Patent application number | Description | Published |
20100240455 | PRESENTING SECONDARY CONTENT FOR A WAGERING GAME - Described herein are processes and devices that cause secondary content to be presented during wagering games. One of the devices described is a secondary content server. The secondary content server can obtain user related information, like user preferences, about a player of a wagering game and use the user related information to determine or generate secondary content. The secondary content server can cause the secondary content to be presented on a wagering game device or terminal. The secondary content server can determine if more than one device can present the secondary content. In some embodiments, the secondary content server presents the secondary content on a wagering game device. However, if other devices are connected to the wagering game device, the secondary content server may instead cause the secondary content to be presented on one of the other devices. | 09-23-2010 |
20100267449 | INTERFACE FOR WAGERING GAME ENVIRONMENTS - This document describes inter alia a method for presenting an interface on a wagering game machine, where the interface includes a plurality of wagering game icons, and where each of the wagering game icons indicates a wagering game that available on the wagering game machine. The method can include presenting wagering game icons in an interface, wherein the wagering game icons form a row, and wherein each wagering game icon occupies a position in the row, and detecting a sweeping screen touch on a touch screen. The method can also include shifting, based on the sweeping screen touch, the wagering game icons to different positions in the row, where the shifting causes a wagering game icon at an end position in the row to disappear from the interface, and where the shifting also causes a new wagering game icon to appear at another end position in the row. | 10-21-2010 |
20110183739 | MORPHING GEOMETRIC STRUCTURES OF WAGERING GAME OBJECTS - A wagering game system and its operations are described herein. In embodiments, the operations can include accessing a wagering game object in a wagering game application running on a wagering game machine, where the wagering game object can include a plurality of degenerate polygons that form a first geometric structure for the wagering game object. The operations can further include determining a second geometric structure that is structurally distinct from the first geometric structure, and morphing the wagering game object from the first geometric structure into the second geometric structure via manipulation of the plurality of degenerate polygons. The operations can further include determining conditions that dictate the shape of the second geometric structure and morphing the wagering game object using a morphing algorithm associated with the conditions. Further, the operations can include providing outcomes and awards in accordance with the second geometric structure. | 07-28-2011 |
20110218042 | DYNAMIC SKINNING OF WAGERING GAMES - An editing tool generates a progressive game skin and code for instantiating the progressive game skin. The progressive skin indicates various perceivable elements (e.g., visual elements, aural elements, etc.) and skin configurations (e.g., layout for perceivable elements, timing for presenting perceivable elements, properties of perceivable elements, etc.). The progressive skin may also indicate target presentation devices for presenting the perceivable elements indicated by the progressive skin. The progressive skin editing tool provides the progressive skin to a device that controls one or more devices that will present the perceivable element indicated by the progressive skin. The controlling device (“media controller”) reads the progressive skin and causes the one or more devices to present the indicated perceivable elements as indicated by the progressive skin (“instantiates the progressive skin”). | 09-08-2011 |
20110287828 | CONFIGURING AND CONTROLLING WAGERING GAME COMPATIBILITY - A wagering game system is herein. In embodiments, the system's operations can include presenting a primary wagering game and receiving a request to present a secondary game in connection with the primary wagering game. The primary wagering game and the secondary game can be separate applications that require interactivity with each other (e.g., provide required functionality and communicate shared data, etc.). The operations can further include determining that an API provides the required interactivity, so that the secondary game can function in conjunction with the primary wagering game (e.g., can successfully plug-in to the primary wagering game). The operations can further determine optional and non-optional requirements and determine compatibilities based on the optional and non-optional requirements. Further, the operations can add functionality to the primary wagering game, the secondary game, or the API, to enable compatibility. | 11-24-2011 |
20130130808 | CONFIGURING AND CONTROLLING WAGERING GAME COMPATIBILITY - A wagering game system and its operations are described herein. In some embodiments, the operations can include presenting a primary wagering game and receiving a request to present a secondary game in connection with the primary wagering game. The primary wagering game and the secondary game can be separate applications that require interactivity with each other (e.g., provide required functionality to each other, communicate shared data with each other, etc.). The operations can further include determining that an application programming interface (“API”) provides the required interactivity so that the secondary game can function in conjunction with the primary wagering game without problems (e.g., can successfully plug-in to the primary wagering game). The operations can further determine optional and non-optional requirements and determine compatibilities based on the optional and non-optional requirements. Further, the operations can add functionality to the primary wagering game, the secondary game, or the API, to enable compatibility. | 05-23-2013 |
20130303284 | WAGERING GAME SYSTEM WITH STEREOSCOPIC 3-D GRAPHICS - This document describes techniques for processing graphics in wagering game systems. Some embodiments of the inventive subject matter use stereoscopic 3-D graphics and 2-D graphics to present composite images including multiple views of a virtual 3-D wagering game environment. Such embodiments present the composite images on stereoscopic 3-D devices. | 11-14-2013 |
20140135128 | DYNAMIC SKINNING OF WAGERING GAMES - Dynamic skinning can be propagated between a base game and a portal game. A base game and a portal game can be unidirectionally or bidirectionally “hooked” into each other to utilize perceivable elements of the other. For instance, a first set of dynamic perceivable elements are defined for a base game and a second set of dynamic perceivable elements are defined for a portal game. These sets of dynamic perceivable elements can change based on various conditions. The base game can rely on the second game (or code or configurations associated with the second game) for dynamic skinning that varies with the portal game while the portal game can rely on the base game (or code or configurations associated with the base game) for dynamic skinning that varies with the base game. Furthermore, a perceivable element can traverse a base game and a portal game. | 05-15-2014 |
20140248934 | CONTROLLING EVENT-DRIVEN BEHAVIOR OF WAGERING GAME OBJECTS - A behavior controller system and its operations are described herein. In embodiments, the operations can include detecting one or more events that occur within a wagering game. The wagering game can feature a wagering game object that can automatically (e.g., intelligently) respond to the one or more events. The behavior controller system can use event-driven behavior controllers, such as a behavior tree. The behavior controller system can determine, and activate, tasks on the behavior tree that cause the wagering game object to respond to the one or more events. In some embodiments, the behavior controller system can also prioritize tasks that may be performed by behavior trees to prevent conflicts between wagering game objects during a wagering game. | 09-04-2014 |
20140335933 | INCORPORATING TRANSIENT SYMBOLS INTO WAGERING GAMES - A wagering game system and its operations are described herein. In some embodiments, the operations can include providing a wagering game for presentation, wherein the wagering game includes a first symbol set used to indicate one or more wagering game outcomes before initiation of a secondary contest. The operations can further include initiating the secondary contest, wherein the secondary contest is separate from the wagering game, and providing a second symbol set for use during the secondary contest, wherein the second symbol set is configured to indicate a promotional award for the secondary contest. The operations can further include incorporating the second symbol set into the wagering game. The operations can further include ending the secondary contest, and removing the second symbol set from the wagering game after the secondary contest ends. | 11-13-2014 |
20150038236 | INTELLIGENT WAGERING GAME CONTENT DISTRIBUTION - A method for selecting content for delivery to devices is described herein. In some embodiments, the method can include registering a plurality of devices of one or more device types. The method can further include receiving usage information indicating usage of the devices and affinity information indicating user affinities associated with the devices. The method can further include detecting that a device of the plurality of devices is in-use. The method can further include determining, based on the usage information and the affinity information, game content for the device currently used. The method can further include transmitting, to the device, the game content. | 02-05-2015 |
20150087410 | CONFIGURING AND CONTROLLING WAGERING GAME COMPATIBILITY - A wagering game system and its operations are described herein. In some embodiments, the operations can include presenting a primary wagering game and receiving a request to present a secondary game in connection with the primary wagering game. The primary wagering game and the secondary game can be separate applications that require interactivity with each other (e.g., provide required functionality to each other, communicate shared data with each other, etc.). The operations can further include determining that an application programming interface (“API”) provides the required interactivity so that the secondary game can function in conjunction with the primary wagering game without problems (e.g., can successfully plug-in to the primary wagering game). The operations can further determine optional and non-optional requirements and determine compatibilities based on the optional and non-optional requirements. Further, the operations can add functionality to the primary wagering game, the secondary game, or the API, to enable compatibility. | 03-26-2015 |
20150087418 | SEPARATELY SERVED USER INTERFACE FOR MOBILE GAMING - A user-interface for a game is separately serviced to game clients based on an identifier of a site providing a selection interface for the game. Multiple user interfaces for a game are stored. A resource server receives a request for a game that includes an identification of a web site issuing the request. The resource servers uses the identification to select a user interface module from the multiple user interface modules associated with the game. The selected user interface is assembled into the game and provided to a source of the request. | 03-26-2015 |
20150087424 | BUNDLING ASSETS FOR MOBILE DEVICES - Bundled game assets are provided to game clients based on device characteristics of a client device. The game assets can include executable modules, audio data, video data, configuration files etc. A web site, for example, a game lobby, receives a request for a game from a client device. The game lobby receives device characteristics for the client device. The game lobby sends the device characteristics to a server. The server determines if an asset bundle has already been created for the client device based on the device characteristics. If an asset bundle has already been created, the asset bundle is provided to the client device. If an asset bundle does not exist for a client device having the indicated characteristics, the system creates an asset bundle, where at least some of the assets included in the bundle are determined, based at least in part, on the indicated device characteristics. | 03-26-2015 |