substitute gaming accessory stimulation is provided to a computing device to manage a gaming software application. Additional embodiments are disclosed. | 03-10-2016 |
20160070346 | MULTI VANTAGE POINT PLAYER WITH WEARABLE DISPLAY - The present invention relates to methods and apparatus for utilizing a wearable display device for viewing streaming video captured from multiple vantage points. More specifically, the present invention presents methods and apparatus for controlling the immersive experience through player configurations for viewing image data captured in two dimensional or three dimensional data formats and from multiple disparate points of capture based on venue specific characteristics, wherein the viewing experience may emulate observance of an event from at least two of the multiple points of capture in specifically chosen locations of a particular venue. | 03-10-2016 |
20160070452 | USER INTERFACE FOR DYNAMIC GENERATION OF TOURNAMENT BRACKETS - The present disclosure describes an administration system which facilitates efficient setup, organization, and maintenance of tournaments, including league games. In particular, the administration system provides a user-friendly, intuitive and efficient-to-use interface for organizing tournaments and tournament brackets. The user interfaces and methods described provide tournament organizers and administrators with the ability to quickly and dynamically build custom tournament brackets of virtually any desired depth and configuration. The administration system, and in particular the tournament bracket management user interfaces, enable tournament administrators to focus on the task of building a custom tournament bracket structure quickly, while also automatically handling the minute logistics underlying the tournament such as when and where games are to be played. | 03-10-2016 |
20160074757 | SINGLE USER MULTIPLE PRESENCE IN MULTI-USER GAME - A method for providing a single user multiple presence implementation may include providing access for a user identified by a user account to a virtual environment hosted by a computer. The method may further include generating multiple avatars for the user account to concurrently coexist and be operative within the virtual environment. The method may further include controlling the multiple avatars at least partly in response to input from the user. The method may further include communicating virtual environment data regarding more than one of the multiple avatars to at least one client operated by the user. An apparatus for performing the method may include a processor coupled to a memory holding encoded instructions for performing operations of the method on a computer configured as a network entity. | 03-17-2016 |
20160078721 | PROVIDING AND CONTROLLING EMBEDDABLE GAMING CONTENT - A wagering game system and its operations include detecting, via a first web widget presented via a casino website, identifying information for a casino user account. The casino user account is hosted by a casino server. The first web widget is hosted by a second server separate from the casino server. The operations can further include determining, by at least one of one or more processors, a relationship between the casino user account and a second user account associated with the second server. The determining the relationship can be in response to detecting the identifying information. The operations can further include associating, by at least one of the one or more processors, the casino user account and the second user account in response to determining the relationship. | 03-17-2016 |
20160082352 | SYSTEM AND METHOD FOR PROVIDING USER WITH SERVICES - Improper communication using modified software is inhibited without checking game data itself. A system according to one embodiment realizes provision of an online game to a login user with HTTP communication between the server and the client terminal. The HTTP communication includes transmitting, by a terminal device, a HTTP request to which signature information generated based on the HTTP request and terminal-side key information is attached; checking, by the server, validity of the HTTP request based on comparison between the signature information attached to the HTTP request and signature information generated based on the HTTP request and the server-side key information of the login user; updating, by the server, the key information based on the HTTP request and the server-side key information; transmitting, by the server, a HTTP response; and updating, by the terminal device, the key information based on the HTTP request and the terminal-side key information. | 03-24-2016 |
20160082354 | DYNAMIC ADJUSTMENT OF DIFFICULTY IN AN ONLINE GAME BASED ON HARDWARE OR NETWORK CONFIGURATION - This disclosure relates to a system and methodology for dynamically adjusting the difficulty of a game based on upon the specific hardware configuration and/or network connectivity capabilities available to specific users in connection with the interaction of those users with the game. In exemplary implementations, dynamically adjusting the difficulty of playing a game based on hardware and network connectivity capabilities may be performed by processors executing computer program modules. | 03-24-2016 |
20160082355 | INFORMATION PROCESSING APPARATUS - An acquisition processing section acquires information data addressed to a user and a notification processing section gives notification of the acquired information addressed to the user. When a plurality of users have logged in concurrently, the notification processing section gives notification of user identification information identifying the addressee of the information, along with the information. On the other hand, when only one user has logged in, the notification processing section gives notification of the information but does not give notification of the user identification information. A login managing unit manages login users. The notification processing section determines whether or not to give notification of the user identification information depending on whether one user or a plurality of users are managed by the login managing unit. | 03-24-2016 |
20160082356 | GAME SYSTEM CONTROL METHOD AND GAME SYSTEM - A control method of a game server as a game system includes: a posting acceptance processing step of accepting posting of a game module from a game creator's terminal connected via the Internet; a conversion processing step of converting the game module into a predetermined format in accordance with which the game module is operable in a predetermined virtual machine; a behavior information acquisition processing step of activating the already converted game module by an operation instruction from the game creator's terminal, and acquiring behavior information of the game module under a testing virtual machine module provided with a function of the virtual machine; and a posting registration processing step of storing the already converted game module into game storage means in a case where the acquired behavior information satisfies a predetermined condition, wherein all of the processing steps are performed by being executed by a computer. | 03-24-2016 |
20160082357 | METHOD OF AND SYSTEM FOR CONDUCTING MULTIPLE CONTESTS OF SKILL WITH A SINGLE PERFORMANCE - A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions. | 03-24-2016 |
20160085437 | METHOD AND APPARATUS FOR CONTROLLING USER CHARACTER FOR PLAYING GAME WITHIN VIRTUAL ENVIRONMENT - A method for controlling a user character for playing a game within a virtual environment, including providing a user character and virtual environment information on the touch sensitive display to a user; detecting a touch gesture via a touch sensitive gesture input device, the touch gesture formed by a continuous sweep touching at least two touch sensitive elements arranged in the pre-defined array; comparing the detected touch gesture to reference gestures of the user character for playing the game within the virtual environment; and generating an action for the user character within the virtual environment in response to finding a matching reference gesture based on comparison. | 03-24-2016 |
20160086453 | PROCESSING OF A MOBILE DEVICE GAME-PLAYING TRANSACTION CONDUCTED BETWEEN THE MOBILE DEVICE AND A BLUETOOTH TERMINAL - An exemplary method comprises receiving information associated with a game-playing transaction conducted, via a Bluetooth interface (e.g., a Bluetooth Low Energy interface), between a user device and a game-playing terminal, wherein the game-playing transaction is associated with a request for playing a game; determining a location of the user device associated with the game; determining the user device is located in an approved location associated with the game; and processing the game-playing transaction based on determining the user device is located in the approved location associated with the game. The game-playing transaction is conducted on a first communication interface, and the information associated with the game-playing transaction is received on a second communication interface. | 03-24-2016 |
20160089605 | Peripheral Management Device for Virtual Game Interaction - In one embodiment, a peripheral management device may have a controller configured to communicate with a gaming machine and a portable electronic device. The controller may be configured to: (i) receive a peripheral data packet from a gaming machine processor, the peripheral data packet including at least one command; (ii) determine whether to process the peripheral data packet on at least one peripheral device of the gaming machine or at least one virtual peripheral device of the portable electronic device; (iii) generate an instructional data packet for the at least one virtual peripheral device if the peripheral data packet is determined to be processed on the at least one virtual peripheral device; and (iv) transmit the instructional data packet to the portable electronic device. | 03-31-2016 |
20160089606 | GAMIFICATION PLATFORM - Systems to gamify a data processing application using auditing data. Processing commences upon accessing electronic records comprising a set of application auditing specifications that identify one or more transaction types to be executed by a data processing application. Certain transactions corresponding to the identified transaction types are observed by an auditing facility during operation of the data processing application. At least some of the identified transaction types and measured audit parameters corresponding to the transactions are recorded. A gamification module associates the measured audit parameters with game parameters. Motivational imagery such as a scoreboard is generated for display. | 03-31-2016 |
20160089607 | GAMING MACHINE - To enable prevention of reading and running of a game program in an illegitimate storage medium, the disclosed slot machine includes: an SSD device including a flash memory configured to store a game program for running a game and an authentication program including an authentication key, which authenticates the game program; and a memory controller SD | 03-31-2016 |
20160089608 | COMPUTER-IMPLEMENTED METHOD FOR DETERMINING GAME MECHANICS IN BUSINESS PROCESS GAMIFICATION - Aspects are related to automatically determining game mechanics in business process gamification. Execution data of prior users of a first task in a business process is accessed in a history database. The execution data of the prior users of the first task is analyzed. The game mechanics for the first task is determined according to a result of the analyzing. | 03-31-2016 |
20160093171 | METHOD AND SYSTEM FOR CONTROLLING A GRAPHICAL USER INTERFACE OF A TERMINAL - A community gaming system including a central controller and a plurality of gaming terminals each with a graphical user interface operating. The system determines that a bonus event is triggered and which of the terminals qualify. The central controller transmits a trigger signal to each of the qualified gaming terminals in the sequence in turn, in response to which each qualified gaming terminal initiates scrolling of a bonus event graphic across its respective graphical user interface such that as the bonus event graphic scrolls across the graphical user interface of one of the qualified gaming terminals to reach an edge of that graphical user interface a next one of the qualified gaming terminals in the sequence then initiates scrolling of that bonus event graphic across its graphical user interface. The bonus event graphic appears to scroll across successive graphical user interfaces of the sequence of terminals. | 03-31-2016 |
20160096110 | SYSTEMS AND METHODS FOR PLAYING ELECTRONIC GAMES AND SHARING DIGITAL MEDIA - Various systems and methods for sharing electronic media are disclosed herein. According to particular embodiments, the system enables a user to select media (e.g., an image, a video, a gif, etc,) and compose a phrase to be associated with the media. In some embodiments, the system creates a post from the media and the phrase and enables the user to transmit the post to one or more other users to play (e.g., guess the phrase). | 04-07-2016 |
20160096111 | Virtual Competitive Group Management Systems and Methods - Virtual competitive group management systems and methods are provided herein. Exemplary systems may execute methods via one or more processors, which are programmed to compare one or more skill levels of a player to skill levels of a plurality competitors, wherein a skill level is associated with player competitiveness within the interactive game, determine at least one of the plurality of competitors who have at least one skill level that is greater than the skill level of the player, and place the player and the at least one of the plurality of competitors into a competitive group such that the player is at a competitive disadvantage to at least one of the plurality of competitors. | 04-07-2016 |
20160101354 | INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, RECORDING MEDIUM AND INFORMATION PROCESSING METHOD - An example system includes a server and multiple information processing apparatuses. The server includes a competition request acceptance unit accepting a competition request from the information processing apparatus, and an opponent decision unit deciding an opponent of a user concerning the request accepted by the competition request acceptance unit. The information processing system includes a history storage unit storing competition history information for a user in a tournament, an exchange processing unit performing processing of exchanging at least a part of the competition history information between competing users, based on the decision made by the opponent decision unit, and a competition processing unit performing processing concerning a competition between the users. The opponent decision unit decides an opponent based on at least a part of competition history information stored in the history storage unit. | 04-14-2016 |
20160101359 | Multi-touch Surface Extension using Conductive Traces and Pads - There is provided an interactive board for use with a user device having a touch screen. The interactive board includes a plurality of board pads, each of the plurality of board pads including a ground region interdigitated with a sense region, a user device region configured to receive the touch screen of the user device, the user device region including device region pads configured to transmit signals to the touch screen of the user device, a plurality of traces coupling the plurality of board pads to the device region pads, and a ground flap coupled to the ground region of each of the plurality of board pads, the ground flap configured to at least partially cover a back area of the user device. | 04-14-2016 |
20160101360 | Game Accessing Method and Processing Method, Server, Terminal, and System - A method including generating, by a terminal, a creation request containing game information, sending, by the terminal, the creation request to a game server, receiving, by the terminal, a graphic information code generated by a management server according to the game information, and displaying the graphic information code on the terminal. | 04-14-2016 |
20160101362 | FRIEND RECOMMENDATION SYSTEM - An optimized friend recommendation system is described. An active social network (ASN) of a player of an online game is determined based on a frequency of reciprocated communications between the player and friends of the player. The ASN of the player has friends of the player with a minimum number of closed-loop communications with the player within a predetermined duration. The social network of non-ASN friends outside the ASN of the player is identified. One or more non-ASN friends identified and suggested to socially engage with the player in an online game based on the social network of non-ASN friends of the player outside the ASN of the player are. | 04-14-2016 |
20160104348 | System, Method, and Apparatus for the Electronic Operation, Management, Sponsorship, Advertising, Promotion, Marketing, and Regulation of Games of Chance on a Network - The present invention is directed to a computer network system that allows a user to register for games of chances throughout the country and in accordance with national, state and local laws and ordinances. This system analyses the geographical location and residency information of a user in relation to the geographical access and participation areas permitted, excluded, and restricted for a game of chance as governed by jurisdictional laws, statutes, rules, and regulations. If the user is not located within a permitted area or falls within an excluded or restricted area, the user will not be allowed to access or participate in the game of chance. The ability of the system to limit participation by geographical location is based on user input, data, and variable analysis, and the comparison between the areas where games of chance are permitted, excluded, restricted, and user location and residency, filters data to determine user accessibility to a game of chance, listings, and advertising. The methods and apparatus of this system have applications on the Internet for raffles as well as other conventional games of chance. | 04-14-2016 |
20160107087 | REMOTE CONTROL OF A FIRST USER'S GAMEPLAY BY A SECOND USER - A method for providing remote control of a user's gameplay is provided. A live video feed of a first user's gameplay is presented to a remote second user. A request to transition control of the first user's gameplay to the second user is processed. Control of the first user's gameplay by the second user is initiated. | 04-21-2016 |
20160121221 | INFORMATION PROCESSING SYSTEM - An information processing system is provided which determines whether a session in which an invited user has been invited to participate is still valid or not before participation in the session. The information processing system includes: storing status information indicating whether each of a plurality of sessions offering a service possibly participated in by the user is valid or not; and storing a plurality of items of invitation information about a plurality of invitations each being an invitation for the invited user to participate in one of the sessions. Each client device acquires one of the plurality of items of invitation information about the invitation for the user using the client device to become the invited user, and displays on a display screen the acquired item of invitation information in a manner reflecting the status information. | 05-05-2016 |
20160121222 | Adaptation of Gaming Applications to Participants - Methods, systems, and products adapt gaming applications to participants. Should one of the participants be a minor, for example, the gaming application may adapt to scenarios that are appropriate for minors. Similarly, the gaming application may adapt to customs associated with a country of a participant. | 05-05-2016 |
20160121223 | INFORMATION PROCESSING APPARATUS - A storing section stores an invitation message giving an invitation to an application to be executed by another information processing apparatus. An information displaying section displays the invitation messages on a display device. At this point, the information displaying section displays a valid invitation message and an invalid invitation message in a manner different from each other. The information displaying section may further display an unread invitation message and a read invitation message in a manner different from each other. | 05-05-2016 |
20160129348 | LOCATION AND AGE VERIFICATION FOR MOBILE GAMING - A method for electronic gaming on a mobile device including a location determining module and a wireless data connection includes receiving coordinate data from the location determining module. Accuracy data is received from the location determining module. A region of confidence within which the mobile device is known to be within is determined based on the accuracy data received from the location determining module. An extent to which the region of confidence is within one or more pertinent jurisdictions is determined. Electronic gaming over the wireless data connection of the mobile device is permitted when it is determined that the region of confidence is entirely within the one or more pertinent jurisdictions. | 05-12-2016 |
20160136524 | Story Development Tool - Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for a story development tool. In one aspect, a method includes presenting, for selection by a user, one or more settings and one or more characters. The method further includes receiving a selection by the user of a setting and a character for three or more acts of a story, wherein one of the three or more acts is a beginning act and another one of the three or more acts is an ending act. The method further includes receiving a data identifying a particular action. The method further includes receiving data indicating a transition between two of the three or more acts, wherein the transition is triggered by the particular action. The method further includes determining whether there exists a path from the beginning act to the ending act based on the data indicating the transition. | 05-19-2016 |
20160136525 | PlayersJoin - Disclosed herein are systems and methods for organizing user events. A non-limiting example embodiment of a disclosed system comprises a creation component, a generation component, a ranking component, a permission component, and a notification component. In an aspect, a creation component creates a set of user profiles based on a set of user inputs, wherein the set of user inputs are received at a user interface. In another aspect, disclosed is a generation component that generates a group event comprising a subset of candidate user profiles of the set of user profiles based on a set of grouping criteria. | 05-19-2016 |
20160140803 | SINGLE SIGN-ON FOR WAGER GAMING PLAYERS OVER A WIDE-AREA NETWORK - When the player identifies herself to a gaming machine at a casino, for example by inserting a player tracking card into the card reader, she is, at generally the same time, logging onto a game provider's backend system (the game provider being different from the casino operator). This concurrent sign-on to the game provider's system is done in a non-intrusive, transparent, and passive manner. The player is not distracted from the normal steps leading to game play on the machine until she is ready to redeem points with the game provider or for some reason additional authentication is needed from the player. By virtue of this single sign-on to the game provider network, in addition to continuing game play across different casinos, the player can publish events to the Internet, such as on social networking sites, take advantage of offers targeted specifically for her, or facilitate responsible gaming programs. | 05-19-2016 |
20160144281 | GAME SYSTEM - One object is to provide a video game system that can technically restrain real money trade. In accordance with one aspect, a server device | 05-26-2016 |
20160144282 | Posted Information Sharing System, Game Application Executing System, Storage Medium, and Information-Processing Method - An exemplary posted information sharing system includes: a game processing unit configured to execute a multiplayer game application through a plurality of users each using a terminal; a group formation unit configured to form a playgroup for playing the game application, wherein the game processing unit includes: a group formation request unit configured to output, to the group formation unit, a playgroup formation request that specifies a group, according to input of the terminals, wherein the group formation unit is configured to form the users of terminals that specify the same group into a playgroup, based on the specified group. | 05-26-2016 |
20160144283 | INTEGRATED MULTI ENVIRONMENT INTERACTIVE GAME - Gaming systems and methods for integrated computer-related and physical game play interactions between a game player, a physical game piece character and an electronic device are defined. The physical game piece character may be a combination of smaller parts where each combination transmits a unique alphanumeric identifier and control signals to an electronic device game application, where the game application features the physical game piece character and is responsive to the signals from the physical game piece character and transmits control signals to the physical game piece, which responds with sensory signals. | 05-26-2016 |
20160151705 | SYSTEM FOR PROVIDING AUGMENTED REALITY CONTENT BY USING TOY ATTACHMENT TYPE ADD-ON APPARATUS | 06-02-2016 |
20160151714 | SYSTEM AND METHOD FOR DIRECTING A MOVING OBJECT ON AN INTERACTIVE SURFACE | 06-02-2016 |
20160158646 | Method, Apparatus, System and Computer Program Product for Event Triggered Games - A method of providing event triggered games includes operations of receiving a subscription to a game service from a subscriber, providing game content including a game to the subscriber, and enabling remote execution of the game responsive to receipt of a trigger associated with an occurrence of a predefined event of interest. | 06-09-2016 |
20160158653 | DYNAMIC INTERFACE CONTROL DEVICE MAPPING WHEN GAME SHARING - An electronic computing system for dynamically controlling user interface device settings for an electronic game playable by multiple players over a computer network. | 06-09-2016 |
20160158654 | MULTI-PLATFORM GAMING SYSTEMS AND METHODS - A multi-media interactive play system has a number of play elements situated in a variety of play environments or play media. The play elements are linked to a common record of participant performance, progress, character attributes, etc. The participant's performance in the play elements determines the play elements to which the participant may proceed as well as the play parameters of the play element in which the participant is currently involved. The play elements are thus interlinked to define a sequence or path network along which the participant advances. By advancing through the play elements the participant carries out a plot, story, theme, etc. that attaches a significance to the successful completion of a given play element or elements. Also disclosed in a variety of play elements suitable for use in the system, an example of a plot or theme that may be carried out by the system, and a send/receive radio frequency network that may be used to track play participants in a play center. | 06-09-2016 |
20160163113 | SYSTEM AND METHOD FOR AUGMENTED REALITY WITH COMPLEX AUGMENTED REALITY VIDEO IMAGE TAGS - Disclosed is a method for enabling use of a complex augmented reality system and a mobile device to display complex augmented reality on a display device. The method includes: enabling a user to capture one or more images from the display device via a camera on the mobile device; determining if there are one or more image tags within a video display on the display device that are viewable in the live camera image; using the one or more image tags to access information used by the augmented reality system; and overlaying virtual graphics in a position within 3D space on a display of the mobile device that augment the display of the display device with 3D effects to create complex augmented reality, when one or more image tags are detected within a video display on the display device that are viewable in a live camera image. | 06-09-2016 |
20160166925 | HYBRID GAME SYSTEM | 06-16-2016 |
20160166931 | SYSTEMS AND METHODS FOR USER-BASED ARBITRATION AND PEER REVIEW FOR ONLINE MULTIUSER SYSTEMS | 06-16-2016 |
20160166932 | PREDICTIVE CACHING OF GAME CONTENT DATA | 06-16-2016 |
20160166936 | AUTHENTICATING USERS ACROSS APPLICATIONS AND DEVICES USING BIOMETRIC AUTHENTICATION OR WEARABLE DEVICES | 06-16-2016 |
20160166938 | GAMING PLATFORM UTILIZING A FRAUD DETECTION PLATFORM | 06-16-2016 |
20160175707 | METHOD, DEVICE AND SYSTEM FOR SHARING OF GAME CHARACTERS | 06-23-2016 |
20160175710 | ELECTRONIC APPARATUS, CLOUD SERVER, GAME SERVICE PROVIDING SYSTEM AND GAME SERVICE PROVIDING METHOD THEREOF | 06-23-2016 |
20160175717 | APPARATUS, METHOD AND COMPUTER READABLE RECORDING MEDIUM FOR INTERWORKING ACCOUNT BASED ON MOBILE TERMINAL AND ACCOUNT BASED ON GAME | 06-23-2016 |
20160184705 | Method for sending webgame message and browser thereof and webgame service server - The disclosure discloses a method for sending a webgame message and a browser thereof, a webgame service server, and a system for sending a message in a webgame. Therein, the method for a browser to send a webgame message comprises the steps of: starting a webgame message plug-in at the browser side; logging in a webgame service server via the webgame message plug-in according to login information of a browser user; the webgame message plug-in obtaining webgame game information of the browser user from the logged-in webgame service server side; and the webgame message plug-in sending a webgame message input at the browser side to the logged-in webgame service server side according to the webgame game information of the browser user. By utilizing the solution of the disclosure, it can be realized that a browser user can receive a webgame message from other game player without logging in a game server, which greatly improves the user's experience. | 06-30-2016 |
20160184710 | Secure Computing for Virtual Environment and Interactive Experiences - Systems and methods for secure computing and virtual environments are provided herein. An example method includes authenticating a client using social media credentials received from the client, evaluating authenticity of the client based on social network information obtained from a social network using the social media credentials, and securely communicate with the client over web service or web sockets using the social media credentials and a token checksum to facilitate an online endurance game. | 06-30-2016 |
20160184712 | Game State Save, Transfer and Resume for Cloud Gaming - A system and method of pausing a game in a cloud gaming system including playing a game on a first game console included in the cloud gaming system, pausing the game at a selected point in the game and capturing game state data for the paused game. The paused game can be resumed by retrieving the game state data and applying the game state data to a selected game console and resuming the game at the selected point in the game on the selected game console. | 06-30-2016 |
20160189474 | SYSTEMS AND METHODS FOR GENERATING AND STREAMING GAME DATA TO A GROUP MEDIA CLIENT AND A PLURALITY OF PERSONAL MEDIA CLIENTS - Systems and processes for streaming a game to a group media client and a plurality of personal media clients are disclosed. In various embodiments, a media streaming device and game processor may execute game software or game logic to generate game data. This game data may be streamed for display to each game player as a group to a group media client as well as over a network to a personal media client of each individual player. Each player may select game data (e.g., a card or cards in the case of the game of poker), and this selection may be communicated to the media streaming device and game processor over the network. The media streaming device and game processor may, in response, continue to execute the game logic to generate updated game data. | 06-30-2016 |
20160193530 | VIRTUAL PLAYBOOK WITH USER CONTROLS | 07-07-2016 |
20160199732 | GAMING SYSTEM OVER WIFI LINK | 07-14-2016 |
20160199737 | PROTECTING AGAINST POLYMORPHIC CHEAT CODES IN A VIDEO GAME | 07-14-2016 |
20160203674 | ANTI-CHEATING SYSTEM | 07-14-2016 |
20160250556 | INFORMATION PROCESSING APPARATUS, IMAGE DATA DISTRIBUTION METHOD AND PROGRAM | 09-01-2016 |
20160250557 | DETECTING SUSPICIOUS BEHAVIOR IN AN ONLINE GAMING APPLICATION | 09-01-2016 |
20160375364 | USER IDENTIFIED TO A CONTROLLER - Methods, systems, and computer programs for obtaining profile data of a user from a wearable device are provided. One example method includes connecting a peripheral device with a base computing device via a data connection. The peripheral device usable for interfacing with a computer game when executed by the base computing device. The method also includes detecting, by the peripheral device, a wearable device of a user that is using the peripheral device. The wearable device having an electronic circuit and a memory for storing information usable to identify a profile of the user. The method further includes reading or obtaining, by the peripheral device, the information from the memory of the wearable device, then sending the information to the base computing device. The information is used by the base computing device to identify the profile of the user. The profile of the user being used to obtain calibration data for the user, to avoid requiring the user to perform calibration each time the user interacts with the computer game. | 12-29-2016 |
20160379441 | APPLICATION FOR ENHANCING A SPORT VIEWING EXPERIENCE ON AN ELECTRONIC DEVICE - The present invention relates to an application used for enhancing the sport viewing experience by instantly recognizing the player's performance and rewarding the player(s) based on the performance. Upon receiving a reward or recognition, the player can send an acknowledgment response to the rewarding user. Additionally, the application facilitates various features to enhance the sport viewing experience. | 12-29-2016 |
20190143203 | SYSTEM AND METHOD FOR OFFLINE CONFIGURING OF A GAMING ACCESSORY | 05-16-2019 |
20190143208 | FACILITATING USERS TO COMPLETE ACTIVE GAME ACTIONS | 05-16-2019 |
20190143210 | SYSTEM AND METHOD FOR DYNAMICALLY ALTERING AN IN-GAME EXPERIENCE BASED ON A USER'S CONNECTION TO THE GAME | 05-16-2019 |
20220139152 | CONFIGURABLE VIRTUAL GAMING ZONE - In one embodiment, zone-based gaming activity within a gaming establishment can be configured. The method can, for example, include: setting a location within the gaming establishment for the zone-based gaming activity, the location being at least one defined region within the gaming establishment; configuring a virtual gaming zone for the location within the gaming establishment for the zone-based gaming activity; identifying one or more gaming devices that are within the virtual gaming zone; and permitting the identified one or more gaming devices that are within the virtual gaming zone to participate in the zone-based gaming activity. | 05-05-2022 |