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Method and apparatus for using conditional parameters to alternate between wagering gamesUSPTO Application #: 20070191107Title: Method and apparatus for using conditional parameters to alternate between wagering games Abstract: A wagering method is provided that allows players or gaming establishments to specify conditions which when satisfied, reconfigure the gaming device to change game play from a first game to a second game. The condition may depend upon the value of a parameter-generally related to game play—to determine if the condition is valid and triggers the reconfiguration. The second game may be selected from a game on the same gaming device, from a game on a different gaming device, or a game played by a specific player. (end of abstract) Agent: Walker Digital Management, LLC - Stamford, CT, US Inventors: Jay S. Walker, James A. Jorasch, Robert C. Tedesco, Daniel E. Tedesco, Stephen C. Tulley USPTO Applicaton #: 20070191107 - Class: 463042000 (USPTO) Related Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), With Communication Link (e.g., Television Broadcast, Etc.), Network Type (e.g., Computer Network, Etc.) The Patent Description & Claims data below is from USPTO Patent Application 20070191107. Brief Patent Description - Full Patent Description - Patent Application Claims FIELD [0001] The method and apparatus relates to gaining apparatus and methods, and in particular to wagering methods that use one or more selected parameters to trigger the reconfiguration of a gaming device. BACKGROUND [0002] Gaining has become an increasingly important industry in the United States and around the world. In games of chance, a player typically places a wager on one or more games, and either receives a payout or loses the wager based on the game outcome. Examples of gaming devices include, without limitation, video poker gaming devices, mechanical reel slot machines, and video slot machines. [0003] Traditionally, players have been relegated to playing a single game on a gaming device. More recently, some gaming devices allow players to select a game from multiple games on a single gaming device. For example, some gaming devices allow players to navigate a "menu" system for selecting different types of games. The player selects a game from the menu and plays until another game is desired. The player then exits the game and returns to the menu screen to select another game (e.g., a player plays a Keno game, backs out to a menu screen, selects a video poker game, and continues play on the video poker game). This particular machine stores each of the offered games internally in its electronic memory. [0004] This manual switching between games is time-consuming and cumbersome for many players. In addition, this manual game switching falls short of adding substantial new interest in the game play. New methods are needed for alternating between games on the gaming devices to provide greater entertainment value. SUMMARY [0005] A need exists for methods that enable rapid switching between a plurality of games at an individual gaming device. The switching may be automatic between games based on satisfying predetermined conditions. The predetermined conditions (or conditions determined on the fly) allow seamless switching between games--without the need for player intervention in the selection of the game. In an alternate embodiment, if desired, the specific condition can be predetermined, and if triggered, the player may be presented with an offer, which the player may either accept or reject. Various other methods of reconfiguring gaming devices based on the satisfaction of predetermined conditions are contemplated. [0006] Conditions may be specified by the player, the operator of the game establishment (either directly or indirectly by the gaming device as determined by software programming), a manufacturer of the gaming device, or another entity. In some embodiments, the conditions that trigger changes in game play may be related to the player's game play (e.g., the success of the player, the rate of play of the gaming device, etc.). In some embodiments, conditions that trigger changes in game play may also be related to other player's game play and other gaming device's game play results. For example, automatic game switching may be triggered by conditions requiring the selection of the "hottest" game in the gaming establishment, the "coldest" game in the gaming establishment, the most successful player, etc. [0007] Using the features and methods described herein, the player has a means to indirectly or directly specify the game the player may be most interested in playing, allowing the gaming device (or the gaming network 100) to locate this game and present it to the player. Without the features and methods described herein, considerable time and energy may be wasted as a player tries to find and/or switch to the game that satisfies the player's requirements and interest. BRIEF DESCRIPTION OF THE DRAWINGS [0008] Various embodiments are described herein with reference to the accompanying drawings. In the drawings, like reference numerals indicate identical or functionally similar elements. The leftmost digit(s) of a reference numeral typically identifies the figure in which the reference numeral first appears. As will be understood by those skilled in the art, the drawings and accompanying descriptions presented herein indicate some exemplary arrangements. Similarly, the illustrated entries represent exemplary information, but those skilled in the art will understand that the number and content of the entries can be different from those illustrated herein. A brief description of the drawings follows. [0009] FIG. 1 is an overall schematic view of one embodiment of a gaming network; [0010] FIG. 2 is a schematic view of the gaming device of FIG. 1; [0011] FIG. 3 is an orthographic view of the gaming device of FIG. 1; [0012] FIG. 4 is an example of a parameters database; [0013] FIG. 5 is an example of a reconfiguration database; [0014] FIG. 6 is an example of a network configuration database of the gaming devices, players, and other devices in the gaming network; [0015] FIG. 7 is an example of a player database that may be associated with a player tracking program; [0016] FIG. 8 is a flow chart of one embodiment of the process for triggering reconfiguration of a gaming device to alter game play; [0017] FIG. 9 is a flow chart of one embodiment of the process for triggering reconfiguration of a gaming device after accepting an offer to alter game play; [0018] FIG. 10 is an example of a picture-in-a-picture display provided on a video display for displaying game outcomes from associated gaming devices, offers, and other information; and [0019] FIG. 11 is an example of a sidebar for displaying offers and other information to a player. 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