최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
DataON 바로가기다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
Edison 바로가기다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
Kafe 바로가기국가/구분 | United States(US) Patent 등록 |
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국제특허분류(IPC7판) |
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출원번호 | US-0112389 (2008-04-30) |
등록번호 | US-9092944 (2015-07-28) |
발명자 / 주소 |
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출원인 / 주소 |
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대리인 / 주소 |
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인용정보 | 피인용 횟수 : 13 인용 특허 : 499 |
Techniques are described for providing group play bonus events with multiple game devices. A group play bonus event is initiated based in part on the occurrence of a group play bonus event trigger. End users of game devices participate in an initiated group play bonus event if the end users qualify
Techniques are described for providing group play bonus events with multiple game devices. A group play bonus event is initiated based in part on the occurrence of a group play bonus event trigger. End users of game devices participate in an initiated group play bonus event if the end users qualify to participate in the group play bonus event at the time of the occurrence of the group play bonus event trigger. In some situations, group play bonus events are initiated by the occurrence of a randomly generated group play bonus event trigger.
1. A computer-implemented method in a networked group play coordinator computing system to provide group play for respective end users of a plurality of game devices, the method comprising: for each of the plurality of game devices, receiving by the networked group play coordinator computing system
1. A computer-implemented method in a networked group play coordinator computing system to provide group play for respective end users of a plurality of game devices, the method comprising: for each of the plurality of game devices, receiving by the networked group play coordinator computing system information indicative of whether the respective end user of the game device is eligible to participate in a group play event, the received information being indicative of at least one characteristic related to the respective end user including a status level assigned to the respective end user under a loyalty program;automatically determining by the networked group play coordinator computing system which of the end users of the plurality of game devices on which the end users are playing respective primary games qualify to participate in a group play bonus event based at least in part on the status level assigned to the respective end user under a loyalty program;based at least in part on an occurrence of a group play bonus event trigger, generating a group play event identifier and automatically initiating by one of the game devices or by the networked group play coordinator computing system at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event using a first plurality of messages, each of the first plurality of messages including the group play event identifier; andafter the at least one instance of the group play bonus event has been executed for one or more of the end users of the game devices that are determined to quality to participate in the group play bonus event, providing at least one result of the at least one instance of the group play bonus event using a second plurality of messages, each of the second plurality of messages including the group play event identifier,wherein the group play event identifier is included in each of the first and second plurality of messages between the game devices at least in part for resolving precedence conflicts arising from near simultaneously generated group play bonus event triggers, andwherein receiving information indicative of whether the end user of the game device is eligible to participate in the group play event includes receiving information indicative of an eligibility score (ES) maintained by the game device, wherein the eligibility score (ES) maintained by the game device is calculated as: ES=(B+ES′×(L−t))/(L)where B is an amount of a wager, ES′ is a previous eligibility score, L is a predetermined window of time, and t is an amount of time since the end user last wagered. 2. The computer-implemented method of claim 1 wherein generating a group play event identifier and automatically initiating by one of the game devices or by the networked group play coordinator computing system includes generating a group play event identifier and automatically initiating by the networked group play coordinator computing system. 3. The computer-implemented method of claim 1, further comprising: for each of the plurality of game devices, requesting by the networked group play coordinator computing system the information indicative of whether the end user of the game device is eligible to participate in the group play event from the game device, and wherein receiving the information from the game device is in response to the request. 4. The computer-implemented method of claim 1 wherein receiving information indicative of at least one characteristic related to the end user of the game device further includes receiving information indicative of at least one of an amount of time that the end user has played the game device, an amount wagered by the end user, a rate at which the end user is playing, or a rate at which the end user is wagering. 5. The computer-implemented method of claim 1 wherein the automatically determining which of the end users of the plurality of game devices on which the end users are playing respective primary games qualify to participate in a group play bonus event is based at least in part on determining that the eligibility score received from each of the one or more game devices meets or exceeds a minimum threshold. 6. The computer-implemented method of claim 1, further comprising: randomly generating the group play bonus event trigger. 7. The computer-implemented method of claim 6, further comprising: reconfiguring by the networked group play coordinator computing system one or more parameters of randomly generating the group play bonus event trigger. 8. The computer-implemented method of claim 7, further comprising: receiving information by the networked group play coordinator computing system indicative of a desired frequency that a group play bonus event is to be initiated;based at least in part on the received information indicative of the desired frequency, automatically modifying by the networked group play coordinator computing system the one or more parameters of randomly generating the group play bonus event trigger, such that the group play bonus event trigger is randomly generated at an average frequency that approximates the desired frequency indicated by the received information. 9. The computer-implemented method of claim 8 wherein receiving information indicative of a desired frequency that a group play event is to be initiated includes receiving an indication of an average number of minutes between successive occurrences of the group play bonus event. 10. The computer-implemented method of claim 6 wherein the randomly generating the group play bonus event trigger includes: generating a random value within a range of values by one of the game devices or by the networked group play coordinator computing system; anddetermining by the networked group play coordinator computing system whether the generated random value is a value indicative of a group play bonus event trigger. 11. The computer-implemented method of claim 10, further comprising: reconfiguring by the networked group play coordinator computing system at least one of a period with which the generating a random value occurs or the range of values. 12. The computer-implemented method of claim 11 further comprising: receiving information by the networked group play coordinator computing system indicative of a desired frequency that a group play event is to be initiated;based in part on the received information indicative of the desired frequency, automatically modifying by the networked group play coordinator computing system at least one of the period with which the generating a random value occurs or the range of values, such that the group play bonus event trigger is randomly generated with an average frequency that approximates the desired frequency indicated by the received information. 13. The computer-implemented method of claim 10 wherein randomly generating a random value includes generating the random value with a random number generator. 14. The computer-implemented method of claim 1 wherein the group play bonus event trigger is generated by a first game device of the plurality of game devices, further comprising: receiving information by the networked group play coordinator computing system indicative of the group play bonus event trigger generated by the first game device; andbased at least in part on the received information indicative of the group play bonus event trigger, determining by the networked group play coordinator computing system that the group play bonus event trigger has occurred. 15. The computer-implemented method of claim 14, further comprising: generating the group play bonus event trigger by the first game device based at least in part on an outcome of a respective primary game played by an end user of the first game device. 16. The computer-implemented method of claim 14, further comprising: generating the group play bonus event trigger by the first game device based at least in part on at least one of a number of games played by the end user of the first game device, or an amount wagered by the end user of the first game device. 17. The computer-implemented method of claim 1, further comprising: receiving information by the networked group play coordinator computing system indicative of one or more characteristics of one or more of the end users of the plurality of game devices;based at least in part on receiving the information indicative of one or more characteristics of one or more of the end users, generating by the networked group play coordinator computing system the group play bonus event trigger. 18. The computer-implemented method of claim 17 wherein receiving information indicative of one or more characteristics of one or more of the end users includes receiving information indicative of at least one of an amount wagered by the one or more of the end users, a rate at which the one or more of the end users are playing, or a number of games played by the one or more of the end users. 19. The computer-implemented method of claim 1 wherein automatically initiating at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event includes providing at least one of one or more free games, award multipliers, bonus awards, or points under a loyalty program. 20. The computer-implemented method of claim 1, further comprising: contributing by each of the plurality of game devices, a percentage of a wager made by an end user of the game device to one or more progressive pools, and wherein automatically initiating at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event includes for each of at least some of the end users of the game devices that are determined to qualify to participate in the group play bonus event awarding the end user from at least some portion of at least one of the one or more progressive pools. 21. The computer-implemented method of claim 1 wherein automatically initiating at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event, further includes: executing the one instance of the group play bonus event on at least one of a server, or one or more of the plurality of game devices on which an end user that is determined to qualify to participate in the group play event is playing. 22. The computer-implemented method of claim 1 further comprising: after initiating at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event, receiving information by the networked group play coordinator computing system indicative of a performance of the group play bonus event from one or more game devices on which one of the end users is participating in the group play bonus event;compiling a summary of the received information by the networked group play coordinator computing system; andproviding the summary by the networked group play coordinator computing system to the one or more game devices. 23. A non-transitory computer-readable medium whose contents, when executed by a computing device, enable the computing device to provide group play for respective end users of a plurality of game devices, by: for each of the plurality of game devices, receiving by the networked group play coordinator computing system information indicative of whether the respective end user of the game device is eligible to participate in a group play event, the received information being indicative of at least one characteristic related to the respective end user including a status level assigned to the respective end user under a loyalty program;automatically determining which of the end users of the plurality of game devices on which the end users are playing respective primary games qualify to participate in a group play bonus event based at least in part on the status level assigned to the respective end user under a loyalty program;based at least in part on an occurrence of a group play bonus event trigger, generating a group play event identifier and automatically initiating at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event using a first plurality of messages, each of the first plurality of messages including a group play event identifier; andafter the at least one instance of the group play bonus event has been executed for one or more of the end users of the game devices that are determined to qualify to participate in the group play bonus event, providing at least one result of the at least one instance of the group play bonus event using a second plurality of messages, each of the second plurality of messages including the group play event identifier,wherein the group play event identifier is included in each of the first and second plurality of messages between the game devices at least in part for resolving precedence conflicts arising from near simultaneously generated group play bonus event triggers, andwherein receiving information indicative of whether the end user of the game device is eligible to participate in the group play event includes receiving information indicative of an eligibility score (ES) maintained by the game device, wherein the eligibility score (ES) maintained by the game device is calculated as: ES=(B+ES′×(L−t))/(L)where B is an amount of a wager, ES′ is a previous eligibility score, L is a predetermined window of time, and t is an amount of time since the end user last wagered. 24. The non-transitory computer-readable medium of claim 23 wherein the computer-readable medium is at least one of a memory of a computing system and a data transmission medium that transmits a generated data signal containing the contents. 25. A networked group play coordinator computing system configured to provide group play for respective end users of a plurality of game devices, comprising: at least one processor; andone or more memories having executable instructions stored thereon that, when executed by the at least one processor, cause the at least one processor to:for each of the plurality of game devices, receive information indicative of whether the respective end user of the game device is eligible to participate in a group play event, the received information being indicative of at least one characteristic related to the respective end user including a status level assigned to the respective end user under a loyalty program;automatically determine which of the end users of the plurality of game devices on which the end users are playing respective primary games qualify to participate in a group play bonus event based at least in part on the status level assigned to the respective end user under a loyalty program;based at least in part on an occurrence of a group play bonus event trigger, generating a group play event identifier and automatically initiate at least one instance of a group play bonus event for the end users of the game devices that are determined to qualify to participate in the group play bonus event using a first plurality of messages, each of the first plurality of messages including the group play event identifier; andafter the at least one instance of the group play bonus event has been executed for one or more of the end users of the game devices that are determined to quality to participate in the group play bonus event, provide at least one result of the at least one instance of the group play bonus event using a second plurality of messages, each of the second plurality of messages including the group play event identifier,wherein the group play event identifier is included in each of the first and second plurality of messages between the game devices at least in part for resolving precedence conflicts arising from near simultaneously generated group play bonus event triggers, andwherein receiving information indicative of whether the end user of the game device is eligible to participate in the group play event includes receiving information indicative of an eligibility score (ES) maintained by the game device, wherein the eligibility score (ES) maintained by the game device is calculated as: ES=(B+ES′×(L−t))/(L)where B is an amount of a wager, ES′ is a previous eligibility score, L is a predetermined window of time, and t is an amount of time since the end user last wagered. 26. The networked computing system of claim 25 wherein the networked group play coordinator computing system is a server computer system which is not one of the plurality of game devices. 27. The networked computing system of claim 25 wherein the networked group play coordinator computing system is a game device from the plurality of game devices. 28. The computer-implemented method of claim 1 wherein generating a group play event identifier includes generating a group play event identifier including a timestamp by one of the game devices based on an outcome of a primary game provided by the one of the game devices.
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