Device for providing access to wireless game apparatus
Abstract
A mechanism for better ensuring secure access to wireless gaming devices and gaming systems is provided. The convenience gaming system 10 includes a user 12 and an additional user 14, where a plurality of users access a first convenience gaming system 10 while a plurality of other users access a second convenience gaming system that is in communication with the first gaming system 10. The users 12 and 14 preferably access the system 10 through a gaming communication device 13. The gaming communication device 13 may include any suitable device for sending and receiving electronic communications to send gaming information to and receive gaming information from a communications network 16. The gaming information is further transmitted between the network 16 and a computer 18, such as a server, that resides within the domain of a gaming service provider 20. [Selection diagram] Figure 1

Term
17.6 yearsto projected expiry
Projected expiry 2 May 2044, counted from filing; an application has no term until it is granted.
- Priority
- Filed
- Published
- Today
- Projected expiry
19 claims: 2 independent, 17 dependent
- 1少なくとも1つのプロセッサを有する機器であって、ブレスレットの送信器から、ユーザに関連付けられた識別子を表す信号を受信し、前記ブレスレットを流れる電流を検出し、前記識別子が有効であるか否かを検出し、該識別子が有効であることに応答して、前記ユーザが承認されたゲーム区域内に位置しているか否かを判定し、前記識別子が有効であること、および、前記ブレスレットに電流が流れていることの少なくとも部分的に基づいて、ゲーミングシステムへのアクセスを提供するか否かを決定する、機器。
- 2前記プロセッサは、前記ユーザが前記承認されたゲーム区域内に位置し、前記ブレスレットに電流が流れているときに、前記ゲーミングシステムへのアクセスを提供するように、さらに構成される、請求項1に記載の機器。
- 3前記ブレスレットは、チップを具備する、請求項1に記載の機器。
- 4前記ブレスレットの前記送信器は、RFIDトランスポンダを具備する、請求項1に記載の機器。
- 5前記少なくとも1つのプロセッサは、前記ユーザが前記承認されたゲーム区域内に位置していることを示す視覚信号または可聴信号を生成するように、さらに構成される、請求項1に記載の機器。
- 6前記少なくとも1つのプロセッサは、前記ブレスレットを流れる電流によって発生する磁界の検出に基づいて、前記ブレスレットがユーザによって装着されていることを検出するように、さらに構成される、請求項1に記載の機器。
- 7前記少なくとも1つのプロセッサは、前記識別子をサーバに送信するように構成される、請求項1に記載の機器。
- 8前記少なくとも1つのプロセッサは、前記ブレスレットによって生成された信号に基づいて、前記ブレスレットに電流が流れていることを示す標識を受信するように構成される、請求項1に記載の機器。
- 9前記少なくとも1つのプロセッサは、前記ブレスレットが前記ユーザによって取り外されたことを示す標識を受信するように、さらに構成される、請求項1に記載の機器。
- 10前記ブレスレットが前記ユーザによって取り外されたことを示す前記標識は、前記ブレスレットからの信号の途絶を検出することに基づく、請求項9に記載の機器。
- 11少なくとも1つのプロセッサによって、ブレスレットの送信器から、ユーザに関連付けられた識別子を表す信号を受信するステップと、前記ブレスレットを流れる電流を検出するステップと、前記識別子が有効であるか否かを検出し、該識別子が有効であることに応答して、前記ユーザが承認されたゲーム区域内に位置しているか否かを判定するステップと、前記識別子が有効であること、および、前記ブレスレットに電流が流れていることの少なくとも部分的に基づいて、ゲーミングシステムへのアクセスを提供するか否かを決定するステップと、を含む方法。
- 12前記ユーザが前記承認されたゲーム区域内に位置し、前記ブレスレットに電流が流れているときに、前記ゲーミングシステムへのアクセスを提供するステップをさらに含む、請求項11に記載の方法。
- 13前記ブレスレットは、チップを具備する、請求項11に記載の方法。
- 14前記ブレスレットの前記送信器は、RFIDトランスポンダを具備する、請求項11に記載の方法。
- 15前記ユーザが前記承認されたゲーム区域内に位置していることを示す視覚信号または可聴信号を生成するステップをさらに含む、請求項11に記載の方法。
- 16前記ブレスレットを流れる電流によって発生する磁界の検出に基づいて、前記ブレスレットがユーザによって装着されていることを検出するステップをさらに含む、請求項11記載の方法。
- 17前記識別子をサーバに送信するステップをさらに含む、請求項11に記載の方法。
- 18前記ブレスレットが前記ユーザによって取り外されたことを示す標識を受信するステップをさらに含む、請求項11に記載の方法。
- 19前記ブレスレットが前記ユーザによって取り外されたことを示す前記標識は、前記ブレスレットからの信号の途絶を検出することに基づく、請求項18に記載の方法。
Independent claims19
118 paragraphs, as filed
The present invention relates generally to the field of gaming, and more particularly to gaming systems and methods incorporating wireless networks and systems and methods for providing access to such gaming systems.
A virtual casino is accessible through a communications network such as the Internet. For example, an online casino presents users with graphical representations of games, such as casino games, on the screens of computers in communication with the Internet. Users may place bets, participate in games, and win or lose money. Receiving winnings or paying for losses is typically handled through credit transactions.
<p>Participants may use gaming devices, some of which may be wireless, to access such online casinos. However, security of wireless gaming devices (e.g., handhelds such as Blackberry handheld devices) may be less than optimal, as it is typically achieved through soft checks. For example, a user may only be required to enter a correct username and associated password to be provided access to a particular gaming device.</p><p>It is therefore desirable to provide mechanisms to better ensure secure access to wireless gaming devices and gaming systems.</p>
<p>It is therefore an object of the present invention to provide a mechanism that better ensures secure access to wireless gaming devices and gaming systems.</p><p>This and other objects are achieved in accordance with the principles of the present invention by providing a gaming network with one or more levels of security checks, such as hard security checks, instead of or in addition to soft security checks before access to a gaming device is given. In a hard security check, a user employs a device, such as a card or other physical token, that may be used to access a gaming device. Such a device may communicate information identifying the user to the device, or may be used to generate a signal in the absence of which the device is locked.</p><p>In some embodiments of the invention, a device is provided that is capable of detecting or reproducing a signal from the device. If the signal is detected, access to the device is provided. Alternatively, or in addition, the signal may include identification information that needs to be verified to provide access to the device. The device may include a medium for storing the identification information and a transmitter for communicating the identification information to the device such that if the identification information is associated with a user that is authorized to operate the device, access to the device is provided.</p><p>For a more complete understanding of the present invention, and further features and advantages thereof, reference is now made to the following description taken in conjunction with the accompanying drawings, in which:</p>
<figref num="1">1 illustrates a convenience game system according to certain embodiments of the present invention.</figref><figref num="2">1 illustrates a convenience gaming system having a wireless network according to certain embodiments of the present invention.</figref><figref num="3">FIG. 1 is a block diagram of a convenience gaming system illustrating various gaming activities according to certain embodiments of the present invention.</figref><figref num="4">1 illustrates a convenience gaming system showing coverage areas according to certain embodiments of the present invention.</figref><figref num="5">1 illustrates a convenience gaming system having a wireless network illustrating triangulation location location in accordance with certain embodiments of the present invention.</figref><figref num="6">1 is a flow chart illustrating steps of a convenience gaming method according to certain embodiments of the present invention.</figref><figref num="7">1 illustrates a convenience gaming system showing communication paths according to certain embodiments of the present invention.</figref><figref num="8">1 illustrates a ship-based convenience gaming system according to certain embodiments of the present invention.</figref><figref num="9">1 illustrates a convenience gaming device and equipment for use in accordance with certain embodiments of the present invention.</figref><figref num="10">1 illustrates a convenience gaming device and machine according to certain embodiments of the present invention.</figref><figref num="11">1 illustrates another convenience game device according to certain embodiments of the present invention.</figref>
A convenience gaming system allows participants to participate in gaming activities from remote and/or mobile locations. Possible gaming activities include gambling, such as those offered by casinos. Gambling activities include, but are not limited to, slot machines, video poker, table games (e.g., craps, roulette, blackjack, pai gow poker, Caribbean stud poker, baccarat, etc.), wheel of fortune, and many other games. Gaming activities may include any casino-type gambling activity, such as fortune games, keno, sports betting, horse racing, dog racing, jai alai, and other gambling activities. Gaming activities may also include placing bets on any type of event. Events may include sporting events, such as horse or auto racing, and athletics (football, basketball, baseball, golf, etc.). Events may also include those that do not typically involve betting. Such events may include, but are not limited to, political elections, entertainment industry awards, and movie box office results. Games may also include games and events that do not involve betting. Games may also include lotteries, or lottery-type activities, such as state and interstate lotteries. They may include all forms of number selection lotteries, "scratch-off" lotteries, and other lottery contests. Convenience gaming systems may be implemented over a communications network, such as a cellular network or a private wireless and/or wired network. Examples of the latter include WiFi and WiMax networks. In some embodiments, the convenience gaming system's communications network is completely independent of the Internet. In other embodiments, the operation of the convenience gaming system makes minimal use of the Internet and/or the information may be encrypted so that only information without security issues is transmitted over the Internet. Preferably, the communications network allows players to participate in games from remote locations (e.g., outside the gaming area of a casino). Additionally, the system may allow players to move around while participating in convenience gaming activities. Preferably, the system has location verification or identification capabilities operable to permit or deny gaming from a remote location depending on whether the location meets one or more conditions. A condition may be, for example, whether the location is within a predefined area where gaming is permitted by law.
As shown, for example, in FIG. 1, convenience gaming system 10 includes at least one user 12. The system may include additional users such that there is at least a first user 12 and a second user 14. A plurality of users may access first convenience gaming system 10 while a plurality of other users may access a second convenience gaming system (not shown) that is in communication with first gaming system 10. Users 12 and 14 preferably access system 10 through gaming communication device 13. Gaming communication device 13 may include any suitable device for sending and receiving electronic communications. Examples of such devices include, but are not limited to, mobile phones, PDAs, computers, minicomputers, and the like. Gaming communication device 13 transmits gaming information to and receives gaming information from communication network 16. Gaming information is further transmitted between network 16 and computer 18, such as a server that may be located within the domain of gaming service provider 20. However, the location of computer 18 is not important, and computer 18 may be adjacent to the area of gaming service provider 20 or may be remote from the area of gaming service provider 20. Moreover, in certain embodiments, a gaming service provider is not required. Computer 18 and/or gaming service provider 20 may be located within a gaming provider (not shown in FIG. 1 ), adjacent to the gaming provider, or remote from the gaming provider. The gaming provider may be the actual administrator of the game, such as a casino. By way of example, the gaming service provider may be located on the grounds of a casino, and computer 18 may be physically within the geographic boundaries of the gaming service provider. However, as previously mentioned, computer 18 and gaming service provider 20 may be in remote locations. Computer 18 may function as a gaming server. Additional computers (not explicitly shown) may function, for example, as database management computers and redundant servers.
Preferably, software resides on both the gaming communication device 13 and on the computer 18. The software present on the gaming communication device 13 is preferably operable to present information to the user corresponding to gaming activities (including gambling and non-gambling activities as described herein). Information includes, but is not limited to, graphical representations of objects related to the activities and presentation of options related to the activities that can be selected by the user. The software of the gaming communication device is also preferably operable to receive data from the computer and data entered by the user or information communicated via another device or equipment. The software present on the computer is preferably capable of exchanging data with the gaming communication device, accessing additional computers and data storage devices, and performing all functions described herein and functions common to known electronic gaming systems.
The gaming information transmitted over network 16 may include any information, in any format, necessary or desirable in the operation of the gaming experience in which the user participates. The information may be transmitted, in whole or in combination, in any format, digital or analog, text or audio, and by any known or future transmission technology, which may include, for example, wired or wireless technologies. Wireless technologies may include, for example, licensed or license-exempt technologies. Some specific technologies that may be used include, but are not limited to, Code Division Multiple Access (CDMA), Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), and the like. Examples of communication technologies include Global Positioning System (GPRS), Wireless Firmware (WiFi) (802.11x), WiMax (802.16x), Public Switched Telephone Network (PSTN), Digital Subscriber Line (DSL), Integrated Services Digital Network (ISDN), or cable modem technologies. These are merely examples, and one skilled in the art will appreciate that other types of communication technologies are within the scope of the present invention. Additionally, it will be appreciated that additional components may be used in communicating information between the user and the game server. Such additional components may include, but are not limited to, lines, trunks, antennas, switches, cables, transmitters, receivers, computers, routers, servers, fiber optic transmission equipment, repeaters, amplifiers, and the like.
In at least one embodiment, communication of the gaming information may occur over the Internet or without the involvement of the Internet. In certain embodiments, a portion of the gaming information may be transmitted over the Internet. Additionally, some or all of the gaming information may be transmitted partially over an Internet communication path. In certain embodiments, some information is transmitted entirely or partially over the Internet, but the information is not gaming information or is gaming information that needs to be or does not need to be kept secret. For example, data that results in a graphical representation of a table game on a user's gaming communication device may be transmitted at least partially over the Internet, while betting information submitted by the user may be transmitted entirely over a non-Internet communication network. As another example, identification information associated with a hard check device (e.g., a bracelet, described below) may or may not be transmitted over the Internet from the gaming communication device to a server.
According to some embodiments of the present invention, the communication network includes a cellular network 22, as shown, for example, in FIG. 2. The cellular network 22 includes a plurality of base stations 23, each of which has a corresponding coverage area 25. Base station technology is generally known, and the base stations may be of any type found in a typical cellular network. The base stations may have overlapping coverage areas. Furthermore, the coverage areas may be sectorized or non-sectorized. The network also includes mobile stations 24, which function as gaming communication devices used by users to access the convenience gaming system and to participate in activities available on the convenience gaming system. The users are connected to the network of base stations via the transmission and reception of wireless signals. The communication network further includes at least one voice/data switch, which is preferably connected to the wireless portion of the network via a dedicated, secure landline. The communication network further includes a gaming service provider, which is also connected to the voice/data switch via a dedicated, secure landline. The voice/data switch may be connected to a radio network of base stations, for example through a mobile switching center (MSC), and land lines may be provided between the voice/data switch and the MSC.
Users access the convenience gaming system via a mobile station that is in communication with, and thus is part of, the communications network. The mobile station may be any electronic communications device operable in connection with the network as described above. For example, in this particular embodiment, the mobile station may include a cellular telephone.
Preferably, in the case of a cellular network, for example, the convenience gaming system is enabled through the use of a private label carrier network. Each base station is programmed by the cellular telephone company to transmit and receive private, secure voice and/or data transmissions to and from the mobile station's handset. The handset is preferably pre-programmed with both gaming software and the telephone company's authentication software. The base stations communicate with the switch over private T-1 lines. The gaming service provider leases private T-1 or T-3 lines that route calls to gaming servers controlled by the gaming service provider. Encryption may be built into the phone if required by a gaming regulator, such as the Gaming Commission.
The cellular network is preferably a private, closed system. Mobile stations communicate with base stations that are connected to centralized switches located within a gaming jurisdiction. At the switches, voice calls are routed locally or over long distances. Gaming traffic for a particular service provider is routed from the central switch to a gaming server at a host location, which may be a casino or other location.
When a subscriber launches their particular gaming application, the handset communicates only with the particular base station having a cell or sector designed to be entirely within the gaming jurisdiction. For example, if a base station is close enough to a state border to pick up or transmit a signal across the state border, it cannot communicate with the device. When a customer uses the device for gaming, the system may prohibit making or receiving voice calls, if desired. Moreover, voice may be eliminated entirely if desired. Additionally, the device is preferably not allowed to "connect" to the Internet. This ensures a high level of certainty that bets/wagers are originated and terminated within the boundaries of the gaming jurisdiction, and that "private" wireless systems cannot be circumvented or bypassed. In certain embodiments, some data and/or voice traffic may be communicated, at least in part, over the Internet. In some embodiments, certain non-gaming information may be transferred over paths that include the Internet, while other information related to the gaming activity of the system is transferred over paths that do not include the Internet.
As shown in FIG. 3, the gaming communication device 32 is in communication with a gaming service provider over a network 34. The gaming service provider preferably has one or more servers on which various games and other applications reside. As shown in FIG. 3, some exemplary gaming applications include horse racing and other sports, financial exchange, casino and/or virtual casino, entertainment and other events exchange, and news and real-time entertainment. Each of these applications may be implemented in one or more software modules. The applications may be combined in any possible combination. Moreover, it should be understood that these applications are not exhaustive and other applications may exist to provide a user with an environment associated with any of the described or potential convenience activities.
In another embodiment of the present invention, the communication network includes a private wireless network, for example as shown in FIG. 4. The private wireless network may include, for example, 802.11x (WiFi) network technology to cover "Game Spots" or "Entertainment Spots". In FIG. 4, various WiFi networks are shown as networks 41. The network 41 may use other communication protocols, including but not limited to 802.16x (WiMax) technology, to provide the private wireless network. Furthermore, the networks 41 may be interconnected. Furthermore, the convenience gaming system may include a combination of networks, as shown in FIG. 4. For example, a combination of a private wireless network 16, a cellular network 42 including a multi-channel access unit or sectorized base station, and a satellite network 46 including one or more satellites is shown.
With regard to private wireless networks, the preferred technology covers small areas (e.g., within 100-300 feet) and provides very fast throughput, making private wireless networks particularly suitable for gaming commission requirements of location and identity verification for gaming service provider products. Game spots enabled by network 41 may include current casino areas 48 and new areas, such as swimming pools, lakes, or other recreational areas 49, rooms and restaurants such as those found in casinos 48 or hotels 45 and 47, residential areas 40, and other remote convenience gaming areas 43. The overall convenience gaming system configuration shown in FIG. 4 is intended as an example only and may be modified within the scope of the present invention.
In some embodiments of the present invention, the system architecture of the convenience game system includes:
(1) Wireless LAN (Local Area Network) components, mostly consisting of 802.11x (WiFi) and/or 802.16x WiMax technology; robust security and authentication software; gaming software; mobile carrier licensed handsets with Windows or Symbian operating systems built in; and
(a) Secure, CDMA technology for wireless data protection;
(b) at least two layers of user authentication (one provided by the mobile operator and one provided by the gaming service provider);
(c) forced tunneling (static routing) to gaming services;
(d) end-to-end encryption at the application layer; and
(e) state-of-the-art firewall and DMZ technology;
(2) Metropolitan Wireless Access Networks (MWANs), consisting of licensed or license-exempt point-to-point links and licensed or license-exempt point-to-multipoint technologies;
(3) Private MAN (Metropolitan Access Network) T-1 and T-3 lines to provide connectivity where wireless service cannot reach; and
(4) Redundant private line communication from the mobile switch to the game server.
Each "Game Spot" or "Entertainment Spot" is preferably connected to a central, redundant game server via MWAN/MAN. To access the private wireless network 41, the gaming communication devices are preferably WiFi- or WiMax-enabled PDAs or mini-laptops and do not need to be managed by a third party partner.
Preferably, the convenience gaming system includes a location verification function operable to allow or disable gaming from a remote location depending on whether the location meets one or more conditions. A condition may be, for example, whether the location is within a predefined area where gaming is permitted by law. As another example, a condition may be whether the location is within a no-gaming zone, such as a school. Location verification techniques used within the system may include, but are not limited to, "network-based" and/or "satellite-based" techniques. Network-based techniques may include, for example, techniques such as multilateration, triangulation, and geo-fencing. Satellite-based techniques may include, for example, global positioning satellite (GPS) technology.
As previously mentioned, the cellular approach preferably includes the use of at least one cellular, mobile, voice and data network. For gaming within a particular jurisdiction, such as Nevada, the techniques may include triangulation, global positioning satellite (GPS) technology, and/or geofencing to prevent the possibility of bets being placed outside the Nevada state line. In some embodiments, the network does not cover all of a particular jurisdiction, such as Nevada. For example, the network does not cover areas where cellular coverage for a particular base station straddles a state line, or other jurisdictional line. This is done to enable the use of location verification to prevent the possibility of bets being originated or terminated outside the state. Triangulation may be used as a method to prevent gaming from unauthorized locations. Triangulation may be accomplished, for example, by comparing signal strength from a single mobile station received at multiple base stations, each having a GPS coordinate. This technique may be used to pinpoint the location of the mobile station. The location may then be compared to a map or other resource to determine if the mobile station user is within an unauthorized area, such as a school, or GPS technology may be used for those purposes.
As shown in FIG. 5 , the convenience gaming system includes multiple gaming communication devices 54, 55, and 56. Device 54 is located outside gaming jurisdiction 58. Devices 55 and 56 are both located inside gaming jurisdiction 58. However, only device 56 is located inside geo-fence 57 defined by the coverage areas of multiple base stations 53. Thus, geo-fencing may be used to enable gaming via device 56 but disable gaming via devices 54 and 55. Some gaming communication devices inside gaming jurisdiction 58, such as device 55, are not allowed to access the convenience gaming system, while geo-fence 57 ensures that gaming communication devices outside jurisdiction 58, such as device 54, are not allowed to access.
Geofencing does not specify a location. Rather, geofencing ensures that a mobile station is within a particular boundary. For example, geofencing may be used to ensure that a mobile station that crosses state lines does not access a convenience gaming system. Triangulation, on the other hand, specifies a precise location, or a near-precise location. For example, as shown in FIG. 5, to determine the location of device 56, device 56 is triangulated between three of base stations 53. Triangulation may be used to identify whether a device, such as a mobile station, is located within a particular spot where gambling is not permitted (e.g., a school). Preferably, the location determination technology used in conjunction with the present invention meets the requirements of the Federal Communications Commission's (FCC) Phase 2 E911. According to a Geological Institute Survey (Geological Institute Global Location Survey (GIS) mapping may also be utilized to compare identified coordinates of the gaming communication device with GIS map features or elements to determine if the device is within an area not permitted for gaming. It should be noted that any type of location verification may be used, such as triangulation, geofencing, Global Positioning Satellite (GPS) technology, or any other type of location determination technology that may be used to ensure or provide an acceptable level of confidence that a user is within an approved gaming area.
In other embodiments, location verification is accomplished using a channel address check, or using some other identification number or information that indicates the network or part of the network being accessed by the gaming communication device. Assuming the use of an identification number for this purpose, by way of example, according to one method of location verification, a participant accesses the gaming system via a mobile phone. The identification number of the mobile phone, or the identification number of the network element being accessed by the mobile phone, identifies the caller's connection to the mobile network. The number indicates the fact that the caller is within a defined area and on a particular mobile network. A server application may reside on the mobile phone to communicate this information over the network to the gaming service provider. In a related embodiment, the identification number for information is passed from a first network provider to a second network provider. For example, the caller's home network may be one provided by the second provider, but the caller is roaming on (and within) the network provided by the first provider. The first provider passes the identification information to the second provider to enable the second provider to determine whether the caller is within a defined area that does or does not permit the associated gaming activity. Preferably, the gaming service provider maintains or has access to a database that maps the identification numbers of various possible worldwide mobile networks to geographic areas. The present invention contemplates the use of any number or substitute that indicates a network portion or network element of a network with which the mobile phone is connected. The identification number may indicate one or more of a base station or group of base stations, a line, a channel, a trunk, a switch, a router, a repeater, and the like.
In another embodiment of the invention, when a user connects his/her phone to a gaming server, the gaming server retrieves network identification information and communicates that information into the gaming service provider. Software resident on the gaming communication device may incorporate functionality to determine the user's location (based at least in part on the identification information) upon login or access by the user and then send a message to the gaming service provider. The identification number or information used to identify the location may be country-specific, state-specific, town-specific, or specific to some other definable boundary.
In connection with any location method, the gaming system may periodically update the location information, for example at predefined time intervals during a gaming session, to ensure that movement of the gaming communication device into unauthorized areas is detected during play and not just upon login or initial access.
Thus, depending on the location technology being used, the decision to allow or prohibit gaming activity may be made at the gaming communication device, at the gaming server, or at any component of the telecommunications network used to transmit information between the gaming communication device and the gaming server (e.g., at a base station, etc.).
One aspect of private wireless networks related to preventing gaming in unauthorized areas is the placement of sensors, such as Radio Frequency Identification (RFID) sensors, on gaming communication devices. If a user takes the device outside of an approved gaming area, the sensor will sound an alarm. Additionally, the device may be "tethered" to an immovable object. A user may simply log into such a device using their ID and password.
With reference to Fig. 6, an exemplary embodiment of a method according to the present invention may be described as follows. As previously mentioned, software is preferably loaded on the gaming communication device and is operable to receive input data for a game. The input data may originate in associated gaming software residing on a gaming server or may be entered by a user of the gaming communication device. The software on the device is operable to present a representation of a gaming environment. This may include, among other things, a representation of a table game, such as a blackjack table, or a representation of a slot machine. Other examples of representations of gaming environments include graphical representations of any other applications described herein.
In the exemplary method shown in FIG. 6, in a first step 602, the gaming communication device is powered up. This may occur as a result of turning on a phone, PDA, or other communication device as described elsewhere herein. Preferably, the power-up includes connecting the gaming communication device to a private data network. Part of the power-up includes logging in at a prompt. This may be considered as a first level of authentication of the user of the gaming communication device. A second level of user authentication includes authentication of the gaming communication device itself. This may occur, for example, by authentication of the mobile station by a mobile phone carrier. A third level of user identification may include biometrics. Various examples of biometrics include, but are not limited to, fingerprint identification, photo identification, retina scanning, voice print matching, and the like.
In a next step 604, a gaming environment is presented to the user. The gaming environment may be presented in various stages. For example, in a first stage, the gaming environment may include a casino lobby where the user is presented with certain gaming options including, for example, table games, slots, sports gambling, video poker, and a casino cashier. In subsequent stages, the user may be presented with optional instances of the types of activities selected from the casino lobby.
In a next step 606, the user selects an activity, such as a particular casino table game. In step 608, the user is presented with one or more options related to the selected activity. In step 610, the user selects an option. For example, at this point the user may place a bet, draw a card, select a restaurant or restaurant menu item, select a news source or news article, place a buy or sell order in a financial transaction, bet on a particular box office performance above/below an amount for a given movie, etc. The options for user input are numerous. In step 612, software residing on the gaming communication device accepts the option input by the user and transmits the input data to software residing on the gaming server. In step 614, the gaming server software acts according to the input data.
Actions at this point may include, but are not limited to, determining an outcome and/or amount, accessing another server and/or software application, retrieving information, preparing a response to the user, etc. Actions of determining an outcome and/or amount may occur, for example, when a user is using the device to place a bet in connection with a gambling activity. For certain gambling activities, such as table games or slot machines, a random number generator may be incorporated to determine the outcome (i.e., whether the user won or lost), and the game server software further determines the amount won or lost based on the amount wagered and any applicable betting odds. Actions of accessing another server and/or software application may occur, for example, when a user is engaged in a service activity, such as accessing a news service, making a reservation and ordering food and drinks at a restaurant, or making a retail purchase. Actions of retrieving information may occur when the game server software is prompted to access another server for purposes of retrieving a particular type of information requested by the user.
Preferably, the game server software prepares a response to the user's input data and, at step 616, the user acknowledges the response at step 618. For example, in the case of gambling, the user may acknowledge that he won a game of blackjack because the dealer went over 21, and that based on a bet of $50 at even odds, the payout to the user was $100.00. At step 620, the user logs out.
In a situation where the user is gambling, after the sequence of steps described in relation to FIG. 6 (or a subset of the steps, or a modified sequence of steps), the user physically enters the casino and goes to the casino teller for payment and/or settlement (which may include, for example, credit extension or prepayment). In some embodiments, there is a waiting period (e.g., 24 hours) before the user can receive winnings. The purpose of the waiting period is to allow time for fraud monitoring. The waiting period may depend on the amount of the balance. For example, if less than $5,000 is to be paid to the user, the waiting period may be 12 hours. If between $5,000 and $10,000 is to be paid to the user, the waiting period may be 24 hours. If more than $10,000 is to be paid to the user, the waiting period may be 48 hours.
Preferably, data is exchanged between the gaming communication device and a server controlled by the gaming service provider during convenience gaming activities. Example communication paths are shown in FIG. 7. Gaming data, such as bets placed by a user, is transmitted from the gaming communication device 701 to a base station 702 (or a transmitter in the case of a private wireless network such as a WiFi or WiMax network). The base station 702 routes the data through a network 703 to a hub or gateway 704, which then routes the data to a gaming server 705 operated by the gaming service provider. Preferably, communication from the gaming communication device 701 to the network 703 includes wireless communication. This may be any type of known or future available wireless communication. Examples of acceptable wireless communication protocols include CDMA, GSM, and GPRS.
Preferably, communications from the network 703 to the gateway 704 and then to the server 705 are over secure land lines. FIG. 7 is merely an example of a communications network, and it should be understood that the present invention encompasses other networks in which data may be transmitted from the gaming communication device 701 to the server 705. Preferably, data responsive to data transmitted from the gaming communication device 701 to the server 705 is transmitted back to the gaming communication device 701 along a path that is essentially the reverse of the path of the initial transmission. It should be noted that in at least certain embodiments of the methods and systems described herein, the user is not actually playing a game on the gaming communication device. Rather, the user is actually playing a game on a server controlled by a gaming service provider, which may be located within a casino, and thus interacting with the gaming device and the server. In other embodiments, the user may be playing a game on the gaming device itself, or interacting only with the device.
One possible approach to the payment and/or receipt of winnings and losses is as follows: Upon check-in at a hotel, hotel personnel may ask the guest as to whether he or she would like to access a convenience gaming device. If the guest desires such access, the hotel personnel may provide the guest with a gaming communication device in exchange for a credit card-type deposit, or other deposit. The guest then funds an account for wireless gaming. The guest's account balance information is written onto the guest's account file, which is preferably maintained on the gaming server. A user may fund his or her gaming account, for example, by setting up a credit transaction at a casino teller and/or by paying cash to a casino teller. Many other alternatives exist, and this process is merely exemplary. The guest's account or gaming communication device may be pre-funded. Funds may be deposited during a convenience gaming session. This may occur, for example, when the user selects a casino teller activity from the gaming environment and directs the teller to add funds to the account. The financial subsystem may utilize account card technology (ATM cards, credit cards, stored value cards, gift cards, etc.) to conduct financial transactions related to the user's account. Additionally, the user may remotely receive or pay by entering instructions via the gaming communication device or by another remote device, such as an automated teller machine (ATM), that is in electronic communication with a gaming server or other server operated by a casino, hotel, gaming service provider, or other entity involved in the convenience gaming activity. For example, a user may remotely place an order with a restaurant (via the gaming communication device). The user may then prepay for the meal at an ATM-type machine that is operable to accept instructions corresponding to the financial transaction request of the convenience gaming activity of ordering a meal.
An electronic record of gaming transactions undertaken by a user may be created. Preferably, this may be accomplished through the use of a keystroke log, which is an electronic record of all keystrokes made by a user. The use of a keystroke log in this context allows for unprecedented monitoring of a user's gaming activity. In the event of a dispute, the keystroke log may be referenced to easily determine whether a user, for example, made a particular bet.
An additional possible aspect of electronic records is to allow gaming control boards or other regulatory agencies to access the electronic records in a straightforward manner in order to perform regular independent monitoring of convenience gaming activity taking place on the system. Another possible aspect is to allow policing of rigged machines. For example, a gaming control board (or other regulatory agency) could obtain gaming communication devices and compare their test results over a period of time against records in the electronic records database (e.g., by comparing the results shown in the keystroke log). This essentially involves electronic access for testing.
In another embodiment of the present invention, a ship-based convenience gaming system is provided, as shown in FIG. 8. The system preferably includes a passenger vessel 802, such as a cruise liner. The system includes one or more gaming communication devices 806 connected to a communication network. The network shown in FIG. 8 includes a mobile network having a base station 808 connected to a base station controller (BSC) 810 via a LAN. The BSC 810 includes a first Very Small Aperture Terminal (VSM) 814 in communication with a first satellite 814. 8. The first satellite 814 is connected via a T1 interface to a Satellite Audio Terminal (SAT) modem 812. The first satellite 814 is operable to transmit and receive signals from a second satellite 814 which is in communication with the second VSAT modem 812. The second VSAT modem 812 is in communication with a game server 818 located at a gaming service provider 816. The game server is coupled to a game database 820. The network configuration shown in FIG. 8 is again for illustrative purposes only and other configurations are within the scope of the invention. An on-board back office 822 is preferably provided. Data is communicated by an on-board VSAT modem and transmitter to the first satellite for relay to a second (preferably ground-based) VSAT receiver and modem. The data is then communicated via a mobile station controller (not shown) to a server and/or centralized database.
A corresponding business model involves a gaming service provider contracting with a cruise line, who agrees to allow the gaming service provider to provide coverage throughout the cruise line's ship(s), for example by using repeaters. The gaming service provider may provide a private wireless network, in which case any revenue generated by use of or access to the private wireless network, as well as revenue from gaming activity, may be allocated between the cruise line and the gaming service provider, or any subset thereof. Alternatively, the gaming service provider may contract with a mobile phone company and a satellite provider, in which case revenue from mobile phone calls and revenue from gaming activity may be allocated between the cruise line, the mobile phone company, and the gaming service provider, or any subset thereof.
There are several scenarios for user activity related to transactions conducted on a convenience gaming system. In one exemplary scenario, the user is at a fixed location, far away from the gaming server, which may be located on the casino premises. This may include, for example, a situation where the gaming communication device is a kiosk, or some other communication device, at a fixed location or tethered to a fixed location such that it cannot move outside of a particular area. In another exemplary scenario, the user initiates a convenience gaming transaction at a first location and completes the transaction at a second location different from the first location. In another exemplary scenario, the user travels during one convenience gaming transaction. In another exemplary scenario, the user travels within a first approved area, and then (during the convenience gaming transaction) the user travels outside the first approved area, through an unapproved area, and into a remote second approved area.
In another exemplary embodiment, the convenience gaming system may be used to enable gaming activities involving multiple wireless users interacting with each other. For example, the system may enable a table game (such as blackjack) where a first user and a second user game on the same table and the options selected by the first user directly affect the outcomes and options associated with the second user. Preferably, the gaming environment presented on the gaming communication devices of both the first and second users indicates the presence and activity of the other respective user. Another example of multiple users interacting on a convenience gaming system is the offering of a poker game where users make bets against each other instead of, or in addition to, making bets against the casino. Another example of interaction between users is when a first user makes a restaurant reservation or purchases tickets to an event, thereby reducing the options available to the second user.
Preferably, the gaming service provider provides at least the following functions: First, the gaming service provider provides and controls one or more gaming servers. Those servers may be physically located within the gaming service provider's range or may be in a remote location. As previously mentioned, the gaming servers may be located at or near the gaming provider (casino, casino hotel, racino, cruise ship, racetrack, etc.). The gaming service provider may further provide monitoring services, such as transaction monitoring and keystroke logging services. The gaming service provider may further provide data management and security services. These services are not intended to be exhaustive, and the gaming service provider may provide other services that facilitate the convenience gaming process.
It should be noted that the present invention may be implemented in connection with any gaming environment or environment for any other activity that may be conducted electronically. The present invention is not limited to the state of Nevada or any other particular gaming jurisdiction. For example, the present invention may be implemented in connection with casinos in Atlantic City, NJ, in international jurisdictions, in Native American gaming establishments, and in connection with slot machines, video lottery terminals, and the like. The present invention may also be used in connection with a "racino," which is a horse racing track that also has a horse racing terminal, a horse racing track with ...
Moreover, the present invention is not limited to gaming, but may include other applications, such as trading financial instruments, and placing bets on other types of events, such as elections, award events, or any other activity. More specifically, although the present invention has been described in connection with remote and/or mobile gaming, the principles of the present invention are applicable to any system or method that uses wireless communication devices or other portable devices, including handheld devices, such as personal digital (or data) assistants (PDAs), computers, minicomputers, pagers, wireless terminals, mobile telephones, etc. Such systems may include electronic trading systems, such as those used for trading financial instruments or any instrument.
In at least one embodiment, the present invention provides jurisdictional control, restricting gaming to approved geographic areas. The present invention may further include age/identity verification functionality. This may be accomplished by any applicable technology, including retina scanning, fingerprint identification, voice print matching, or other biometrics. Identity verification may further be accomplished by having the customer take a photograph of themselves (through the use of a digital photo phone) and send the photograph to the gaming service provider for comparison with stored photographs of pre-approved users. Identity verification may further be accomplished through comparison of participant-provided data to stored data and execution of electronic agreements or contracts by the participant. The present invention may further provide keystroke logging. In at least one embodiment, all communication is accomplished without access to the Internet.
Mobile, remote gaming may be desirable for many reasons, some of which have been discussed above. The present invention may enable bettors to supplement existing on-premise gaming revenues by allowing bettors to place bets while enjoying other leisure activities, such as golfing, swimming, dining, and shows. The present invention may complement new coinless betting environments, as bettors may play their favorite games outside of the casino. The present invention provides a fast, reliable, accurate, and secure mobile gaming environment that adheres to regulatory requirements for bettor identity and location verification, along with the ability to generate keystroke logs. The present invention may restrict unauthorized use from a geographic perspective, and can be implemented using location verification technologies (e.g., geofencing) to enforce gaming activities within legal parameters.
Consumers may benefit from an increased choice of gaming environments. Consumers may place bets in whatever surroundings they prefer, benefiting from the knowledge that the product is regulated, fair, and secure, while enjoying the gaming experience at the speed they choose, without outside influences such as may occur in a casino premises environment. Gaming companies may use the present invention to increase their revenue base in new, regulated, mobile, and remote mediums. Customers who want to have fun during downtime or outside of a casino can play games on their gaming communication devices, and customers who are intimidated by the traditional casino environment can play in person. Gaming jurisdictions may benefit from increased gaming and ancillary revenues due to more enjoyable customer experiences.
The present invention may also be used to deliver content at increased speeds compared to conventional telecommunications systems. The content may include, for example, live coverage, entertainment, news, promotions and advertisements.
As mentioned above, the present invention provides a mobile gaming environment that complies with regulatory requirements for bettor identity and location verification. Moreover, the system is designed to be 100 percent "fair" from a regulatory standpoint. The software is fair in that it has not been and will not be licensed to anyone who conducts business illegally or otherwise operates in a "gray" area. For example, in a preferred embodiment, the software is not licensed to entities that operate the software illegally or otherwise conduct business illegally over the Internet. This may be desirable in that certain gaming jurisdictions will not grant gaming permits or licenses to companies that do business with, or license technology to or from, other entities known to be engaged in illegal activities.
Preferably, the system is designed so that the gaming software (or other application software running on the system) is also 100 percent fair from a regulatory perspective. For example, before granting a license, a gaming jurisdiction may require that the software being used is untainted, in that it has never been used by the licensee in violation of any law, and has never been licensed or otherwise distributed or distributed to others who have used the software for illegal purposes or engaged in illegal activities. Thus, it is preferable that the gaming software be fair and untainted from this perspective.
The systems and methods described herein may also be used for distribution and/or access of "rich media" content, such as, for example, (live or near-live) sports video, audio commentary, etc. Such may often be distributed only within certain jurisdictions, and thus distribution may benefit from aspects of the invention described herein, particularly location verification aspects, such as geofencing.
The gaming systems and methods described herein may enable, among other things, pari-mutuel betting, sports betting, and the distribution of news and other content. The invention further enables casinos or other game providers to advertise ancillary services, such as shows, bars, and restaurants. The invention further enables remote reservations and purchases related to such services.
According to some embodiments of the present invention, a convenience gaming system provides for the transmission of real-time betting odds to users accessing the system.
In other embodiments, the outcome of one transaction may cause the user to be presented with an option for a second transaction. For example, if a user wins a certain amount of money playing blackjack, the user may be presented with an option to purchase a retail item at a casino store or to make a reservation for a particular service at a club. As another example, if a user uses the system to purchase tickets to a show, the user may be offered to make a reservation at one of several restaurants within a certain proximity of the show.
In some embodiments of the present invention, access to a gaming device may be restricted unless a soft and/or hard check is performed. For example, in a soft check process, the user is required to enter a correct username and associated password, while in a hard check mechanism, the user may use a physical token, such as a card, that identifies the user to the gaming device.
9 shows a device 920 used in combination with a gaming device 910 as part of a hard check mechanism in accordance with the present invention. The device 920 may include any of the following: a card with a magnetic strip (such as a credit card), a key including an RFID transponder, a limited-distance signal emitted or other transponder, a smart card having a microprocessor or other circuitry or "chip," a bracelet or wristband (containing a signal transmitter such as an RFID signal transmitter, or containing a substrate having a magnetically encoded signal, a bar code or other optically readable identifier, or any combination thereof).
For example, in some embodiments of the invention, device 920 may be a magnet, or a card having a magnetic strip (such as a credit card), or a smart card having a microprocessor or other circuitry or "chip," and may be read by a card reader 1010 that is part of gaming device 1000, as shown in Figure 10. Alternatively, such cards may be read by a contactless device (e.g., a signal reading device that receives and interprets signals transmitted by the card).
The device 920 may thus generate a signal detectable by the gaming communication device such that if the signal is detected, access to the gaming device is provided. Access to the gaming device may be provided for a predetermined time interval after the signal is first detected, or may be provided as long as the signal continues to be detected. The signal generated by the device 920 may additionally or alternatively convey identification information stored on the device. Such information may be conveyed via a transponder or any other suitable transmitter. Access to the gaming device may be provided if the identification information is associated with a user authorized to operate the gaming communication device. Such identification information may be stored on the device 920.
Moreover, the signal generated by the device 920 may additionally or alternatively communicate characteristics associated with the authorized user. Those characteristics may include the average amount bet by the user, whether the user is a large, medium, or small bettor, the user's betting performance, and whether the user is a member of a club affiliated with the organization that distributed the device to the user. The user's characteristics may be stored on the device 920 and/or the device 910 and updated as the user engages in additional bets and transactions, thereby enabling the provision of yet another layer of security for the device. For example, even after initial soft and hard checks are successful, if the updated information does not fall within a predetermined range of acceptable characteristics or does not substantially match the ongoing betting request within a predetermined tolerance, the user may be subsequently denied access to the device 910. Alternatively or additionally, the occurrence of a certain number of deviations (which may be communicated by the device 910 or may simply be calculated based on the updated characteristics communicated by the device 910) may activate an alarm signal generated at the security center. This signal may result in increased scrutiny of the user or may cause security or gambling establishment factors to take action against the user.
Alternatively, the signal generated by the device 920 may be compatible with a particular class of device (e.g., a gaming device associated with a relatively high limit, if any, on the amount permitted to be wagered). Before the device is provided, the user may be required to provide identifying information (e.g., a user ID). Upon receiving this information, a provider, such as a gambling establishment, may retrieve a user record or profile that includes characteristics associated with that user and the provided information. The user may then be provided with a device corresponding to the retrieved characteristics. Examples of such verification processes related to betting are described below.
In some embodiments of the invention, the device 920 does not generate any signals. Instead, the device 920 may be a storage device or storage medium, such as a tape, memory, disk, etc., and the gambling device 910 may have a reader capable of extracting information, such as a compact disk or other disk, or a tape reader, or any other card reader or device capable of extracting information stored on such a storage mechanism.
In some embodiments of the present invention, the device 920 may also perform other functions. In addition to, or as an alternative to, securing access to wireless gaming devices, the device 920 may use the same mechanisms described herein to communicate with gaming stations or other interfaces. For example, the device 920 may be associated with information granting a user access to a particular non-mobile gaming device, a certain area within a casino or hotel, a particular nightclub or restaurant, a particular room or suite, etc., or may act as a tracking card for the user or player, such as a "comp card."
In other embodiments of the invention, the device 920 may be a bracelet or wristband, such as the bracelet 1100 shown in FIG. 11. The bracelet 1100 may be made of many types of materials, such as rubber, plastic, metal, or any combination thereof. The bracelet 1100 may be adapted for disposable use or for multiple uses. The ends of the bracelet may be connectable at points 1111 so that the bracelet may be attached or worn, for example, on the arm of a user of the gaming device. For example, the bracelet 1100 may have an adhesive on one end that allows the end to attach to the other end when the bracelet is formed into a loop around the user's arm.
The bracelet may include a chip, transmitter, or transponder that emits a signal that identifies the user (e.g., by emitting a signal representing a unique identifier, such as a signal representing a series of alphanumeric characters). In such an embodiment, the bracelet, when worn by a user of the gaming device, may emit a signal that is received by the gaming device, which in turn informs the gaming device that the wireless gaming device is being used by an authorized user (e.g., the user associated with the unique identifier transmitted by the bracelet).
The bracelet may only operate for the period of time that it is worn by the user. For example, the bracelet or the gaming device may include a device that allows detection of whether the bracelet is in a looped position with its ends attached to each other. This is advantageous when it is desirable to determine whether the bracelet has been removed by the user after it has been worn by the user (because the ends of the bracelet are no longer in contact with each other). In some embodiments of the invention, a very low amperage current may be passed through the bracelet through a transmitter or battery in the bracelet. Thus, when the bracelet is worn by the user, the ends of the bracelet are electrically connected to form a closed circuit, which generates a current flowing through the circuit. Such a current may be detected by the gaming device. In other embodiments, the magnetic field of the circuit may be detected by the gaming device. If the circuit is interrupted or otherwise disconnected, indicating that the user may have removed the bracelet, then the hard check may fail and the user must pass the hard check in another way (e.g., by acquiring another bracelet). The bracelet may or may not be permanently disabled upon removal.
The bracelets may have visual or other indicators or indicia associated . Thus, different users may be dealt bracelets having different colors, dimensions, sizes, styles, etc. based on their gaming or other characteristics. For example, once user identity has been verified and/or user records have been searched, users who place large amounts of bets or transactions may be given bracelets having different colors than those given to users who place smaller amounts of bets or transactions.
In some embodiments, the gaming device may be configured to provide a discernible visual, audio, and/or other signal when access to the device is provided via the bracelet (i.e., a hard check is successful), or simply when the device is within a certain distance of the bracelet. For example, an LED on the gaming device may be turned on when access is provided. As another example, the device may emit a flashing light, beep, and/or vibrate if the device is able to detect the bracelet and/or if the user activates a locator button on the device. Activation of such a button may be part of a series of steps taken to unlock the device.
In some embodiments of the present invention, when a wireless gaming device is registered to be provided to a user, the gaming device may be programmed to recognize one or more particular bracelets. In such embodiments, the gaming device may be selected or determined to match or correspond to a unique identifier of a particular bracelet. For example, the unique identifier may be stored by, encoded within, or programmed into the wireless gaming device.
In other embodiments of the invention, a unique identifier and/or user characteristics may be encoded into the bracelet when the wireless gaming device is registered for provision to the user, in which the bracelet identifier is set to match or correspond to, or otherwise be recognized by, the wireless gaming device.
In some embodiments of the invention, an identifier associated with a hard check device (e.g., the bracelet described above) is stored on a server or other device accessible to the wireless gaming device. In other embodiments, the wireless gaming device does not store such an identifier. Information communicated from the device to the wireless gaming device may be examined, compared to predetermined conditions, or verified locally (i.e., at the wireless gaming device, e.g., by the device itself), or verified remotely, e.g., by a server that can authenticate the user and communicate it to the device. For example, such information may be transmitted over network 16 of FIG. 1 and processed by computer 18.
In some embodiments of the invention, an identifier associated with a particular device (e.g., a bracelet) allows one or more accounts of a user to be recognized and accessed. For example, an account that stores or manages a user's "comp points" may be identifiable by and accessible from the wireless gaming device. Thus, a user may use the wireless gaming device to place bets and may further manipulate (e.g., add to) their comp points pursuant to use of the wireless gaming device.
The wireless gaming device may be programmed to determine the form of hard check to be used (e.g., from a bracelet rather than a comp card with a magnetic stripe). For example, the method of input may provide such a determination (e.g., an identifier received via an integrated card reader as shown in FIG. 10 indicates that a hard check is to be performed via a card, while an identifier received via an RFID transponder indicates that a hard check is to be performed via a bracelet as shown in FIG. 11). Alternatively, or in addition, the form of hard check may be encoded in the identifier. For example, an identifier beginning with the digit "1" may indicate that the hard check is to be performed via a card, while an identifier beginning with the digit "2" may indicate that the hard check is to be performed via a bracelet.
Although the present disclosure has been described with respect to specific embodiments and generally related methods, modifications and permutations of those embodiments and methods will be apparent to those skilled in the art. Thus, the above description of exemplary embodiments does not define or limit the present disclosure. Other changes, substitutions, and alterations are possible without departing from the spirit and scope of the present disclosure.
Several aspects will be described.
[Aspect 1] An apparatus comprising: a medium for storing identification information; and a transmitter for transmitting the identification information to a gaming device, wherein access to the gaming device is provided when the identification information is associated with a user who is authorized to operate the gaming device.
[Aspect 2] The device described in aspect 1, wherein the medium further stores characteristics associated with the user.
[Aspect 3] A device that generates a signal detectable by a gaming device, and when the signal is detected, access to the gaming device is provided.
[Aspect 4] The device of aspect 3, wherein access to the gaming device is provided for a predetermined period of time after the signal is detected.
[Aspect 5] The device of aspect 3, wherein the device comprises a magnetic card.
[Aspect 6] The device described in aspect 3, wherein the device is equipped with an RFID transponder.
[Aspect 7] The device of aspect 3, wherein the device comprises a chip.
[Aspect 8] The device of aspect 3, wherein the device comprises a substrate having an optically readable identifier.
[Aspect 9] The device described in Aspect 3, wherein the device is a bracelet.
[Aspect 10] The device of aspect 3, wherein the device includes an indicator associated with a characteristic of a user of the device.
[Aspect 11] The device described in aspect 10, wherein the sign is a visual sign.
[Aspect 12] A device operable to detect a signal received from an appliance, and to provide access to the device so long as the signal is detected.
[Aspect 13] The device described in aspect 12, comprising a card reader.
[Aspect 14] The device described in aspect 12, comprising a current detector.
[Aspect 15] The device described in aspect 12, comprising a magnetic field detector.
[Aspect 16] The device described in aspect 12, wherein the device is a wireless gaming device.
[Aspect 17] The device described in aspect 12, wherein the device is a game station.
[Aspect 18] The device of aspect 12, wherein the device is further operable to provide access to the device if a password verification process is successfully performed.
[Aspect 19] A communications device comprising: means for reading information from an appliance; and means for providing access to the communications device if the information matches a predetermined condition.
[Aspect 20] The communication device described in aspect 19, wherein the communication device is a PDA.
[Aspect 21] The communication device described in Aspect 19, wherein the communication device is a wireless telephone.
[Aspect 22] The communication device of aspect 19, wherein the communication device is a handheld device.
[Aspect 23] The communication device described in aspect 19, wherein the device is a wireless mobile station.
[Aspect 24] A communication device as described in aspect 19, wherein the device is a game station.
[Aspect 25] A system comprising a server and a communication device according to aspect 19 coupled to the server via a communication network.
[Aspect 26] A method for controlling access to a communication device, the method including: receiving a signal from an appliance including identification information; and providing access to the communication device if the identification information is associated with a user who is authorized to operate the communication device.
[Aspect 27] A method comprising: detecting a signal from a device; and providing access to a gaming device as long as the signal is detected.
[Aspect 28] The method of aspect 27, further comprising receiving identification information along with the signal, and providing access to the gaming device if the identification information is associated with a user who is authorized to operate the communication device.
[Aspect 29] The method of aspect 28, further comprising providing access to the gaming device if the soft check process is performed successfully.
[Aspect 30] The method of aspect 28, further comprising communicating the identification information to a server and receiving instructions related to access permissions from the server.
[Aspect 31] A method comprising: receiving identification information associated with a user; retrieving characteristics associated with the received information; and providing the user with equipment corresponding to the retrieved characteristics, the equipment configured to provide access to a gaming device.
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8 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Notification of resignation of power of attorneyJAPANESE INTERMEDIATE CODE: A7424RD04 | RD04 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of acceptance of power of attorneyJAPANESE INTERMEDIATE CODE: A7422RD02 | RD02 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 2024097859
- Application
- 74802
Titles2
- Japanese
- 無線ゲーム装置へのアクセスを提供するための機器
- English
- Apparatus for providing access to a wireless gaming device
Classification
- CPC, 2
- G07F17/3223
- G07F17/32
- IPC, 1
- G06F21 31