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Title:
A METHOD AND SYSTEM FOR PROVIDING AN ELECTRONIC GAMING DEVICE WITH ONLINE AND LAND-BASED GAME PLAY
Document Type and Number:
WIPO Patent Application WO/2022/169419
Kind Code:
A1
Abstract:
The present invention is directed to an electronic gaming machine and a method for providing an electronic gaming system as described herein. In general, the present invention provides a system and method for providing an electronic gaming system involving wagering activity that includes both land-based and online wagering and game play. This addresses some of the problems inherent in land-based and physical electronic gaming devices located on a gaming premise by opening up such electronic gaming devices to online remote players.

Inventors:
STOUT LOREN (US)
PRINGLE CARLTON (KH)
Application Number:
PCT/SG2022/050050
Publication Date:
August 11, 2022
Filing Date:
February 03, 2022
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
ANTHUS TECH PRIVATE LIMITED (SG)
International Classes:
A63F13/65; A63F13/213; A63F13/215; A63F13/30; A63F13/45; G06T13/40; G06T19/00; G06T19/20; G07F17/32
Foreign References:
US20190005773A12019-01-03
US20070232397A12007-10-04
KR20160112862A2016-09-28
JP2019513509A2019-05-30
US20120322563A12012-12-20
Attorney, Agent or Firm:
AURIGA IP PTE. LTD. (SG)
Download PDF:
Claims:
What is claimed is:

1. A communications server apparatus for remotely operating a gaming machine, comprising a processor and a memory, the communications server apparatus being configured, under control of the processor to execute instructions stored in the memory to: receive, from a communication interface device configured for connection to the gaming machine, audio data and video data associated with a game play on the gaming machine; transmit the audio data and video data to a remote device through a communications network, for presenting an online game play on the mobile device based on the received audio and data and video data, wherein the online game play is a reproduction of a video system of the gaming machine in the gaming establishment; receiving an input selection from a remote device controlled by a first online player, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine; initiate execution of the online game play on the remote device in response to the input selection; receive, from the remote device, a credit for placement of a wager associated with the first wagering game or the second wagering game, wherein the credit is configured for receipt by a payment system of the gaming machine, receive, from the gaming machine, a determination of a game outcome for causing a display of the gaming machine and the remote device to display the determined game outcome; and determine an award associated with the determined game outcome.

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2. The communication server apparatus according to claim 1 , wherein the first wagering game is not available for input selection by the first online player when the physical player or the second online player is controlling the gaming machine.

3. The communication server apparatus according to claim 1, further comprising: receiving input data from the remote device associated with the first wagering game, wherein the input data is configured for controlling the user interface of the gaming machine.

4. The communication server apparatus according to claim 1, wherein remote control of the user interface of the gaming machine by the remote device is disabled when the input selection is associated with the second wagering game.

5. The communication server apparatus according to claim 1, wherein the second wagering game is not available for the input selection by the first online player when the physical player or the second online player is not controlling the gaming machine.

6. The communication server apparatus according to claim 1, wherein the first online player cannot directly influence the outcome of the second wagering game.

7. The communication server apparatus according to claim 1, further comprising: generating a server 3D model defining a virtual environment associated with the gaming machine for access by the remote device.

8. The communication server apparatus according to claim 7, further comprising: generating, within the server 3D model, an avatar representative of a person within the virtual environment;

43 animate, in real-time, the avatar within the server 3D model based upon movement data captured from the remote device, wherein the movement data is configured for controlling the user interface of the gaming machine.

9. A method for remotely operating a gaming machine, comprising: receiving, from a communication interface device configured for connection to the gaming machine, audio data and video data associated with a game play; transmitting the audio data and video data to a remote device through a communications network, for presenting an online game play on the mobile device based on the received audio and data and video data, wherein the online game play is a reproduction of a video system of the gaming machine in the gaming establishment; receiving an input selection from a first online player controlling the remote device, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine; initiating execution of the online game play on the remote device in response to the input selection; receiving, from the remote device, a credit for placement of a wager associated with the online game play, wherein the credit is configured for receipt by the payment system of the gaming machine, receiving, from the gaming machine, a determination of a game outcome for causing a display of the gaming machine and the remote device to display the determined game outcome; and determining an award associated with the determined game outcome.

44

10. The method according to claim 9, wherein the first wagering game is not available for input selection by the first online player when the physical player or the second online player is controlling the gaming machine.

11. The method according to claim 9, further comprising: receiving input data from the remote device associated with the first wagering game, wherein the input data is configured for controlling the user interface of the gaming machine.

12. The method according to claim 9, wherein remote control of the user interface of the gaming machine by the remote device is disabled when the input selection is associated with the second wagering game.

13. The method according to claim 9, wherein the second wagering game is not available for the input selection by the first online player when the physical player or the second online player is not controlling the gaming machine.

14. The method according to claim 9, wherein the first online player cannot directly influence the outcome of the second wagering game.

15. The method according to claim 9, further comprising: generating a server 3D model defining a virtual environment associated with the gaming machine for access by the remote device.

16. The method according to claim 15, further comprising: generating, within the server 3D model, an avatar representative of a person within the virtual environment; animating, in real-time, the avatar within the server 3D model based upon movement data captured from the remote device, wherein the movement data is configured for controlling the user interface of the gaming machine.

17. An electronic gaming machine, comprising: at least one processor; and at least one memory device configured to store instructions that, when executed by the at least one processor, cause the electronic gaming machine to: transmit the audio data and video data to a remote device via a communication interface device configured for connection to the gaming machine and the communications network, for presenting an online game play on the mobile device based on the received audio and data and video data, wherein the online game play is a reproduction of a video system of the gaming machine; receive an input selection from a first online player controlling the remote device, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine; initiate execution of the online game play on the remote device in response to the input selection; receive, from the remote device, a credit for placement of a wager associated with the online game play, wherein the credit is configured for receipt by the payment system of the gaming machine, receive, from the gaming machine, a determination of a game outcome for causing a display of the gaming machine and the remote device to display the determined game outcome; and determine an award associated with the determined game outcome.

Description:
A METHOD AND SYSTEM FOR PRO VI D I NG AN ELECTRONIC GAMING DEVICE WITH ONLINE AND LAND-BASED GAME PLAY

Technical Field

[0001] The present disclosure generally relates to electronic gaming machines. More particularly, it relates to a method and system for providing electronic gaming machines with online and land-based game play.

Background

[0002] The following discussion of the background to the invention is intended to facilitate an understanding of the present invention. However, it should be appreciated that the discussion is not an acknowledgment or admission that any of the material referred to was published, known or part of the common general knowledge in any jurisdiction as at the priority date of the application.

[0003] Electronic gaming machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Gaming operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. However, in recent years, with increased competition, land-based gaming operators and casinos are struggling with their high-cost electronic gaming machines sitting idle and not being utilized by players. Therefore there is a continuing need for operators to fully maximize the use of these electronic gaming machines.

[0004] Therefore, the present invention attempts to overcome at least in part some of the aforementioned disadvantages and to provide for an improved approach for addressing the foregoing challenge.

Summary of the Invention

[0005] According to a first aspect of the present disclosure, there is provided a communications server apparatus for remotely operating a gaming machine, comprising a processor and a memory, the communications server apparatus being configured, under control of the processor to execute instructions stored in the memory to receive, from a communication interface device configured for connection to the gaming machine, audio data and video data associated with a game play on the gaming machine, transmit the audio data and video data to a remote device through a communications network, for presenting an online game play on the mobile device based on the received audio and data and video data, wherein the online game play is a reproduction of a video system of the gaming machine in the gaming establishment, receiving an input selection from a remote device controlled by a first online player, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine, initiate execution of the online game play on the remote device in response to the input selection, receive, from the remote device, a credit for placement of a wager associated with the first wagering game or the second wagering game, wherein the credit is configured for receipt by a payment system of the gaming machine, receive, from the gaming machine, a determination of a game outcome for causing a display of the gaming machine and the remote device to display the determined game outcome; and determine an award associated with the determined game outcome.

[0006] According to a second aspect of the present disclosure, there is provided a method for remotely operating a gaming machine, comprising receiving, from a communication interface device configured for connection to the gaming machine, audio data and video data associated with a game play, transmitting the audio data and video data to a remote device through a communications network, for presenting an online game play on the mobile device based on the received audio and data and video data, wherein the online game play is a reproduction of a video system of the gaming machine in the gaming establishment, receiving an input selection from a first online player controlling the remote device, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine, initiating execution of the online game play on the remote device in response to the input selection, receiving, from the remote device, a credit for placement of a wager associated with the online game play, wherein the credit is configured for receipt by the payment system of the gaming machine, receiving, from the gaming machine, a determination of a game outcome for causing a display of the gaming machine and the remote device to display the determined game outcome; and determining an award associated with the determined game outcome.

[0007] According to a third aspect of the present disclosure, there is provided an electronic gaming machine, comprising at least one processor, and at least one memory device configured to store instructions that, when executed by the at least one processor, cause the electronic gaming machine to transmit the audio data and video data to a remote device via a communication interface device configured for connection to the gaming machine and the communications network, for presenting an online game play on the mobile device based on the received audio and data and video data, wherein the online game play is a reproduction of a video system of the gaming machine, receive an input selection from a first online player controlling the remote device, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine, initiate execution of the online game play on the remote device in response to the input selection, receive, from the remote device, a credit for placement of a wager associated with the online game play, wherein the credit is configured for receipt by the payment system of the gaming machine, receive, from the gaming machine, a determination of a game outcome for causing a display of the gaming machine and the remote device to display the determined game outcome; and determine an award associated with the determined game outcome.

Brief Description of the Drawings

[0008] In the drawings, like reference characters generally refer to the same parts throughout the different views. The drawings are not necessarily to scale, emphasis instead generally being placed upon illustrating the principles of the invention. The dimensions of the various features or elements may be arbitrarily expanded or reduced for clarity. In the following description, various embodiments of the invention are described with reference to the following drawings, in which: [0009] Fig. 1 illustrates a general description of the various actors involved in an electronic gaming system in accordance with embodiments of the present invention;

[0010] Fig. 2 illustrates a block diagram of an electronic gaming system comprising various connected components in accordance with embodiments of the present invention;

[0011] Fig. 3 illustrates a block diagram of an electronic gaming system comprising multiple electronic gaming machines and remote devices in accordance with embodiments of the present invention;

[0012] Fig. 4 illustrates a block diagram of an electronic gaming machine configured for connection to the electronic gaming system in accordance with embodiments of the present invention;

[0013] Fig. 5 provides a block diagram of an electronic gaming machine in accordance with the embodiments of the present invention;

[0014] Fig. 6 provides a flow chart diagram of a method for remotely controlling an electronic gaming machine in accordance with the embodiments of the present invention.

Detailed Description

[0015] Reference will now be made in detail to an exemplary embodiment of the present invention, examples of which are illustrated in the accompanying drawings. While the invention will be described in conjunction with the embodiment, it will be understood that they are not intended to limit the invention to these embodiments. On the contrary, the invention is intended to cover alternatives, modifications, and equivalents, which may be included within the spirit and scope of the invention as defined by the appended description. Furthermore, in the following detailed description of embodiments of the present invention, numerous specific details are set forth in order to provide a thorough understanding of the present invention. However, it will be recognized by one of ordinary skill in the art that the present invention may be practiced without these specific details. In other instances, well-known methods, procedures, components, and circuits have not been described in detail as not to unnecessarily obscure aspects of the embodiments of the present invention.

[0016] In the specification the term “comprising” shall be understood to have a broad meaning similar to the term “including” and will be understood to imply the inclusion of a stated integer or step or group of integers or steps but not the exclusion of any other integer or step or group of integers or steps. This definition also applies to variations on the term “comprising” such as “comprise” and “comprises”.

[0017] It is to be appreciated the embodiments of this invention as discussed below are preferably a software algorithm, program or code residing on computer useable medium having control logic for enabling execution on a machine having a computer processor. The machine typically includes memory storage configured to provide output from execution of the computer algorithm or program.

[0018] As used herein, the term “software” is meant to be synonymous with any code or program that can be in a processor of a host computer, regardless of whether the implementation is in hardware, firmware or as a software computer product available on a disc, a memory storage device, or for download from a remote machine. The embodiments described herein include such software to implement the equations, relationships and algorithms described. One skilled in the art will appreciate further features and advantages of the invention based on the above-described embodiments. [0019] To achieve the stated features, advantages and objects, the present invention is directed to an electronic gaming system and method for providing an electronic gaming system as described herein. In general, the present invention provides a system and method for providing an electronic gaming system involving wagering activity that includes both land-based and online wagering and game play. This addresses some of the problems inherent in land-based and physical electronic gaming devices located on a gaming premise by opening up such electronic gaming devices to online remote players.

[0020] The present disclosure may be implemented in various configurations for electronic gaming devices and remote devices, including but not limited to, (i) one or more dedicated electronic gaming devices physically installed in a gaming establishment configured for connection to an electronic gaming system, and (ii) one or more remote devices remotely located from the gaming establishment configured for connection to the electronic gaming system, where the remote device receives input and output from one or more electronic gaming devices so as to virtualize the gaming establishment environment.

[0021] The following terms are defined accordingly and are used throughout the specification:

[0022] Electronic Gaming Machine (EGM) - A physical machine such as a slot machine usually located in, but not restricted to, a licensed casino or a gaming establishment. Electronic Gaming Machine and electronic gaming device will be used interchangeably throughout the specification.

[0023] Certified EGM - An EGM (or electronic gaming device) with a physical configuration and software configuration that has been tested and approved by a gaming company or a gaming establishment. In some embodiments, an electronic gaming machine can be certified by a gaming company or a gaming establishment by configuring the hardware and software by a technician in a predetermined period of time. In some embodiments, this can be within 2-3 hours.

[0024] Credit-Enabled Machine - A certified EGM that can be linked to a remote gaming platform. A remote gaming platform is a platform that is hosted physically and externally from the gaming establishment.

[0025] Live Game - A game play that allows both physical players and online players to communicate in real-time with the electronic gaming machine. In some embodiments, an electronic gaming machine provides a live game that can be played by an online player and multiple online back-betters.

[0026] Dual-Play - A feature of the remote gaming platform where in-place equipment on the machine is minimized to the extent that a local player can play the machine normally while remote players can also remotely play a live virtualized version of the game.

[0027] Fig. 1 illustrates a block diagram illustrating various actors that form the cast of game players for an electronic gaming system. The following actors are involved in the electronic gaming system and are defined accordingly:

[0028] Player - Any player who plays on the electronic gaming machine including back-betters and drivers.

[0029] Driver - A physical player who is playing on the electronic gaming machine or an online player remotely controlling the electronic gaming machine (i.e., not back- betting). The driver has full player control of the electronic gaming machine and he is said to be driving. For example, this means he can operate the touch screen and also press the buttons on the electronic gaming machine. The driver can be a physical player playing on the electronic gaming machine or an online player playing a virtualized version of the electronic gaming machine on a remote mobile device.

[0030] Local Driver - A local driver is a physical player playing on the electronic gaming machine. A local player is always a driver since Back-Betting is only available online.

[0031] Remote Driver - A Remote Driver is playing the software virtualization of the electronic gaming machine on a remote device. He has full control of the electronic gaming machine as intended by the game designer/manufacturer but controls that play through a software virtualization interface. His interactions are relayed to the physical electronic gaming machine via a communication server apparatus.

[0032] Back-Better - A player who is not driving. Instead, he observes play, follows along, and places bets that are settled based on outcomes initiated by the driver. Back- betters are always remote, i.e. located remotely or outside of the gaming machine in the gaming establishment. A back-better requires a driver to be driving. Back-betters are presented with a read-only view of the game, in real-time, although they cannot influence play. They experience a similar experience to the driver but with a different game experience since they do not influence play on the physical machine, instead, they place their own independent bets. There can theoretically be any number of back-betters playing behind a driver and the driver may not be aware that anyone is back-betting based on his play.

[0033] Game management system- The game management system is a software agent that collects all game data related to game play for management, security, and reporting purposes. In some embodiments, the game management system is a Real-Time Game Accountant (RTGA) typically used for the purposes of monitoring electronic gaming machines. It monitors an individual game - that includes the electronic gaming machine, all remote play, and the environment (such as logging player locations, IP addresses, and event times). It monitors the electronic gaming machine for data and events through a host device installed on the electronic gaming machine while also monitoring all Back- Betters and the driver. The game management system is also responsible for storing all data in the system (always in its raw captured form). There is a dedicated RTGA for each EGA and that RTGA is responsible for all local and remote data capture related to the game. In some embodiments, the game management system is a communication server apparatus, or is controlled by a communication server apparatus, details of which will be explained hereinafter.

[0034] Figure 2 provides a high-level block diagram of an electronic gaming system in accordance with the embodiments of the present invention. The electronic gaming system includes a communication server apparatus 100, an electronic gaming machine 200 located physically within an establishment, and remote device 300. The remote device 300 is connected in or to the communications network 500 (for example, the internet) through respective communication links 510, 520, 530 implementing, for example, internet communications protocols. The remote device 300 may be able to communicate through other communication networks, such as public switched telephone networks (PSTN networks), including mobile cellular communication networks. It should be appreciated that there may be one or more other communication device similar to remote device 300.

[0035] The communication server apparatus 100 may be a single server as illustrated schematically in FIG. 2, or have the functionality performed by the communication server apparatus 100 distributed across multiple server components. In the example of FIG. 2, the communication server apparatus 100 may include a number of individual components including, but not limited to, one or more processors 110, a memory 120 (e.g., a volatile memory such as a RAM (random access memory)) for the loading of executable instructions, the executable instructions defining the functionality the server apparatus 100 carries out under control of the processor 110. The communication server apparatus 100 may also include an input/output (I/O) module 130 (which may be or include a transmitter module and/or a receiver module) allowing the server apparatus 100 to communicate over the communications network 500. User interface (UI) 140 is provided for user control and may include, for example, one or more computing peripheral devices such as display monitors, computer keyboards and the like. The communication server apparatus 100 may also include a database 150, the purpose of which will become readily apparent from the following discussion. In some embodiments, the communication server apparatus 100 is a game management server for remotely controlling an electronic gaming machine 200.

[0036] The processor 110 is designed to transmit and receive events, messages, commands or any other suitable data or signal between the server and one or more remote devices 300. In one embodiment, the remote device 300 is located within the establishment or remotely from the establishment. The server is operable to execute such communicated events, messages or commands in conjunction with the operation of the server. It should be appreciated that one, more or each of the functions of the server as disclosed herein may be performed by one or more gaming device processors. It should be further appreciated that one, more or each of the functions of one or more gaming device processors as disclosed herein may be performed by the server.

[0037] The remote device 300 is in communication with an electronic gaming machine 200 via a communication network 500 and a communication server apparatus 100. The remote device 300 may include a number of individual components including, but not limited to, one or more processors 310, a memory 320 (e.g., a volatile memory such as a RAM) for the loading of executable instructions, the executable instructions defining the functionality the remote device 300 carries out under control of the processor 310. The remote device 300 also includes an input/output (I/O) module (which may be or include a transmitter module and/or a receiver module) 330 allowing the remote device 300 to communicate over the communications network 500. A user interface (UI) 340 is provided for user control. In some embodiments, if the remote device 300 is, say, a smart phone or tablet device, the user interface 340 may have a touch panel display as is prevalent in many smart phone and other handheld devices. Alternatively, in other embodiments, if the remote device 300 is, say, a desktop or laptop computer, the user interface 340 may have, for example, one or more computing peripheral devices such as display monitors, computer keyboards and the like. The remote device 300 may also include satnav components (not shown), which allow the remote device 300 to conduct a measurement or at least approximate the geolocation of the remote device 300 by receiving, for example, timing signals from global navigation satellite system (GNSS) satellites through GNSS network using communications channels, as is known.

[0038] The remote device 300 may be, for example, a smart phone or tablet device with the same or a similar hardware architecture to that of the remote device 300. Remote device 300, has, amongst other things, user interface 340 in the form of a touchscreen display and satnav components. The remote device 300 may be able to communicate with cellular network base stations through cellular telecommunications network using communications channels. The remote device 300 may be able to approximate its geolocation by receiving timing signals from the cellular network base stations through cellular telecommunications network as is known. Of course, the remote device 300 may also be able to approximate its geolocation by receiving timing signals from the cellular network base stations and remote device 106 may be able to approximate its geolocation by receiving timing signals from the GNSS satellites, but these arrangements are omitted from Figure 2 for the sake of simplicity.

[0039] In some embodiments, the remote device 300 may be configured to access a Metaverse platform for hosting a virtual 3D environment that includes multiple gaming machines in a game establishment. The Metaverse platform is accessible from a web browser on the remote device. In some embodiments, the remove device 300 is configured to access a browser-based application that provides an augmented reality environment that includes multiple live gaming machines within a virtual environment. The remote device 300 may include a smart home device, a wearable device, a smart mobile device, a virtual reality device, an augmented reality device, and the like, or any combination thereof. In some embodiments, the remote device may include a smart bracelet, smart footwear, smart glasses, smart helmet, smart watch, smart clothing, smart backpack, smart accessory, or the like, or any combination thereof. In some embodiments, the remote device may include a metaverse device and/or the augmented reality device. The metaverse device may include metaverse helmets, metaverse glasses, metaverse eyewear, augmented reality helmets, augmented reality glasses, augmented reality eyewear, and the like, or any combination thereof.

[0040] The remote device 300 is capable of downloading and executing applications from third parties. In various embodiments, the remote device 300 runs an operating system that allows applications written in compliance with the operating system to be executed on the remote device 300. The remote device 300 is further capable of engaging in data communication sessions using the GPRS protocol that in turn allows the remote device 300 to connect to a communication server apparatus 100. This connection is facilitated by the operator of a mobile network 7. In some embodiments, the user of the remote device 300 wishes to play a wagering game that may be downloaded as an application software (or operating software) that is not currently available on his remote device or accessible via a network browsing application on the internet. He is made aware by means outside the scope of the present invention that the application software or web browser necessary to play can be obtained from a communication server apparatus, which is connected to the network. Having downloaded the appropriate application software associated with the wagering game, the user of the remote device can activate the application software on his remote device. The application software has been designed to incorporate aspects of the present invention and offers the user of remote device the opportunity to play the wagering game for financial rewards, where if the user wins the wagering game, he will be rewarded with winnings agreed at the outset of the game, paid through the communication server apparatus 100 or a game management server, associated with the application software.

[0041] When the user of the remote device elects to play for a financial reward, the application software will execute a simple set of instructions on the remote device to determine if the necessary payment software is already present on the remote device. If the payment software is not present, the user will be prompted to download the payment software from a payment server, which is also connected to the network but operates independently of the server. Only after both the application software and the payment software are available on the remote device, can the user of the remote device elect to enter into financial transactions relating to the outcome of the wagering game.

[0042] In the present invention, the application software, provided by the communication server apparatus through the communication network will be responsible for all the interaction with the user of said remote device with regards to the playing of the wagering game. In some embodiments, the game management server for playing the wagering game provides secure financial transactions between the user of the remote device and the game management server. [0043] The remote device 300 may be for communication with the communications server apparatus 100 for remotely controlling the electronic gaming machine. In example implementations, the remote device 300 may be a communication device that an online player uses to interact and control the electronic gaming machine 200 from a location within or outside of the establishment that the electronic gaming machine is located in.

[0044] Figure 3 provides another high-level block diagram of an electronic gaming system 1000 in accordance with the embodiments of the present invention. The electronic gaming system 1000 includes a communication server apparatus 100, a plurality of electronic gaming machines 200, 210, 220 located physically within an establishment, and a plurality of remote devices 310, 311, 312, 313. The remote devices are connected to the communications network 500 (for example, the internet) through respective communication links 510, 520, 530, 540, 550, 560, 570 implementing, for example, internet communications protocols. The remote devices 310-313 may be able to communicate through other communication networks, such as public switched telephone networks (PSTN networks), including mobile cellular communication networks. It should be appreciated that there may be one or more other communication device similar to remote devices 310-313.

[0045] The processor of the server 100 is designed to transmit and receive events, messages, commands or any other suitable data or signal between the server 100 and one or more remote devices 310, 311, 312, 313. In one embodiment, the remote devices 310, 311, 312, 313 are located within or remotely from the establishment. The server is operable to execute such communicated events, messages or commands in conjunction with the operation of the server 100. It should be appreciated that one, more or each of the functions of the server as disclosed herein may be performed by one or more processors of the gaming machine. It should be further appreciated that one, more or each of the functions of one or more of the processors of the gaming machines 200,210,220 as disclosed herein may be performed by the server 100.

[0046] As used herein, the remote devices 310, 311, 312, 313 may exchange information via any communication network, such as a Local Area Network (LAN), a Metropolitan Area Network (MAN), a Wide Area Network (WAN), a proprietary network, and/or Internet Protocol (IP) network such as the Internet, an Intranet or an extranet. Each device, module or component within the system may be connected over a network or may be directly connected. A person skilled in the art will recognize that the terms ‘network’, ‘computer network’ and ‘online’ may be used interchangeably and do not imply a particular network embodiment. In general, any type of network may be used to implement the online or computer networked embodiment of the present disclosure. The network may be maintained by a server or a combination of servers or the network may be serverless. Additionally, any type of protocol (for example, HTTP, FTP, ICMP, UDP, WAP, SIP, H.323, NDMP, TCP/IP) may be used to communicate across the network. The devices and systems as described herein may communicate via one or more such communication networks.

[0047] In some embodiments, the gaming machine 200 can include a communication interface device 600 configured for connection to and operable with the electronic gaming machine 200 for remotely controlling the gaming machine via a remote device. For example, in some embodiments, a communication interface device 600 is configured for connection to the gaming machine 200. The communication interface device 600 can process signals, communications, commands, or other information, from the various components of the gaming machine 200 and transmit the said signals, communications, commands and other information to the communication server apparatus 100 and to remote devices 300 via a communication network 500. The communication interface device 600 can also receive signals, communications, commands, or other information, from the remote devices 300 and transmit the said signals, communications, commands and other information via a communication network 500 to various components of the gaming machine 200. In some embodiments, the communication interface device 600 is configured for connection and operable with an I/O bus of the gaming machine or to an external communication interface in the gaming machine. The communication interface device 600 can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.). The communication interface device 600 includes one or more wireless transceivers for processing, transmission and receiving of signals, communication and commands, or other information from the remote device and gaming machine. The communication interface device 600 is a peripheral device that allows electronic gaming machine 200 to be conveniently configured and accessible by the server and remote devices for the wireless transmission of audio, video and gaming signals from the gaming machine 200 to the server and remote devices. In various embodiments, the communication interface device 600 is manufactured and integrated within the gaming machine 200 for remote operability and accessibility by remote devices.

[0048]

Fig. 4 illustrates a block diagram of an example architecture of an electronic gaming machine 200 in accordance with embodiments of the present invention. The gaming machine comprises a primary display 230 that may be a component of a game interface (not shown). The primary display comprise components of the gaming machines, for example, input buttons that enable a game to be played on the gaming machine. In various embodiments, the primary display is a display device that incorporates a user interface 260 in the form of a touchscreen display. In various embodiments, the user interface can be separate from the primary display, wherein the user interface includes buttons. The architecture of the gaming machine 210 includes a processor or a central processing unit (CPU) 235 connected to main memory 245. The processor 235 can include any suitable processor, such as an Intel® Pentium processor, Intel® Core 2 Duo processor, AMD Opteron™ processor, or UltraSPARC processor. The main memory 245 includes a wagering game unit (not shown). In some embodiments, the wagering game unit can present wagering games, including mechanical slot games, video slot games, video poker, video black jack, lottery. In particular, the gaming machine 200 may be operable to provide a play of many different games of chance. The games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game), denomination, number of paylines, maximum jackpot, progressive or nonprogressive, bonus games, etc.

[0047] The gaming machine 200 may also include a machine-readable medium that stores a set of instructions (e.g., software) embodying any one, or all, of the methodologies for wagering games. Furthermore, software can reside, completely or at least partially, within the memory 245 and/or within the processor unit 235. Any component of the gaming machine 200 can be implemented as hardware, firmware, and/or machine-readable media including instructions for performing the operations described herein.

[0048] The processor 235 is also connected to an input/output (“I/O”) bus 250, which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus 250 is connected to a payout mechanism 220, primary display 230, secondary display 240, value input device 250, player input device 260, audio output 270, video output 280, and storage unit 290. The player input device 1016 can include the value input device 1014 to the extent the player input device 260 is used to place wagers.

[0049] The gaming machine 200 can also include a wireless communication interface 225. The wireless communication interface 225 can process signals, communications, commands, or other information, from the various components of the gaming machine 200 and transmit the said signals, communications, commands and other information to remote devices 300 via a communication network 500. The I/O bus 250 is also connected to an wireless communication interface 225, which is connected to external systems via gaming network or other external communication networks (e.g., wagering game networks). The wireless communication interface 225 can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.). In various embodiments, the communication interface device 600 is configured for connection to and operable with the wireless communication interface 225. In various embodiments, the communication interface device 600 is configured for connection to the I/O bus 250. This allows the gaming machine 200 to be remotely controllable and operable by a remote device via the communication network.

[0050] In various embodiments, the I/O bus 250 is also connected to a location unit (not shown). The location unit can create player information that indicates the gaming machine's location/movements in a gaming establishment. In some embodiments, the location unit includes a global positioning system (GPS) receiver that can determine the gaming machine's location using GPS satellites. In other embodiments, the location unit can include a radio frequency identification (RFID) tag that can determine the gaming machine's location using RFID readers positioned throughout a gaming establishment. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the gaming machine's location. Although not shown in the figure, in some embodiments, the location unit is not connected to the I/O bus 250.

[0051] In various embodiments, the gaming machine 200 can include additional peripheral devices and/or more than one of each component shown in FIG. 4. For example, in some embodiments, the gaming machine 200 can include multiple wireless communication interfaces 225 and/or multiple processors 235. In some embodiments, any of the components can be integrated or subdivided.

[0052] The processor 235 is in communication with or operable to access or to exchange signals with at least one data storage or memory device (not shown). In one embodiment, the processor 235 and the memory 245 reside within the electronic gaming machine 200. The memory stores program code and instructions, executable by the processor, to control the electronic gaming machine 200. The memory 245 also stores other data such as image data, event data, player input data, random or pseudo-random number generators, pay-table data or information and applicable game rules that relate to the play of the electronic gaming machine 200. In one embodiment, the memory 245 includes random access memory (RAM), which can include non-volatile RAM (NVRAM), magnetic RAM (MRAM), ferroelectric RAM (FeRAM) and other forms as commonly understood in the gaming industry. In one embodiment, the memory includes read only memory (ROM). In one embodiment, the memory includes flash memory and/or EEPROM (electrically erasable programmable read only memory). Any other suitable magnetic, optical and/or semiconductor memory may operate in conjunction with the electronic gaming machine disclosed herein.

[0053] In one embodiment, as described in more detail below, the primary display 230 includes an input device or a touch-screen with an associated touch-screen controller. In other embodiments, the secondary display 240 may be a touch screen controller that is in data communication with the primary display 230. In other embodiments, the user interface 260 may be a touch screen controller that is in data communication with the primary display 230 or the secondary display 240. The primary display 230 and the secondary display 240 may be of any suitable size and configuration, such as a square, a rectangle or an elongated rectangle. The primary display 230 and secondary display 240 of the gaming machine 200 are configured to display at least one and preferably a plurality of game or other suitable images, symbols and indicia such as any visual representation or exhibition of the movement of objects such as mechanical, virtual or video reels and wheels, dynamic lighting, video images, images of people, characters, places, things and faces of cards, and the like.

[0054] In various embodiments, the gaming machine 200 may include an alternate, secondary display 240, for outputting information (e.g., payout information, outcome information, etc.) to a player. The secondary display may be utilized, for example, to inform a player of the player's standing in a game. The gaming machine 200 may be capable of altering display and audio content as described herein (e.g., superimposing graphics over digital displays; a mask layer between physical reels and a player that shades or otherwise alters their appearance).

[0055] In one embodiment, the gaming machine 200 includes an audio output 270 controlled by one or more sounds cards which function in conjunction with the processor. In one embodiment, the audio output 270 includes at least one and preferably a plurality of speakers or other sound generating hardware and/or software for generating sounds, such as playing music for the primary and/or secondary game or for other modes of the gaming machine, such as an attract mode. In various embodiments, the audio output 270 includes ambient sound picked up from the vicinity of the gaming machine in the gaming establishment. In one embodiment, the gaming machine 200 provides dynamic sounds coupled with attractive multimedia images displayed on one or more of the primary display or secondary display to provide an audio-visual representation or to otherwise display full-motion video with sound to attract players to the gaming machine. During idle periods, the gaming machine 200 may display a sequence of audio and/or video attraction messages to attract potential players to the gaming machine. In various embodiments, the communication interface device 600 is configured to receive the audio output 270 from the sound system of the gaming machine 200 and transmits the said audio output wirelessly to a game management server 100 and a remote device 300 via a communication network 500 for reproduction of the audio output on the remote device 300.

[0056] In one embodiment, the gaming machine 200 includes a video output 280 from the video system associated with the primary display or secondary display. In one embodiment, the video output 270 includes at least one and preferably a plurality of game or other suitable images, symbols and indicia such as any visual representation or exhibition of the movement of objects such as mechanical, virtual or video reels and wheels, dynamic lighting, video images, images of people, characters, places, things and faces of cards, and the like. In various embodiments, the video output 280 includes multimedia images displayed on one or more of the primary display or secondary display to provide an audio-visual representation or to otherwise display full-motion video to attract players to the gaming machine.

In various embodiments, the communication interface device 600 receives the video output 280 from the primary display of the gaming machine 200 and transmits the said video output wirelessly to a game management server 100 and a remote device 300 via a communication network 500 for reproduction of the video output on the remote device 300.

[0057] Fig. 5 illustrates a block diagram of an embodiment of an electronic gaming machine 200 configured for remote control by a remote device in accordance with embodiments of the present invention. The electronic gaming machine 200 includes a plurality of wireless transceivers 255 each of which is in data communication between the processor 235 and a wireless communication interface 225. The plurality of wireless transceivers 255 is configured for communicating data between the respective components of the gaming machine and the wireless communication interface 225 for sending and receiving the data to a game management server 100 via a communication network 500, details of which will be explained hereinafter. The data includes audio and video content data from the primary display and sound system. In one embodiment, the wireless transceivers 255 can communicate data wirelessly with a gateway device (not shown) which in turn communicates with a game management server 100 or a communication server apparatus or server via the network. In various embodiments, the communication interface device 600 receives audio and video content data from wireless communication interface 225 and transmits said audio and video content data wirelessly to a game management server 100 and a remote device via a communication network for reproduction of the audio and video content data on the remote device. In various embodiments, the wireless transceivers 255 can communicate via any of various technologies, such as a cellular network, a short-range wireless network, a wireless local area network (WLAN), a low-power Wide Area Network (LP-WAN), etc. The cellular network can be any of various types, such as code division multiple access (CDMA), time division multiple access (TDMA), global system for mobile communication (GSM), long term evolution (LTE), 3G, 4G, 5G, etc.. The short-range wireless network can also be any of various types, such as Bluetooth, Bluetooth Low Energy (BLE), near field communication (NFC) etc..

[0058] In some embodiments, the processor 235 is in communication with or operable to access or to exchange data or signals with a memory 245, which in turn is in communication with a wireless communication interface 225 for sending data to a game management server 100. The game management server 100 captures data required for the dual-play electronic gaming machine 200. In some embodiments, the game management server 100 monitors and receives all events and data generated by more than one or a plurality of electronic gaming machines 200 located within a gaming establishment for all game data related to play for management, security, and reporting purposes.

[0059] In various embodiments, the processor 235 is in communication with or operable to access or to exchange data or signals with the wireless transceiver 255, which in turn is in communication with a primary display 230 and/or a user interface 260. In other embodiments, the user interface 260 may be a touch screen controller that is in data communication with the primary display 230. The primary display 230 may be of any suitable size and configuration, such as a square, a rectangle or an elongated rectangle. The primary display 230 is configured to display at least one and preferably a plurality of game or other suitable images, symbols and indicia such as any visual representation or exhibition of the movement of objects such as mechanical, virtual or video reels and wheels, dynamic lighting, video images, images of people, characters, places, things and faces of cards, and the like. The user interface 260 allows the user to input commands that are received by the primary display and wireless transceiver 255 for controlling the wagering game. When a remote device 300 is configured for connection with the communication interface device and the wireless communication interface, and a user of the remote device 300 is an online driver of the game and in control of the gaming machine 200, the wireless communication interface 225 receives input commands from the remote device 300 and sends them to the user interface 260 and the primary display. The online driver on the remote device 300 can click commands on the remote device that are sent to the electronic gaming device 200 as if the remote device 300 is the electronic gaming device physically present in the gaming establishment. In various embodiments, the processor 235 will cause the user interface 260 on the gaming device 200 to be disabled when a remote device 300 is detected playing on the virtual representation of the electronic gaming device. In some embodiments, the wireless transceiver 255 intercepts LED off/on commands to the LEDs on the user interface of the electronic gaming device 200. Those on/off commands are relayed via the wireless transceiver 255 to the remote device 300 that virtualizes the on/off to convey the state to the remote device 300.

[0060] In various embodiments, the processor 235 is in communication with or operable to access or to exchange data or signals with the wireless transceiver 255, which in turn is in communication with a primary display 230 and/or user interface 260 that allows the user to input signals onto a remote device configured for wireless connection with the communication interface device and wireless communication interface 225. This allows the remote device 300 to have screen capture capability and touch capability that replicates the primary display 230 and user interface 260 of the electronic gaming device 200 that is physically located on the gaming establishment. In some embodiments, the remote device captures the video output from the primary display 230 of the electronic gaming device 200 to present the same video output on the remote device 300 in order to allow a remote player to play as if he was in the gaming establishment. In other embodiments, the electronic gaming machine 200 has a plurality of displays, for example, a primary display and a secondary display. In some embodiments, the electronic gaming device possesses a hardware capture device which captures and relays the video images back to the primary display of gaming machine. In some embodiments, the gaming machine 200 includes one or more sensors, for example, image sensors to capture the video images of the gaming machine 200 and its surroundings in some jurisdictions. In some embodiments, the gaming machine 200 encodes the video output into a low latency stream for wireless distribution to one or more remote devices 300. In some embodiments, the wireless transceiver 255 receives and transmits gesture commands from the user interface of the electronic gaming device so that additional gestures can be added. Those additional gestures are actions from the remote device 300. The remote player on the remote device 300 interacts with the display which are captured by the image sensors of the remote device 300 and converts the gestures to touchscreen commands that are sent to the electronic gaming machine 200.

[0061] In other embodiments, the sound system 295 is in communication with or operable to access or to exchange data or signals with the wireless transceiver 255, which in turn is in communication with a wireless communication interface 225 configured for wireless connection with a remote device 300. The wireless transceiver 255 receives sound output from the sound system 295 of the electronic gaming machine 200. The sound system 295 captures internal audio output from the components of the gaming machine 200 and the ambient sound of the gaming establishment. The sound is then transmitted via the wireless transceiver 255 and the wireless communication interface 225 to a communication interface device 600 which transmits sound output to the remote device 300 along with the video output to add audio output to the gaming experience. In other words, the wireless transceivers 255 are configured to receive and transmit data in the form of at least the video output, audio output, value input, and other input commands from the electronic gaming machine 200, for example, the video, audio, input and LED data, to a remote device 300 for the purpose of replicating the game play of the electronic gaming machine to a remote device 300.

[0062] The processor 235 may also be in communication with a payment system 250, which may be a component of the gaming machine 200. The payment system is capable of accepting payment from a player (for example, a bet or initiation of a balance) and/or providing payment to a player (for example, a payout). Payment is not limited to money, but may also include other types of consideration, including products, services, and alternate currencies. Exemplary methods of accepting payment by the payment system 250 may include (i) receiving hard currency (i.e. coins or bills), and accordingly the payment system 250 may comprise a coin or bill acceptor; (ii) receiving an alternate currency (e.g., a paper cashless gaming ticket, an electronic credit, a coupon, a non- negotiable token), and accordingly the payment system 250 may comprise a bar code reader or other sensing means; (iii) receiving a payment identifier (e.g., a credit card number, a debit card number, a player tracking card number, a financial account identifier) and debiting the account identified by the payment identifier.

[0063] In various embodiments, the remote device 300 is connected to the electronic gaming machine via the game management server in order to remotely control the electronic gaming machine. A remote player can join a virtual game on the remote device 300 as if he was playing on an electronic gaming machine 200 that is physically located on a gaming establishment. Accordingly, the remote device 300 is configured to receive and transmit data and signals from the communication interface device 600 adapted for connection with the wireless communication interface 225 of the electronic gaming machine 200 in order to replicate the primary display, user interface, sound system, payment system on the remote device 300.

Use Case: Drive Game Locally

[0064] A local player needs to be in the physical vicinity of the gaming machine 200 and be able to fund a game play in the manner accustomed to the gaming establishment. The actor has played the game and any win/loss is reflected in his wallet. The actor has played the game and any win/loss is reflected in his wallet. The actor is a local player who is typically at a casino venue near an available physical gaming machine and has decided he would like to play on the gaming machine. The player proceeds to play the gaming machine as accustomed in the venue.

[0065] The player loads credit into the gaming machine in the usual manner via the payment system. This could be via a value input device, via a ticket machine, or by feeding bills into the machine. Credit appears in the gaming machine exactly as it would for normal play. The player plays the game, pressing the user interface or input device or buttons on the gaming machine and interacting with the touch screen in the usual way. He may win or lose. The player enjoys the game play including the graphics, animation, sound effects, music, interactions, and the thrill of playing and betting in a live casino environment. [0066] Once done with play, the player cashes-out if any credit remains, completely in a normal way as accustomed in the venue such as taking a printed ticket from the machine over to the cage and requesting cash.

[0067] The local player need not be aware that the gaming machine is a certified gaming machine. He plays like a normal land-based player. Nothing changes from the norm for the player and he may be unaware that the machine is enabled for live online game play or that there may be back-betters, betting on his play.

[0068] Once the credit is loaded, the gaming machine becomes allocated to the Local Player and no remote player can play this machine until it is vacated by the local player. In some embodiments, the gaming machine is configured to receive credit via the payment system when the gaming machine is in the middle of a game play (spinning). In some embodiments, the user interface, input devices, and/or payment system of the gaming machine are disabled when the gaming machine is in play by a local player. A remote player on a remote device cannot remotely control the gaming machine when a gaming machine is in play by a local player. However, a remote player can add credit in the form of a back-bet by wagering on the outcome of the game play by the local player on the gaming machine.

[0069] During play, the local player is said to be the driver driving the game. He is deciding when to interact with the machine, he is deciding how much to bet, how many lines to play, and any other interactions with the game. He is in full control of the game as intended by the game designer/manufacturer. This is normal play for him and everything works in the same manner as it would with an EGM that is not Dragon Points Live Enabled.

Use Case: Drive Game Remotely [0070] On the remote device 300, a player downloads and accesses an application software or a web browser associated with the wagering game and navigates to a vacant gaming machine 200 on the application software or web browser. A vacant gaming machine 200 is one that currently does not have a driver. The player begins to play the game as an online driver. This use case describes how a player on a remote device 300 plays as the driver.

[0071] A back-bet game play represents an alternative gameplay where the remote player becomes a back-better rather than a driver. The player must have funded his electronic wallet with enough funds to play the online game. The player on the remote device 300 must be logged into the host system or the game management server. The player plays the game and any win/loss is reflected in his wallet.

[0072] The actor is a remote player who accesses the application software or a web browser from a remote mobile device, laptop, or any compatible iOS, Android, or Web Browser enabled device. The player decides to select a game play from the application software or the web browser. In some embodiments, on the display of the remote device 300, the display may present a game play screen where the player navigates a virtual casino studio where he sees video streams of a live casino environment from several views and hears the live casino ambiance.

[0073] The player navigates to a gaming machine he wishes to play. He can either do this by choosing a particular game play (for example, “36 Ninjas”) from a list of available gaming machines or he can navigate around the live casino views and select a particular bank or physical machine he wishes to play live.

[0074] To become the driver (and drive the game) the player must pick a gaming machine that is vacant and does not have either a remote or a physical player already allocated to the gaming machine. If a gaming machine is not vacant, the player may also decide to join an existing game on a gaming machine with an online or a physical player, in which case he becomes a back-better, details of which will be provided later.

[0075] Upon selecting a vacant machine, the player becomes the Driver and the gaming machine is allocated to him. The gaming machine is no longer available to be driven by either an online or a physical player until the player vacates the machine.

[0076] The player is presented with a user experience where the game-play is virtualized. This includes a reproduction/transmission of the audio and video output of the gaming machine on the remote device. For example, sounds from the gaming machine and casino ambience are transmitted to the remote device. Reproduction of the primary display, secondary display and user interface of the gaming machine, for example, interactive elements including touch screen capabilities and other interactive elements of the gaming machine are also transmitted to the remote device. The player plays the virtualization of the game as if he was playing in the local venue in the sense that he is deciding when to play, how much to bet, and controlling the game with all the same gameplay as the local player. Except, he is playing a virtualized version of the game from a remote location.

[0077] The player decides how much credit to move from his wallet into the value input device of the gaming machine. The amount decided, when successfully transferred, appears on the primary or secondary display in the manner designed by the game designer/manufacturer. The system encourages the player to transfer the whole amount from his wallet to the gaming machine.

[0078] The player plays the game, pressing the virtualized buttons on the gaming machine and interacting with the virtualized user interface in a manner similar to how a physical player would play - except via the virtualized user experience. He may win or lose. The player enjoys the gameplay including virtualizations of the graphics, animation, sound effects, music, interactions, and the thrill of playing and betting in a live virtualized casino environment. Once done with play, the player cashes-out if any credit remains and any credits are returned to his wallet. A physical machine will have a utilization rate from 0 to typically 95%+. A machine should be expected to play 24/7 without an issue.

[0079] Exactly as in the 'Drive Game Locally' use case - during play, the remote player is also said to be driving the game. He is deciding when to interact with the machine, he is deciding how much to bet, how many lines to play, and any other interactions with the game. He is in full control of the game as intended by the game designer/manufacturer. Except he is experiencing the game through the virtualized user experience.

[0080] In various embodiments, the processor of the gaming machine turns off the interactive commands on the physical gaming machine when a remote player is playing online. For example, the user interface of the gaming machine may be disabled when the gaming machine is played by an online player. This prevents a Local player from interfering with gameplay. For example, both the buttons and touch screen interactions can be disabled by the gaming machine.

[0081] Although the gaming machine encourages players to transfer the whole amount to their wallet this may not be allowed in some jurisdictions. The system needs to be adaptable to those requirements.

[0082] Minimum bet amounts for individual games on the gaming machines are configurable by the game management server for players on remote devices.

Use Case: Back-Bet Game [0083] This use case describes how the Back-Better actor plays in Back Betting mode. Players on the gaming machine can opt to select various game plays. For example, a player on a remote device can choose to drive a game or to back-bet a game. When driving, the player is in control of the game and playing the game as the designer/manufacturer of the gaming machine intended. The driver is operating the machine through interactive commands such as via buttons on the gaming machine or via the user interface. Drivers can be local players (at the gaming machine in a gaming establishment) or online players using remote devices that provide a virtualized version of the gaming machine on the remote device.

[0084] Back-Betting is an alternative mode of play where the remote player chooses not to Drive but instead plays the game by observing how a Driver plays and then placing bets on the play he observes. He cannot influence play. He does not decide how the game is played. He observes the game in a Read-Only Virtualization mode and bets on outcomes generated by the Driver.

[0085] The Back-Better is always an online player on a remote device (local players cannot back-bet and can only drive). The Back-Better actor is logged-in to the application software on the remote device and browsing a virtualized gaming establishment environment and has available credit in his wallet. The actor's wallet reflects any win-loss amounts once he has finished playing.

[0086] On the display of the mobile device, the display may present a game play screen where the player navigates a virtual casino studio where he sees video streams of a live casino environment from several views and hears the live casino ambiance.

[0087] The player navigates to a machine he wishes to play. He can either do this by choosing a particular game play (for example, “36 Ninjas”) from a list of available gaming machines or he can navigate around the live casino views and select a particular bank or physical machine he wishes to play live.

[0088] To become a Back-Better the player must pick a gaming machine that already is allocated to a Driver. Upon selecting the game, the Back-Better begins to play in Back- Betting mode and he begins to observe the play generated by the Driver who is controlling the game.

[0089] The Back-Better is presented with a User Experience where the game-play is virtualized. This includes a reproduction/transmission of the video and animations on the remote device, sounds from the physical machine and casino ambiance transmitted, and a read-only reproduction of interactive elements including touch screen capabilities and other interactive elements.

[0090] The actor proceeds by committing funds from his wallet to bet on the outcome of the observed play. The funds are moved into the game. The actor is encouraged to move the total amount in his wallet into the game.

[0091] He can perform the following actions. These actions are all available as fast as the actor can interact (click or touch).

• Increase Betting

• Decrease Betting

• Choose when to start betting and when to stop betting by game.

• He can also select how many games he wants to play. For example; 1000 games, 500 games, 100 games, 50 games, unlimited.

[0092] A minimum amount of a back-bet per game can be configured by the game management server.

The actor observes the Driver's gameplay and in addition, he sees a clear indication of when funds are 'locked in' ahead of play and the outcome of his bet.

[0093] He is in control of his own bets only. He chooses when to bet and how much. [0094] The Back-Beter can choose to leave the game at any time. When he leaves he is given options to continue to play such as any hosted or personality driver, exciting games, tournaments, or any other notable promotion or jackpot status.

[0095] During Back-Betting gameplay the Driver can leave the game. If the Driver leaves, the actor has the option of either becoming the Driver or he can exit the game and is given a list of other exciting games in progress which he can join, should he wish to continue.

[0096] Any number of back-betters can play on a single gaming machine. These numbers may get quite high during tournaments or special personality play.

Metaverse

[0097] In recent years, the number of users of Metaverses has been expanding rapidly. A Metaverse is a three-dimensional virtual world formed as electronic data, such as a virtual world or a massively-multiplayer online role-playing game (MMORPG).

[0098] In various embodiments, a Metaverse system is configured with multiple players or players on remote devices (client computers), a server (for example, a game management server or a communication server apparatus), and a communication network connecting the remote devices and the server. Although a smartphone or a personal computer is assumed as each of the remote devices in the embodiment, the invention is not limited to this. Although a server is assumed as the server in the embodiment, the invention is not limited to this. A blade server, a large general-purpose computer, or the like may be also employed otherwise. The server may include multiple servers, each serving a corresponding function of the server. Examples of the servers provided in the server are a login server responsible for login of users to the Metaverse, an environment server that provides a Metaverse environment for each avatar representing a corresponding user, and an object management server (server) that manages objects in the Metaverse. A player can log into the Metaverse via a web browser or an application software downloaded on a remote device.

[0099] The servers for respective functions may be configured in grids of multiple servers. Although the Internet is assumed as the network in the embodiment, networks such as an intranet, an extranet, or other networks, or a network including these networks may also be employed. As the platform of the Metaverse in which the online players participate as avatars through the respective remote devices, Second Life of Linden Lab of the United States, meet-me of Co-Core Inc. of Japan, HiPiHi World of HiPiHi Co., Ltd of China, Ultima Online of Origin Systems, Inc. of the United States, Lineage of NCsoft Corporation of Korea, or other Metaverse platforms may be used. Since system configurations of the login server and the environment server are already known, details thereof will be omitted here.

[00100] In some embodiments, the remote device may include a smart home device, a wearable device, a smart mobile device, a virtual reality device, an augmented reality device, and the like, or any combination thereof. In some embodiments, the remote device may include a smart bracelet, smart footwear, smart glasses, smart helmet, smart watch, smart clothing, smart backpack, smart accessory, or the like, or any combination thereof. In some embodiments, the remote device may include a metaverse device and/or the augmented reality device. The metaverse device may include include metaverse helmets, metaverse glasses, metaverse eyewear, augmented reality helmets, augmented reality glasses, augmented reality eyewear, and the like, or any combination thereof.

[00101] In various embodiments, the game management server or the communication server apparatus is configured to generate a server 3D model defining a virtual environment associated with the gaming machine. In some embodiments, within the server 3D model, the game management server is configured to generate an avatar representative of a person within the virtual environment. In some embodiments, an avatar is not required and the player can access the virtual environment from a first player perspective. In some embodiments, a plan view of the gaming machines located in the establishment is provided, and the online player can simply access the available gaming machines for wagering games. In some embodiments, the game management server receives movement data captured from the player using the remote device. For example, the movement data may include movement data that are translated into animations, in real-time, to the avatar within the server 3D model based upon movement data captured from the player. In some embodiments, the server 3D model defining the virtual environment is sent to the primary display of the gaming machine. In some embodiments, the server 3D model defining the virtual environment and/or the avatar is sent to the remote device. In some embodiments, the server 3D model defining the virtual environment and/or the avatar is projected on a large display in a gaming establishment or venue for entertainment purposes.

Example Operations

[00102] This section describes operations associated with some embodiments of the invention. In the discussion below, the flow diagrams will be described with reference to the block diagrams presented above. However, in some embodiments, the operations can be performed by logic not described in the block diagrams.

[00103] In certain embodiments, the operations can be performed by executing instructions residing on machine-readable media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform less than all the operations shown in any flow diagram.

[00104] Figure 6 depicts a flowchart for remotely controlling a gaming machine 200 in a gaming establishment according to some embodiments of the invention. In Figure 6, the flow 600 begins at processing block 602, a communication server apparatus receives audio data and video data associated with a game play from a gaming machine. In some embodiments, the communication interface device 600 receives audio and video content data from the wireless communication interface 225 of the gaming machine and transmits said audio and video content data wirelessly to a game management server 100 and a remote device via a communication network for reproduction of the audio and video content data on the remote device. In some embodiments, the communication server apparatus is a game management server as described above. In some embodiments, the communication server apparatus receives input data from a user interface or other input devices of the gaming machine. The input data is the input received from a physical player controlling the gaming machine. In some embodiments, the communication server apparatus receives a payment input from a payment system of the gaming machine. Payment input includes initiation of a credit or a wager in the form of consideration (for example, cash, alternate currencies) or a payment identifier (for example, a credit card number, financial account identifier, player tracking card number, etc.). In various embodiments, audio data and video data are received from various components of the gaming machine. In some embodiments, the audio data and video data can be the audio output and video output of the video system from the primary and/or secondary display of the gaming machine. In some embodiments, the audio data and video data may be received separately from a sound system and a video system respectively of the gaming machine. The audio data may also include ambient sound from the gaming establishment. In some embodiments, the communication server apparatus is configured to receive and transmit data in the form of at least the video output, audio output, value input, and other input commands from the electronic gaming machine 200 or the wireless transceivers of the gaming machine, for example, the video, audio, input and LED data, from the communication interface device operable with the gaming machine.

[00105] At step 604, the communication server apparatus transmits the audio data and video data to a remote device located outside the gaming establishment through a communications network, for presenting an online game on the remote device, wherein the online game is a virtual reproduction of the gaming machine in the gaming establishment. The online game is presented on the remote device via a network browsing capable application. In some embodiments, the online game is an application software downloaded from the internet or a web browser that is accessible via the internet. In some embodiments, the online game is accessible via a Metaverse platform available on a web browser or through other suitable means.

[00106] At step 606, the communication server apparatus receives an input selection from a first online player controlling the remote device, the input selection based on selecting a first wagering game for participation by the first online player for remotely controlling the gaming machine and a second wagering game for participation by the first online player for wagering on the results of the game play of a physical player or a second online player controlling the gaming machine. In various embodiments, the wagering games may include those as already previously described above. In some embodiments, the wagering games include mechanical slot games, video slot games, video poker, video black jack, lottery. In particular, the gaming machine 200 may be operable to provide a play of many different games of chance. The games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game), denomination, number of paylines, maximum jackpot, progressive or nonprogressive, bonus games, etc.. The online game play allows the player to select a game where he can remotely control the gaming machine or to back-bet a game on a physical player or an online player that is already controlling the game machine and playing a game. In various embodiments, the input selection signals are transmitted to the communication interface device via the communication network and the game management server, which in turn controls the user interface of the gaming machine. In various embodiments, the first wagering game relates to an online game that allows the online player to remotely control the gaming machine, and the second wagering game relates to an online game that allows the online player to place a wager on a game that is in play currently either by a physical player or by another online player in control of the gaming machine. When the online player is remotely controlling the gaming machine, he is operating the gaming machine through interactive commands configured to be received by the remote device. For example, the interactive commands can be on input devices on the user interface of the remote device. In some embodiments, the interactive commands can include input devices such as Metaverse devices, augmented reality devices, virtual reality devices, or any combination thereof that are configured to be received by the remote device. These interactive commands can be in the form of movement data captured by these input devices for translation into animations within a 3D model defining a virtual environment.

[00107] At step 608, the communication server apparatus initiates execution of the game play on the remote device in response to the input selection. The player makes a selection of the online game play, and the game play is initiated on the display of the remote device. The game play includes a virtualized representation of the gaming machine on the remote device. The virtualized representation of the game play can include a Metaverse platform environment, for example, a 3D model defining a virtual environment or virtual landscape that includes the gaming machine.

[00108] At step 610, the communication server apparatus receives, from the remote device, a credit for placement of a wager associated with the online game, wherein the credit is configured for receipt by the payment system of the gaming machine. If the player selected to remotely control the gaming machine to play a game (i.e. first wagering game), the player is able to directly influence the outcome of the game play by initiating a game play and using the user input devices on the remote device to send signals and commands that are configured to control the user interface of the primary display of the gaming machine. It is as if the player on the remote device is physically located in front of the gaming machine in the gaming establishment. If the player selected to place a back-bet on a game play that is live by a physical player or another online player on the gaming machine (i.e. second wagering game), he is not able to directly influence the outcome of the game play. The player is betting on the outcome of a current game play by the physical player or online player. The credit for placement of the wager by the player is therefore received by the payment system accordingly.

[00109] At step 612, the communication server apparatus, receive, from the gaming machine, a determination of a game outcome and cause a display of the gaming machine and the remote device to display the determined game outcome. The communication server apparatus receives signals and commands associated with the game outcome, i.e. the outcome of the game play of the first wagering game or the second wagering game, and the game outcome is configured to be displayed to the player on the remote device.

[00110] At step 614, the communication server apparatus determines an award associated with the determined game outcome. The award is distributed to the player accordingly. Depending on the credit placed by the player of the remote device, the communication server apparatus is configured to determine the award associated with the game outcome and to distribute the award to the player accordingly.

[00111] In various embodiments, the remote device includes one or more content capturing devices that sends media data in the form of audio output and video output including 2D, 3D and volumetric content to a communication server apparatus and may represent one or more of: a video camera, a microphone, a motion capture device, a game capture device, a video system, a sound system. For example, content capture device may capture one or more of: audio, video, screen captures, motion capture information (e.g., from motion sensors on a person, animal, object, etc.), augmented reality (“AR”) recording, virtual reality (“VR”) recording, and combinations thereof. For example, a first content capturing device on the gaming machine may capture a game feed (e.g., digital content of a game being played by a gamer), and a second content capturing/str earning device may be a video camera capturing video of the gamer playing the game. In another example, content capturing devices may record motion captured from one or more motion sensors attached to an online player.

[00112] While the invention has been particularly shown and described with reference to specific embodiments, it should be understood by those skilled in the art that various changes in form and detail may be made therein without departing from the spirit and scope of the invention as defined by the appended claims. The scope of the invention is thus indicated by the appended claims and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced.