System for managing advertisement

The system addresses inefficiencies in virtual and mobile advertising by using player data and context to deliver targeted ads, improving engagement and relevance in virtual environments and mobile devices.

JP2025013969APending Publication Date: 2025-01-28CFPH LLC
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Patent Information

Application Number
JP2024187912
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2007-01-09
Filing Date
2024-10-25
Publication Date
2025-01-28

AI Technical Summary

Technical Problem

Existing advertising systems in virtual environments and mobile devices lack effective methods for personalized and controlled advertising delivery based on player information and context, leading to inefficient and potentially disruptive ad experiences.

Method used

A system that utilizes player information and context to select and display targeted advertisements in virtual environments and mobile devices, incorporating features like image recognition, player profiling, and real-time adjustments to ensure relevance and compliance with game aesthetics.

Benefits of technology

Enhances the effectiveness of advertising by delivering personalized content that aligns with player preferences and game context, reducing disruption and improving user engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a system for managing an advertisement.SOLUTION: A system according to various embodiments of the present invention is characterized in advertisement on a mobile game device. The system can function within a boundary of a casino. According to the various embodiments, the system can function within the boundary of the casino and an accompanying area thereof such as a retailer shop, an exercise room, a restaurant, a swimming area, a show room, a conference hall, and so on. According to the various embodiments, the system can function in an area beyond the boundary of the casino.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present application relates to a system for managing advertisements. Summary of the Invention [Means for solving the problem]

[0002] Guidelines for Interpreting This Application Sections I through X below provide guidance to the interpretation of this application.

[0003] I. Terminology The term "product" means any machine, manufacture, and / or composition of matter, unless otherwise specified.

[0004] The term "method" means any process, algorithm, methodology, etc., unless specifically stated otherwise.

[0005] Each process (whether called a method, algorithm or otherwise) inherently comprises one or more steps, and thus all references to a "step" or "steps" of a process inherently have an antecedent description upon the mere recitation of "process" or similar terminology. Thus, any reference to a "step" or "steps" of a process has sufficient antecedent description.

[0006] The term "invention" and like terms mean "one or more inventions disclosed herein" unless expressly stated otherwise.

[0007] The terms "one embodiment," "embodiment," "embodiments," "the embodiment," "the embodiments," "one or more embodiments," "some embodiments," "an embodiment," "an embodiment," "another embodiment," and the like mean "one or more (but not necessarily all) embodiments of the disclosed invention," unless specifically stated otherwise.

[0008] The term "variation" of the present invention means an embodiment of the invention, unless specifically stated otherwise.

[0009] A reference to "another embodiment" in the description of an embodiment does not imply that the referenced embodiment is mutually exclusive with the other embodiment (e.g., an embodiment described before the referenced embodiment), unless specifically stated otherwise.

[0010] The words "comprise", "include" and variations thereof mean "including but not limited to", unless expressly stated otherwise.

[0011] The terms "a," "an," and "the" mean "one or more" unless specifically stated otherwise.

[0012] The term "plurality" means "two or more" unless specifically stated otherwise.

[0013] The term "herein" means "in this application, including anything that may be incorporated by reference," unless specifically stated otherwise.

[0014] The phrase "at least one," when it modifies a plurality of items (such as an enumerated list), means any combination of one or more of those items, unless otherwise specified. For example, the phrase "at least one of a widget, a car, and a wheel" means either (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car, and a wheel. The phrase "at least one," when it modifies a plurality of items, does not mean "one of each" of the plurality.

[0015] "One," "two," and other numerical terms, when used as cardinal numbers to indicate the quantity of something (e.g., one small appliance, two small appliances), refer to the quantity denoted by that numerical term, but not to at least the quantity denoted by that numerical term. For example, the term "one small appliance" does not mean "at least one small appliance," so the term "one small appliance" does not extend to, for example, "two small appliances."

[0016] The phrase "based on" does not mean "based only on," unless specifically stated otherwise. The phrase "based on" describes both "based only on" and "based at least on." The phrase "based at least on" is equivalent to the phrase "based at least in part on."

[0017] The term "represents" and similar terms are not exclusive unless specifically stated otherwise. For example, the term "represents" does not mean "represents only" unless specifically stated otherwise. In other words, the phrase "the data represents a credit card number" describes both "the data represents only a credit card number" and "the data represents a credit card number, and the data represents other things as well."

[0018] The term "whereby" is used herein solely to precede a clause or other set of words that express only an intended result, purpose, or consequence of something previously expressly recited. The term "whereby" means that in a claim, the clause or other word that it modifies does not establish any further specific limitation of that claim or otherwise restrict the meaning or scope of that claim.

[0019] "Eg" and similar terms mean "for example," and therefore do not limit the term or phrase they describe. For example, in the sentence "a computer transmits data (e.g., instructions, data structures) over the Internet," the term "eg" explains that "instructions" are examples of "data" that a computer may transmit over the Internet, and also explains that "data structures" are examples of "data" that a computer may transmit over the Internet. However, both "instructions" and "data structures" are merely examples of "data," and things other than "instructions" and "data structures" can be "data."

[0020] "Respective" and similar terms mean "taken individually." Thus, if two or more things have "respective" characteristics, each such thing has its own characteristic, and these characteristics can, but need not, differ from one another. For example, the phrase "two machines each have a respective function" means that a first such machine has a function and a second such machine has a function as well. The function of the first machine may or may not be the same as the function of the second machine.

[0021] "Ie" and similar terms mean "that is," and thus limit the term or phrase it describes. For example, in the sentence "a computer sends data (i.e., instructions) over the Internet," the term "ie" explains that the "instructions" are the "data" that a computer sends over the Internet.

[0022] Any given numerical range is intended to include all or part of the numbers within that range. For example, the range "1 to 10" is intended to be interpreted as specifically including integers from 1 to 10 (e.g., 1, 2, 3, 4, ... 9) and non-integer numbers (e.g., 1.1, 1.2, ... 1.9).

[0023] Where two or more terms or phrases are synonyms (e.g., because of an explicit statement that the terms or phrases are synonyms), instances of one term / phrase do not mean that instances of another term / phrase must have a different meaning. For example, if a statement expresses the meaning of "including" as being synonymous with "including but not limited to," simply using the phrase "including but not limited to" does not mean that the term "including" means anything other than "including but not limited to."

[0024] II.Decision The term "determining" and grammatical variations thereof (e.g., determining a price, determining a value, determining objects that meet certain criteria, etc.) are used very broadly. The term "determining" contemplates a wide range of actions, such that "determining" can include calculating, computing, processing, deriving, investigating, examining (e.g., examining a table, database, or another data structure), ascertaining, and the like. Similarly, "determining" can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory), and the like. Similarly, "determining" can include resolving, selecting, choosing, establishing, and the like.

[0025] The term "determining" does not imply certainty or absolute precision, so "determining" can include meanings such as estimating, estimating, predicting, inferring, and the like.

[0026] The term "determining" does not imply that mathematical operations must be performed, nor does it imply that a numerical method must be used, nor does it imply that an algorithm or process is used.

[0027] The term "determining" does not imply that any particular device must be used, for example, a computer does not necessarily need to perform the determination.

[0028] III.Style Where a limitation in a first claim extends to one feature as well as more than one feature (e.g., a limitation such as “at least one small appliance” extends to one small appliance as well as more than one small appliance), and in a second claim that depends from the first claim, the second claim uses the definite article “the” to refer to that limitation (e.g., “the small appliance”), this does not include the first claim extending to only one feature, and this does not include the meaning that the second claim extends to only one feature (e.g., “the small appliance” can extend to one small appliance as well as more than one small appliance).

[0029] Ordinal numbers (e.g., "first," "second," "third," etc.) are used as adjectives before a term, and (unless otherwise specified) are used only to indicate a particular feature, e.g., to distinguish that particular feature from another feature described by the same or a similar term. For example, a "first gadget" may be named only to distinguish it from, e.g., a "second gadget." Thus, the mere use of the ordinal numbers "first" and "second" before the term "gadget" does not indicate any other relationship between the two gadgets, nor does it indicate any characteristics of either or both of the gadgets. For example, the mere use of the ordinal numbers "first" and "second" before the term "gadget" does not (1) indicate that either gadget comes before or after any other in order or location, (2) indicate that either gadget operates before or after any other in time, and (3) indicate that either gadget is ranked above or below any other in importance or quality. In addition, the mere use of ordinal numbers does not define a numerical limit on the feature identified with the ordinal number. For example, the mere use of the ordinal numbers "first" and "second" before the term "compact device" does not indicate that there may not be more than two compact devices.

[0030] When a single device, article, or other article of manufacture is described herein, one or more devices / articles (whether or not they cooperate) may alternatively be used in place of the single device / article described. Thus, functionality that is described as being possessed by a device may also be possessed by one or more devices / articles (whether or not they cooperate).

[0031] Similarly, when one or more devices, articles, or other articles of manufacture are described herein (whether or not they operate in concert), a single device / article may be substituted or used in place of one or more of the devices or articles described. For example, multiple computer-based devices may be substituted with a single computer device. Thus, various functionality that is described as being possessed by one or more devices or articles may alternatively be possessed by a single device / article.

[0032] The functionality and / or features of a single device described may alternatively be embodied by one or more other devices that are described but are not explicitly described as having that functionality and / or feature. Thus, other embodiments need not include the described device itself, but rather can comprise one or more other devices that would have that functionality / feature in those other embodiments.

[0033] IV. Disclosed Examples and Terminology are Not Limiting Neither the Title (set forth at the top of page 1 of this application) nor the Abstract (set forth at the end of this application) should be construed as limiting in any manner the scope of the invention of this disclosure. The Abstract is included herein solely as a requirement of 37 CFR 1.72(b) that an abstract be no more than 150 words.

[0034] The titles and section headings provided in this application are for convenience only and are not to be construed as limiting the disclosure in any way.

[0035] Numerous embodiments are described in this application and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any way. The disclosed invention has broad application in numerous embodiments, as is readily apparent from the disclosure. Those skilled in the art will recognize that the disclosed invention may be practiced with a variety of modifications, variations, including structural, logical, software, and electrical modifications. Although certain features of the disclosed invention may be described with reference to one or more particular embodiments and / or figures, it should be understood that such features are not limited to use in one or more of the embodiments or figures described, unless otherwise indicated.

[0036] No embodiment of a method step or product element described in this application constitutes, is not essential to, or is not coextensive with the invention(s) claimed herein, unless otherwise described in this specification or otherwise recited in the claims.

[0037] Every term in a claim has the broadest scope that it would have by one of ordinary skill in the art at the priority date. In any claim, no term used is specifically defined or limited by this specification unless otherwise stated in this specification or in the claim.

[0038] The preamble of the claims which follow is merely a recitation of objects, benefits and possible uses of the claimed invention and does not limit the claimed invention.

[0039] This disclosure is not a verbatim description of all embodiments of the present invention, nor is it a list of features of the present invention that must be present in all embodiments.

[0040] Devices that are described as communicating with each other need not communicate with each other continuously, unless otherwise specified. To the contrary, such devices need only transmit to each other when necessary or desirable, and may in fact cease exchanging data most of the time. For example, a machine that communicates with another machine over the Internet may not need to transmit data to the other machine for long periods of time (e.g., weeks at a time). In addition, devices that communicate with each other may communicate directly or indirectly through one or more intermediate means.

[0041] The description of an embodiment having various components or features does not imply that all or even any of those components or features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention. Unless otherwise specified, no component / feature is essential or required.

[0042] Although method steps, algorithms, and the like may be described or claimed in a particular sequential order, such methods may be configured to operate in different orders. In other words, any order or sequence of steps that may be explicitly described or claimed does not necessarily indicate a requirement that those steps be performed in that order. Steps of the methods described herein may be performed in any order possible. Furthermore, some steps may be performed simultaneously even though they are described or implied as occurring non-concurrently (e.g., because one step is described after another step). Moreover, illustration of a method by drawing does not imply that the illustrated method is exclusive of other variations and modifications thereto, does not imply that the illustrated method or any steps thereof are required by the invention, and does not imply that the illustrated method is preferred.

[0043] Although a method may be described as including multiple steps, this does not imply that all or any of those steps are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other methods that exclude some or all of the described steps. Unless otherwise stated, no step is essential or required.

[0044] Although a method may be described in isolation or without reference to other products or methods, in an embodiment the method may interact with other products or methods. For example, such interaction may include linking one business model to another. Such interaction may be provided to enhance the flexibility or desirability of the method.

[0045] Although a product may be described as including a number of components, aspects, qualities, properties, and / or features, this does not imply that all or any of the plurality are preferred, essential, or required. Various other embodiments within the scope of the described invention(s) include other products that exclude some or all of the described plurality.

[0046] An enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are mutually exclusive, unless otherwise indicated. Similarly, an enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are inclusive of any classification, unless otherwise indicated. For example, the enumerated list of "computers, laptops, PDAs" does not imply that all or any of the three items in the list are mutually exclusive, nor does it imply that all or any of the three items in the list are inclusive of any classification.

[0047] An enumerated list of items (which may or may not be numbered) does not imply that all or any of the items are equivalent to each other or readily substituted for each other.

[0048] All embodiments are illustrative and do not imply that the invention or any embodiment has, in any event, been made or performed.

[0049] V. Computing It will be readily apparent to those skilled in the art that the various methods described herein may be implemented in, for example, appropriately programmed general purpose computers, special purpose computers, and computing devices. Typically, a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) receives instructions (e.g., from a memory or similar device) and executes those instructions, thereby performing one or more methods defined in the instructions. The instructions may, for example, be embodied in one or more computer programs, one or more scripts, or the like.

[0050] "Processor" means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or similar devices, or any combination thereof, regardless of architecture (e.g., chip-level multiprocessing / multicore, RISC, CISC, microprocessors with non-interlocked pipeline stages, pipeline configurations, simultaneous multithreading, etc.).

[0051] Thus, a description of a method is likewise a description of an apparatus for performing the method. An apparatus for performing a method may include, for example, a processor and its input and output devices suitable for performing the method.

[0052] Additionally, programs implementing such methods (as well as other types of data) may be stored or transmitted in numerous ways on a variety of media (e.g., computer-readable media). In some embodiments, hard-wired circuitry or custom hardware may be used in place of or in combination with some or all of the software instructions capable of implementing the methods of various embodiments. Thus, various combinations of software and hardware may be used in place of software alone.

[0053] The term "computer-readable medium" refers to any medium, combination of the same or different media that together provide data (e.g., instructions, data structures) that may be read by a computer, a processor or a similar device. Such media may take many forms, including, but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memories. Volatile media include dynamic random access memory (DRAM), which typically constitutes the primary memory. Transmission media include wires, including coaxial cables, copper wire and optical fibers, including the system bus that connects to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic radiation, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer readable media include, for example, a floppy disk, a flexible disk, a hard disk, a magnetic tape, any other magnetic medium, a CD-ROM, a DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns or holes, RAM, PROM, EPROM, Flash EEPROM, any other memory chip or cartridge, a carrier wave as described herein later, or any other medium from which a computer can read.

[0054] Various forms of computer readable media may be involved in transmitting data (e.g., sequences of instructions, etc.) to a processor. For example, data may (i) be carried from a RAM to the processor, (ii) be transmitted over a wireless transmission medium, (iii) be formatted and / or transmitted in accordance with numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth, and / or TCP / IP, TDMA, CDMA, and 3G, and / or (iv) be encrypted for privacy or fraud protection in any of a variety of manners known in the art.

[0055] Thus, a description of a method is likewise a description of a computer readable medium storing a program for performing the method. The computer readable medium can store (in any suitable format) the program elements appropriate for performing the method.

[0056] Just as the recitation of various steps in a method does not indicate that all recited steps are required, apparatus embodiments include computers / computing devices operable to perform some, but not necessarily all, of the recited methods.

[0057] Similarly, just as the recitation of various steps in a method does not indicate that all recited steps are required, embodiments of a computer-readable medium storing a program or data structures include computer-readable media storing a program that, when executed, can cause a processor to perform some, but not necessarily all, of the recited methods.

[0058] Where a database is described, one skilled in the art will understand that (i) alternative databases to those described may be readily used, and (ii) other memory structures other than a database may be readily used. Any illustrations or descriptions of any example databases presented herein are illustrative configurations for representing how information is stored. Any number of other configurations may be used instead of those presented, such as tables shown in the drawings or elsewhere. Similarly, any illustrated entries of a database represent exemplary information only, and one skilled in the art will understand that the number and content of entries may differ from those described herein. Furthermore, despite any representation of a database as a table, other formats (including relational databases, object-based models, and / or distributed databases) may be used to store and manipulate the types of data described herein. Similarly, the objective methods or operations of a database may be used to implement various methods, such as those described herein. Additionally, a database may be stored locally or remotely from devices that access data in the database, in a known manner.

[0059] Various embodiments may be configured to operate in a network environment including a computer in communication (e.g., via a communications network) with one or more devices. The computer may communicate with the devices directly or indirectly via any wired or wireless medium (e.g., the Internet, a LAN, a WAN or Ethernet, token ring, telephone lines, cable lines, radio channels, optical communications lines, commercial online service providers, electronic bulletin board systems, satellite communications links, or any combination of the above). Each device may itself include a computer or other computing device, such as an Intel® Pentium® or Centrino® processor, communicatively connected to a computer. Any number and type of devices may communicate with the computer.

[0060] In some embodiments, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in some embodiments, be performed on one or more devices without a central authority. In such an embodiment, any functionality described herein as being performed by a server computer, or data described as being stored on a server computer, may instead be performed by or stored on one or more such devices.

[0061] Where a method is described, in one embodiment the method may operate without any user intervention, in another embodiment the method includes some human intervention (e.g., steps are performed by or with the assistance of a human).

[0062] VI. Continuing Applications This disclosure provides one of ordinary skill in the art with an enabling description of various embodiments and / or inventions, some of which may not be claimed in this application, but may nevertheless be claimed in one or more continuing applications claiming benefit of priority to this application.

[0063] Applicants intend to file additional applications to continue the patent to subject matter that meets the disclosure and enablement requirements but is not claimed in the present application.

[0064] VII. Section 112, Paragraph 6 of the U.S. Patent Act In a claim, any claim limitation containing the phrase "means for" or "step for" implies application of 35 U.S.C. 35 U.S.C. 112, sixth paragraph to that limitation.

[0065] In a claim, any claim limitation that does not contain the phrase "means for" or "step for" means that 35 U.S.C. 112, paragraph 6 does not apply to that limitation, regardless of whether the limitation recites a function without structure, material, or acts for performing that function. For example, merely using the phrase "step for" or "steps of" in a claim with reference to one or more steps in that claim or another claim does not mean that 35 U.S.C. 112, paragraph 6 applies to that step.

[0066] With respect to means or steps for performing a particular function according to 35 U.S.C. 112, paragraph 6, the corresponding structure, material, or acts described in the specification, and their equivalents, may perform that particular function as well as additional functions.

[0067] Computers, processors, computing devices, and similar products are structures capable of performing a wide variety of functions. Such products may operate to perform certain functions by executing one or more programs, such as programs stored in a memory device of the product or a memory device accessed by the product. Unless otherwise specified, such programs need not be based on any particular algorithm, such as a particular program that may be disclosed in this application. It is well known to those skilled in the art that certain functions may be implemented through different algorithms, and that any number of different algorithms may be merely a design choice for the performance of a particular function.

[0068] Thus, with respect to means or steps for performing a particular function under 35 U.S.C. 112, paragraph 6, a structure corresponding to a particular function includes any product programmed to perform that particular function, including any product programmed to perform that function, regardless of whether the product is programmed with (i) the disclosed algorithm for performing the function, (ii) an algorithm similar to the disclosed algorithm, or (iii) a different algorithm for performing the function.

[0069] Where a method recites means for performing a certain function, one structure for performing the method includes a computing device (e.g., a general purpose computer) that is programmed and / or configured with appropriate hardware to perform that function, as well as a computing device (e.g., a general purpose computer) that is programmed and / or configured with appropriate hardware to perform that function via other algorithms as would be understood by one of ordinary skill in the art.

[0070] VIII.Disclaimer Numerous references to a particular embodiment do not indicate a disclaimer or negation of additional different embodiments, and similarly, a reference to a description of an embodiment including all of a particular feature does not indicate a disclaimer or negation of embodiments that do not include that particular feature. Any express disclaimer or negation in this application will be prefaced by the phrase "does not include" or by the phrase "does not implement."

[0071] IX. INCORPORATION BY REFERENCE Any patents or other documents referenced herein are incorporated by reference into this patent application as part of this disclosure, but only for purposes of the description requirement of 35 U.S.C. 112, first paragraph, and enablement requirement of 35 U.S.C. 112, first paragraph, and this application does not, without such incorporation by reference, provide a definable meaning for the terms provided, but does not limit, define, or otherwise interpret any term in this application in any manner. Thus, one of ordinary skill in the art need not be limited in any manner by any embodiment presented in the references.

[0072] Any incorporation by reference does not imply endorsement, approval or acquiescence of any statements, opinions, arguments or features contained in any patent, patent application or other document incorporated, unless otherwise stated.

[0073] X. Application Process In interpreting this application (including the claims), regardless of whether there are other patent applications that may be considered related to this application or whether there are other patent applications that share a priority claim with this application, a person of ordinary skill in the art should refer to the prosecution history of this application and not the prosecution history of any other applications or patent applications. [Brief description of the drawings]

[0074] [Figure 1] FIG. 1 illustrates a system according to some embodiments. [Diagram 2] FIG. 1 illustrates a mobile gaming device in accordance with some embodiments. [Diagram 3] FIG. 1 illustrates a gaming device according to some embodiments. [Figure 4] FIG. 1 illustrates a casino server according to some embodiments. [Diagram 5] FIG. 1 illustrates a point of sale terminal according to some embodiments. [Figure 6] FIG. 1 illustrates a mobile gaming device in accordance with some embodiments. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0075] Custom Advertising in a Virtual Gaming Environment A variety of virtual gaming environments, interactive environments, role-playing environments, virtual worlds, virtual societies, or other environments currently exist or may exist in the future. Examples include "Second Life," "EverQuest," "World of Warcraft," and "Guild Wars." Such environments include slots, vehicles, or other opportunities to display promotions, such as advertisements. Promotions may relate to the virtual world or the real world. For example, promotions may be advertisements for real-world products. For example, a billboard advertisement in the virtual world may advertise a soft drink that is actually sold and consumed in the real world.

[0076] In various embodiments, a player or customer of a virtual environment registers or provides information about himself / herself. For example, a player provides a name and email address when registering to play in a virtual gaming environment. Other information about the player is obtained in other ways. For example, information about the player may be gathered from the player's playing habits. For example, information about the player may be gathered by breaking down the times of day during which the player is available to be active in the virtual community. From such information, for example, the times the player sleeps and the times he eats may be inferred. In various embodiments, information about the player is obtained by interacting with his / her computer. For example, interaction of the player's computer with a server operating the virtual environment provides information about the player's physical location.

[0077] In various embodiments, information about the player or participant of the virtual environment is used in selecting which promotions to display to the player, hi various embodiments, information about the player or participant of the virtual environment is used in conjunction with a current situation, such as the time of day, to display promotions to the player.

[0078] In various embodiments, a particular location in the virtual world may display different promotions depending on where the player is currently looking. For example, assume a player is driving down a road in the virtual world. The road may include billboard advertisements that display advertisements to passing cars. The player's real-world address may be recorded on a server operating the virtual world. The real-world address may be, for example, West Virginia. Thus, the virtual world may display a promotion on a billboard related to a business in West Virginia. For example, the promotion may be an advertisement for a take-out restaurant near the player's home in West Virginia. When a second player drives by the same billboard advertisement in the virtual world, a different promotion may be displayed to the second player. The different promotion may be a promotion that is tailored to information about the second player, such as the player's home address in the real world. In various embodiments, two players may view the same virtual location and may also view different promotions in the same location. In this way, it is as if the two players are in parallel virtual universes where they can see different things while being in the same place at the same time. Promotions displayed to a player may be tailored to the player's individual information.

[0079] In various embodiments, promotions displayed to a player may be selected (e.g., by the game server) based on the time of day. For example, if it is noon local to a real-world player, promotions for fast food restaurants may be displayed, and if it is early evening, promotions for prime time television programs may be displayed.

[0080] Payment to someone to receive advertisements on their mobile phone In various embodiments, a user of a mobile device, e.g., a cell phone, may be paid to receive advertisements on his / her cell phone. The person may receive payment from his / her phone company and / or a marketer. As payment, the person may receive cash, a reduction in his / her cell phone bill (e.g., the person reduces his / her cell phone bill from $40 to $35), a gift certificate (a gift certificate for an advertised product from a marketer who provides the advertisement to the person), or other benefits. The person may agree to download a certain amount of advertisements to his / her mobile device. The amount may include an amount of playing time. For example, the amount may include one hour's worth of advertisements per month. The amount may include a total number of advertisements (e.g., 20 advertisements per month). The amount may include a total number of bits or bytes of advertisements. For example, the amount may include 30 megabytes worth of advertisements downloaded per month. The person may receive different payments or benefits depending on the amount of advertisements downloaded. For example, someone who downloads 20 minutes of advertising per week can receive $10 in profits per month, while someone who downloads 10 minutes of advertising per week can receive $4 in profits per month.

[0081] In various embodiments, the downloaded advertisement may include a ringtone. One possible benefit of a ringtone is that it may be heard not only by the owner of the mobile device (e.g., a cell phone), but also by others in the vicinity of the owner when the device rings. Thus, if the ringtone promotes a particular product or service, the advertisement may reach more than one person. In various embodiments, a person may be paid or benefited for downloading a particular ringtone. In various embodiments, a person may be benefited for using a particular ringtone. For example, a cell phone may report usage of a particular ringtone to a telephone company (or other business partner or authority). A person may be paid according to this usage report. In various embodiments, a person may be paid according to the number of calls he receives and the number of times a particular ringtone is played. In various embodiments, a person may be paid according to his or her location when a ringtone is played from a cell phone. For example, a person may be paid more if the ringtone rings in a crowded or high traffic area than if the ringtone rings in an isolated area. In various embodiments, a person may be paid according to the time of day the ringtone rings. For example, a person may be paid more if the call rings during a busy time of the day (e.g., lunch time) than during a time of day when many people are at home or working in a particular area.

[0082] Software that prevents or blocks a mobile device from displaying unauthorized advertisements (or other things). In various embodiments, an entity not affiliated with the casino may attempt to transmit promotional data to a mobile gaming device. The entity may wish to display promotions on the mobile gaming device. However, in doing so, the entity may bypass the casino or may thereby avoid making payments to the casino that are fairly owed to the casino.

[0083] In various embodiments, a mobile gaming device may include software that prevents the display of unauthorized promotions.

[0084] In various embodiments, the data regarding the authorized promotion may include a tag, label, or other associated data. The tag may be, for example, an authorized code. The mobile gaming device may include software to determine whether the tag is valid. For example, a valid tag may include a digital signature from the casino server. The mobile gaming device may include software to verify whether the tag is a valid digital signature from the casino server. In various embodiments, the digital signature may include data embedded from the promotion. In this way, another party cannot effectively remove the digital signature from the authorized promotion and transfer it to an unauthorized promotion.

[0085] In various embodiments, the data associated with the promotion may include a timestamp. The timestamp may, for example, indicate when the promotion was approved by a casino server or other authorized authority. The mobile gaming device may include software that determines whether the timestamp represents a time in the recent past. If the time represented by the timestamp is too far in the past, the mobile gaming device may prevent the promotion from being displayed. In various embodiments, the promotion must be displayed within a certain time period from when the timestamp was received. In this manner, an entity may intercept an old timestamp and attach it to an unauthorized promotion in an attempt to display the promotion. In some embodiments, the timestamp provided by an authorized authority, such as a casino server, may include the date of the promotion. In this manner, it may be impossible for another entity to obtain the timestamp associated with one promotion and use it for another.

[0086] In various embodiments, data associated with a promotion may be encrypted on route to the mobile gaming device. For example, the casino server may use a private key to encrypt the data associated with the promotion. The mobile gaming device may use the casino server's public key to decrypt the data associated with the promotion and display the promotion unencrypted. An entity attempting to send unauthorized promotions to the mobile gaming device would not have access to the casino server's private key. Thus, the entity would not be able to pass off unauthorized promotions as legitimate advertisements.

[0087] In various embodiments, a human reviewer may view the display of a promotion before it is displayed to a person via a mobile gaming device. If the promotion does not meet certain criteria, the human reviewer may prevent the promotion from being displayed. The human reviewer may signal that the promotion should be stopped, for example, by a tag that prevents the casino server from sending the promotion to the mobile gaming device.

[0088] In various embodiments, a player may have the opportunity to indicate a reaction to a promotion. The player may indicate, for example, that he liked the promotion, that the promotion was interesting, that the promotion was relevant to him, that the promotion was the right length, that the promotion was the right amount, that the promotion was about a product or service that the player would like to know more about, etc. The player may rate the promotions, for example, using a numerical ranking. For example, the player may give the promotion a rating of 1 to 5 on a reasonable scale. In various embodiments, the player may provide a negative reaction as well. The player may indicate that the promotion was offensive, inappropriate, too long, distracting, or was in any way undesirable.

[0089] The player's response to the promotion may be forwarded by the casino server to the marketer who brought the promotion. The marketer may thus have the opportunity to plan better promotions. The player's response may also be used to build a profile of the player. The profile may include a set of the player's preferences. The profile may be used to determine future promotions to be displayed to the player.

[0090] A player's response to a promotion may be used to prevent the promotion from being displayed to other players. The player may signal to stop the promotion, for example, as offensive or inappropriate. The casino server may decide not to display the promotion any more. In one embodiment, when a player signals to stop the promotion, a casino representative views the promotion. The casino representative may then decide whether to continue displaying the promotion. In various embodiments, a promotion may no longer be displayed if a predetermined number of players signal to stop. For example, if three or more players tag the promotion as inappropriate, the casino server may stop displaying the promotion. The casino server may cease displaying the promotion by not sending any more data for the promotion to the mobile gaming device. The casino server may cease displaying the promotion by sending a signal to one or more mobile gaming devices with data describing that the promotion is already stored locally on the mobile gaming device. The casino server may instruct the mobile gaming device not to display such a promotion. The casino server may instruct the mobile gaming device to remove such a promotion.

[0091] In various embodiments, the mobile gaming device may notify the casino server when the promotion was displayed. For example, the mobile gaming device may notify the casino server of the date and time the promotion was displayed. The mobile gaming device may further provide an identifier for the promotion. The casino server may then bill the marketer that sent the promotion for the display of the promotion. In various embodiments, the mobile gaming device sends one or more of the following pieces of information to the casino server: (a) the date the advertisement was displayed; (b) the time the advertisement was displayed; (c) an indication of which advertisement was displayed (e.g., an identifier for the advertisement, e.g., "Ford advertisement"); (d) the format in which the advertisement was displayed (e.g., the advertisement was displayed as a still image only; e.g., the advertisement was displayed in an abbreviated 3 second format; e.g., the advertisement was displayed in a full 20 second format; e.g., the advertisement was displayed as audio only); (e) the sponsor of the advertisement; (f) the length of the advertisement; (g) the game in which the advertisement was displayed; (h) the location on the display screen in which the advertisement was displayed; (i) one or more outcomes that occurred on the player's mobile gaming device prior to the advertisement (e.g., if the advertisement was displayed after a series of winning outcomes by the player, the advertisement may be more costly to the marketer); (j) the player's response to the advertisement (e.g., the player wanted to find out more information; e.g., the player was bored with the advertisement); and (k) other relevant information.

[0092] In various embodiments, the casino server may include accounting software that may track when promotions are displayed, amounts owed to the casino based on the display, the number of promotions remaining to be fulfilled, amounts already paid by marketers, to whom the promotions were displayed, and any other promotion- and amount-related information.

[0093] In various embodiments, the mobile gaming device may confirm with the casino server that a promotion should be displayed before actually displaying the promotion. For example, the mobile gaming device may send an identifier associated with the promotion to the casino server. The casino server may query a record of promotions sent to the mobile gaming device. If the record does not include the identifier sent from the mobile gaming device to the casino server, the casino server can instruct the mobile gaming device not to display the promotion indicated by the mobile gaming device.

[0094] Prevent the display of confusing, symbol-like advertising. In various embodiments, certain promotions may be prohibited from being displayed because they may be confusing and misleading. As an example, a promotion may be displayed in place of a symbol. If the promotion looks like a jackpot symbol, a player may be convinced that he has won a large prize when the promotion lines up multiple actual jackpot symbols. The player will be very disappointed to find out that he did not win as he thought.

[0095] In various embodiments, the casino server may include software that analyzes images associated with promotions. The software may use image recognition or image comparison algorithms to verify that images displayed in promotions appear sufficiently different from images typically found in games. For example, image processing algorithms may be used to determine the boundaries of symbols. Image processing algorithms may also be used to determine the boundaries of shapes in promotions. Two boundaries may be displayed, for example, as closed loop black lines. Two boundaries may also be overlaid on top of each other. Two boundaries are interpreted as defining a similar shape if they are within a predefined distance of each other (e.g., within 3 pixels) over their entire length. A promotion may be prohibited based on the fact that it contains a similarly shaped shape to a symbol. In various embodiments, a match of both shape and color may be sufficient reason to prohibit the promotional shape. As will be appreciated, many other algorithms may be used to perform image recognition and image comparison.

[0096] In various embodiments, the comparison of the promotional images to the images used in the game may be performed on a mobile gaming device. For example, the mobile gaming device may store software that performs image comparison and / or image recognition. In various embodiments, the comparison of the promotional images to the images used in the game may be performed on a stationary gaming device.

[0097] In various embodiments, a promotion may be restricted to display only in conjunction with certain games. The restriction may be based on a comparison between an image in the promotion and an image in the game. If the image in the promotion is too similar to an image in the game, then the promotion may not be allowed to be displayed in conjunction with the game. However, if the image in the promotion does not appear to be too similar to the image in the game, then the promotion may be allowed to be displayed in conjunction with the game. Thus, in various embodiments, a given promotion may be allowed to be displayed in conjunction with a first game, but not in conjunction with a second game. For example, a promotion may include an image that is displayed on the reels of a slot machine game. The promotion may be displayed in a first slot machine game, but not in a second slot machine game.

[0098] In various embodiments, a promotion may be allowed to be displayed in one location on a display screen but not in another. If the image in the promotion could be confused with a standard game element or image, it may not be allowed to display the promotion in a first location on a display screen. For example, if the image in the promotion looks like a symbol used in a game, it may not be allowed to display the promotion in an area of ​​the game (e.g., on the symbols of a reel, e.g., an area where cards are normally dealt). However, it may be allowed to display the promotion in other areas of the screen. For example, it may be allowed to display the promotion to the right of the game area. As another example, a promotion may include numbers (e.g., "5% APR on New Credit Card!"). It may not be allowed to display such a promotion in an area where numbers are normally displayed as part of a game. For example, it may not be allowed to display a promotion with an image of a number near an area where a player's bank balance is normally displayed. Thus, in various embodiments, the software may compare the images in the promotion to images that are primarily found in different areas of the display screen. An image comparison algorithm may be used. If the image of the promotion is too similar to the image of a standard game element in a particular area of ​​the display screen, the promotion may not be allowed to be displayed in that area. On the other hand, if there is not much similarity between the image of the promotion and the image of the main game element in an area, the promotion may be displayed in that area. In various embodiments, a human may visually compare the images or make a decision as to whether or not the promotion is acceptable to be displayed in a particular area of ​​the display screen. The foregoing may be understood to relate to a mobile gaming device or gaming device in various embodiments.

[0099] In various embodiments, the display of promotions may be permitted at certain times during a game, but not at other times. For example, certain images associated with a game may normally only appear during one phase of the game. Such images may not appear at other points in the game. Thus, the display of promotions showing similar looking images may only be permitted during phases in which the images of the game are not primarily displayed. For example, a slot machine game may include a bonus round. The bonus round may include images not seen in earlier phases of the game. Thus, the display of promotions including images similar to images displayed in the bonus round may not be permitted during the bonus round, but may be permitted during other phases of the game.

[0100] In various embodiments, certain colors may not be permitted in promotions. Such colors may be the same colors as symbols or other game elements. In various embodiments, certain shapes may not be permitted in promotions. Such shapes may be shapes used as symbols or other game elements. In various embodiments, a list, table, or other indication of prohibited shapes may be printed, mailed, transmitted, or made available to marketers.

[0101] In various embodiments, a game developer can submit graphics or representations of graphics to be used in the game. The game developer can submit the graphics to a regulator, marketer, casino server, or other entity. Graphics from different games can be stored together or in association with one another, such as in a single database or a set of linked databases.

[0102] Marketers can then reference the graphics to design promotions that are not similar to the graphics. Regulators or casino servers can similarly compare the game graphics with the promotional graphics to ensure there are no collisions.

[0103] In various embodiments, a consulting firm or other company may have access to a database or collection of shapes used in a game. The company may help marketers plan promotions to avoid using shapes that are too similar to shapes used in the game. In various embodiments, a consulting firm may have separate access to the collection of shapes so that, for example, a game developer does not have to share knowledge of shapes with competing developers.

[0104] In various embodiments, humans may be used to compare graphics used in promotions with graphics used in the game. In various embodiments, human testers may play a game with promotions. The humans may be asked afterwards if they were confused or misled by the promotion. For example, the humans may be asked if they thought they had won something when they had not. If the humans report that they were not confused, the promotion may be allowed as part of the game. In various embodiments, the test may require a certain number of people to report that they were not confused. For example, the test may involve at least six humans, and all must report that they were not confused by the promotion.

[0105] In various embodiments, the sound associated with the promotion may be compared to the sound provided in the game. In various embodiments, an algorithm may be used to compare the sound of the promotion to the sound provided in the game. The algorithm may compare timbre, tempo, rhythm, range, volume, instrument sound (e.g., violin, e.g., piano), or other sound characteristics. In various embodiments, if the sound of the promotion is deemed too similar to the sound provided in the game, the promotion may not be allowed to be displayed in the game. In various embodiments, if the sound of the promotion is deemed too similar to that of the game, the promotion may be displayed but without the sound. For example, the promotion may be displayed using only graphics.

[0106] In various embodiments, a human may hear sounds from a promotion and a game. The human may use their own judgment to determine whether the promotion sounds are confused with the game sounds. In various embodiments, a group of subjects hears both sounds. Only if none or a predetermined number of subjects say they do not confuse the sounds may the promotion be allowed to be displayed in the game. In various embodiments, one or more subjects are allowed to play the game in which the promotion is displayed. The subjects are then asked if they were confused by the promotion, for example, if they at any point thought the promotion sounds were sounds to do something in the game. In various embodiments, only if the subjects report no confusion may the promotion be used in the game.

[0107] In various embodiments, it may not be acceptable for faces to be displayed in an advertisement. In various embodiments, it may not be acceptable for faces to be displayed in an advertisement without prior consent from the owner of the face. In various embodiments, software or a human may analyze graphics associated with an advertisement to determine if a face is present in the advertisement. For example, a facial recognition algorithm may be used to detect a face in the advertisement. In various embodiments, it may not be acceptable for certain celebrities' faces to be used in an advertisement. For example, a celebrity may not have given permission to appear in an advertisement. A human or an algorithm, such as a facial recognition algorithm, may be used to compare the face appearing in the advertisement with the faces of known celebrities to ensure that the celebrity is not appearing in the advertisement.

[0108] In various embodiments, a human or software can verify that an advertisement does not contain certain language. For example, the software can verify that the advertisement does not contain vulgar or obscene language.

[0109] In various embodiments, software may be utilized to verify that data for a promotion is in a satisfactory format. For example, the software may verify that image data meets certain size or pixel limitations. For example, the software may check that image data displays exactly 100 pixels by 200 pixels. As another example, the software may verify that an image contains proper color encoding. For example, the software may verify that an image of a promotion uses 8 bits to represent each of the three primary colors. In various embodiments, the software may verify that the data representing the promotion is not excessive. For example, a promotion may be limited to 10 megabytes or other limit.

[0110] In various embodiments, the casino server can send instructions to the mobile gaming device. The instructions may instruct the mobile gaming device when to display a promotion, or to display a promotion only when the mobile gaming device is in a particular area of ​​the casino. For example, the casino server may instruct the mobile gaming device to display a promotion only when the mobile gaming device is within 10 feet of a particular restaurant. As another example, the casino server may instruct the mobile gaming device to display a promotion only when the mobile gaming device is in a swimming area of ​​the casino.

[0111] Players are offered the opportunity to move from a mobile gaming device to a stationary gaming device. In various embodiments, a player may become engrossed in a mobile gaming device. The player may wish to play the same game on a stationary gaming device. For example, a stationary gaming device may provide the player with a place to sit, have a larger display screen, have improved sound, or offer other advantages or conveniences. In various embodiments, the casino server may offer the player an opportunity to move from playing on a mobile gaming device to playing on a stationary gaming device. The player may take the opportunity to move to the stationary gaming device and play the same game that he was playing on the mobile gaming device.

[0112] When a player moves from a mobile gaming device to a stationary device, any credit balance the player has on the mobile gaming device may be transferred to the stationary gaming device. In this way, for example, the stationary device may create a credit balance equal to the credit balance on the mobile gaming device, while the credit balance on the mobile gaming device is set to zero. In various embodiments, the player may be given additional credits on the stationary device, for example, as a reward for the move. In various embodiments, the player may be given a smaller credit balance on the stationary device. In various embodiments, a portion of the player's credit balance may be transferred and a portion may remain on the mobile gaming device.

[0113] When providing the player with an opportunity to transmit, the casino server may provide an indication of the location of the stationary device. For example, the casino server may transmit an indication of the location of the stationary device to the player's mobile gaming device. The casino server may provide directions to the stationary gaming device. The directions may include directions from a standard location in the casino (e.g., the front door) or directions from the current location of the mobile gaming device. In various embodiments, the directions may include directions from the current location of the mobile gaming device.

[0114] implementation As used herein, the term "conduct" is used in the context of a game, such as in the phrase "conducting a game." Conducting a game may include accepting wagers, storing a record of the amounts of wagers, determining or generating outcomes of a game (e.g., by executing an algorithm to generate a random outcome, etc.), determining amounts to be paid as payouts based on the outcomes and wagers (e.g., determining multiple wagers to be paid in the event of a winning outcome), directing payouts or payouts to be paid, and conducting other aspects of the game. In various embodiments, a game may be conducted by a remote entity. For example, a player may interact with a mobile gaming device, while a casino server may generate outcomes that occur in a player's game. In various embodiments, a game may be conducted by a proximate entity, such as a mobile gaming device with which a player interacts. In various embodiments, a game may be conducted in conjunction with proximate and remote entities. For example, a mobile gaming device and a casino server may cooperate to conduct a game.

[0115] Fixed device As used herein, the term "fixed device" may include gaming devices that play fixed games, terminals used in games, and table games. For example, fixed devices may include slot machines, video poker machines, terminals where players place bets, blackjack tables, and poker tables.

[0116] In various embodiments, the casino server may provide instructions to the mobile gaming device. The instructions may indicate where the mobile gaming device should be before a promotion is displayed. For example, the mobile gaming device must be in the vicinity of a particular drinking establishment before a promotion is displayed. The promotion may be, for example, an advertisement for alcoholic beverages.

[0117] Demographic Data As used herein, the term demographic data may refer to age, any range, race, sex, income level, income level range, marital status, education level, parental status, number of children, net worth, language spoken, religion, political orientation, or any other characteristic used to classify a person into some demographic segment.

[0118] House edge, house advantage As used herein, the terms "house edge" and "house advantage" may refer to the amount that the house is expected to have, on average, per unit bet by a player. The house edge may be expressed in percentage terms. For example, a 5% house edge may indicate that the house can be expected to have 5 cents on average for every $1 bet by a player. It should be noted that offering a house edge does not mean that the house will necessarily keep the offered amount of the player's bet in each game. Rather, the house edge refers to an expectation or average. For example, a player bets one dollar ($1) on a game and has a 45% chance of winning two dollars ($2) and a 55% chance of winning nothing. This house edge is calculated as (0.55*($1-$0)+0.45*($1-$2)) / $1=10%. Thus, the house can be expected to win 10 cents for every dollar bet by the player.

[0119] result As used herein, the term "outcome" may refer to a set of symbols or visual features that may be obtained (e.g., randomly generated; e.g., selected by a player) in a game (e.g., a game played with a bet) and that may determine the course or direction of the game and / or the payout or prize awarded from the game. The term "outcome" may, in various embodiments, refer to both symbols and visual features and may refer to a payout or prize awarded in a game. The term "outcome" may, in various embodiments, refer to a prize or payout awarded in a game. In various embodiments, multiple outcomes may occur during a game. For example, in a slot machine game, each active payline may feature a different outcome. Additionally, in various embodiments, a game may include successive outcomes. For example, in a game of video poker, the first set of five cards dealt to a player may constitute a first outcome. The final hand of cards acquired by the player after discarding cards from the first set of five cards may constitute a second outcome. In various embodiments, the collective outcome of various outcomes in a game may itself constitute an outcome. For example, in a slot machine game, a player may have three paylines active, which may result in three possible outcomes. The payouts associated with the three outcomes may be 2 coins, 5 coins, and 3 coins. Thus, the collective outcome of the game may be that the player receives a payout of 10 coins.Examples of outcomes include (a) a set of symbols landed across a payline on a reel slot machine, (b) a set of cards dealt in a game of poker, (c) a player's hand dealt in a game of blackjack, (d) a player's hand in a game of blackjack, (e) a player's hand in combination with the dealer's hand in blackjack (i.e., the outcome in a game of blackjack may include the cards received by the player and the cards received by the dealer), (f) a number rolled in a game of craps, (g) a sequence of numbers rolled in a game of craps (e.g., in a game of craps, an outcome may include the sequence of numbers rolled between the time a player places a bet and the time the player is paid on the bet or loses that bet), (g) a sequence of numbers rolled in a game of keno, (h) a prize amount appearing in a bonus round, etc.

[0120] product As used herein, the term "product" may include tools. As used herein, the term "product" may include services.

[0121] Gaming As used herein, the term "gaming" may refer to risking one or more events whose outcomes cannot be predicted with certainty, with the possibility of winning a second value if a particular outcome of the event actually occurs. Gaming includes (a) betting money on the outcome of a dice roll, (b) betting money on the deal of one or more cards, (c) betting money on the spin of a wheel, (d) betting money on the reels of a slot machine, (e) betting money on the outcome of a sporting event, (f) betting money on the outcome of an election, (g) betting money on the occurrence of a natural phenomenon such as a hurricane, and any other event that cannot be predicted with certainty. Gaming includes (a) playing a game of poker for money at risk, (b) playing a game of craps for money at risk, (c) playing a game of roulette for money at risk, (d) betting money on the outcome of a football game, or betting money on any other game or contest. The "value" put at risk in gaming includes anything that benefits a person or other entity, whether or not the benefit is experienced by the person involved in the gaming. Value may be tangible or intangible. Value includes (a) cash, (b) credits, (c) tokens, (d) rights (e.g., the right to bypass a line for a buffet, e.g., free spins on a slot machine), (e) products, (f) services, (g) comp points, (h) coupons, (i) vouchers, (j) movie tickets, (k) rights to a loan, (l) miles for frequent flyer miles, and any other item of value. The value that may be won from gaming need not be of the same type as that put at risk. For example, a person may put cash at risk to obtain movie tickets. The events that are the subject of gaming may be predictable in principle, but not necessarily predictable given applicable rules, standards, or probabilities. For example, a person may be able to predict which cards will be dealt rigged.However, tampering with the cards would violate the rules of the game. Putting an item of value at risk may involve accepting the possibility of losing some or all of the item of value. Gaming may involve putting value at risk, even if such value is not owned by the player. For example, a business owner may bet half his future business profits on the next full year. Gaming may include investing, such as investing in stocks or financial markets. Gaming may further include taking a position on a derivative instrument, such as buying a put or call option on a stock.

[0122] Detection of one device by another Herein, various embodiments may refer to an interaction between a first device and a "nearby" second device. In various embodiments, the first device may act when the second device is in the vicinity. In various embodiments, the second device may act when the first device is in the vicinity. When the terms "nearby," "near," "beside," "in close proximity," "present," or similar terms are used, it should be understood that the first device may recognize the presence of the second device in various ways, the second device may recognize the presence of the first device in various ways, the first device may react to the presence of the second device in various ways, and the second device may react to the presence of the first device in various ways. For example, it should be noted that the first device may react to the presence of the second device without being aware of the presence of the second device when instructed to act for a third device that recognizes that the second device is in the vicinity of the first device. In various embodiments, the first device and / or the second device may be mobile. For example, the first device may be mobile (e.g., the first device may be carried by a pedestrian), while the second device may be stationary.

[0123] A variety of techniques may enable a first device to recognize and / or react to the presence of a second device. A variety of techniques may enable a second device to recognize and / or react to the presence of a first device. As used herein, the term "beacon" includes a device that generates a signal that can be used as a reference signal by another device or person, for example, so that the other device can determine its own location or position. A beacon may emit continuous, periodic, sporadic, or other types of signals. A beacon may emit a directional signal (e.g., a signal that is most easily detected by a device at an angle of incidence to the beacon), or a beacon may emit a signal of equal strength in all directions. A beacon may emit a signal when triggered by the presence of another device, or may emit a signal independently of other devices. A beacon may broadcast a reference signal as its sole function. A beacon may only incidentally function as a beacon. For example, a light bulb may function incidentally as a beacon, even if its primary purpose is to illuminate a room. A beacon may be a natural object (e.g., the sun) or an artificial object. A beacon may emit light, sound, radio waves, microwaves, odor, or any other type of signal. A Radio Frequency Identification (RFID) tag or transponder is a typically small device that transmits and / or transfers a signal and uses such a signal as a means to provide identification. The transmitted or transferred signal is typically a radio wave. The transmitted or transferred signal may include a unique signature or pattern that may serve to uniquely identify the RFID tag. If the tag is associated with a device (e.g., by attachment or introduction into the device), the unique identification of the tag may serve to uniquely identify the device by association. Near Field Communication (NFC) allows secure wireless communication over short distances, typically in the range of a few inches. Exemplary applications have been tested by Motorola and MasterCard®, equipping mobile phones with NFC to allow credit card payments. Infrared data communication can be used as a means of communication between two nearby devices. For example, infrared light emitting diodes (LEDs) can be used to generate the signal. Signal patterns can be generated by switching the LEDs on and off. Receivers include silicon photodiodes, which can convert incoming infrared light into an electrical signal. Infrared signals can also be transmitted using lasers. The devices may be recognised by a photo capture means or an image of the device. For example, the first device may take a photo of the second device. The first device may use image processing algorithms to detect distinctive features of the second device. For example, if the second device has a black and white pattern, the first device may look for that pattern in the captured image. One or more devices may use location measurement techniques to determine their own location. Once the locations of two devices are known, a simple algorithm can be used to determine if the two devices are near each other. For example, the distance between two devices using known x and y coordinates can be at least roughly estimated using Pythagoras' theorem. Various location measurement techniques may be used. For example, a device may receive signals from a beacon or other signal generator at a known location. Specifically, if the beacons are in close proximity, the location of the beacons can be roughly estimated to infer the location of the device. In various embodiments, a device may receive signals from multiple beacons or signal generators. The signal generators may be coordinated to transmit signals at the same time. However, depending on the location of the device, the device will not necessarily receive signals from all beacons at the same time. For example, if the device is closer to beacon 1 than to beacon 2, the device will receive a signal from beacon 1 before receiving a signal from beacon 2. Based on the time of arrival of the signals from the various beacons, the location of the device can be estimated. For example, geometric or triangulation algorithms may be used to determine the location of a device based on the known locations of the beacons and based on the time of arrival of signals transmitted simultaneously from the beacons. In a manner similar to systems involving beacons, positioning systems may utilize receivers (e.g., fixed receivers) at known locations. Each of the fixed receivers receives a signal from the device whose location is desired. The same signal from the device may arrive at different receivers at different times or at different angles. Based on the time or angle of arrival of the signals at the various receivers, an algorithm can be used to determine the location of the device. Exemplary positioning systems include: ··The Global Positioning System (GPS) is based on a constellation of satellites that transmit reference signals to locations on the ground. GPS picks up reference signals from multiple satellites and can use the signals to determine position or altitude. Long-range Landing (LORAN) is a type of navigation based on surface-based radio wave transmissions. The location of a device can be estimated based on the difference in the arrival times of signals at the device from three or more transmitters. Radio wave location using a cellular network is a system in which a cellular phone acts as a fixed receiver. Signals from a cellular phone can be received at multiple base stations. The location of the cellular phone can be determined based on the time the signal from the cellular phone was received at each of the base stations, based on the angle at which the signal from the cellular phone was received at each of the base stations, and / or based on characteristic distortions in the cellular phone signal that may indicate the particular location of the signal source. A first device may transmit an audio signal. The audio signal may include a distinct series of codes or pulses. A second device may pick up this signal, for example using a microphone. The second device may recognise distinct patterns in the audio signal and may thus infer the presence of the first device. Similarly, the second device may transmit an audio signal that allows the first device to identify the second device. A first device may become aware of the presence of a second device through physical or electrical contact. For example, a first device may have a port to which a second device can dock. Upon docking, the second device can come into electrical contact with the first device, thereby allowing the first device to become aware of the presence of the second device and / or allowing the second device to become aware of the presence of the first device.

[0124] There are a variety of ways in which one or more devices can detect the presence of one or more other devices. There are a variety of ways in which two devices can detect their proximity. The first device may detect a signal from the second device, thereby allowing the first device to detect the presence of the second device. The first device may determine its own location. For example, the first device may use a positioning system to determine its own location. The first device may already know the location of the second device. For example, the second device may be at a known, fixed location. The first device may store the location of the second device in memory. Once the first device knows its own location and the location of the second device, the first device can infer (for example, using a geometric algorithm) when the first device is in the vicinity of the second device. The third device may detect the location of the first device, for example using a positioning system. The third device may detect the location of the second device. The third device may then inform the first, second, or both devices of the location of either or both of the first and second devices. This allows the first device to determine whether it is in proximity to the second device. This allows the second device to determine whether it is in proximity to the first device. In some embodiments, the third device may inform the first device that the first device is in the vicinity of the second device. In some embodiments, the third device may inform the second device that the second device is in the vicinity of the first device. In some embodiments, the third device may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device, without necessarily informing the first device that the first device is in the vicinity of the second device. In some embodiments, the third device may instruct the second device to take some action based on the fact that the second device is in the vicinity of the first device, without necessarily informing the second device that the second device is in the vicinity of the first device. The third device may detect the location of both the first device and the second device. The third device may then notify the first, second, or both devices as described above. That is, the third device may notify the first and / or second device of the location of the first and / or second device, and may notify the fact that the first and second devices are in proximity to each other. The third device may also provide instructions to the first and / or second device based on the fact that the two devices are in proximity to each other. The third device may detect the location of the first device. The fourth device may detect the location of the second device. The third and fourth devices may then inform the first device of their locations. The third and fourth devices may inform the second device of their locations. The third and fourth devices may inform the first device that the first device is in the vicinity of the second device. The third and fourth devices may inform the second device that the first device is in the vicinity of the second device. The third and / or fourth devices may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device. The third and / or fourth devices may instruct the second device to take some action based on the fact that the first device is in the vicinity of the second device. The fourth device may detect the location of the second device. The third device may inform the first device of the locations of the first device and the second device. The third device may inform the first device that the first device is in the vicinity of the second device. The third device may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device. The third device may inform the second device of the locations of the first device and the second device. The third device may inform the second device of the locations of the first device and the second device. The third device may instruct the second device to take some action based on the fact that the first device is in the vicinity of the second device. The third device may detect the location of the first device. The fourth device may detect the location of the second device. The third and fourth devices may inform the fifth device of their locations. The fifth device may inform the first and / or second devices of their locations. The fifth device may inform the first device that it is in the vicinity of the second device. The fifth device may inform the second device that it is in the vicinity of the first device. The fifth device may instruct the first device to take some action based on the fact that the first device is in the vicinity of the second device. The fifth device may instruct the second device to take some action based on the fact that the second device is in the vicinity of the first device.

[0125] Transmission and Communication Various embodiments described herein describe the "transmission" or "communication" of a digital or electronic composition, such as a digital image, a text file, a computer program, an audio file, a video file, or any other object or entity. The transmission or communication of a digital or electronic composition may include the transmission of data, such that the data alone is sufficient to reconstruct the composition in its entirety. For example, the transmission of a digital image may include the transmission of a million bytes of data, with each byte having characteristics of one pixel in the digital image, such that the digital image can be completely reconstructed from the data alone. The transmission or communication of a digital or electronic composition may include the transmission of data, such that the transmitted data is used in combination with other data to reconstruct the composition. For example, a digital image may be transmitted in a compressed format. The transmitted data may be used in combination with data describing a decompression algorithm to reconstruct the digital image. The transmission or communication of a digital or electronic composition may include the transmission of data that describes or characterizes the composition, such that the composition can be read or obtained elsewhere. For example, data describing the title of the image may be communicated from a first device to a second device. The second device may have various images already stored on the second device and indexed by title, and the second device may reconstruct the images communicated from the first device using the titles to recover a complete representation of the second image from the second device's storage.

[0126] In various embodiments, the promotional transmission or communication may include the transmission or communication of a digital or electronic composition.

[0127] encoding As used herein, a signal that "encodes" a digital or electronic composition may include sufficient data to reconstruct that composition from the data alone. For example, a signal that encodes an advertisement that includes an image may, by itself, include sufficient data to reconstruct the image.

[0128] As used herein, a signal that "identifies" a digital or electronic composition may include data that provides information indicating where or how to locate the composition. A signal that identifies a digital or electronic composition may include data that provides a name, title, or other identifier for the composition such that the composition can be searched for in a database or other storage medium using the name, title, or other identifier.

[0129] encryption As used herein, the term "encryption" may refer to a process for hiding or making information secret so that the information is not readily understandable without special knowledge. The process of encryption may convert raw information, called plaintext, into encrypted information. Encrypted information may be called ciphertext, and an algorithm for converting plaintext to ciphertext may be referred to as a cipher. Ciphers may also be used to perform the inverse operation, converting ciphertext into plaintext. Examples of ciphers include substitution ciphers, transposition ciphers, and ciphers implemented using rotational cipher machines.

[0130] In various encryption methods, the cipher may require a subsidiary piece of information called a key. The key may, for example, comprise a string of bits. The key may be used in combination with the cipher to encrypt plaintext. The key may also be used in combination with the cipher to decrypt the ciphertext. In a category of ciphers called symmetric key algorithms (e.g., secret key cryptography), the same key is used to encrypt and decrypt. Thus, the integrity of the encrypted information may depend on the key being kept secret. Examples of symmetric key algorithms are DES and AES. In a category of ciphers called asymmetric key algorithms (e.g., public key cryptography), different keys are used to encrypt and decrypt. With asymmetric key algorithms, any member of the public can use a first key to encrypt plaintext into ciphertext. However, only the owner of the second key (e.g., the private key) can decrypt the ciphertext back to plaintext. An example of an asymmetric key algorithm is the RSA algorithm.

[0131] It is contemplated that methods other than encryption may be used to make information secret or hidden, such as coding or steganography. Such methods may also be used in combination with encryption.

[0132] Encryption can be used for: Sending messages that can only be read by specific recipients. For example, suppose Alice and Bob both possess the same private key. Alice can use her private key to encrypt a plaintext message. She can send the resulting ciphertext to Bob. Bob can then use his encryption key to decrypt the ciphertext and view the plaintext version of the message. · A message can be encrypted by many people, but decrypted by only one (e.g. PGP). For example, Alice has a public and private key. Suppose Bob wants to send Alice a message that only Alice can read. Bob can create a message in plaintext and encrypt it with Alice's public key. Bob can send the resulting ciphertext to Alice. Alice can then decrypt the ciphertext using her private key and thus view the plaintext message. If Cindy intercepts the ciphertext message on its way from Bob to Alice, she cannot decrypt it because she does not have access to Alice's private key. Alice's public key is available to Cindy, but not enough of it to decrypt the ciphertext message in a useful length of time. · Authenticate the message sender. Using this encryption involves having the sender generate a digital signature. For example, suppose Alice wants to send a message to Bob in a way that allows Bob to be sure that the message came from her. Alice can construct a plaintext message and encrypt this plaintext into ciphertext using her private key. Alice can then send this ciphertext message to Bob. Bob can then use Alice's public key to decrypt the ciphertext back to plaintext. Since Alice's public key only works to decrypt ciphertext messages that were created with Alice's private key, and only Alice is presumed to have access to her private key, Bob can be sure that the message is from Alice. · Allows non-repudiation. If a sender digitally signs a message or part of a message, the sender cannot later claim that he did not send the message. - Guarantees transmission time / data. See hash below. Guarantees receipt by the recipient, see hash below. Verify that the message has not been altered since it was sent by the sender. See hash below.

[0133] Hashing is a process by which input data, typically of arbitrary length, is transformed into data of typically shorter and / or fixed length. A hash function is a function that performs this transformation. Often, useful hash functions are one-way functions; that is, for a given input, the output can be computed immediately. However, for a given output, the input that produced the output is hard to compute. Similarly, useful hash functions often have the property that two different inputs rarely produce the same output. Hashing can be used for purposes such as: Checking for data redundancy. For example, a database contains a huge number of names. These names can be of any length. To check for redundant names, a hash value can be generated for the names. The hash values ​​are smaller in size than the names and can all be of the same length. Hence, it may be easier to compare hash values ​​of names than comparing the names themselves. Authenticate that a message has not been altered. For example, Alice can send plaintext to Bob along with a hash value of the message. Alice can attach a digital signature to the hash value, assuring Bob that this hash value was sent by Alice. When Bob receives this plaintext message from Alice, he can calculate the hash value of the message. If the hash value that Bob calculates is the same as the hash value that Alice sent to Bob, then Bob can be sure that the message was not altered on its way from Alice to Bob. Proof of possession of a message without the need to open it. For example, Alice can send a message to Bob. Bob can take the hash of the message and send it back to Alice. Alice can then verify that Bob has the message without the risk of the message being intercepted on its way from Bob to Alice. Proving possession of a message at a point in time, without the need to open it. For example, Alice might have a great idea and want to prove that she had this idea at a point in time, without the need to publish the idea. Alice can then write out her idea in text form and take a hash value of that text. Alice can then publish the hash value of the text in a newspaper. It is then immediately clear that Alice owned the idea, at least on the date of publication in the newspaper. · Timestamp the document. For example, a document may be sent to a timestamping service. The service may then determine a hash value for the document. The service may then add the current date and time to the document's hash value and attach a digital signature to the result. The dated, timed, and digitally signed hash value is then published. As long as the timestamping service can be trusted to provide accurate dates and times (e.g., not use stale dates and times), the published timestamp can serve as evidence that the document existed as of the date and time provided by the timestamping service. Additionally, precautions may ensure that even a timestamping service would have a very hard time providing fake times and dates. For example, a timestamping service may add a sequence number (e.g., 1, 2, 3, etc.) to each document it timestamps. If the service wishes to provide an older date, it must find an older sequence number. The older sequence number must match between the two sequence numbers immediately before and after the desired fake date. However, if there are no skipped digits at the beginning, for example, then there are no such consecutive numbers available.

[0134] FIG. 1 illustrates a system 100 according to some embodiments. In various embodiments, the system can function within the boundaries of a casino. In various embodiments, the system can function within the boundaries of a casino and associated areas, such as retail stores, exercise rooms, restaurants, swimming areas, showrooms, conference halls, etc. In various embodiments, the system can function beyond the boundaries of a casino. Casino server 105 can communicate with one or more mobile gaming devices, such as devices 110, 115, and 120. The casino server can communicate with one or more marketer devices, such as marketer device 125. The marketer device can send information to the casino server describing the promotions to be played (e.g., images and sounds accompanying the promotions), when the promotions will be played, which players will view the promotions, how much will be paid for playing the promotions, what media will be used to play the promotions (e.g., symbols, background areas of a display screen, etc.). Casino server 105 can communicate with one or more display devices, such as display device 130. The display devices may include billboards, electronic signs, signs, television monitors, projectors, or other display devices. The casino server may instruct the display devices to display images with promotions in various embodiments. The casino server may communicate with one or more receivers, such as receiver 135. The receivers may include antennas, RFID tag readers, bar code readers, etc. The receivers may detect signals transmitted from the mobile gaming devices. The receivers may use such signals to determine the location of the mobile gaming devices. The receivers may also receive data from the mobile gaming devices. Such data may be relayed to the casino server. The casino server 105 may communicate with one or more beacons, such as beacon 140. The beacons may form part of a positioning system that may be used by the mobile gaming devices to determine location. For example, the beacons may transmit signals within the casino.A mobile gaming device may be able to triangulate its location within the casino by receiving signals from various beacons. The casino server 105 may communicate with one or more gaming devices, such as gaming device 145. Gaming devices may include slot machines, video poker machines, video blackjack machines, video keno machines, etc. The casino server may communicate with one or more point of sale (POS) terminals, such as POS terminal 150. A POS terminal may include any terminal associated with a retail establishment or any other terminal capable of handling a sales transaction. In various embodiments, the POS terminal may determine appropriate promotions to display on nearby mobile gaming devices. The POS terminal may send the promotions to the casino server. The casino server may in turn send the promotions to the mobile gaming devices.

[0135] FIG. 2 illustrates a mobile gaming device according to some embodiments. As used herein, the term "mobile gaming device" refers to any device that is readily mobile or portable and that allows a player to gamble on at least one of the following: (a) games of chance, (b) sports competitions, (c) mixed games of chance and skill (e.g., blackjack), (d) games of skill, (e) slot machine games (e.g., video slot games), (f) lottery games, (g) card games (e.g., poker games), (h) pull-tab games, (i) natural events (e.g., hurricane occurrences), (k) political events (e.g., the winner of an election), (l) pop culture events (e.g., the date two celebrities get married), etc. A mobile gaming device may be a device such as a Blackberry, an iPod, a personal digital assistant, a mobile phone, a laptop computer, a camera, a personal computer, a television, an electronic book (eBook), or any other suitable device. A mobile gaming device is portable or portable in the sense that an average person can transport the device without significant effort and without the aid of large machinery. A mobile gaming device is portable or portable in the sense that, by design, it is not locked, bolted, or nailed to the same location for extended periods of time (e.g., months). However, it is contemplated that the mobile gaming device may be temporarily fixed in place (e.g., with a lock or bolt) so that a person can non-physically interact with the device without risk of the device being accidentally pushed, moved, knocked over, etc. A mobile gaming device may include a processor 225 for executing various programs 240, including programs for operating games, programs for communicating with other devices, programs for displaying advertisements, programs for displaying entertainment pieces, and any other programs. A mobile gaming device may include memory 235 for storing program data, storing image data, storing data about players, storing information about the outcomes of games played on the mobile gaming device, storing settlement data, and the like.The mobile gaming device may include various output devices 210. Such output devices include a display screen, such as a liquid crystal display. The display screen may display images, videos, cartoons, animations, text, or any other usable output. The output devices may include speakers. The speakers may generate audio output. For example, the speakers may generate speech output, ringing, engine sounds, or any other sound. The speakers may generate vibrations. The mobile gaming device may include one or more input devices 215. The input devices allow a player to interact with the mobile gaming device. The mobile gaming device may include buttons, keypads, roller balls, scroll wheels, etc. The mobile gaming device may include a touch screen, capable of detecting contact, for example, from a human touch and / or from a stylus. The mobile gaming device may include a microphone for receiving audio input. The microphone may be used to receive speech input. The mobile gaming device may include a card reader for receiving input from a magnetic strip card (e.g., a credit card or a player tracking card). The mobile gaming device may also include a smart card reader. The mobile gaming device may include a camera for capturing images or video. The mobile gaming device may include a biometric reader, such as a fingerprint reader or retina scanner. The mobile gaming device may include a communications port 220. The communications port may include an antenna 205 for broadcasting and / or receiving electromagnetic signals, such as radio signals. The communications port may include an optical communications mechanism, such as a laser or diode. The communications port may include electrical contacts, which may interface with electrical contacts of another device to create a wire, cable, or electrical contact. The electrical contacts may be used for communications purposes and / or power extraction purposes. The mobile gaming device may include a portion that is geometrically configured to fit into a docking area of ​​another device. The other device may include a portion having a complementary geometric configuration.When a mobile gaming device docks with another device, it may communicate with and / or draw power from that device. For example, the mobile gaming device may upload game software from the other device and download information about players betting activities to the other device. The mobile gaming device may include a power source, such as a battery or fuel cell. The mobile gaming device may also include a sensor to measure when power is low. The sensor may trigger an indicator that may indicate the amount of power remaining. The mobile gaming device may include a radio frequency identification (RFID) tag 230. The mobile gaming device may include a unique signature that allows other devices to recognize the presence of the mobile gaming device. For example, a sensor embedded in a door frame may detect a signal from an RFID tag embedded within the mobile gaming device, thereby recognizing the presence of the mobile gaming device. In a typical example of operation, the mobile gaming device may receive an indication of a player identifier, such as by swiping a player tracking card through a magnetic card reader associated with the mobile gaming device. The mobile gaming device may wirelessly transmit the player identifier to the casino server. The casino server may send a confirmation signal back to the mobile gaming device to verify that the player has the appropriate credit amount to participate in a gambling activity. The mobile gaming device may receive a game start signal from the player, for example, via a button on the mobile gaming device. The mobile gaming device may then execute a game program that generates random outcomes and present the random outcomes to the player. For example, on a display screen, the mobile gaming device may mimic the spinning reels of a slot machine, which may be displayed as stopping with a particular outcome centered. The mobile gaming device may notify the casino server of the game outcome. In response, the casino server may add or subtract credits from the player's account. It is noted that there are many other ways in which a mobile gaming device may operate.A mobile gaming device may comprise a more general purpose device that is configured to enable gaming activities, such as through the downloading of game-related software to the device. A mobile gaming device may also comprise a special purpose device dedicated to gaming. A mobile gaming device may comprise a device set forth in Nevada bill AB 471.

[0136] FIG. 3 illustrates a gaming device according to some embodiments. As used herein, the term "gaming device" may refer to any machine, object, or device on which a player may participate in a game, contest, or other initiative in which the player may risk money or other consideration. Gaming devices include Class II gaming devices, Class III gaming devices, video bingo machines, instant bingo machines, video poker machines (e.g., Action Gaming's Triple Play® Draw Poker), video slot machines (e.g., WMS's Jackpot Party Classic® machines), mechanical slot machines (e.g., IGT's Cleopatra® machines), electromechanical slot machines, video blackjack machines, video keno machines, and multi-game machines. Gaming devices may also include devices used in non-gaming contexts that may be used or adapted for gaming as well. For example, a personal computer may constitute a gaming device because it can run software for implementing a game and, for example, receive a credit card number from a player for purposes of collecting money from the player and paying money to the player. The gaming device may comprise a mobile gaming device (e.g., a mobile device as defined in Nevada bill AB 471) or any mobile device capable of being used for gaming. The gaming device may comprise a personal digital assistant, a mobile phone, a laptop computer, a Blackberry, etc.

[0137] FIG. 4 illustrates a casino server 105 according to some embodiments. Antenna 405 allows the casino server to wirelessly communicate with various devices, such as mobile gaming devices. Output device 410 may include a display, such as an LCD monitor, a speaker, or any other device capable of communicating information. The output device may present information in a suitable manner near a human. For example, the output device may present text for the human to read. Input device 415 may include buttons, a keypad, a mouse, a roller, a ball, a microphone, a stylus, a touch screen, and the like. The input device allows a human to communicate information to the casino server. Communication port 420 may include an antenna, a serial port, a parallel port, FireWire, a universal serial bus (USB), or any other interface for communication. Storage device 430 may include a hard disk, a flash memory, a random access memory (RAM), a read only memory (ROM), a compact disk, a digital versatile disk, an optical disk, a magnetic storage device, a semiconductor memory, a magneto-optical storage device, and the like. The storage device 430 may store program data 435 and various databases, including a promotion database 440, a marketer database 445, a player database 450, and a point of sale (POS) terminal database 455. The program data may include instructions capable of directing the processor 425 to operate according to various embodiments.

[0138] The advertisement database 440 may store data relating to advertisements, such as (a) image data (e.g., an image of the product being advertised), (b) video data (e.g., a video advertisement), (c) audio data (e.g., a jingle associated with the product advertisement), (d) text data (e.g., text for display in the advertisement), (e) data describing the advertisement (e.g., the advertisement may have tags indicating what product is being advertised), (f) data describing the size of the advertisement (e.g., data describing the number of pixels in each dimension of the image), (g) data describing the duration of the advertisement (e.g., 30 seconds), (h) data describing the location or medium in which the advertisement should be displayed (e.g., the advertisement is preferably displayed as a symbol in a simulated slot machine game), (i) data describing the number of times the advertisement should be run (e.g., the advertisement is preferably run 100 times), (j) data describing which audience the advertisement should be presented to (e.g., the advertisement is preferably presented to women between the ages of 40 and 60), (k) data describing the age at which the advertisement should be presented, and (l) data describing the age at which the advertisement should be presented. (l) data describing the priority of the advertisement (e.g., a higher priority advertisement may be presented before or instead of a lower priority advertisement); (m) data describing the sponsor or marketer behind the advertisement (e.g., Procter & Gamble is the sponsor of the advertisement); (n) data describing the fee paid by the sponsor or marketer for the presentation of the advertisement (e.g., a marketer pays 2 cents per viewer per presentation; e.g., a marketer pays $100 to have a product advertised in a game all day); (o) data describing the number of times the advertisement has already been presented; (p) data describing the remaining number of times the advertisement has to be presented; (q) data describing the number of people who viewed the advertisement; (r) data describing demographic data of the people who viewed the advertisement; and any other data related to the advertisement.

[0139] The marketer database 445 may store data related to sponsors or marketers. The marketer database may store data including (a) the marketer's name, (b) the marketer's advertising budget, (c) promotions associated with the marketer, (d) an amount the marketer owes the casino, (e) the marketer's preferred audience, (f) billing information for the marketer (e.g., a credit card identifier associated with the marketer, e.g., an address for the marketer), (g) media in which the marketer is primarily interested (e.g., symbols, e.g., bonus rounds), etc.

[0140] The player database 450 may store data related to a player, including (a) the player's name, (b) the player's tracking card number, (c) the player's age, (d) the player's demographic data, (e) the player's preferred product category, (f) the player's preferred promotion category, (g) the player's length of stay at the casino, (h) the player's past purchasing behavior (e.g., the player has made three purchases in response to promotions in the past), (i) the player's gaming outcomes or results (e.g., the player won $120 today, the player lost in the last five outcomes, etc.), (j) the player's friends, relatives, peers, or other group members, etc.

[0141] Point of sale (POS) terminal database 455 may include data describing various POS terminals. In various embodiments, such terminals may be associated with a casino. For example, such POS terminals may manage transactions for various retail facilities within the casino. In various embodiments, such terminals may include terminals external to the casino. POS terminal database 455 may include (a) data describing the location of the POS terminal, (b) data describing the retail facilities served by the POS terminal, (c) data describing the presentation capabilities of the POS terminal (e.g., a POS terminal may include a display screen and / or a speaker that can be used to present images and / or sounds related to a promotion), etc.

[0142] 5 illustrates a POS terminal 150 according to some embodiments. An inventory database 545 may include data describing products in a store. The inventory database may include data describing (a) the number of products remaining, (b) the expected shelf life of the products, (c) the expected remaining shelf life of the products, (d) when new inventory is expected to arrive, (e) product characteristics (e.g., product color, product size, etc.). A pricing database 550 may include data related to the price of the products, including (a) the price of the products, (b) discounts available on the products (e.g., there is a 25% discount valid for the next two days), (c) the wholesale price of the products, (d) the cost to acquire the products (e.g., the cost to a retailer to purchase the products from a wholesaler or manufacturer), (e) the liquidation price of the products, etc.

[0143] FIG. 6 illustrates a mobile gaming device 600 according to some embodiments. The mobile gaming device 600 comprises a slot machine game. The slot machine game includes three reels. Among the symbols depicted on the reels are three symbols that display promotions. These symbols (605, 610, and 615) depict the Coca-Cola® corporate logo. By lining up three such symbols in a row, a player may win a prize. The prize may be related to the product or company depicted by the symbols. For example, the prize may be a year's supply of Coca-Cola® beverages.

[0144] 1. Types of advertising In various embodiments, promotions may be presented using the mobile gaming device. Promotions may include (a) advertisements (e.g., for a product or service), (b) announcements (e.g., an announcement about when a new show will start at a casino, e.g., an announcement that a certain car has been rated number one in the country), (c) alerts (e.g., an alert about approaching bad weather), (d) statements of information (e.g., that candidate Jones has just won the election), (e) offers of benefits (e.g., an offer of a discount, e.g., an offer of a coupon, e.g., an offer of a gift certificate), (f) offers of benefits in exchange for some activity on the part of the recipient of the offer (e.g., an offer of a gift certificate in exchange for receiving an offer to answer a survey question), (g) requests (e.g., a request to answer a survey question), (h) benefits awarded without conditions (e.g., cash awarded without conditions, e.g., gift certificate awarded without conditions), (i) entries into lotteries or other chance events (e.g., entry into a drawing for a car from a particular merchant), etc. Promotions may be presented in a variety of forms and in a variety of contexts. Promotions may be presented in audio, video, or text form, for example. Promotions may be presented at various times relative to other events. For example, promotions may be presented during breaks in games played on the mobile device.

[0145] 1.1. Audio. The advertisement may be presented in audio form. The advertisement may include spoken audio. For example, an announcer or narrator may state the features of the product being advertised. The advertisement may include a song. The advertisement may include a piece of music. The advertisement may include a soundtrack (e.g., the revving of a motorcycle engine). The advertisement may include a jingle (e.g., a jingle related to the product in general).

[0146] 1.2.Text. The advertisement may include text, for example the text may include information, a slogan or a subtitle.

[0147] 1.3. Still Images. The promotion may include a still image. The image may occupy all or a portion of a display screen (e.g., a display screen on a mobile gaming device). The image may represent, for example, an actual photograph, an image created by an artist, or an image created by a computer.

[0148] 1.4.Video. The promotion may include a video. The video may, for example, consist of a series of still images. The video may, for example, occupy the entire display screen or a portion of the display screen. The video may, for example, be a camera production or an animation.

[0149] 1.5. Vibration. The promotion may include vibration or any induced movement of the mobile gaming device, for example, the mobile gaming device may vibrate in conjunction with a promotion for a car race, where the vibration may help a player of the mobile gaming device imagine the sounds of the cars vibrating.

[0150] 1.6. Flashing lights. A promotion may include a flashing or blinking light. For example, a light emitting diode (LED) on a mobile gaming device may flash to convey excitement associated with the promotion.

[0151] 1.7. Smell. Promotions may include scents, for example the mobile gaming device may emit small amounts of chemicals to create an aroma in conjunction with a food advertisement.

[0152] 1.8. Activate nearby signs or slot machines to display advertisements. In some embodiments, a promotion may include a signal to other displays or devices. The signal instructs such displays or devices to engage with the promotion. For example, as part of a promotion, the mobile gaming device may send a signal to a nearby slot machine (e.g., to slot machines within earshot, e.g., to slot machines within line of sight of the mobile gaming device) instructing the slot machine to perform one or more activities related to the promotion. In some embodiments, the mobile gaming device may instruct the slot machine to generate an audio output. For example, the mobile gaming device may instruct the slot machine to ring the sound of a bell ringing through a speaker that is part of the slot machine. In some embodiments, the mobile gaming device may instruct the slot machine to generate a video output. For example, the mobile gaming device may instruct the slot machine to display a particular video or movie clip. In some embodiments, the mobile gaming device may instruct the slot machine to display an image. For example, the mobile gaming device may instruct the slot machine to display an image of a product promoted by the mobile gaming device.

[0153] 1.8.1. Distance. In various embodiments, a slot machine, another gaming device, a display screen, or any other device may participate in the presentation of a promotion to enhance the effectiveness of the promotion. For example, a promotion may be more effective if all five slot machines surrounding a player display the same sounds and images than if only the display screen on the mobile gaming device were involved. In some embodiments, a promotion may be particularly effective if the participating slot machines or other devices can affect the player of the mobile gaming device. Thus, particularly effective devices may include devices that are visible or audible to a player. In various embodiments, a device is instructed to participate in a promotion if it is within a certain range of the mobile gaming device. For example, the mobile gaming device may instruct the slot machine to participate in a promotion if the slot machine is within 10 feet of the mobile gaming device.In various embodiments, (a) the device is within a predetermined distance of the mobile gaming device, (b) the device is within direct line of sight of the mobile gaming device (e.g., there are no other devices or furniture between the mobile gaming device and the device), (c) the device is in the same room as the mobile gaming device, (d) the device is on the same building floor as the mobile gaming device, (e) the device faces at least somewhat towards the mobile gaming device (e.g., the mobile gaming device may only request that the slot machine engage in a promotion if the screen of the slot machine faces the mobile gaming device), or (f) the mobile gaming device is able to detect a signal from the device (e.g., the mobile gaming device is able to detect a signal from the device when the mobile gaming device is in game). The mobile gaming device may instruct the device to engage in a promotion if: (a gaming device may emit a short-range signal that the mobile gaming device can detect only if the gaming device is in close proximity to the mobile gaming device; (g) the device can detect a signal from the mobile gaming device; (h) the mobile gaming device receives a signal from the device at a certain minimum threshold power (e.g., a device may be considered to be in the vicinity of the mobile gaming device if the signal power in the detected signal is strong); (i) the device receives a signal from the mobile gaming device at a certain minimum threshold power level; (j) the device has video display capability; (k) the device has audio output capability; (l) the device has speakers with certain minimum output capabilities, etc. In various embodiments, the mobile gaming device may determine whether another device is available for engagement in a promotion.Another device may be available if (a) such device is not currently engaged in a different promotion (e.g., the device is not displaying graphics as part of a promotion to a different player), (b) such device is not currently being used for gaming purposes (e.g., a slot machine may be available if it is not currently being played by another player), (c) such device is not currently being used for other purposes (e.g., a plasma display monitor may be available if it is not currently broadcasting programming to passing people), (d) such device is functional (e.g., the device is not experiencing mechanical or electrical problems), (e) such device is not scheduled or intended for imminent use, (f) such device is not restricted from engaging in the type of promotion in which it is required to participate (e.g., a device made by a first manufacturer may be restricted from promoting products of a competing manufacturer), etc. In various embodiments, devices that may be instructed to participate in a promotion include a slot machine, a video poker machine, another gaming device, a display monitor (e.g., a plasma display screen, e.g., a cathode ray tube (CRT) monitor), a billboard, a projection display, a speaker, a public address device output, a light bulb, a lighting fixture, and the like.

[0154] In various embodiments, a device may be in close proximity to several players with mobile gaming devices. For example, a slot machine may be within 10 feet of each of three players of a mobile gaming device. Such players may, for example, happen to be in the same area by chance. The three mobile gaming devices (belonging to each of the three players) may cooperate to simultaneously schedule the same promotions so that a device in close proximity to all three players may simultaneously display a promotion that affects all three players. For example, each of the three mobile gaming devices may schedule an advertisement for a cruise vacation to be played at the same time. As the mobile gaming devices broadcast audio to the three players, the slot machines in the vicinity of all three players may display a video of a cruise ship sailing blue oceans and docked at tropical islands.

[0155] In various embodiments, multiple mobile gaming devices may cooperate to simultaneously schedule the same or similar promotions. A device that can affect players of a mobile gaming device may be commanded or requested to participate in a promotion. The device may be a slot machine, a TV monitor, a billboard, or any other device. Thus, the device may broadcast audio, images, or other information in support of the promotion. The device may be selected or chosen because it is within a certain distance of all players of the mobile gaming device, within line of sight of all players of the mobile gaming device, within hearing distance of all players of the mobile gaming device, and / or for any other reason. In various embodiments, a device (e.g., a slot machine) may be selected to participate in a promotion presented to multiple players even if the device is unable to affect one of the players. For example, a slot machine may be selected to participate in a promotion presented to several players even if one of the players cannot see the screen of the slot machine.

[0156] In various embodiments, a device may potentially be involved in more than one promotion at a given time. For example, a first player of a mobile gaming device and a second player of a mobile gaming device may each be in close proximity to the device. Various criteria may be used to determine whether a device will be involved in a promotion presented to the first player or the second player. A device may be involved in a promotion presented to a first player if: (a) the first player is closer to the device than the second player; (b) the first player has a better view of the device than the second player (e.g., the display screen of the device faces towards the first player but away from the second player); (c) the first player is deemed more susceptible to promotions than the second player; or (d) the first player is a better customer of the casino than the second player (e.g., the first player has a better view of the device than the second player). A promotion may be selected based on the following criteria: (a) the second player has bet more money at the casino in the past than the first player; (b) the second player is deemed to be a better customer of the casino than the first player; (c) the first player is deemed to be more likely to pay attention to the device involved in the promotion; (d) the first player has shown more interest in a product to be promoted to the first player than the second player has shown interest in a product to be promoted to the second player; (e) the second player is in proximity to another device that may be involved in a promotion to be presented to the second player; and / or other criteria are met. It will be appreciated that similar criteria may be used to select which promotion a device (e.g., a slot machine) will be involved in assuming there are three or more mobile device players in the vicinity. In some embodiments, a device (e.g., a slot machine) may be involved in a promotion if such a promotion is presented to a majority (or a plurality) of players of mobile gaming devices in the vicinity of the device.

[0157] 1.8.2. Signal transmission. The determination of whether a device (e.g., a slot machine) is appropriate to participate in a promotion of a mobile gaming device may be determined in a variety of ways. In some embodiments, the mobile gaming device may detect the presence of the device (e.g., a slot machine). The mobile gaming device may detect the presence of the device by detecting a signal emitted from the device. The signal may be caused by a radio frequency identification (RFID) tag associated with the device. The signal may be an infrared signal or any other signal. In some embodiments, the device (e.g., a slot machine) may detect the presence of the mobile gaming device. The device may detect a signal from the mobile gaming device (e.g., the signature of an RFID tag associated with the mobile gaming device, e.g., an infrared signal from the mobile gaming device, or any other signal). In various embodiments, the device (e.g., a slot machine) may detect the presence of the mobile gaming device using optical means. For example, the device may include a camera and may use image processing algorithms to recognize when a player in the vicinity of the gaming device is holding the mobile gaming device. In various embodiments, the mobile gaming device may include a positioning system (e.g., a global positioning system (GPS)). The mobile gaming device may determine whether it is currently in proximity to a device (e.g., a slot machine) based on its location. For example, a mobile gaming device may access an internally stored map that describes the location of one or more devices. In various embodiments, the mobile gaming device and / or a device (e.g., a slot machine) may relay any received signals to a central server. For example, a device (e.g., a slot machine) may relay a signal from a mobile gaming device to a central server. The central server may recognize that the signal was generated by a mobile gaming device. Thus, the central server may recognize that the mobile gaming device may be in proximity to a device (e.g., a slot machine). Similarly, the mobile gaming device may relay a signal from a device (e.g., a slot machine) to a central server.The central server may recognize such signals as originating from a device (e.g., a slot machine) and may thereby recognize that the mobile device is in proximity to the device (e.g., a slot machine). In various embodiments, one or more sensors may detect the presence of the mobile gaming device via signals emitted or transmitted from the mobile gaming device. The sensors may not be associated with the device (e.g., a slot machine). The sensors may be in communication with the central server. The central server may then use signals detected from the sensors to detect the presence of the mobile gaming device, possibly using triangulation or other location algorithms.

[0158] In various embodiments, once the central server determines that the mobile gaming device is in proximity to a device (e.g., a slot machine), the central server may prepare the device to participate in a promotion that is to be presented by the mobile gaming device. For example, the central server may instruct the mobile gaming device and the device (e.g., a slot machine) to simultaneously present a promotion. For example, the mobile gaming device may present an audio and video portion of a promotion, and the nearby device (e.g., a slot machine) may present a video sequence as part of the promotion. In various embodiments, when the central server determines that the mobile gaming device and the device (e.g., a slot machine) are in proximity, the central server may determine whether it is appropriate for the device (e.g., a slot machine) to participate in a promotion that is to be presented by the mobile gaming device. For example, the central server may determine whether audio broadcast by the device is audible to a player of the mobile gaming device, taking into account the ambient noise level of the casino. As another example, the central server may determine whether the device is currently in use and therefore whether the device should be used to present a promotion at all.

[0159] In various embodiments, a device (e.g., a slot machine) may be the sole placer of a promotion. A mobile gaming device may not be involved in the presentation of a promotion to a player. However, the mobile gaming device may signal the device (e.g., a slot machine) to present it. For example, a player with a mobile gaming device may walk near a slot machine. The mobile gaming device may send a signal for the slot machine to present a promotion. Thus, the slot machine may present video, audio, or other information related to the promotion. Meanwhile, the mobile gaming device may continue to allow the player to play a game without the mobile gaming device participating in the promotion. In various embodiments, more than one device may be involved in the presentation of a promotion to a player. A mobile device may not be involved in the presentation. However, the mobile device may signal the device to present material in accordance with the promotion.

[0160] 1.9. Messages about where to go to get something. For example, your mobile device knows where you are and if you are near a jewelry store it can tell you what you can get there. In various embodiments, a promotion may include a message indicating a location where a product or service may be purchased, used, or experienced. For example, a mobile gaming device may present a player with a text message indicating that there is a jewelry store to the player's right. For example, a mobile gaming device may present a player with an audio message indicating that there is a show nearby. In various embodiments, a promotion may be activated when a player with a mobile gaming device walks near a retail store or other relevant location. The promotion may be related to the location.

[0161] 2. Media. Locations where promotions may be placed. Images or videos related to promotions may be presented in a variety of locations. Images and videos related to promotions may be presented on a display screen of a mobile gaming device. Images and videos may be presented on a display screen in different locations and under different environments. For example, images may be presented in the foreground or background during or between games. Other output related to promotions may also be presented in a variety of ways.

[0162] 2.1. Symbols. In various embodiments, a promotion-related image or video may be placed on a symbol. In various embodiments, a promotion-related image or video may constitute the entirety of a symbol. For example, an image of a soda drink may constitute a symbol. A symbol having such an image or video may function in the same way as any other symbol in a game. For example, in a slot machine game, a line of three identical symbols may allow a player to win a prize. A promotion-related image or video may be placed on a card, a game token (e.g., a game token that moves around a zone of a Monopoly game board may take the form of an image of a luxury car brand), a game character (e.g., a bidder in an auction game may take the form of an animated Clorox box), a token of value (e.g., when a player of a game opens a treasure chest, three sparkling Rolex watches may be revealed), etc.

[0163] 2.2. Background (e.g. background graphics). Promotion-related images or video may be displayed as background graphics on the display screen of the mobile gaming device, for example, any portion of the screen not occupied by game-related graphics may be occupied by promotion-related images or video.

[0164] 2.3.Signature. Images or videos related to a promotion may be displayed on signs or other landmarks in the virtual world associated with the game. For example, a game played on a mobile gaming device may feature a virtual world with racing cars. The cars may pass by billboards in the virtual world. The billboards may include images advertising a product or service.

[0165] 2.4. A chip surface, such as the surface on a gaming chip. In various embodiments, images or videos related to a promotion may be displayed on gaming chips. Such gaming chips may be actual physical gaming chips (e.g., those used in table games at a casino). Such gaming chips may also include chips used in games played on a computing device (e.g., a mobile gaming device). For example, a player may use his mobile gaming device to participate in a game of poker. Gaming chips that are graphically displayed in a game may include images related to a promotion (e.g., an image of a product or service).

[0166] 2.5. Cards. In various embodiments, images or videos related to a promotion may be displayed on the cards. Such game cards may be actual physical cards (e.g., those used in table games of poker or blackjack). Such cards may also include cards used in games played on computing devices (e.g., mobile gaming devices). For example, a player may participate in a game of poker using his or her mobile gaming device. Cards that are graphically displayed in a game may include images related to a promotion (e.g., images of a product or service).

[0167] 2.6. Audio. In various embodiments, the audio output of the mobile gaming device may be used as part of a promotion. The audio output may broadcast a product song, jingle, voice, tune, story, or sound (e.g., the sound of a horse stamping in an equestrian advertisement).

[0168] 2.7. Promotions will be displayed during the bonus round. The entire theme of the bonus round may be based on a promotion. In various embodiments, images or videos related to a promotion may be displayed in a bonus round of a game. A bonus round may include any game sequence that is not part of the normal flow of the game and in which a player has the opportunity to win an extraordinary amount of credits. For example, in a Wheel of Fortune® game, the bonus round may include the spinning of a simulated wheel, where a player is given the opportunity to win a large prize displayed on the wheel. Promotional images may be displayed in the background of the bonus round scene. Promotional images may also function as characters or game tokens in the bonus round. For example, a cereal box may be the main character of the bonus round, moving around a zone of the game board and landing on a square that will win the player a prize. In various embodiments, the theme of the bonus round may focus on a particular promotion. For example, a bonus round set in a chocolate factory may be designed to promote the Mars company. In various embodiments, audio related to the promotion may be broadcast during the bonus round. For example, the whoosh of a soft drink bottle opening may be broadcast whenever a player wins more money in a bonus round.

[0169] 2.8. Pop-up ads. In various embodiments, a pop-up box or window may be used to display a video or image related to a promotion. A pop-up box or window may include a separate window that appears on a display (e.g., a display screen of a mobile gaming device) without a prompt from a player. An image or video related to a promotion may be displayed within the pop-up box or window.

[0170] 2.9. Housing. In various embodiments, promotions may be placed on the casing, housing, or other hardware components of the mobile gaming device. For example, the housing of the mobile gaming device may be decorated with the colors of a Coca-Cola® can. In various embodiments, promotions may be placed on accessories of the mobile gaming device (e.g., on a leather case for an iPod, on a holster for a Blackberry®, on a dock for an iPod, or on any other accessory).

[0171] 2.10. Constraints. Symbols have inherent constraints. For example, symbols consist of graphics. Symbols may only be of certain pixel dimensions (e.g., 20x20 pixels). In various embodiments, a particular medium or slot for the display of an image or video may have inherent constraints. Thus, a marketer wishing to use such a medium or slot for the presentation of a promotion may have to devise an image or video that meets the constraints presented by the medium. For example, an image associated with a promotion may take the place of (or serve as) a symbol in a reel-based slot game. Because a symbol only occupies a small portion of the area of ​​a display screen, an image or video associated with a promotion may likewise be constrained to occupy only that small area of ​​the display screen. Symbols may have prescribed constraints regarding size. For example, a symbol may occupy an area of ​​2.32 square centimeters (0.36 square inches), or an area of ​​20x20 pixels. Thus, any image or video that is to serve as a symbol must be limited to the prescribed area limits. In various embodiments, an image or video associated with a promotion is constrained to occupy a certain area. Area may be measured in square inches, dimensions, square millimeters, or any other units. In various embodiments, the central server, or those selling advertising opportunities to marketers, may publish or inform potential marketers of constraints placed on various types of advertisements. For example, the central server may list locations available for displaying images or videos and list corresponding size restrictions. For example, the following may be a partial list of media and constraints: (a) symbols (20×20 pixels), (b) billboards in bonus rounds (30×50 pixels), (c) left side of screen background (70×20 pixels), (d) top of screen background (20×80 pixels), etc. In various embodiments, the cost to a marketer of displaying an image or video may be based at least in part on the display area of ​​the image or video. For example, the cost to an advertiser may be proportional to the display area of ​​the image or video.In various embodiments, the cost to a marketer for a promotion may also depend on other factors (e.g., the period during which the promotion is presented, the point in the game at which the promotion is presented, the number of times the promotion is presented (e.g., if there are multiple presentations, the cost per presentation may be lower), etc.).

[0172] In various embodiments, there may be time constraints imposed on advertisements. For example, advertisements must last no more than three seconds. Thus, any video associated with the advertisement may be constrained to last only three seconds. Also, any audio associated with the advertisement may be constrained to last only three seconds. In various embodiments, the cost to a marketer to present an advertisement may depend at least in part on the duration of the advertisement.

[0173] In various embodiments, images may be constrained to be at least a certain size or to occupy at least a certain area. For example, images may be constrained to be at least 20x20 pixels. In this way, the casino server can ensure that empty space on the display screen is kept to a minimum. Similarly, videos may be constrained to occupy at least a certain amount of area. In various embodiments, images or videos may be constrained to be exactly a particular size. In various embodiments, audio clips associated with promotions may be constrained to be exactly a particular duration. In this way, the casino server can ensure that there are no undesirable quiet periods.

[0174] 3. Players indicate their preferences in advertising. In various embodiments, a player may influence the promotions that are presented to him / her: if a player has input into the promotions that are presented to him / her, the player is more likely to respond positively to the promotions.

[0175] 3.1. In games that have advertisements on various game elements, the player selects the category, genre, brand, or other item from which advertisements are selected. This information about the player's advertising preferences may itself be valuable because the player just answered a survey question. For example, when a game is about to start, a start-up screen may display three options (e.g., three large boxes with explanatory text and graphics) to be selected using a touch screen. In various embodiments, a player may indicate a type, category, or other restriction on promotions. Promotions may then be presented to the player based on the indicated type or category. Such type or category may represent a player's preference. For example, a player may prefer to watch vacation-related commercials, car-related commercials, or food-related commercials. In indicating a category of promotion, the player may indicate (a) a type of product, (b) a type of service, (c) a price range of the product or service, (d) a brand, (e) a manufacturer, (f) a format of the promotion (e.g., the promotion is a movie trailer. For example, the promotion should only last 5 seconds. For example, the promotion may be an informational commercial. For example, the promotion is preferably a video. For example, the promotion is preferably an audio.), (g) a particular product (e.g., the player may wish to see promotions for a particular model and year of Mercedes), (h) a particular cause (e.g., the player may wish to see promotions for products or charities that benefit a particular cause, such as the environment), (i) a particular attribute of a product (e.g., the player may indicate that he or she wishes to see only red clothing), (j) a retailer (e.g., the player may indicate that he or she wishes to see products from Macy's Department Store), (k) whether the promotion promotes a particular product or service or is simply informational, etc.

[0176] In various embodiments, a player may indicate a promotion category in various ways. A player may indicate a promotion category when first receiving a mobile gaming device. A player may indicate a category by notifying a casino representative. The casino representative may then program settings on the mobile gaming device such that the mobile gaming device presents only promotions in the category indicated by the player. A player may also make a display using the mobile gaming device. For example, a player may select a promotion category from a menu, a series of checkboxes, or a text box. Using a text box, a player may enter a promotion category or any description of the promotion the player desires. For example, a player may enter "Show me things to do in Kansas during August." In various embodiments, a player may specify a promotion more than once. For example, a player may first specify a broad category (e.g., automobiles). Then, the player may specify a narrower category (e.g., "cars" or "trucks").

[0177] In various embodiments, a player may indicate a category of promotions via the Internet. For example, a player may visit the Internet before visiting a casino. The player may navigate a series of menus, checkboxes, text boxes, or other input media to specify a category of promotions. The indicated categories of promotions may be stored by the casino server. The casino server may then ensure that the player is only presented with promotions that fall into a given category during play. In various embodiments, the mobile gaming device may filter promotions such that only promotions in the categories indicated by the player are presented to the player. In various embodiments, promotions in categories related to those selected by the player may be presented to the player.

[0178] In various embodiments, a player may indicate a new category of promotions at some point during a playing session. For example, a player may indicate that he is no longer interested in seeing promotions related to jewelry, and would instead like to see promotions related to wallets. The mobile gaming device may include a menu or icon that can be accessed during a playing session. A player may access such a menu or icon to indicate a change to a category of promotions.

[0179] In various embodiments, a player may initially view one or more promotions. The player may then indicate whether he or she would like to view more of the same promotions, or whether he or she would like to view different types of promotions. Based on the player's response, new promotions may be presented to the player. The player may again be asked whether he or she would like to view similar promotions or different types of promotions. In this manner, the casino server may iteratively arrive at categories of promotions that may be of interest to the player.

[0180] In various embodiments, a player may indicate a category of promotions. All of the promotions presented to the player may or may not match the indicated category. For example, the casino server may not necessarily have an inventory of promotions to present to the player for the categories indicated by the player. In various embodiments, the casino server may determine the promotions that it deems to most closely fit the categories indicated by the player (even if such promotions do not directly fall into the categories indicated by the player). For example, a player may indicate a desire to see promotions related to vacationing in the Bahamas. The casino may not have any promotions directly on the topic. However, the casino may have promotions related to vacationing in the Virgin Islands. Thus, the casino may present such promotions to the player. The casino may use an algorithm to associate related concepts. The algorithm may learn from preferences indicated by the player. For example, if a given player indicates a desire to be presented with promotions related to concept A and concept B, the algorithm may associate concept A with concept B. If, in the future, another player indicates a desire to be presented with a promotion related to concept A, the casino server may present the player with a promotion related to concept B. As will be appreciated, many algorithms can be used to derive the associations between concepts. In various embodiments, such types of algorithms may be used to select promotions to present to a player.

[0181] In various embodiments, a player may indicate a category of promotions. By indicating such a category, the player may indicate that he is a potential customer of a merchant that creates promotions that fall into the indicated category. For example, a player may indicate that he would like to view promotions for luxury cars. By providing such an indication, the player may indicate that he is a potential buyer of luxury cars. Information that a player is a potential buyer of luxury cars may be valuable to a dealer or manufacturer of luxury cars. Thus, in various embodiments, if a merchant deals in a category of goods or services and the player has a preference for viewing promotions related to that category, the casino may provide the merchant with the player's contact information. The merchant may then be able to send further promotions to the player. For example, the merchant may be able to send promotions to the player's home. In some embodiments, the merchant may pay the casino to provide the casino with contact information for players who have indicated an interest in viewing promotions for that category of the merchant's products.

[0182] In some embodiments, a merchant may not be given direct contact information for a player who has expressed an interest in a promotion that falls within the merchant's business domain. Rather, the casino may forward the promotion from the merchant to the player, even after the player has left the casino's premises. For example, the merchant may send a promotional email to the casino, and the casino may forward the promotional email to the player. In this manner, the player's contact information may be hidden from the merchant, and the player's privacy may be maintained.

[0183] In various embodiments, a player may indicate a particular category of promotion. The casino may then find marketers that may be expected to run promotions that fall into that category. For example, a player may indicate that he or she would like to see promotions related to auto insurance. The casino may then find various auto insurance companies. The casino may prompt the marketer to promote to the player. In various embodiments, the casino may provide a general description of the player to the marketer. For example, the casino may provide the marketer with the player's age, income level, and / or other demographic characteristics. The information about the player provided to the marketer may assist the marketer in determining whether or not to promote to the player. Based on the information about the player, the marketer may determine whether or not to promote to the player. For example, the marketer may determine whether or not the player is likely to purchase the marketer's product based on the player's age. The marketer may make a decision regarding whether or not to promote to the player based solely on the fact that the player has indicated an interest in a particular category of promotion. In various embodiments, the casino may quote a price to a marketer to advertise to a particular player. The marketer may accept or reject the offer to advertise. In various embodiments, the casino may quote a range of prices (each price corresponding to a different constraint on the advertisement). For example, a first price may be quoted for placing symbols on the reels, a second price may be quoted for filling the entire screen with 30 seconds of video, etc.

[0184] In various embodiments, the casino may solicit bids from marketers to present a promotion to a particular player. The marketer submitting the highest bid for a given medium or slot may be given the opportunity to present a promotion to the player. In various embodiments, multiple marketers submitting bids may be given the opportunity to advertise to a player. Marketers with higher bids may be given priority slots. For example, the marketer with the highest bid may be given the most screen real estate to present their promotion. For example, the marketer with the highest bid may be given the longest time slot to present their promotion.

[0185] In various embodiments, the casino server may contain an inventory of promotions available for presenting to a player. The casino server may store rules (e.g., rules provided by a sponsor of the promotion) that describe criteria for presenting the promotions. The promotions may be stored as one or more computer files including image files, audio files, video files, etc. In various embodiments, the casino may request promotions from marketers. For example, upon receiving an indication of a promotion category from a player, the casino may solicit promotions from marketers who may wish to present promotions that fall into the indicated category.

[0186] 3.2. A sponsor or marketer may inform a player of the outcome the player will receive as a result of being sponsored: "Choose Pepsi® and get free spins." In various embodiments, a player may be informed of the benefits he may receive in exchange for agreeing to view a promotion. In various embodiments, a player may be informed of the benefits he may receive in exchange for agreeing to view a category of promotions. In various embodiments, a marketer may be willing to compensate a player for viewing or listening to a promotion. Compensation may take many forms. Compensation may include (a) money, (b) gaming chips or gaming credits, (c) increased winning odds, (d) higher payouts (e.g., a jackpot may be increased), (e) reduced betting costs (e.g., a player may be given the opportunity to place a bet for $5 instead of the usual $10), (f) free games (e.g., free spins on a slot machine, e.g., free games of video poker), (g) free opportunities to enter bonus rounds, (h) hints given in a game (e.g., in a game of video poker, a player may receive hints). ), (i) free or discounted music downloads, (j) free or discounted software downloads, (k) free or discounted ringtone downloads, (l) downloads of videos, cartoons, movie trailers, animations, sample TV series, news clips, or other sequences, (l) cashless game tickets, (m) show tickets, (n) movie tickets, (o) complementary (freebie) points, (p) gift certificates, (q) gift certificates, (r) free meal vouchers, (s) free or discounted hotel room stays, and any other benefit. A marketer may provide any benefit to a player directly or indirectly. In various embodiments, a marketer may provide cash directly to a player in exchange for the player agreeing to view the marketer's advertisement. In various embodiments, a marketer may provide compensation to a casino, which in turn may provide a benefit (e.g., increased winning odds) to the player. The compensation provided to the casino may be equal to the expected cost to the casino of providing the benefit to the player.

[0187] In various embodiments, more than one marketer may contribute to the benefits provided to a player, for example, two automobile manufacturers may each contribute a portion of the benefits provided to a player for viewing automobile-related promotions.

[0188] In various embodiments, a player may receive a fixed payment from a casino for agreeing to be presented with a promotion. The casino may then sell opportunities to marketers to present promotions to players. The casino may attempt to sell such opportunities for as much money as it can earn thereby. The casino may make a profit from the difference between the benefit it provides to the player and the amount it receives from the marketer.

[0189] In various embodiments, a player may be presented with a table or other list of benefits that he may receive, along with criteria for receiving the benefits. For example, a table may include a first column that lists different categories of promotions. A second column of the table may list the benefits that the player may receive in exchange for being presented with such promotions. For example, a row of the table may list "watch a Pepsi® advertisement" as a category of promotion and "win 10 free spins" as a benefit.

[0190] 4. Triggers for promotion. Promotions may be provided at a variety of times and under a variety of circumstances. In one circumstance, a player may participate in playing a game on a mobile gaming device. Promotions may be presented to the player on-screen during the presence of the game (e.g., promotions may be presented as symbols, e.g., promotions may be presented on a screen space to the side of the screen space displaying the game), on-screen between games, on-screen while a game is outstanding, as an audio broadcast during the game, etc. In one circumstance, a player may not participate in playing a game and promotions may be displayed on the mobile gaming device. Promotions may be presented continuously, periodically, sporadically, such as when the mobile gaming device comes to a particular location.

[0191] 4.1. Broadcasting advertising content to others in the player's physical vicinity. If the player is in close proximity to others, the volume of the advertisement on the device saying "You just won a free Coca-Cola" can be turned up so that the other person can hear it. In various embodiments, a promotion may be triggered by the presence of a nearby human. A nearby human is any other person other than the player of the mobile gaming device presenting the promotion. For example, the mobile gaming device may broadcast a promotion if the mobile gaming device detects the presence of a human other than the player. In various embodiments, the mobile gaming device may broadcast a promotion in response to any human, including the player of the mobile gaming device. The mobile gaming device may detect the presence of another human in various ways. The mobile gaming device may include a microphone. The microphone may pick up environmental audio signals. The mobile gaming device may analyze environmental audio signals, such as speech, breathing, footsteps, etc., for tell-tell human sounds. For example, the mobile gaming device may use special software tuned to speech signals. The mobile gaming device may recognize the presence of a human by other means. For example, the mobile gaming device may include a thermal or infrared sensor. The mobile gaming device may use such a sensor to pick up a human thermal signature. In various embodiments, the mobile gaming device may include a camera. The camera may periodically snap pictures of the surroundings. The mobile gaming device may include image processing software for analyzing the pictures. The image processing software may be capable of recognizing images associated with a human. In various embodiments, the mobile gaming device may recognize the presence of a human via a device associated with the human. For example, the mobile gaming device may recognize a signal from the vicinity of a mobile phone, e.g., by receiving the signal with an antenna associated with the mobile gaming device, presumably the mobile phone being carried by the human. Thus, by recognizing the presence of the mobile phone, the mobile gaming device may indirectly recognize the presence of the human. In various embodiments, the mobile gaming device may recognize the presence of another mobile gaming device, presumably the other mobile gaming device being held or carried by another human. Thus, by recognizing the other mobile gaming device, the first mobile gaming device may indirectly recognize the presence of another human.

[0192] In various embodiments, a promotion may be presented by a mobile gaming device in recognition of the presence of another human, so that the promotion has a chance to be perceived not only by the player of that mobile gaming device, but also by other humans in close proximity to the mobile gaming device, thus increasing the effectiveness of the promotion.

[0193] In various embodiments, upon recognizing the presence of another human being, the mobile gaming device may increase the volume at which promotions are presented, which may make the promotion more perceptible to other humans.

[0194] In various embodiments, upon recognizing the presence of another human being, the mobile gaming device may increase the brightness of the display, which may allow the other human being to become more aware of images on the screen, which may include images associated with a promotion.

[0195] 4.2. In brightly lit environments (such as swimming pools), broadcast with increased light. In various embodiments, the mobile gaming device may increase the brightness of the screen based on the intensity of the ambient light. For example, the mobile gaming device may increase the brightness of its screen as the intensity of the ambient light increases. For example, the mobile gaming device may brighten the screen when the mobile gaming device is outside in sunlight, while the mobile gaming device may dim the screen when the mobile gaming device is inside a casino. In various embodiments, the mobile gaming device may include a light sensor. The sensor may detect ambient light conditions. Based on readings from the sensor, the mobile gaming device may either decrease or increase the brightness of the screen. In various embodiments, increasing the brightness of the screen allows a player of the mobile gaming device to more easily perceive promotions and / or other images during the presence of bright light. In various embodiments, decreasing the brightness of the screen allows the mobile gaming device to extend battery life. In various embodiments, the mobile gaming device may decrease the brightness of the screen in areas where a bright screen is not needed, such as indoors.

[0196] 4.3. Someone nearby wins. For example, someone at a nearby slot machine wins. Your mobile device says "It's your turn, now if...". In various embodiments, a promotion can be presented to a first player of a mobile gaming device based on the gaming outcome of a nearby player. The nearby player may be a player of a slot machine, a video poker machine, a mobile gaming device, or any other gaming device. The nearby player may have just (a) won a game, (b) won a large payout (e.g., 40 coins or more), (c) won a jackpot, (d) entered a bonus round, (e) had a near miss, (f) lost a game, (g) run out of money, (h) cashed out, or participated in any other gaming event or outcome. Promotions can be presented to the first player based on the gaming event, outcome, or outcome of the nearby player.

[0197] In various embodiments, a promotion may be presented to the first player if the nearby player has a favorable outcome. The promotion may provide the first player with an opportunity to experience a similar outcome to the nearby player if the first player is only willing to participate in some activity, such as viewing an advertisement or presentation, test driving a car, answering market research, testing or sampling a product or service, providing some information about himself or herself (e.g., demographic information), providing contact information about himself, providing contact information about another person (e.g., a friend, e.g., a family member), etc. Thus, for example, if the first player simply watches a 10-minute promotion on his or her mobile gaming device and answers two survey questions associated with the promotion, the first player may have the opportunity to experience a similar outcome to that just experienced by the nearby player.

[0198] In various embodiments, a mobile gaming device may measure the performance or outcomes of nearby players in various ways. The mobile gaming device may transmit its location to a casino server. The casino server may determine which gaming devices are in proximity to the location of the mobile gaming device. The casino server may measure the outcome that just occurred on the gaming device. The casino server may transmit an indication of this outcome to the mobile gaming device.

[0199] If the first player accepts the mobile gaming device's offer, the mobile gaming device may allow the first player to participate in the activity. For example, the mobile gaming device may present a 10-minute promotion and then present survey questions about the promotion that the first player answers. If the first player is allowed to participate in the activity, the mobile gaming device may provide the first player with the same outcome that the nearby player achieved. For example, if the nearby player wins a payout of 50 credits, the first player may be awarded 50 credits. For example, if the nearby player wins entry to a bonus round, the first player may be awarded entry to the bonus round.

[0200] 4.4. Winning Results. In various embodiments, a promotion may be presented to a player when the player achieves a winning outcome. The promotion may be presented to a player when the player (a) receives a positive payout, (b) receives a payout equal to or greater than the bet amount, (c) receives a payout above a certain threshold (e.g., 10 coins), (d) progresses to a bonus round, etc. The time when the player achieves a winning outcome may be an appropriate time to present the player with a promotion since the player may be in a good mood. Thus, the player may be more receptive to the promotion's message. The player may also associate the positive emotions associated with a winning outcome with the subject of the promotion. For example, if a player is awarded a particular brand of potato chips immediately after achieving a winning outcome, the player may associate the positive emotions of winning with the potato chips.

[0201] In various embodiments, a marketer may pay more to present a promotion if the promotion is presented following a winning outcome. This may be done because players tend to associate positive emotions with promotions following a winning outcome than following a non-winning outcome. Thus, in various embodiments, a marketer may pay a first amount to present a promotion at a first time that does not follow a winning outcome, and may pay a second amount equal to or greater than the first amount to present a promotion at a second time that follows a winning outcome.

[0202] 4.5. Win big payouts. In various embodiments, a promotion may be presented to a player if the player wins a large payout. A large payout may be defined as a payout in excess of X credits, where X may be, for example, 50, 100, 1000, or any threshold number of credits. In various embodiments, a large payout may be defined as a payout in excess of X times the amount wagered, where X may be, for example, 50, 100, 1000, or any threshold number of credits.

[0203] 4.6. Win a certain amount of money. In various embodiments, a promotion may be presented to a player if the player wins a certain total amount. The total amount may represent an overall payout over a period of time that is less the amount bet. The total amount may represent an overall payout regardless of the amount bet. For example, a promotion may be presented if a player wins 100 coins net of the amount bet over the past hour.

[0204] 4.7. Have a near miss. In various embodiments, a promotion may be presented to a player if he has a near miss. For example, a player may be presented with a promotion if he reaches a royal flush with four cards, if a person reaches four of the five cards needed for the jackpot, or if a person lands on one of the spaces on the wheel away from the jackpot. The promotion may say, "Oh, that was close, but you can rent a car from Jim's Car Rental for just $20 a day." In some embodiments, the promotion may offer the player an opportunity to achieve the missed outcome if the player performs an activity. For example, if the player agrees to spend the day at a boarding house in a senior living community, the player may receive a payout for reaching the near miss outcome.

[0205] 4.8. Location. In various embodiments, promotions may be triggered by the location of a player. In various embodiments, a promotion may be presented to a player if the player is in a first location, but not if the player is in a second location. In various embodiments, a first promotion may be presented to a player if the player is in a first location, and a second promotion may be presented to a player if the player is in a second location. In various embodiments, a promotion may be presented to a player if the player's mobile gaming device is in a particular location. A player may be presumed to be in the same location as the mobile gaming device.

[0206] 4.8.1. Walk near the store. In various embodiments, a promotion may be triggered when the mobile gaming device is in proximity to a store. The promotion may display images or videos depicting products in the store. The promotion may present a textual description of items in the store. The promotion may describe discounts available in the store. In various embodiments, a promotion may be triggered when the mobile gaming device is in proximity to any retailer, such as a store, restaurant, roadside station, gas station, auto repair shop, etc. In various embodiments, proximity may be defined as within 100 feet, on the same block, within line of sight, within walking distance, within a mile, directly in front, or any other suitable distance range.

[0207] In various embodiments, the promotion may include the offer of a benefit if the player of the mobile gaming device walks into the retailer, purchases a product at the retailer, samples a product at the retailer, or otherwise interacts with the retailer. The benefit offered may include (a) money, (b) gaming chips or gaming credits, (c) increased odds of winning, (d) higher payouts (e.g., a jackpot may be increased), (e) reduced betting costs (e.g., a player may be given the opportunity to lower a bet that would normally be $10 to $5), (f) free games (e.g., free spins on a slot machine, e.g., a free game of video poker), (g) free progression to a bonus round, (h) in-game hints (e.g., a player may receive hints within a game of video poker), etc. Thus, for example, a player of a mobile gaming device may be offered 10 free spins in a game of slots if he walks into the retailer.

[0208] In various embodiments, a retailer representative, such as a store owner or manager, may be notified when a mobile gaming device approaches a store. The retailer representative has the opportunity to determine offers to the player in near real time. For example, the representative may determine whether any items in the store are currently overstocked. The representative may then offer the player a special discount on such items. The representative may also be provided with information about the player. For example, the representative may receive information about the player's age, race, marital status, gender, etc. The representative may also receive information about recent results achieved by the player. The representative may use such information in tailoring promotions to the player. For example, if the player is male, the store owner may offer him a discount on a tie. If the player is female, the store owner may offer her a discount on a blouse. The mobile gaming device may transmit information about the player to nearby stores, so that store representatives have information about the player. In various embodiments, the mobile gaming device may transmit a player identifier, such as the player's name, to a nearby retailer. The retailer may transmit the player identifier to the casino server, which allows the retailer to receive further information about the player from the casino server. The information received about the player may include (a) the last result achieved by the player, (b) the last major result achieved by the player, (c) the player's total winnings over the past X period of time (e.g., the player's total winnings over the past 10 minutes, past day, past hour, past 2 days, etc.), (d) the player's net or total winnings over the past X period of time, etc.

[0209] In various embodiments, the retailer may include a retail computer or a retail server. The computer or server may execute an algorithm to determine promotions to send to the player. Promotions may be determined based on the situation in the store. Promotions may also be determined based on information received about the player. For example, promotions may be determined based on whether the player has recently won a significant amount while gambling. For example, if the player has recently won a large amount of money, the store may promote expensive products to the player. The idea behind the promotions is that the player is in a good mood to spend given his recent good fortune. The retail server may receive signals from the mobile gaming device and / or the casino server, which signals describe information about the player. The retail server may use such information to automatically determine promotions for the player. Promotions may be automatically sent to the mobile gaming device of the player. The promotions may then appear on the screen of the mobile gaming device. The promotions may be broadcast using the speakers of the mobile gaming device. In various embodiments, the retail server may determine promotions for the player. The retail server may display a display of the promotion to a representative of the retailer. The representative may then communicate the promotion to the player. For example, the representative may walk out to the front of the retail establishment, greet the player, and present the player with the promotion (e.g., offering the player a discount on products in the store).

[0210] In various embodiments, the retailer and / or casino server may track purchase data from players. For example, the retailer and / or casino server may maintain a database. The database may include information about the player in conjunction with data describing the amount the player spent (e.g., on products or services), the type of product the player purchased (e.g., clothing, e.g., shoes, e.g., jewelry), whether the player tried the product or service, whether the player walked into the store, whether the player expressed interest in the item, etc. The data about the player may include demographic data of the player, including age, race, gender, income, marital status, etc. The data about the player may also include data about the player's gambling results, possibly including recently achieved results, recent winning amounts, winning instruments in the past time period X, overall payouts less than or equal to the overall amount wagered in the past time period X, amounts wagered, amounts wagered per game, etc. Thus, the database may include demographic information about the player, information about the player's gambling results, and purchasing results of the player. The database may contain such information for multiple players. For example, the database may contain one record for each player. Each record may include the player's demographic data, purchasing information, and information about the player's gambling results.

[0211] In various embodiments, an algorithm may be used to derive a correlation between two types of information, such as a purchasing decision and a gaming outcome achieved prior to the purchasing decision. For example, an algorithm may be used to determine a correlation between an amount of money won during a given time period and an amount spent at a retailer after that time period. The output of the algorithm may indicate, for example, that the more a player wins in the time prior to visiting a retailer, the more likely the player is to spend at that retailer.

[0212] In general, an algorithm can be used to predict a particular player's propensity to make purchasing decisions given historical information about a player's gaming outcomes and purchasing decisions, and given information about a particular player's recent gaming performance (or gaming performance over the immediate past). Such algorithms can also be used to predict a player's propensity to respond to promotions. For example, a representative of a retail establishment can receive information about an approaching player. This information may indicate that the player has won a jackpot in the past hour. The retailer may input that information into a predictive algorithm. The algorithm can inform the retailer that the player has a propensity to purchase items that are more expensive than a typical person. The algorithm may further recommend items to offer to the player. The algorithm may have access to a database or other listing of the store's items. The algorithm may have access to a database or other listing of the price, cost, or other value measure of the store's items. Based on the player's spending predictions, and based on the description of the item and its value, the algorithm may determine which item to offer to the player. The algorithm may output a trial description of the item to the store representative. A representative may approach a player and inform him that the item is available and that the player can receive a special discount on the item. In some embodiments, the algorithm may send a promotion directly to the approaching player's mobile gaming device. For example, the algorithm may send a promotion indicating that a quality coat is available to the player for only $700.

[0213] In various embodiments, the information recorded about a player may include data describing promotions presented to the player. The recorded and / or stored data may further include data describing the player's response to the promotions presented to the player. An algorithm may be used to correlate information about the player's recent gaming results with the player's response to the promotions. For example, an algorithm may find that when a player has won money, the player is more likely to respond to humor-based promotions, and when a player has just lost money, the player is more likely to respond to price-based promotions. Thus, an algorithm may be used to predict which promotions or types of promotions will be most effectively applied to a player's recent gaming results.

[0214] In various embodiments, the retail computer may receive information about the player's gaming results from the player's mobile gaming device. In various embodiments, the retail computer may receive information about the player's gaming results from the casino server. In various embodiments, the algorithms used to predict which products the player will tend to purchase may be executed by the casino server. In various embodiments, the algorithms used to predict which products the player will tend to purchase may be executed by the retail server. Such algorithms may be executed by the player's mobile gaming device in various embodiments. In various embodiments, one or more human representatives may work with the predictive algorithm to determine a particular promotion for the player. For example, the predictive algorithm may determine a price range for products to be offered to the player. Based on this price range, the representative may determine a particular product to offer to the player, assuming the representative has knowledge of different pricing for the products. As another example, the predictive algorithm may determine the type of promotion (e.g., video, e.g., audio, e.g., still image, e.g., 30 seconds, e.g., 5 seconds, e.g., a discount offer, etc.). A human, such as a retailer representative, can determine the exact promotion to send to the player. In various embodiments, the human may demonstrate and present the promotion. For example, a retailer representative may call the player on the mobile gaming device. The mobile gaming device may function as, for example, a cell phone. The human may give the player a sales pitch. The human may also present the promotion via text. In various embodiments, the determination and presentation of the promotion may occur automatically, without any human intervention. For example, a player with a mobile gaming device may walk down a mall hallway and approach a retail store. The mobile gaming device can detect its own coordinates using an internal positioning system. The mobile gaming device can transmit its coordinates to a casino server. The casino server can determine that the mobile gaming device is in the vicinity of a particular retail store based on the coordinates.The casino server may previously receive information about the player's gaming results via a signal from the mobile gaming device. This allows the casino server to use information about the player's recent gaming results, along with information about products at the retailer, to derive promotions to the player. The casino server may transmit such information to the player. In some embodiments, the casino server may transmit promotions at the retailer. The retailer may then relay this information to the player's mobile gaming device. As will be appreciated, information about the player, such as information about the results achieved by the player, may be received at a variety of locations, such as the retailer or the casino server. Similarly, as will be appreciated, promotions may be determined at a variety of locations, including the casino server, the mobile gaming device, or any retailer. Promotions may be transmitted to the player's mobile gaming device from a variety of locations, such as the retailer or the casino server. In various embodiments, the mobile gaming device may initially store information about the retailer. For example, the mobile gaming device may store promotions available from the retailer. The mobile gaming device may determine which of the initially stored promotions should actually be presented to the player based on the player's gaming results on the mobile gaming device, and may use a predictive algorithm when deciding which to present.

[0215] In various embodiments, information about a player's purchasing habits may be shared between retail establishments. For example, a large database may be built from the aggregated information at various retail establishments. The database may include records for various players, some of whom made purchases at a first retail establishment and some of whom made purchases at a second retail establishment. The larger sample size of such a database, as opposed to a database with customers of a single retail establishment, may allow for better prediction algorithms to be found for player purchasing decisions.

[0216] Perspectives for deciding on provision for retail facilities. In various embodiments, the casino server can determine one or more outcomes for a player of a mobile gaming device. The casino server can transmit the outcomes to the mobile gaming device. The mobile gaming device can present the outcomes to the player.

[0217] The casino server can track the location of the mobile gaming device and can determine when the mobile gaming device is in proximity to a retail establishment.

[0218] The casino server can receive data from the retail establishment. For example, a point-of-sale terminal at the retail establishment can indicate inventory levels of various products and can transmit this inventory level to the casino server. The retail establishment can communicate other data, such as product values, product wholesale costs, expected delivery dates of new products, historical demand for products, customer traffic at retail stores, and any other ancillary data.

[0219] The casino server may use the data received from the retailer to determine promotions on behalf of the retail establishment. For example, if a retailer has an excess of a certain product, the casino server may determine a promotion to offer a discount on that product.

[0220] Based on the outcome that occurs for the player of the mobile gaming device, the casino server may determine a promotion for the player of the mobile gaming device. The casino server may determine a first promotion if a first outcome occurs and a second promotion if a second outcome occurs. For example, if the outcome that occurs is a winning outcome, the casino server may determine a promotion that advertises an expensive product. If the outcome that occurs is a losing outcome, the casino server may determine a promotion that offers a discount to the player.

[0221] The casino server may determine promotions to present to a player of a mobile gaming device based on the fact that the player is within a certain distance of a retail establishment, or based on the fact that the player is within a certain geographic area, region, or area. For example, the casino server may send promotions to a player's mobile gaming device for presentation only if the player is within 50 feet of a recommended retail establishment.

[0222] The casino server can then determine the outcome that occurred for the player of the mobile gaming device. The casino server can receive data from the retail establishment. The casino server can determine the distance between the mobile gaming device and the retail establishment. Based on these factors, the casino server can determine a promotion to promote the retail establishment to the player. The casino server can present the promotion to the player via the player's mobile gaming device. For example, the casino server can transmit data to the mobile gaming device, such data describing or encoding the promotion. The mobile gaming device can then present the promotion to the player.

[0223] In various embodiments, a retail establishment may receive an indication that a mobile gaming device is in proximity to a retail establishment. This indication may be received via direct communication from the mobile gaming device or via communication from a casino server (e.g., the casino server may determine that the mobile gaming device is in proximity to a retail establishment and communicate this information to the retail establishment). The retail establishment may determine promotions to present to a player of the mobile gaming device. The retail establishment may determine such promotions based on a variety of data, such as inventory levels, future delivery dates of new products, wholesale costs, return capabilities for unsold items, etc. The retail establishment may also receive an indication of the results achieved by a player of the mobile gaming device. The retail establishment may receive any information about the player's results, including an indication of recent wins, an indication of total wins, an indication of net wins, etc. The retail establishment may determine the promotions to present to a player based on the results the player has received. The retail establishment may determine the promotions to present to a player based on any historical results of the player. The retail establishment can determine promotions based on both the player's historical results and the fact that the player is in proximity to a retailer. For example, if a player is in proximity to a retail establishment and the player wins a large payout, the retail establishment may determine a promotion that highlights the retail establishment's luxury items. The retail establishment can send the promotion to the mobile gaming device. The retail establishment can send the promotion to a casino server. The casino server can then send the promotion to the mobile gaming device.

[0224] In various embodiments, the mobile gaming device may receive information from a retail establishment. This information may include inventory levels, current customer traffic levels, historical customer traffic levels, or any other ancillary information. The mobile gaming device may determine whether it is in the vicinity of a retail establishment. If the mobile gaming device is in the vicinity of a retail establishment, the mobile gaming device may determine promotions to present to the player, promotions that serve as product promotions, or services of the retail establishment. Promotions may be determined based on information provided by the retail establishment. The information provided by the retail establishment may be sent directly from the retail establishment to the mobile gaming device. The information provided by the retail establishment may be sent first to a casino server and then to the mobile gaming device. In various embodiments, the retail establishment may determine whether the mobile gaming device is in the vicinity of the retail establishment. The retail establishment may then notify the mobile gaming device directly or through the casino server. In various embodiments, the casino server may determine whether the mobile gaming device is in the vicinity of a retail establishment. The casino server may notify the mobile gaming device when it is in the vicinity of a retail establishment.

[0225] 4.8.1.1. Using Mobile Gaming Devices for Automatic Custom Tailored Coupons. Personalized Coupons. In various embodiments, the mobile gaming device may store coupons, gift certificates, or other tokens that confer value or discounts. Coupons may be transmitted to the mobile gaming device at various times. In various embodiments, a player may obtain coupons, gift certificates, or other benefits during game play. For example, if a player lines up three "Macy's" symbols on a slot machine, the player may obtain a $100 gift certificate for Macy's. In various embodiments, the coupon, gift certificate, or other token of value may be stored in electronic form on the mobile gaming device. A player may bring his or her mobile gaming device to a retail establishment for the purpose of using the coupon, gift certificate, etc. at the retail establishment. The mobile gaming device may communicate information about the coupon, gift certificate, or other token to a computer at the retail establishment. This communication may occur in various ways. For example, the mobile gaming device may communicate to the retail establishment's computer a series of bits that uniquely identify a particular certificate, coupon, etc. In various embodiments, the mobile gaming device may display a bar code on a display screen that identifies a coupon, gift certificate, or other token of value. The bar code displayed on the display screen of the mobile gaming device may be scanned by the retail establishment, for example, using a conventional bar code scanner. In this manner, a player can carry around coupons or gift certificates on his or her mobile gaming device. The player can redeem them from his or her mobile gaming device at the retail establishment.

[0226] 4.8.2. Proximity to another Mobile Device. In various embodiments, the presentation of a promotion on a first mobile gaming device may be triggered by proximity to a second mobile gaming device, and a promotion on the first mobile gaming device may be seen or heard by a player of the second mobile gaming device when the second mobile gaming device is in the vicinity.

[0227] 4.9. Time. In various embodiments, time may act as a trigger for a promotion. For example, a promotion may be triggered at a certain time of day, at a certain time of month, or at a certain time of year. As another example, time from an event may act as a trigger. For example, a promotion may be triggered 5 minutes after the last time a promotion was presented.

[0228] 4.9.1. A certain amount of time has passed since the last advertisement. In various embodiments, a promotion may be triggered when a certain amount of time has passed since the previous promotion. The previous promotion may be any promotion. For example, a current promotion may be triggered for presentation when one minute has elapsed since the last promotion was presented on a mobile gaming device. The previous promotion may be of the same type or category. For example, a toothpaste promotion may be triggered when it has been 30 minutes since the last toothpaste promotion. However, the same promotion may be triggered when only one minute has elapsed since the last unrelated promotion. Providing a longer time gap between promotions of the same type may reduce player fatigue. In various embodiments, maintaining a certain minimum time gap between the presentation of any promotion may reduce the perceived bothersomeness of the player. In various embodiments, allowing a certain maximum time gap between the presentation of any promotion may increase player attendance at the promotion and therefore increase revenue to the casino and marketer.

[0229] 4.9.2. A certain time of day, for example advertising food products during lunch hours. In various embodiments, the presentation of promotions may be triggered by time of day. Products that are typically purchased during a particular time of day may be advertised during that time of day. A breakfast promotion may trigger early in the day, such as at 7:00 AM. A lunch promotion may trigger at 11:45 PM. An evening show promotion may trigger at 6:00 PM. Promotions may be triggered based on a merchant's business hours. For example, a promotion for a merchant's product may trigger presentation during the hours the merchant is open.

[0230] 4.9.3. Environmental conditions (e.g., temperature). In various embodiments, promotions may be triggered based on environmental conditions. Promotions may be triggered based on air temperature. For example, a promotion for soft drinks may be triggered if the air temperature is above 90 degrees Fahrenheit. The mobile gaming device may include a temperature sensor. Readings from the temperature sensor may be used to trigger promotions. In various embodiments, the mobile gaming device may include other sensors to detect or determine environmental conditions. The mobile gaming device may include a humidity sensor to detect environmental humidity or rain conditions. The mobile gaming device may include a light sensor to detect environmental luminosity, cloud cover, etc. The mobile gaming device may include a microphone to detect environmental noise conditions. In various embodiments, certain types of promotions may be presented depending on the environmental conditions. For example, if the environmental noise level is high, a primarily visual promotion may be triggered for presentation. If the environmental noise level is low, a promotion that includes an audio component may be presented. Thus, in various embodiments, the mobile gaming device, a casino server, or another entity may determine the environmental noise level in the vicinity of the mobile gaming device. Promotions may be selected for presentation based on the environmental noise level. The selection process may take into account whether a promotion has an audio component. In various embodiments, the luminosity level of the environment may be used to determine what type of promotion to present. If the luminosity level of the environment is high, promotions with more of an audio component may be presented. For example, in a bright sunlight environment, the mobile gaming device may be more inclined to present promotions with a louder audio component. In a dimly lit environment, the mobile gaming device may be more inclined to present promotions with more of a visual component.

[0231] In various embodiments, rules, conventions, standards, and other conditions may determine which promotions may be used. For example, the mobile gaming device may be in a theater where a show is in progress. In such an environment, promotions that have an audio activity component may be annoying to the surrounding theater audience. Thus, the mobile gaming device may determine promotions that have little or no audio component. It should be appreciated that selecting a promotion that has no audio component includes selecting a promotion that has an audio component and suppressing the audio component. For example, if the mobile gaming device determines that a promotion without an audio component should be presented, the mobile gaming device may select a promotion that previously had an audio component and mute the audio component. It should also be appreciated that selecting a promotion that does not have a visual component includes selecting a promotion that has a visual component and suppressing the visual component.

[0232] In various embodiments, the mobile gaming device can receive signals from the casino server that set forth rules, conventions, standards, etc. Based on such signals, the mobile gaming device can determine which particular promotions are appropriate for presentation. In various embodiments, based on the location of the mobile gaming device, the casino server can directly instruct the mobile gaming device as to whether or not a certain promotion may be presented. For example, the casino server can send instructions to the mobile gaming device that explicitly prohibit the presentation of a particular promotion, or that explicitly instruct the mobile gaming device to present a particular promotion.

[0233] In various embodiments, the casino server can send promotions to the mobile gaming device that are appropriate for presentation based on conditions in the vicinity of the mobile gaming device. For example, the casino server can receive location information from the mobile gaming device. The casino server can then determine what promotions are appropriate based on the location of the mobile gaming device. For example, if the mobile gaming device is in a conference room during a meeting time, the casino server can determine that an audio component is inappropriate. Thus, the casino server may send only promotions that have a video component to the mobile gaming device.

[0234] In various embodiments, if the environmental conditions include rain, a promotion for umbrellas may be shown. If the environmental conditions include rain, a promotion for an indoor activity (e.g., a show) may be triggered. In various embodiments, promotions may be suppressed based on the environmental conditions. For example, if the environmental conditions include rain, a promotion for an outdoor tour may be suppressed.

[0235] In various embodiments, environmental conditions surrounding the mobile gaming device may be detected by the mobile gaming device. In various embodiments, the environmental conditions may be detected by some other entity, such as a weather service. The mobile gaming device may receive a signal about the environmental conditions from the weather service or the like, or from another entity, such as a casino server. The mobile gaming device can then use such information in determining which promotions to present. In various embodiments, the mobile gaming device may simply receive instructions as to which promotions to present. The decision as to which promotions to present may be made by some other entity, such as the casino server. The casino server can, in turn, use the information about the environmental conditions in determining which promotions to present.

[0236] 4.9.4. Based on the player's own interests. In various embodiments, the interests of a player of a mobile gaming device may serve to trigger which promotions are presented on the mobile gaming device. For example, if the player is interested in cars, promotions related to cars may be presented. For example, if the player is interested in sports, promotions for sports tickets, fantasy sports leagues, or sports memorabilia may be presented. In various embodiments, a player's interests may be inferred in various ways. A player may be quizzed about his or her interests. A player may be quizzed about his or her interests when first perusing the mobile gaming device, when first beginning game play on the mobile gaming device, during the course of a game session, or at any other time. A player's interests may be inferred from the player's actions. For example, a promotion is presented to a player. If the player responds to the advertisement, for example, by touching the display screen in an area that reads "touch here for more information about this product," it can be inferred that the player is interested in products related to the product that is the subject of the promotion. A player's interests may be inferred by other means as well. For example, a player may make a purchase at a retailer. The retailer may forward the player's name to the casino server, and possibly include a representation of the product the player purchased along with the player's name. The casino server may then infer that the player is interested in products similar to those purchased at the retailer.

[0237] 4.9.5. You are between the games. In various embodiments, the trigger for a promotion may be the completion of a game on the mobile gaming device. For example, certain promotions may best occur only between games. For example, a promotion may require the entire display screen area of ​​the mobile gaming device. For example, a promotion may require the full attention of a player. In various embodiments, a promotion may be presented when a game is completed and a new game has not been started within a predetermined period of time. For example, the mobile gaming device may trigger the presentation of a new promotion if a player has completed a game and has not started a new game within five seconds. A player may be more receptive to a promotion if he or she is not currently participating in a game.

[0238] 4.10. Poor quality connection, for example displaying advertisements when unable to connect to the server. In various embodiments, promotions may be presented if there is any disruption in communication or connection between the mobile gaming device and the casino server. In various embodiments, the mobile gaming device may need to maintain communication while the casino server is enabling a player to participate in gaming activities. For example, the casino server may need to continually authenticate that the mobile gaming device is on casino premises in order for a player of the mobile gaming device to be able to participate in gaming activities. Thus, a disruption in communication may prevent the mobile gaming device from allowing the player to play a game. Thus, a disruption in communication may be a good opportunity for the presentation of a promotion since the player may not be able to play a game.

[0239] 4.11. Battery life remaining. In various embodiments, the remaining battery life on the mobile gaming device may affect whether a promotion is presented. In various embodiments, the remaining battery life on the mobile gaming device may affect which promotions are presented. In various embodiments, the remaining battery life on the mobile gaming device may affect the manner in which promotions are presented. The presentation of a promotion requires battery power. For example, audio accompanying a promotion may require a speaker on the mobile gaming device to be powered to generate the audio output. As another example, the presentation of a promotion between games may require power to illuminate the display screen. As another example, in various embodiments, presenting a promotion may require first downloading the promotion from a casino server. As an example, the casino server may transmit image and audio files to the mobile gaming device to play as part of the promotion. The download process may require wireless communication, which may use up battery power on the mobile gaming device. In situations where there is low remaining battery power, conserving this battery power may allow a player to play additional games on the mobile gaming device before the battery runs out. This may result in additional revenue for the casino as well as reducing player frustration. Thus, in various embodiments, promotions may be suppressed when the power remaining in the battery falls below a certain threshold. In various embodiments, a promotion that requires less battery power may be preferred for presentation when the power remaining in the battery falls below a certain threshold over a promotion that requires more battery power to present. If two promotions have equal priority, the mobile gaming device may tend not to present the one that requires more power with low remaining battery life. In various embodiments, the mobile gaming device may vary the manner in which it presents promotions based on the battery power remaining in the mobile gaming device's battery. In various embodiments, an image associated with a promotion may be dimmed when battery power is low.In various embodiments, when battery power is low, audio associated with the promotion may be played at a lower volume or not at all. In various embodiments, when battery power is low, the promotion may be interrupted or compressed. For example, a 5-second version of a video advertisement may be played rather than the full 15-second version. In various embodiments, remaining battery life, remaining battery power, remaining energy, and other metrics may all be used in determining whether a promotion should be presented, which of two or more promotions should be presented, and the manner in which the announcement is presented. In various embodiments, when battery life falls below a certain threshold, promotions stored locally on the mobile gaming device may be preferred over promotions that must be newly downloaded from the casino server or some other device. In this way, power costs associated with downloading promotions may be saved.

[0240] 4.12. Amount of remaining funds. In various embodiments, the amount of money remaining to a player may affect what promotions are presented. The amount of money remaining to a player may also affect whether or not a promotion is presented. In various embodiments, if a player has a relatively small amount of money left, the player may be presented with a promotion offering a monetary benefit or a discount on a gambling opportunity. For example, if a player has less than $5 left, the player may be presented with a promotion offering five free reel spins if the player agrees to be mailed an information packet about a new retirement savings vehicle. In various embodiments, if a player has a relatively large amount of money left (e.g., $500 or more), the player may be presented with a promotion advertising a relatively expensive product or service, such as a car or jewelry.

[0241] 4.13. Alerts and Messaging In various embodiments, an alert or message may be sent to a player of a mobile gaming device. In various embodiments, the same alert or message may be sent to multiple different players of a mobile gaming device. When there are many players using mobile gaming devices, the mobile gaming devices may act as an effective mass communication medium for messages, such as messages communicated to casino patrons. A variety of circumstances may trigger an alert or message. If an alert is accompanied by a sound, when the alert is sent to multiple mobile gaming devices in a casino, the sound may add emphasis and interest to the occurrence of the alert by having the mobile gaming devices simultaneously play a sound around the casino (e.g., one of the players has won a large jackpot).

[0242] 4.13.1. When someone wins the progressive lottery, all players' mobile devices will vibrate and / or ring. A message may also be displayed on the mobile devices. In various embodiments, a first player of a mobile gaming device may receive an alert when a second player wins a significant payout. A significant payout may include a jackpot, a first prize, a prize over X amount (e.g., $1000 or more), etc. In various embodiments, the alert may take the form of a ringing sound, a vibration of the mobile gaming device, a flashing light, etc. The alert may display the name of the second player, the amount the second player won, the game the second player was playing when the win was made, the second player's home state, or any other information. The alert or message may take the form of a text message, an audio message, or any other type of message.

[0243] 4.13.2. An alert can be generated in response to other events, such as a daily bonus, someone winning more than $100 on a slot machine, or any other notable event, or any other event. In various embodiments, an alert may notify one or more players when a prize draw is about to occur. For example, an alert may notify one or more players when a keno draw is about to occur. In various embodiments, an alert may notify one or more players when a draw is in the process of occurring. An alert may notify a player of a partial outcome. For example, an alert may be sent from a casino server to a mobile gaming device. An alert may detail one or more numbers that have been drawn in a game of keno. The alert may include less than all of the numbers that will be drawn for a game of keno. This allows a player viewing the alert to follow the game of keno as it progresses. In various embodiments, an alert may notify one or more players that a draw, chance event, contest, or other event is about to occur, is in the process of occurring, or has occurred. For example, a casino may run a general advertisement that players who visit the casino three times per day can win a car in a daily drawing. The drawing may occur daily at a particular time, such as 4:00 PM. Thus, the casino may send an alert to one or more players prior to the time of the drawing. The alert may help set the players in an anticipatory mood for the drawing and make the drawing have the intended effect of promoting the casino. The casino may send the alert while the drawing is occurring. The casino may send the alert after the drawing has occurred. The alert may include, for example, the names of the winners drawn. The alert may include pictures and descriptions of the people who won. In various embodiments, any alert regarding the winner of a prize, drawing, contest, or other event may include information about the winner, such as a picture, current location, etc.

[0244] 4.13.3. Settings (which events trigger an alert) may be made configurable by the user. In various embodiments, a player may indicate circumstances under which he would like to receive an alert. In various embodiments, a player may indicate a trigger for an alert. A player may give such an indication at various times. For example, when a player first checks his mobile device, the player may indicate what types of alerts he would like to receive. A player may give an indication while playing. For example, a player may access a menu on a display screen of his mobile gaming device. The menu allows a player to configure what alerts he would like to receive. The menu may list categories of alerts. For example, one category of alert may be an alert that someone has won a jackpot. Another category of alert may be an alert that is sent when the jackpot reaches a certain level. Another category of alert may be an alert that is sent when a draw or other event is set to occur. A player may select a category of alert, for example, by a checkbox or selectable menu item. A player may also configure a numerical level for a prize before an alert is sent. For example, a player may specify that he or she only wants to receive alerts when payouts of over $1000 are made in the casino. In various embodiments, a player may configure alerts on the Internet. For example, a player may visit a web page on the casino server. On this web page, the player can determine the types of alerts he or she wants to receive. The player can navigate through menus, check boxes, enter text, or otherwise indicate the types of alerts he or she is interested in receiving. Once the player has familiarized himself or herself with the mobile gaming device or otherwise acquired the mobile gaming device, the player's alert selections can be communicated to the mobile gaming device. Accordingly, the mobile gaming device can display only those alerts in which the player has indicated an interest.

[0245] In various embodiments, a player may receive an alert. The player may then indicate whether or not he or she wants to continue receiving alerts of the same type or category. For example, the alert may be presented to the player in a pop-up window. The player may check a box in the pop-up window indicating that he or she no longer wants to receive the type of alert that he or she just received.

[0246] 4.13.4. Post-event warnings may not be able to be overridden by the player (eg, a player cannot change the fact that a progressive win causes him to receive a warning). In various embodiments, a player has the option to suppress certain alerts. For example, a player may indicate that he does not want to see an alert about a keno drawing. Thus, the player's mobile gaming device may stop presenting the player with alerts about the keno drawing. In various embodiments, a player does not have the option to suppress an alert. For example, an alert may be presented to the player's mobile gaming device even if the player does not want to receive the alert, even if the player has indicated that he does not want to receive the alert. In various embodiments, a player is inhibited from ignoring an alert or other promotion by having to respond in some way to the promotion. For example, when a promotion is presented to a player, the player may be required to press a button, touch an area of ​​the screen, answer a question about the promotion, or respond to the promotion in some other way. If the player does not respond, the player may be inhibited from playing further games on his or her mobile gaming device. For example, an image associated with the promotion may occupy the screen of the mobile gaming device until the player responds to the promotion. Only then may the advertisement disappear, allowing the player to view the graphics accompanying the game.

[0247] 4.13.5. Alerting friends, family or group members when they get good results. In various embodiments, a player may receive an alert or message when one of a group of people achieves a particular outcome. A group of people may include people who have some relationship to the player. For example, a group of people may include friends, family, work colleagues, members of the same club, members of the same religious organization, classmates, fellow social club members, etc. A player may indicate to the casino server who is in his group. For example, when first familiarizing himself with the mobile gaming device from the casino, the player may provide the names of his fellow group members. In various embodiments, when one member of the group indicates the name or identifier of another group member, more than one member of the group (e.g., everyone in the group) may receive a message or alert related to the other group member. For example, when one member of the group receives a high-payout outcome, all other group members may receive an alert. In various embodiments, an alert may be sent to a player when a group member not using a mobile gaming device achieves a significant or noteworthy outcome. For example, if a fellow group member wins a payout of $1000 on a fixed slot machine, the player may receive an alert saying, "Your friend just won $1000!"

[0248] 4.13.6. Reserving a poker table. Receiving warnings for a poker table. Booking a buffet line. Booking a taxi.

[0249] 4.13.6.1 Tables In various embodiments, a player may use a mobile gaming device to reserve a spot at a game table. The game table may include a poker table, a jackpot table, or other table. To reserve a spot at a table, the player may communicate with a casino server. For example, the player may use the mobile gaming device to access a schedule system of the casino server. The schedule system may include a web page interface or other type of interface. The schedule system may list the game tables in the casino. For example, the schedule system may list a set of poker tables, each of which describes the games and betting limits at that table. The schedule system may also list the names, initials, or other identifiers of players waiting to play a game at that table. When visiting the schedule system, the player may add his or her name to one or more lists of players waiting to play a game at that table. For example, the player may add his or her name to a list of players waiting to play a game of Texas Hold'em with betting conditions of $2 and $4 (e.g., 2-4 Texas Hold'em). When a player's name is added to the list of players waiting for a game, the player may have the right to take a seat at that game once all players in the list ahead of him have either taken a seat or declined to participate in the game. For example, when a seat becomes available at a game (e.g., a game of blackjack, e.g., a game of poker), the player who is at the top of the list of players waiting to play at that game may be offered a seat at that game. The player at the top of the list is then removed from the list and the previously second player now takes the top of the list.

[0250] In various embodiments, a player may use a mobile gaming device to access a scheduling system for a game. The scheduling system allows a player to reserve a spot in queue for a table game, a slot machine game, or any other game. The scheduling system allows a player to reserve a spot in queue for any other event or activity that has limited space or availability.

[0251] In various embodiments, a player may use a mobile gaming device to view available games or tables in a casino. For example, a map of the casino may visually depict the game tables, including which tables have space available to the player. If there is currently space available, the player may use his mobile gaming device to reserve the space for himself. For example, the player may touch an area on a schematic diagram of the casino floor. The area may represent a poker table. Upon touching the area, the mobile gaming device may ask the player if he would like to reserve a spot at the table. The player may indicate consent by touching a button on the screen of his mobile gaming device, such as touching a button labeled "yes." The mobile gaming device may inform the player of any time restrictions associated with claiming the spot. For example, the mobile gaming device may inform the player that the player has 10 minutes to reserve the spot, after which the spot will be given to someone else. In various embodiments, when a player reserves a spot at a gaming table, the player may indicate an amount of money he would like to spend at the gaming table. A player may first indicate the amount of money he would like to convert into gaming chips before beginning play at the gaming table. A player may indicate the amount of gaming chips with which he would like to begin play at the gaming table. After the player indicates the amount of gaming chips with which he would like to begin, a casino representative may arrange for the chips to be placed on the gaming table while awaiting the player's arrival. Thus, when the player arrives at the gaming table, the chips may already be counted for the player.

[0252] In various embodiments, a player may wish to reserve a seat at a gaming table. However, the gaming table may currently be full. Thus, the player may interact with a schedule system in order to queue for a seat at the table. In various embodiments, a casino (e.g., a casino server) may indicate to a player an estimated time until a seat at the gaming table becomes available for the player. For example, the casino server may send an estimate to the player's mobile gaming device that the wait time will be one hour. The player may then display the wait time on the screen of the player's mobile gaming device. The casino server may use various algorithms to estimate the wait time. The casino server may have historical data that indicates the rate at which spot reservations occur for particular types of games, particular betting conditions, particular times of day, etc. Using such data, and using data on the number of people ahead of the player at the table, the casino server may estimate the time it will take for the player to be seated at the table. For example, the estimated time it will take for a player to be seated at a table may be equal to the average time it takes for a seat to become available multiplied by the number of players ahead of you in the seat queue plus one.

[0253] In various embodiments, the casino may inform the player of any gaming tables that have openings in the future. For example, the casino may inform the player that a new poker table will become available in the next half hour. The player can then put himself on a waiting list for the new table.

[0254] In various embodiments, a player may play a game on a mobile gaming device. The mobile gaming device or another device may subsequently offer the player an opportunity to play the same game at a stationary gaming device and / or a physical gaming table. For example, if a player has played a game on a mobile gaming device for a period of time, it may be inferred that the player may also be interested in playing the same game at a stationary gaming device and / or a physical gaming table. In various embodiments, a player may play a game of poker on a mobile gaming device. For example, the player may play a game of Texas Hold'em. The mobile gaming device may then display a message asking whether the player would like to sit at a poker table to play a game of poker with a live dealer, physical cards, and live opponents. The player may indicate his / her interest. The player's indication of interest may be transmitted to a casino server. The casino server may then transmit instructions, for example, to a casino representative to reserve a spot at the table for the player. In various embodiments, a player may participate in a slot machine game on a mobile gaming device, for example, the player may play a game in which the reels of a slot machine are simulated on the screen of the mobile gaming device. The player may then be offered to play the same game at a fixed slot machine. The player may accept the offer, after which the slot machine may be reserved for the player. In various embodiments, when a player plays a particular type of game on a mobile gaming device, if a spot or space is available for a similar game at a fixed gaming device or gaming table, the spot or space may be offered to the player of the mobile gaming device.

[0255] 4.13.7. Win a spot at a poker or blackjack table during play. In various embodiments, a player waiting for a spot at a game table, game, or any other activity must play continuously in order to maintain his or her spot in the queue. Continuous play may be defined differently in various embodiments. For example, continuous play may mean that a player must play one game at least every 30 seconds. As another example, continuous play may mean that a player must bet at least $3 per minute. In various embodiments, a player who does not maintain continuous play may fall back in the queue. For example, for each two minute gap in a player's play, the player may fall back one place in the queue. If a player is fifth in the queue for a spot at a game table, the player may fall back to sixth in the queue for a spot at the game table.

[0256] In various embodiments, a player may earn a place in the queue while playing a game. For example, a player may play a game on a mobile gaming device. A player may earn an outcome that advances the queue for a spot at a game table. A player may also move down the queue based on certain outcomes. For example, a player waiting for a spot at a game table may achieve a "back" outcome while playing another game on his or her mobile gaming device. Thus, the player may move down the queue. In some embodiments, players may compete for a spot when a spot becomes available. For example, five players may be waiting for a spot at a poker table. When a spot becomes available at the table, each of the waiting players may play the game on each of his or her mobile gaming devices. The player with the best performance in the game may earn the open spot at the game table. For example, the player who wins the most amount in the game may earn the spot at the game table.

[0257] 4.13.8. Gaming activities such as registration for any contest or lottery. In various embodiments, playing a game may qualify a player to register for a contest or lottery. For example, for each game played on a mobile gaming device, a player may receive an entry into a raffle for a new car. The car may be a raffle prize for players who play a mobile gaming device in a sponsoring casino. In various embodiments, a player must meet a minimum threshold of play before receiving an entry into a contest or lottery. For example, a player must play at least 100 games to receive an entry. For example, a player must wager at least $250 to receive an entry. In various embodiments, a player may receive a number of entries into a contest or lottery that is proportional to the amount the player wagers. For example, a player may receive an entry into a lottery for tickets to a show, but the number of entries is proportional to the amount wagered by the player. In various embodiments, play of a mobile gaming device may award a player entry into a state lottery, interstate lottery, national lottery, etc. In various embodiments, play of a mobile gaming device may award a player entry into a contest or lottery in addition to a game played on the mobile gaming device. In various embodiments, play of a mobile gaming device may award a player entry into a contest or lottery independent of a game played on the mobile gaming device.

[0258] 4.13.9. Play poker against other people who are waiting for a spot at a physical table. In various embodiments, a player may mimic playing a table game using a mobile gaming device. In various embodiments, a player with a mobile gaming device may mimic playing a table game with or against other players with mobile gaming devices. For example, several players with mobile gaming devices may compete against each other in a game of poker. As another example, several players with mobile gaming devices may participate in a game of blackjack with a common dealer and a common deck of cards, just as if the players were at a physical blackjack table. In various embodiments, a player may request a seat at a table or game. For example, a player may request a seat at a poker game. The player may be informed that there are no seats available at the poker game. However, the player may be offered an opportunity to play the game using the mobile gaming device. The player may be offered an opportunity to play the same version of poker that the player requested a seat at. Thus, the player may receive a mobile gaming device and begin playing a poker game. When a seat becomes available at a physical game of poker, the player's mobile gaming device can alert the player that a seat has become available. For example, a casino representative may enter a message into a terminal for the player. This message can be forwarded (e.g., via a casino server) to the player's mobile gaming device, thereby informing the player that a spot has just become available for the player at the physical poker table. In various embodiments, a player waiting for a seat at a physical game table can compete with his or her mobile gaming device against other players who also have mobile gaming devices. Players waiting at the same table may compete with each other. For example, five players waiting at poker tables with $4 and $8 limits can compete in poker games on their respective mobile gaming devices. Players can compete in $4 and $8 limit games on their mobile gaming devices.Thus, in various embodiments, a player waiting at a physical game table featuring a particular game can use a mobile gaming device to play the same or a similar game. In various embodiments, a player waiting for a spot at a table can use a mobile gaming device to play the game with or against other players who are physically seated at the table. A player with a mobile gaming device can play an electronic version of a game that is played with actual cards, dice, or other gaming tokens at a physical game table.

[0259] 5. Indication of advertising. Various signals may be used to get the player's attention to inform the player that there is a promotion that the player should peruse. In various embodiments, such a signal may be generated when it is unknown whether the player is currently looking at his or her mobile gaming device. For example, if a player has participated in a game within the past five seconds, it may be inferred that the player is currently looking at his or her mobile gaming device. Thus, a promotion signal may not be sent. However, if a player has not participated in a game within the past five seconds, a signal may be generated to indicate that a promotion will be presented.

[0260] 5.1. Vibration. In various embodiments, the mobile gaming device may vibrate to indicate the presence of a promotion for a player. The vibration may be effective when the mobile gaming device is in physical contact with the player, such as in the player's pocket. In various embodiments, the vibration associated with a promotion may be separate from the vibration associated with a phone call or email. For example, the mobile gaming device may vibrate at one frequency to signal an incoming call and at another frequency to signal that a promotion is being presented.

[0261] 5.2.Beep. In various embodiments, the mobile gaming device may beep to communicate that a promotion exists or is about to be presented, hi various embodiments, the beep that communicates the presentation of a promotion may be separate from the beep that communicates some other event, such as an email.

[0262] 5.3.Bell sound. In various embodiments, the mobile gaming device may ring to signal the presentation of a promotion. The ring accompanying a promotion may be separate from a beep that signals some other event, such as a phone call.

[0263] 6. The player responds to the advertisement, e.g., the player expresses interest. In various embodiments, a player may respond to a promotion. The player may respond in a manner that indicates an interest in the promoted product, service, event, etc. The player may express an interest, for example, in purchasing the product or service or in finding out more information about the product or service. The player may respond in many ways. During or after a promotion, the player may have the opportunity to press or click a button marked "Learn more," "Get more information," etc. Pressing such a button, for example on a mobile gaming device, may send a signal to the casino server. The casino server may then forward more information about the product, service, event, etc. to the player. For example, the casino may send the player a text message that describes more details about the product. As another example, the casino may send the player more images of the product or service in which the player expressed interest. The casino server may have further information related to the promotion stored on the casino server. For example, information about the subject of the promotion may be stored in the casino's database in association with the promotion itself. The casino server may receive further information related to the advertisement when the marketer submits the advertisement. When submitting the advertisement, the marketer may provide additional information, including (a) further description of the product, service, event, or other subject of the advertisement, (b) information about where to buy the advertised product or service, (c) information about the company or marketer making the advertisement, (d) safety information, (e) information about related products or services, (f) information about other products sold by the same company, (g) information about other products made by the same manufacturer, (h) pricing information for the product or service, (i) shipping information for the product (e.g., what states the product is being shipped to, e.g., what the shipping costs are), (j) information about the availability of the product, (k) information about where the product can be purchased, (l) information about where the product or service can be purchased, (m) reviews of the product or service, and any other information associated with the advertisement or the advertised product, service, event, etc.

[0264] 6.1. More information about the product will be mailed or emailed to the player. When a player expresses an interest in the subject of a promotion, further information about the subject of the promotion may be sent to the player. The information may be sent via email. If the information is sent at the outset of the email, the player has the opportunity to view the information at a later time when he is not in the middle of a gaming session. The casino server may have the player's email address on file. For example, the casino may obtain the player's email address when the player signs up for a player tracking card, when the player verifies his mobile gaming device, when the player registers at the casino's hotel, etc. If the casino does not have the player's contact information, the player may enter such information at the time he expresses an interest in the promotion. In various embodiments, the additional information accompanying the promotion may be mailed to the player at a mailing address. The mailing address may be on file at the casino or may be provided by the player when requesting additional information regarding the promotion.

[0265] 6.2. More information shown to players on mobile devices. In various embodiments, if a player expresses an interest in the subject of a promotion, more information about the promotion can be presented to the player on the mobile gaming device. The more information can be presented to the player in the form of text, audio, still images, cartoons, or any other presentation format. The additional information may be previously received from the marketer to the casino and stored at the casino. In various embodiments, when a player expresses an interest in the subject of a promotion, the casino may forward an indication that the player has expressed an interest to the marketer. The marketer can then send the information to the player. The marketer can send the information directly, for example, to the player's email address or mailing address. In various embodiments, the marketer may send information about the subject of the promotion to the casino. The casino can then send this information to the player's mobile gaming device. Using his mobile gaming device, the player may repeatedly request more information about the subject of the promotion. As the player requests more information, more information is sent to the player's mobile gaming device and can be presented to the player from the mobile gaming device.

[0266] In various embodiments, a player may request more information about the subject of a promotion. However, in order to provide the additional information, the marketer must make a payment to the casino. The marketer must make a payment to the casino to compensate the casino for the space taken up on the casino's mobile gaming device for the additional information and / or for potentially diverting the player's attention from the player's gaming session. Thus, in various embodiments, when a player requests more information, the marketer must first confirm that he or she wants the additional information and that he or she is willing to pay to provide the additional information.

[0267] In various embodiments, when a player expresses an interest in the subject of a promotion, the player may be presented with additional information using the same slot used for the original promotion. For example, the promotion may be an advertisement for cars. The promotion may include a still image of a car replacing a symbol on the reels of a slot machine. The player may express an interest in cars. Thus, additional images of the car may subsequently appear as replacements for the symbols. These additional images may show the car from other angles, may show the interior of the car, may show the car in different colors and models, or may show any other depiction of a car. In various embodiments, the further information provided about the promotion may take the form of additional or supplemental promotions.

[0268] 6.3. More information displayed to players at nearby slot machines. In various embodiments, additional information related to the promotions may be presented to players using nearby gaming devices. The nearby gaming devices may provide a large screen area for displaying the promotions. Furthermore, the gaming devices may not be in use. Thus, the entire screen area may be available for displaying the promotions. Furthermore, the nearby gaming devices may be able to display promotions to players even while the players continue to play on their mobile gaming devices.

[0269] In various embodiments, the additional information displayed to the player may be displayed on a stationary gaming device. However, the player may be moving while the additional information is being displayed. For example, the player may be walking. Thus, in various embodiments, the information displayed to the player may move to follow the player. For example, the player may walk along a row of slot machines. When the player is in front of a first slot machine, the first slot machine may display a promotional message. As the player walks, the player may move closer to a second slot machine and further away from the first slot machine. Thus, the second slot machine may now display the same promotional message. The message may disappear from the first slot machine. Thus, the message may follow the player. The message displayed to the player may be displayed on the gaming device that is closest to the player at any given time. An available gaming device may include gaming devices that are not in use, gaming devices that have the capability to display the required type of information, etc. In various embodiments, the information displayed to the player can be displayed on the gaming device available to the player in the closest proximity, which is also facing the player's direction. In various embodiments, the display of the information may be transferred from one gaming device to another according to which gaming devices are adjacent to each other. For example, a player may walk with two gaming devices on his left side. As the player walks, the display may move from the first gaming device to the second gaming device. Meanwhile, the player may walk closer to the gaming device on his right side. However, the display of the information may remain on the gaming device on the player's left side so that the player does not turn his head from left to right, resulting in a more continuous view experience. The location of the player may be tracked in various ways so that information regarding the promotion is displayed in the player's vicinity. For example, the player's mobile gaming device can communicate its location to the casino server. The casino server can then estimate the player's location, assuming the player continues to hold the mobile gaming device.

[0270] In various embodiments, more information related to a promotion may be displayed on a stationary gaming device only if a player is playing at that gaming device. For example, additional information may be displayed to a player only if the player is betting on at least three games at least every minute.

[0271] In various embodiments, the player may be presented with additional information related to the promotion, and this additional information is presented to the stationary gaming device. After the additional information is presented to the player, the player may be free to play at the stationary gaming device. For example, the stationary gaming device may display a message to the player saying, "Hey sir, how about playing some games here?" The stationary gaming device may even offer the player an incentive to play at the stationary gaming device. For example, the stationary gaming device may present a message to the player saying that if the player plays eight spins at the stationary gaming device, at least two spins will be free.

[0272] In various embodiments, additional information related to the promotion may be presented to a first player having a mobile gaming device. The stationary gaming device may be selected from among a variety of gaming devices, such as, for example, all stationary gaming devices within a predetermined distance of the first player. In addition, the stationary gaming device may be selected to be in proximity to a second player. The second player may be at a stationary gaming device adjacent to the one being used to present the additional information about the promotion.

[0273] 6.4. Casino attendants bring more information to present to players. In various embodiments, the casino attendant may bring additional information about the promotion to the player of the mobile gaming device. For example, the player may use his / her mobile gaming device to request the additional information. The casino server may then send a page or email notification to the casino representative to go find the player. The casino server may indicate the location of the player to the casino representative. For example, the casino server may indicate that the player is near stationary gaming device number 924 or that the player is at the East Entrance Periphery. The casino representative may go find the player anyway. The casino representative may bring additional information related to the promotion. Additional information may include a catalog, coupons, paper advertisements, gift certificates, or any other information. Additional information may include universal serial bus drives, CDs, DVDs, etc. In various embodiments, the casino attendant may bring the player a sample of a product. For example, if the promotion is a new lipstick, the casino representative may bring the player a sample of the lipstick.

[0274] 6.5. Player Information Transmitted to Marketers. In various embodiments, the player's information may be sent to a marketer. The player's information may be sent to a marketer who creates a promotion to be sent to the player. The player's contact information may be forwarded to the marketer so that the marketer can later contact the player and provide the player with more information about the product.

[0275] 7. Show marketers available marketing opportunities (eg, who is playing now). In various embodiments, the casino server may show the potential marketer the current audience available to view the promotion. The current audience may include players currently playing on the mobile gaming device, players who own the mobile gaming device, players who have money left for play on the mobile gaming device, people within viewing range of the mobile gaming device (e.g., people who may be likely to see the promotion displayed on the mobile gaming device), people within listening range of the mobile gaming device, etc. The potential audience may include people within a limited geographic range. For example, a marketer with retail stores in Nevada may only be interested in sending promotions to people currently in Nevada. The potential audience may only include people within a certain age range. For example, the casino server may show the marketer only people between the ages of 18 and 35, such as people who may be the marketer's primary target audience. In various embodiments, the potential audience may only include people with certain demographic data, such as only people who are married, only people who speak French, only people who earn more than $150,000, etc. The potential audience may be presented to the marketer in the form of one or more aggregate statistics. For example, a marketer may be told that there are currently 3,500 people between the ages of 18 and 25 who play mobile gaming devices.

[0276] In various embodiments, a potential marketer may be shown available advertising media. For example, a marketer may be told that there are currently 1258 locations where a product logo may be used as a symbol on a reel. As another example, a marketer may be told that there are currently 100 open slots in which promotions may be inserted between games played on a mobile gaming device. As will be appreciated, any statistics describing the slots or media available for promotions may be presented to a marketer.

[0277] In various embodiments, a marketer may be shown available slots for a promotion to a particular target audience. For example, a marketer may be told that there are 200 mobile gaming devices that may use the marketer's promotion as a background image, and where the mobile gaming devices are located that are being played by players who are the marketer's target audience.

[0278] 7.1. Track the number of laptops in operation across the country. In various embodiments, the casino server may track the number of mobile gaming devices currently in use across a particular location or geographic region. The casino server may track the number of active mobile gaming devices, for example, within a room, within a casino, within a neighborhood (e.g., the Las Vegas Strip), within casinos owned by the same operator, within a state, or across the entire country. In this manner, in various embodiments, the casino server may track the number of mobile gaming devices in use nationwide. Statistics describing the number of active mobile gaming devices may be presented to marketers.

[0279] 7.1.1. Number of laptops for specific demographic data. In various embodiments, the casino server may track the number of mobile gaming devices used by players of a particular demographic. For example, the casino server may count 584 people between the ages of 60 and 65 who use a mobile gaming device. As another example, the casino server may count 2690 people who use a mobile gaming device who are also gun owners.

[0280] 7.1.2. The number of laptops playing a particular denomination. In various embodiments, the casino server may track the number of mobile gaming devices on which players are playing games of a certain denomination. For example, the casino server may track the number of mobile gaming devices on which players are playing games that require a bet of $1.

[0281] In various embodiments, the casino server may track the number of mobile gaming devices on which a particular type of game is being played. For example, the casino server may track the number of mobile gaming devices on which triple video poker is being played. In various embodiments, the casino server may track the number of mobile gaming devices on which games from a particular game developer are being played.

[0282] In various embodiments, any group that is tracked may have playing characteristics represented by one or more statistics. Such statistics may be presented to a marketer, who may then decide whether or not to advertise to that group based on such statistics.

[0283] 7.2. Make space available immediately. In various embodiments, the slots, space, or medium for the promotion can be made available to the marketer quickly, instantly, or in real time. For example, the marketer may decide to have a promotion presented one minute before it is actually presented. The central server can, for example, list the slots available for promotions in the future. The marketer can browse such available slots. The marketer may select one or more slots even if the slots occur in one minute or less. In this way, the promotion can occur on schedule. If the marketer's promotion is not yet stored on the casino server (e.g., image and audio data are not yet stored on the casino server), the marketer may need to upload the promotion to the casino server before it can be presented. Once uploaded, the promotion can be transferred from the casino server to the mobile gaming device for presentation.

[0284] Advertisers can deliver ads on the fly to everyone or to everyone who meets certain criteria, instantly. Immediately means to show it right now. In various embodiments, a marketer can specify one or more criteria. Criteria can include criteria that define a target audience, such as demographic criteria. The criteria can also define games being played, results achieved, and the like. The criteria can define the current location of the target audience. For example, marketer-defined criteria can specify that the target audience includes only people in the state of Mississippi. Once a marketer specifies the target audience, or criteria that members of the target audience must meet, promotions from the marketer can be presented to the target audience. Promotions can be presented to all of the target audience, or to any portion of the target audience. For example, 1000 people may currently meet the criteria defined by the marketer. Thus, the marketer's promotion can be presented to all 1000 people who meet the criteria. However, in some embodiments, a marketer may not want to pay to reach the entire target audience. For example, a marketer may instead determine a payment to reach only a portion of the target audience, such as one-third of the target audience. Once a marketer defines a target audience for a promotion, the promotion can be presented to members of the target audience almost immediately, or the promotion may be presented to members of the target audience at a later time, such as at a time desired by the marketer.

[0285] 7.4. Advertisers get the opportunity to see a list of people in the vicinity of their product, for example Coca-Cola®. In various embodiments, a marketer may view data indicating how many mobile gaming device players are in the vicinity of the marketer's product. For example, a marketer may want to view a count of the number of mobile gaming device players in the vicinity of a fast food restaurant that the marketer represents. In this manner, the marketer may determine whether to present a promotion to some or all of these players.

[0286] 7.5. A mechanism by which advertisers can discover what is available and on which to bid. Advertisers have a mechanism to acquire ad blocks. Advertisers have a mechanism to place ads within those blocks. In various embodiments, a marketer may view a list or other description of available slots or media in which a promotion may be inserted. This list may include a list of slots by time of day, game, game denomination, player demographics, etc. For example, the list of slots may indicate that a 5 second slot is available for 500 players between the ages of 50 and 55. A marketer may purchase the slot and have the opportunity to present his / her advertisement for the duration of the slot. The marketer may then present his / her advertisement to the 500 players. The marketer may be able to bid on the slot. The marketer who bids the highest amount may have the opportunity to place the advertisement in the slot. In various embodiments, a marketer may be able to present an advertisement to a first number of players. The marketer may bid a high amount to present the advertisement to a second number of players, where the second number of players is less than or equal to the first number of players. For example, there may be 500 players currently playing a mobile gaming device. A marketer may make a bid to present his / her advertisement to 200 of the players. If the marketer bids a high amount, the marketer may be successful in presenting his / her advertisement to the 200 players. The marketer who bids the second highest amount may have the opportunity to present his / her advertisement to players from the remaining group of players. Thus, in various embodiments, marketers may make bids in which bids include not only the time of day, the game, the length of the advertisement, the size of the advertisement, etc., but also the number of players to whom the advertisement will be presented.

[0287] In various embodiments, marketers may use the casino server's website to purchase slots for promotions and to bid for advertisements to be placed. The casino server's website may list available slots, maximum bids, any prohibitions on the types of advertisements that may be displayed, etc. Marketers may use this website to bid, purchase, pay (e.g., by submitting a credit card account), submit the actual promotion (e.g., image data, e.g., video data, e.g., audio data), etc. Marketers may submit bids and other information in many other ways, as will be appreciated. For example, marketers may bid via telephone, facsimile, email, mail, etc.

[0288] 8. Pricing framework for advertising. In various embodiments, the casino may charge a marketer different prices for the marketer's promotional presentation. The price charged depends on many factors.

[0289] 8.1. Real Estate Space. The price of an advertisement may depend on the amount of physical space taken by the advertisement. The physical space taken may include the space taken on the display screen. For example, a first advertisement taking up one square inch may cost 5 cents per viewer, while a second advertisement taking up four square inches may cost 15 cents per viewer. Physical space can be measured in many ways. Physical space can be measured in square inches, square centimeters, pixels, fractions or percentages of the total screen space (e.g., an advertisement may take up 25% of the space of a display screen, e.g., an advertisement may take up two quarters of the display screen). Physical space may also be measured in terms of other items. For example, physical space may be measured in symbols. That is, an advertisement may take up the space of two symbols. In various embodiments, the price of an advertisement may increase monotonically with the amount of space taken by the advertisement, all else being equal. An advertisement may take up space in the sense that an image accompanying the advertisement takes up space. For example, the space taken up by a promotion may be the space taken up by an image or video that accompanies the promotion.

[0290] 8.2. By the time displayed. In various embodiments, the price of an advertisement may depend on the amount of time taken up by the advertisement. For example, an advertisement may be presented for 1 second, 5 seconds, or 30 seconds. For example, an image accompanying the advertisement may be presented for 1 second, 5 seconds, or 30 seconds. Advertisements that are presented for a longer period of time may result in more monetary cost to the marketer.

[0291] 8.3. Depends on which customers viewed the ad. In various embodiments, the price of a promotion depends on the target audience for the promotion. The price of a promotion may increase as the income level of the target audience increases. The price of a promotion may increase as the average bet amount of the target audience increases. The price of a promotion may increase as the skill level of the target audience increases. The price of a promotion may increase as the age of the target audience decreases. The price of a promotion may be higher for a target audience of urban residents than for a target audience of suburban residents. In various embodiments, the target audience may include a set of players who have achieved similar results. For example, the target audience may include all players who have won money in the past hour. In various embodiments, the price of a promotion may be higher for a target audience that has won money in the past hour than for a target audience that has not won money in the past hour. In various embodiments, a marketer may pay more to communicate to those with better fortunes (e.g., in the form of winning outcomes) than to communicate to those with worse fortunes (e.g., in the form of losing outcomes). In various embodiments, the value of promotions to jackpot winners may be greater than the value of promotions to individuals who have never won a jackpot or who have just missed winning a jackpot.

[0292] 8.4. Advertisers are charged more for customers with more money. In various embodiments, the price of a promotion may depend on the amount of money the viewing audience has. A promotion shown to a player with a credit balance of $900 may cost a marketer more than a promotion shown to a player with a credit balance of $40. A promotion shown to a player with an income of $200,000 may cost a marketer more than a promotion shown to a player with an income of $50,000. A promotion shown to a player whose hotel room costs $300 per night may cost a marketer more than a promotion shown to a player whose hotel room costs $50 per night.

[0293] 8.5. Advertisers are charged more for customers with certain demographic data. In various embodiments, the price of a promotion may depend on one or more demographic data of the target audience. For example, a marketer may be required to pay more to show a promotion to a player with one child than to a player with two children.

[0294] 8.6. Straightforward pricing. In various embodiments, the price of a promotion having certain characteristics may be fixed (e.g., presented to a particular target audience for a particular period of time, etc.), i.e., the price may not be subject to change or negotiation. The price may be quoted in various ways. For example, the price of a promotion may be quoted per player (e.g., the price of a promotion is 5 cents per player to which it is displayed). The price of a promotion may be quoted in terms of a group of players who will view the promotion. For example, the price of a promotion may be quoted as the price of displaying the promotion to 500 players.

[0295] 8.7. A bidding process is possible. The marketer will get the advertising space if he is the successful bidder. In various embodiments, marketers may bid against each other for the opportunity to present a promotion. The opportunity to present a promotion may include the opportunity to present a promotion under a particular combination of circumstances. The opportunity to present a promotion may include one or more of the following: (a) the time of day during which the promotion is presented, (b) the player to whom the promotion is presented, (c) the set of players to whom the promotion is presented, (d) the game to which the promotion is presented (e.g., the promotion is presented on the face of a card in a video poker game), (e) the amount of time the promotion is presented, (f) the amount of space taken up by the promotion, (g) the type or model of mobile gaming device to which the promotion is presented (e.g., the promotion may be presented on models of mobile gaming devices that have a particular large and bright screen), (h) the location to which the promotion is presented (e.g., the promotion may be presented only to players who are at a particular restaurant, or only to players who are within 20 feet of a particular jewelry store, or only to players who are by a pool), and any other circumstances. As will be appreciated, the circumstances surrounding the presentation of a promotion may affect the desirability of presenting the promotion, which may affect the amount that a marketer would be willing to pay for the presentation of the promotion.

[0296] In various embodiments, marketers may bid for the opportunity to present a promotion under a particular set of circumstances. For example, a casino may advertise a set of circumstances. The advertisement may be that the marketer may present a 30-second promotion on 4 square inches of screen space to 300 women between the ages of 35 and 55 between the hours of 2:30 and 2:35 PM. In other words, the winning marketer's promotion will be displayed to 300 different players as described, with each promotion displayed on each of the players' respective mobile gaming devices.

[0297] When this opportunity is announced, the marketer may have the opportunity to bid to have the promotion presented under the announced circumstances. The marketer may become aware of this invitation by checking a web page of the casino server. For example, the marketer may register with the casino server, thereby gaining access to a website presenting the opportunity to present an advertisement. In various embodiments, the marketer may become aware of this opportunity through an email or other alert sent by the casino. For example, any time the casino announces an opportunity to present a promotion, the casino may alert marketers on its mailing list of this opportunity.

[0298] A marketer can enter a bid for an opportunity to present a promotion in a variety of ways. In various embodiments, the marketer can key in the price they are willing to pay. The marketer can key in the bid on a web page hosted by the casino server. In various embodiments, the marketer may deliver the bid over the phone to a casino representative. In various embodiments, the marketer may submit a bidding strategy to the casino. For example, a bidding strategy may state that the marketer is always willing to bid $10 higher than any competing bid until the bid level reaches $300. The casino can then automatically enter bids for the marketer in line with the marketer's bidding strategy.

[0299] In various embodiments, a marketer may bid on only a portion of the promotional opportunities offered. For example, a casino may advertise an opportunity to display still images to 300 Midwesterners between 3:00 PM and 3:05 PM. A marketer may wish to present the promotion to Westerners between 3:00 PM and 3:05 PM. However, the marketer may only wish to present the promotion to 100 people. Thus, the marketer may bid on the opportunity to present the promotion to 100 of the 300 Midwesterners. Another marketer may wish to present to 200 people between 3:00 PM and 3:05 PM. Thus, the first marketer and the second marketer may get what they want. In various embodiments, all winning bidders pay the same price per person. For example, a marketer who successfully bids to present a promotion to 200 people out of 300 available people may pay the same price per person as a marketer who successfully bids to present a promotion to 100 people out of 300 available people. The amount paid per person by both marketers may be based on the lower bid. The amount paid per person may be based on the higher bid. The amount paid per person by both marketers may be the average or a weighted average (e.g., the weighting is proportional to the number of people who will view each marketer's respective promotion) of their bids.

[0300] 8.8. Advertisers have exclusive rights to a specific "slot" (a card-like medium), for which they can pay a separate fee. In various embodiments, a marketer may obtain exclusive use of a slot, medium, or other advertising venue or opportunity. A marketer may obtain exclusivity over: (a) a mobile gaming device (e.g., a marketer may have exclusive rights to present a promotion on a particular mobile gaming device for a certain period of time); (b) a particular symbol (e.g., a marketer may have exclusive rights to present a promotion on a spade jackpot, e.g., a marketer may have exclusive rights to present a promotion on the third symbol of the second reel of a gaming device); (c) a particular region of a screen (e.g., a marketer may have exclusive rights to present a promotion in the upper right corner of a display screen of a mobile gaming device, e.g., a marketer may have exclusive rights to present a promotion below the play area on a display screen of a mobile gaming device); (d) a particular display monitor (e.g., a marketer may advertise on a display monitor that is located above a very busy hallway in a casino). (e) a particular gaming device (e.g., a marketer may have exclusive rights to present a promotion on a particular gaming device), (f) a particular location (e.g., a marketer may have exclusive rights to present a promotion when a player is in a particular location), (g) a particular time of day (e.g., a marketer may have exclusive rights to present a promotion during a particular time period of the day), (h) a particular group of people (e.g., a marketer may have exclusive rights to present a promotion to a particular demographic of people in a casino, e.g., a marketer may have exclusive rights to present a promotion to a defined set of people, such as the Jones family, e.g., a marketer may have exclusive rights to present a promotion to anyone who has won $500 or more in the past hour), or any other category of promotional opportunity.

[0301] In various embodiments, when a marketer obtains exclusive use of a slot, medium, or other advertising venue or opportunity, it may exclude other marketers from presenting advertisements in that venue for the duration of the exclusivity. In various embodiments, the marketer with the exclusivity may, at its discretion, enable other marketers to present advertisements. A marketer that enables other marketers to present advertisements may receive a fee from the other marketers.

[0302] In various embodiments, a marketer may pay a separate fee for the exclusive right to use a particular slot, medium, venue, etc. For example, advertising space on a mobile gaming device typically costs 10 cents per square centimeter (6.45 square inches) per minute. If a marketer wants to purchase every square inch of screen space on a mobile gaming device for one hour, the marketer may pay 12 cents per square inch per minute.

[0303] In various embodiments, a marketer may obtain exclusivity for a particular slot, vehicle, venue, etc., along with a group of marketers. A group of marketers may be, for example, a group of competing marketers. For example, a marketer may obtain exclusivity to present airline-related promotions on a particular mobile gaming device. As another example, a marketer may obtain exclusivity to present dining-related promotions between the hours of 12:00 PM and 1:00 PM on all mobile gaming devices within a casino. In various embodiments, a marketer may pay an additional fee for exclusivity to present a particular type of promotion, or for the right to exclude other marketers in a particular group from presenting a promotion.

[0304] 8.9.If various advertisers are seeking slots, one advertisement is randomly selected each time a slot appears in the game. Advertisers can pay more to increase the probability weighting applied to their advertisement. For example, if there are four advertisers paying $2, $5, $6, and $10 respectively, their respective weightings could be 2 / 23, 5 / 23, 6 / 23, and 10 / 23. In various embodiments, marketers may pay for the chance or probability of their advertisement being presented. For example, a marketer may pay 5 cents and thus have a 50% chance of presenting their advertisement in a particular slot. In various embodiments, various marketers may pay to present their advertisement in the same slot. For each marketer, the chance of a promotion being presented in that slot may be determined. For example, marketer 1's chance of being presented may be determined to be 40%, marketer 2's chance of being presented may be determined to be 20%, and marketer 32's chance of being presented may be determined to be 20%. The chance of each marketer's advertisement being presented may be based on the amount each marketer pays. In various embodiments, a marketer's chance of a promotion being presented is set in proportion to the amount the marketer pays. Thus, if marketer 1 pays double as marketer 2 to present his / her advertisement, then marketer 1's chance of being presented may be set twice as high as marketer 2's.

[0305] In various embodiments, a slot may include a number of presentation opportunities. For example, a slot may include an opportunity to present a promotion to 100 people during a particular 5 minute time frame. If multiple marketers pay to present a promotion in the same slot, the promotion opportunity may be divided among the marketers. For example, one marketer may present his / her promotion to 60 of the 100 people, while another marketer may present his / her promotion to 40 of the 100 people.

[0306] In various embodiments, the number of presentation opportunities available to each marketer may be proportional to the amount paid by that marketer. For example, if marketer 1 pays $7 and marketer 2 pays $3, then marketer 1 can present his / her promotion to 70 people and marketer 2 can present his / her promotion to 30 people.

[0307] In various embodiments, a slot may include an opportunity on (or in place of) a particular symbol to present a promotion when that symbol appears in the game. As will be appreciated, a symbol may appear multiple times over the course of multiple games. If multiple marketers pay to present an advertisement in that slot, then one of the marketers' promotions may be randomly selected each time the opportunity occurs (e.g., each time that symbol appears in the game). The probability that a marketer's promotion will be presented each time the opportunity occurs may be proportional to the amount paid by that marketer. In various embodiments, the promotions presented may alternate among all marketers who have paid to present a promotion in a particular slot. Marketers who pay more may present their promotions more frequently. For example, a first marketer may pay twice as much as a second marketer to present a promotion in a particular slot. Then, for every three opportunities to present a promotion in that slot, the first marketer may be given a first and third opportunity, while the second marketer may be given a second opportunity.

[0308] 8.10. There may also be a secondary market for advertising space, which may be forwarded, for example, by a central service that makes small cuts of it. In various embodiments, a marketer may purchase slots, places, etc. directly from a casino. In various embodiments, a first marketer may purchase slots, places, etc. from another marketer, or from any other third party. In various embodiments, slots, places, and any other promotional opportunities may be purchased and resold. There may be a second marketer for the promotional opportunity.

[0309] In various embodiments, the casino may operate an exchange for promotional opportunities. In various embodiments, the exchange may be operated by a third party. In various embodiments, the exchange may be without a controlling individual. The exchange may allow a marketer to post an offer to sell a promotional opportunity. The exchange may allow a marketer to post an offer to buy a promotional opportunity. The offer to buy may include a quantity and a price. For example, the offer to buy may specify the number of people to whom the promotion will be presented, as well as the amount to be paid for presenting the promotion. Similarly, the offer to sell may specify a price and quantity as well.

[0310] In various embodiments, offers to buy and offers to sell can include a description of the opportunity to be purchased or sold, including: (a) the number of people to whom the promotion will be presented, (b) the time of day to which the promotion will be presented, (c) the number of mobile gaming devices to which the promotion will be presented, (d) the demographic data of the people to whom the promotion will be presented, (e) the amount of time the promotion will occupy (e.g., the promotion must be a 30-second spot), (f) the format of the announcement (e.g., still image, e.g., video, e.g., audio), (g) the amount of screen or display space the promotion may occupy, (i) the game the announcement will involve (e.g., the promotion will be played while the player is playing video poker), (j) the symbol the promotion will represent or replace (e.g., the promotion represents a jackpot symbol), and any other descriptions of the promotion or the context under which the promotion will be presented.

[0311] The description of the promotion to be purchased or sold may be provided by the casino. In fact, the casino may be the generator of the opportunity and therefore may have a description of the opportunity that it generated. In various embodiments, each opportunity may receive a unique identifier. For example, an opportunity to advertise to 100 people ages 55 to 65, each with an income of over $100,000, in a 30 second video spot taking up half the screen between 11:00 and 11:05 AM may have a unique identifier of 1112223453. In various embodiments, identical or interchangeable opportunities may receive the same identifier. For example, an opportunity advertised at 9:00 AM to a first person from Tennessee may be indistinguishable from an opportunity presented to a second person from Tennessee at 9:00 AM. Thus, the two opportunities may have the same identifier. However, opportunities that differ in some way may each receive a different identifier. A description of the opportunity may be associated with each identifier. A marketer interested in purchasing a particular opportunity may have the opportunity to access a description of that opportunity, for example, using an identifier associated with that opportunity. For example, a casino may store a database that includes descriptions of opportunities with identifiers. When a marketer submits the identifier to the database, the casino may retrieve the description and present the description to the marketer. The description may be presented to the marketer, for example, on a web interface to the exchange.

[0312] In various embodiments, the amount specified by the marketer may refer to the number of a particular opportunity associated with an identifier. For example, a marketer may wish to purchase 100 opportunities with identifier 1112223999. This may correspond to the opportunity to present a still image to 100 people who are at a particular restaurant in a casino on Sunday between 12:00 PM and 2:00 PM.

[0313] In various embodiments, the opportunity may include an opportunity to present a 10-second video clip to a particular individual between 6:00 PM and 9:00 PM. There may be 100 such opportunities available, in the sense that the same individual may display 100 10-second video clips on his / her mobile gaming device between 6:00 PM and 9:00 PM. However, since the particular time at which the video clip is presented may be chosen randomly, each independent opportunity among the 100 may not be a priori distinguishable from each other opportunity. Thus, each of the 100 opportunities may have the same identifier. Thus, for example, a marketer may bid on 10 such opportunities to present to a player. If the marketer needs to find a seller of 10 opportunities, the marketer has the ability to present 10 10-second video clips to a person at any time between 6:00 PM and 9:00 PM.

[0314] In various embodiments, one goal of an exchange may be to match buyers and sellers with the same goal. A buyer and seller may be matched if the buyer bids a price for a quantity of a particular opportunity and the seller offers the same price for the same quantity of the same particular opportunity. A sale may be made. The buyer may then win the opportunity to present a promotion and the seller may deliver the opportunity. In an exchange, the seller may receive payment from the buyer based on the bid and the offer fee. The casino or other power in charge of the exchange may receive a fee for matching the buyer and seller. For example, the casino may receive a transaction fee from either the buyer, the seller, or both. This fee may come from the last price the buyer and seller matched to the other's price. This fee may come from the first price posted by the buyer and seller at which the transaction occurred. This fee may take the form of a percentage of the sale price and may be deducted from the amount the seller collects from the buyer.

[0315] In various embodiments, potential buyers may only pay for bidding a limit price. In various embodiments, potential sellers may only pay for submitting an offer. In various embodiments, participants in an exchange may pay a fixed fee, a fixed fee per time period, or a fixed fee per completed transaction for participating in the exchange.

[0316] When an opportunity is in the hands of a purchaser, the purchaser's name or other identifying information can be stored in association with the opportunity. Thus, the casino can keep a record of which marketers own which opportunities for the presentation of promotions. When it is time to present the promotion, the casino can make the promotion opportunity owner available for presentation of his or her promotion during that time.

[0317] In various embodiments, the owner of a promotional opportunity must submit a promotion to the casino within a predetermined time leading up to ownership of the opportunity. For example, within one hour of purchasing a promotional opportunity, the purchaser may be required to submit the advertisement to the casino. The casino may then approve the advertisement before it can be displayed. In various embodiments, the owner of a promotional opportunity must submit a promotion to the casino within a predetermined period of time for the promotion to be displayed or for the first potential display. For example, a promotion may have a 10% chance of being displayed in the early hours of 8:00 AM. The owner of the promotional opportunity may then be required to submit the promotion by 7:00 AM. If the promotion is not submitted on time, the owner of the promotional opportunity may lose the opportunity and may not be able to display his or her advertisement. In various embodiments, if the owner of the opportunity does not submit his or her advertisement in time, the opportunity may go back on the market for acquisition by a new owner.

[0318] In various embodiments, contingent opportunities to present a promotion may be sold. The contingent opportunities may include the opportunity for a second marketer to present a promotion if a first marketer that has priority over the second marketer decides not to present the promotion. For example, a first marketer can purchase the opportunity to present a promotion to a particular person at a particular time. A second marketer can purchase the opportunity to present the promotion to the same person at the same time if the first marketer does not.

[0319] In various embodiments, the identifier for the opportunity may include a ticker symbol. A ticker symbol may be a compact way to display or identify an opportunity. For example, a ticker symbol may consist of four letters.

[0320] 8.11. By presentation medium (audio vs. video). In various embodiments, the price of a promotional opportunity may depend on the type of stay signal used to broadcast the promotion. For example, a promotion that uses a visual or light-based presentation may be priced differently than a promotion that uses an audio or sound-based presentation. A promotion that uses video and audio may be priced differently than a promotion that uses video only. A promotion that uses video and audio may be priced differently than a promotion that uses audio only. A promotion that uses vibration or other tactile stimuli may be priced differently than a promotion that does not use tactile stimuli. A promotion that uses scent may be priced differently than a promotion that does not use scent.

[0321] 9. Player data available for reference. In various embodiments, the casino can store various data related to a player. The data may be received in various ways. A player may provide data about himself to the casino. For example, a player may provide data when making a reservation or when registering for a player tracking card. The casino can receive data about a player when it performs checks on the player, such as when it performs checks on the player before granting credit to the player. The casino may receive data about a player by tracking interactions with the player. For example, through the player's interactions with the casino, the casino may collect data about the player's wins and losses, etc.

[0322] In various embodiments, data about players may be used by a marketer to select a target audience for a promotion. For example, a marketer may determine that he or she only wants to advertise to players who have a high skill level at video poker. In various embodiments, a marketer may select a target audience through a series of menus. One menu may relate to age. Using this menu, a marketer may select an age range for his or her target audience. Another menu may relate to income. Using this menu, a marketer may select an income range for his or her target audience.

[0323] In various ways, upon selecting a target audience, a marketer may indicate a desire for his or her advertisement to reach the target audience. In various embodiments, upon selecting a target audience, the marketer may first view statistics describing how many of his or her target audience are currently available to hear the advertisement. For example, the marketer may view statistics describing how many of his or her target audience are currently using mobile gaming devices. If the marketer is satisfied with the number of his or her target audience members available, the marketer may indicate that he or she would like his or her advertisement to be displayed to that target audience.

[0324] In various embodiments, one or more of the following types of data may be available about a player: (a) name, (b) address, (c) gender, (d) date of birth, (e) data derived from games played by the player, (f) the player's skill level in the games, (g) the player's skill level in blackjack, (h) the player's skill level in video poker, (i) transaction data for the player, (j) the average deposit size for the player, (k) the amount of bets made by the player, (l) the average amount of bets made by the player, (m) the player's betting limit (e.g., the maximum amount that the player is allowed per game, e.g., over multiple games, e.g., game sessions, etc.), (n) the betting limit for the player ... (n) player-imposed betting limits for a player (e.g., the maximum amount a player is allowed to spend per game at the player's request); (o) player loss limits (e.g., the maximum amount a player is allowed to lose over any period of time before the player is prevented from playing further games); (p) player deposit limits (e.g., the maximum amount a player is allowed to deposit into a gaming machine, e.g., the maximum amount of chips a player is allowed to purchase at a gaming table).

[0325] In various embodiments, one or more of the following types of data may be available about a player: (a) residential address, (b) city of residential address, (c) country of residential address, (d) residential address preference, (e) street of residential address, (f) suburb of residential address, (g) zip code of residential address, (h) mailing address, (i) city of mailing address, (j) country of mailing address, (k) mailing address preference, (l) street of mailing address, (m) suburb of mailing address, (n) zip code of mailing address, (o) contact details, (p) email, (q) secondary email, (r) facsimile number, (s) mobile (e.g., the phone number of the player's mobile device), (t) pager (e.g., the player's pager contact number), (u) preferred method of contact, (v) work phone number (e.g., the phone number for the player's work), (w) home number (e.g., the player's home phone number), (x) credit card details, (y) person details, (z) agent code code), (aa) date of birth, (bb) first name, (cc) last name, (dd) middle name, (ee) country ID, (ff) nationality (e.g., the player's country of origin, e.g., the player's country of citizenship), (gg) promotional code, (hh) gender, (ii) title, (jj) authentication questions and answers (e.g., the player's mother's maiden name and the answers to such questions), (kk) bank account details, (ll) bank name, (mm) bank account ID, (nn) branch address, (oo) branch code, (pp) branch country, (qq) account name, and (rr) account number.

[0326] When a player checks their mobile device, they select the type of advertisement. In various embodiments, a player may provide one or more preferences when receiving a mobile device. Such preferences may affect the promotions and advertisements that are displayed to the player. For example, such preferences may affect the types of companies that advertise to the player and the types of products that are advertised to the player.

[0327] A player may receive a mobile device in many ways. In various embodiments, a player may receive a mobile device at a casino cage, a vending machine, or at the front desk of a casino hotel. In various embodiments, a player may receive a mobile device from a casino representative. For example, a player may be at a slot machine and desire to continue participating in a game and move through the casino. Thus, the player may request that a casino representative provide the player with a mobile device for gaming. A player may own his or her own mobile device (e.g., a player may own a personal cell phone). A player who already owns a mobile device may have one or more designations associated with the advertisement at the time the player configures or enables his or her mobile device for gaming purposes.

[0328] When receiving or configuring a mobile device, the player may make a number of specifications. The player may indicate: (a) product (e.g., Coca-Cola®), (b) category of product (e.g., soft drinks, e.g., leisure cruises), (c) brand, (d) country, (e) manufacturer, (f) purpose of the product (e.g., wedding presents, bath cleaning supplies), (g) price range (e.g., the price range the player is willing to purchase), (h) budget range (e.g., the amount the player can spend), (i) desired sales representative or type of sales representative the player may be interested in contacting (e.g., life insurance agent). Such specifications by the player allow a marketer to determine the desirability of sending advertisements or promotions to the player. For example, if the player specifies a particular marketer's product category, that marketer may be more willing to pay to have the player view an advertisement for the marketer's product. This specification may also assist the casino in selling advertising space to the marketer. For example, a casino may be able to convince a cruise line to advertise to players' mobile devices if the casino can show the cruise line's marketers that many of its players are interested in cruise vacations.

[0329] When receiving or configuring a mobile device, a player may also indicate characteristics about himself / herself. A player may indicate age, race, income level, location, family status, gender, political affiliation, occupation, or any other piece of information. Such information may further assist marketers in determining which players to advertise to, how much to pay for serving advertisements, and in determining what advertisements to send to one or more players.

[0330] Bonus rounds on separate devices In various embodiments, a player may participate in a portion of a game on a mobile device and a portion of the same game on another device. The other device may be a gaming device that is not a mobile device. For example, the other device may be a slot machine, a video poker machine, a video blackjack machine, etc. In some embodiments, the gaming device may provide a player with an experience that is not available on a mobile device. Thus, it may be more exciting or otherwise entertaining for a player to play a portion of a game on the other gaming device rather than playing the entire game on the mobile gaming device. In some embodiments, a player may reach a winning turn while playing on the mobile gaming device. A bonus round of a game may feature a random event embodied in a physical process. For example, a bonus round may feature the spinning of a wheel. While the spinning of a wheel can be visually mimicked using a display screen of a mobile gaming device, for example, actually watching a physical wheel spin may be more exciting for a player. Thus, a player may play out his or her portion of a bonus round of a game using a gaming device that is not mobile. Gaming devices used for bonus rounds may include a physical spinning wheel that may spin to reveal the player's prize in the bonus round.

[0331] In various embodiments, when a first portion of a game is played on a mobile gaming device and a second portion of a game is played on another device, the outcome of the game can be determined in various ways. The outcome of the game may be determined solely based on random numbers or events generated by the mobile gaming device. The outcome of the game may be determined solely based on random numbers or events generated by another device (e.g., a non-mobile gaming device). The outcome of the game may be determined solely by a third device, such as a casino server. The outcome of the game may be determined solely based on random numbers or events generated by both the mobile gaming device and the other device (e.g., a non-mobile gaming device). For example, entering a bonus round may be determined based on a random number generated on the mobile gaming device. The outcome of the bonus round may be based on a random number generated on the other device (e.g., a non-mobile gaming device). The outcome of the game may be determined solely based on random numbers or events generated by both the mobile gaming device and a third device (e.g., a casino server). The outcome of the game may be determined solely based on random numbers or events generated by both the other device (e.g., a non-mobile gaming device) and a third device (e.g., a casino server). The outcome of a game may be determined solely based on random numbers or events generated by the mobile gaming device, other devices (e.g., non-mobile gaming devices), and third devices (e.g., a casino server).

[0332] 100% Refund of Equipment In various embodiments, games on a mobile gaming device may have a 0% house edge. In various embodiments, games on a mobile gaming device may have a negative house edge. As will be appreciated, a game with a 0% house edge may not provide any profit to the casino. As will be appreciated, a game with a negative house edge may potentially cost the casino money. Thus, in various embodiments, the casino may use revenue from the presentation of promotions to cover the costs associated with games with a 0% or negative house edge.

[0333] In various embodiments, a casino can present enough promotions on a mobile gaming device to generate a desired positive house edge when a profit is expected from the promotion. For example, five promotions may be presented for each $1 game played on the mobile gaming device. For example, the five promotions may include five products that substitute for symbols on a simulated slot machine reel. For each promotion presented, the marketer sponsoring the promotion can pay the casino one cent. In this way, the casino can earn five cents from the marketer for each $1 game played. Even if the house edge on the game itself is 0%, the casino can effectively maintain a 5% house edge when taking into account the profit from the promotions. In order to reach a desired effective house edge, the casino can adjust the number of promotions presented per game played and / or the fee charged to the marketer per promotion. For example, in the previous example, if the casino wanted to receive a 6% house edge, the casino could have six promotions per game instead of five.

[0334] In various embodiments, a player of a game may be required to view or peruse one or more promotions for the purpose of playing a game with a zero or negative house edge. While viewing the promotions, the player may accumulate points, tokens, or other certificates. The player may be required to accumulate a certain number of points for the purpose of playing a game with a zero or negative house edge. As the player reaches a target number of points, the house edge gets lower and lower, until it is zero when the player reaches the target number of points. For example, a game may normally have a 10% house edge. However, the house edge may drop to 5% when the player has viewed half of the promotions required to play a game with a 0% house edge. In various embodiments, as the player accumulates points, the player may use the points to play a game with a 0% or negative house edge. Once the player runs out of points, the player may be required to earn more points (e.g., by viewing more advertisements) for the purpose of playing a game with a 0% or negative house edge.

[0335] In various embodiments, a meter or other memory may indicate a player's progress toward being able to play a game with a 0% or negative house edge. As the player views more promotions, for example, the meter may approach closer to a target. Upon reaching the target, the player may be allowed to play a game with a 0% house edge. In various embodiments, the player may be required to view additional advertisements on a continuous, periodic, or sporadic basis in order to maintain the privilege of playing a game with a 0% or negative house edge. If the player fails to view promotions at a desired rate, the player may lose points and / or the meter may move away from its target range. Thus, the player may be forced to play a game with a positive house edge until such time as the player views additional promotions.

[0336] Obtaining regulatory approval for advertising In various embodiments, the casino may seek regulatory approval to post or insert a promotion into a game. In various embodiments, the casino may seek regulatory approval to post or insert an image associated with a promotion into a game. In various embodiments, the casino may seek regulatory approval to post or insert any image into a game. The game may be a game of chance, such as a slot machine game or a video poker game. In various embodiments, the casino may receive blanket approval to insert any one of a variety of images into a game, at the casino's discretion. For example, the casino may desire regulatory approval to insert any one of 50 different images into a game. For example, the casino may desire regulatory approval to insert any one of 50 different images into a game as a symbol. Images or any data related to the promotion may be shown to the regulator in advance. The regulator may approve all images or other data and then permit the casino to insert any one of the images into a game at its discretion.

[0337] Terms of regulatory approval for inserting images into the game may include any one or more of the following: (a) the presence of an image that has no effect on the game when compared to the state of the game as it would be played if the image was not present; (b) the presence of an image that has no effect on the payout of the game when compared to the payout of the game when the image is not present; (c) the image does not indicate or represent anything that is not true (e.g., the image cannot indicate "winner" if it does not form part of a winning outcome); (d) the image does not indicate or represent the game itself (e.g., the image does not suggest the amount of a payout, a winning or losing outcome, entering a bonus round, etc. The image may simply convey a message independent of game play); (e) the image is not offensive; (f) the image is not confused with another image that is already part of the game; (g) the image is not confused with images that are part of any game (e.g., an image of a clown may be prohibited because it may be confused with a joker symbol); (h) the image must not appeal to children or minors (e.g., the image must not display toys or brands that appeal to children). It should be noted that the above terms apply to video, cartoons, animation, audio, or any other information that is promotional in nature.

[0338] With regulatory approval for the foregoing, casinos are able to solicit promotions available from marketers and then insert them into games. New promotions can be received and then introduced without the need for regulatory approval between the time the promotion is received and the time the promotion is introduced. This allows marketers a quick turnaround time between the time a promotion is submitted and the time the promotion is introduced.

[0339] In various embodiments, the mobile gaming device may display promotions that serve to encourage player play at the stationary gaming device. For example, a player may hold a mobile gaming device while walking through a casino. The mobile gaming device may sound a buzzer and then display a message. The message may inform the player that a certain type of stationary gaming device is nearby. For example, the message may display "There's a great game called Jackpot Junkle on your right. Lucky you today!" In various embodiments, the mobile gaming device may or may not detect the presence of a stationary gaming device nearby. The mobile gaming device may then prompt the player to visit a nearby stationary gaming device. There may be any number of trigger conditions that trigger the display of a message to the player that prompts the player to visit a nearby stationary gaming device. The trigger conditions may include the following: (a) the stationary gaming device is within a predetermined distance of the mobile gaming device, (b) the stationary gaming device has higher betting limits than the mobile gaming device, (c) the stationary gaming device supports the same game that the player is playing on the mobile gaming device, (d) the stationary gaming device supports the same game that the player has played in the past, (e) the stationary gaming device supports a game in which the player has had good results in the past (e.g., a game in which the player has previously won $100 or more), (f) the stationary gaming device features a new game (e.g., a game that the casino wishes to test, e.g., a game that the manufacturer is willing to test, e.g., a new game that the casino wishes to promote), and any other trigger conditions.

[0340] In various embodiments, a mobile gaming device, or any other device, may act as an information display or information conduit to nearby objects, people, or other things or entities. In various embodiments, a player may hold a mobile gaming device near a stationary gaming device in order to discover information about the stationary gaming device. For example, a player may hold up a mobile gaming device near the stationary gaming device in order to discover historical game outcomes at the stationary gaming device. Information about the stationary gaming device that may be revealed on the mobile gaming device may include: (a) the last result, (b) the last payout, (c) the last 10 results, (d) the last 10 payouts, (e) the last X results, (f) the last X payouts, (g) the last time the bonus round was reached, (h) the net winnings of previous players on the fixed gaming device, (i) the overall winnings of previous players on the fixed gaming device, (j) the amount of winnings in the last X hours on the fixed gaming device, (k) the last time a jackpot was bought, (l) the largest payout won in the last hour, (m) the identity of any celebrities who have played on the fixed gaming device, and any other information about the fixed gaming device.

[0341] In various embodiments, a mobile gaming device may reveal information about a game table. The mobile gaming device may reveal outcomes or results at that table. For example, the mobile gaming device may show an indication of cards currently playing at the table. For example, the mobile gaming device may show an indication of community cards currently playing in a game of Texas Hold'em. In various embodiments, the mobile gaming device may show an indication of the current total size of the bet or amount of the bet at the table. The mobile gaming device may show an indication of hidden or secret cards. For example, the mobile gaming device may show an indication of cards that a player has in their hand, or an indication of cards that are yet to be dealt. In various embodiments, the mobile gaming device may transmit information regarding: (a) the identity of one or more players at the table; (b) the gaming history of one or more players at the table (e.g., the most recent results achieved by players at the table, e.g., wins against players at the table in the last hour); (c) the identity of the dealer at the table; (d) the amount of the bet at the table; (e) the betting limit at the table; (f) the last X cards dealt at the table; (g) the manufacturer of the table; (h) the availability of seats at the table (e.g., the mobile gaming device may indicate that one seat is available at the table, or the mobile gaming device may indicate that there are three people seated in a row at the table); (i) information about the dealer at the table; (j) information about how much players have won when playing with the dealer, and any other information about the games at the table, and any other information about the table.

[0342] In various embodiments, the mobile gaming device may display information about the restaurant, including (a) an indication of one or more menu items at the restaurant, (b) an indication of prices at the restaurant, (c) an indication of a rating or review for the restaurant, (d) an indication of available seating at the restaurant, (d) information about the chef at the restaurant, (e) an indication of the expected wait time, (f) an indication of the time dinner can be expected to be served, (g) an indication of any special items offered, (h) an indication of any promotions associated with the restaurant (e.g., a current offer is half off drinks), and any other information about the restaurant.

[0343] In various embodiments, the mobile gaming device may display information about other stores or retail establishments, including: (a) product listings, (b) product prices, (c) promotions (e.g., a store may advertise a 50% discount on all items in the store), (d) product reviews, (e) product sizes (e.g., clothing sizes), (f) available quantities of all products, and any othe...

Claims

1. transmitting over a communications network an indication of predetermined locations within a predetermined region where future opportunities for presenting a promotion to a given mobile computing device may occur; receiving, over the communications network, a bid for the opportunity to present the promotion to the given mobile computing device in the future, the bid including an amount of money; transmitting an indication over the communications network that the offer was accepted; determining that the opportunity to present the promotion has occurred based on the occurrence of an outcome in a game currently being played on at least one mobile computing device; generating data based on which to present the advertisement based on a comparison of content of the advertisement to content items that are displayed in the portion of the game in a plurality of regions of a display screen when the advertisement is presented, the comparison determining that content of the advertisement is permissible for display in the portion of the game in a first region of the plurality of regions and is not permissible for display in the portion of the game in a second region of the plurality of regions, the first region being different from the second region; and causing said at least one mobile computing device to present said promotion to said player at said predetermined location over said communications network.

2. Said data: (a) image data; (b) video data; or (c) Audio data The apparatus of claim 1 , further comprising at least one of:

3. 10. The apparatus of claim 1, wherein the advertisement matches a set of criteria used to filter out unwanted advertisements.

4. The apparatus of claim 1 , wherein the at least one processor is configured to control receiving, via the communications network, an indication of a response to the advertisement and determining adjustments to future advertisements based on the response.

5. 2. The apparatus of claim 1, wherein the comparison allows the promotional content to be displayed in the portion of the game at a second predetermined location of the display screen relative to a given region of the plurality of regions.

6. By at least one processor: transmitting over a communications network an indication of predetermined locations within a predetermined region where future opportunities for presenting a promotion to a given mobile computing device may occur; receiving, over the communications network, a bid for the opportunity to present the promotion to the given mobile computing device in the future, the bid including an amount of money; transmitting an indication over the communications network that the offer was accepted; determining that the opportunity to present the promotion has occurred based on the occurrence of an outcome in a game currently being played on at least one mobile computing device; generating data based on which to present the advertisement based on a comparison of content of the advertisement to content items that are displayed in the portion of the game in a plurality of regions of a display screen when the advertisement is presented, the comparison determining that content of the advertisement is permissible for display in the portion of the game in a first region of the plurality of regions and is not permissible for display in the portion of the game in a second region of the plurality of regions, the first region being different from the second region; and controlling said at least one mobile computing device over said communications network to present said promotion to said player at said location. method.

7. 7. The method of claim 6, wherein the advertisement matches a set of criteria used to filter out unwanted advertisements.

8. 7. The method of claim 6, further comprising controlling, by said at least one processor, receiving over said communications network an indication of a response to said advertisement and determining adjustments to future advertisements based on said response.

9. 7. The method of claim 6, further comprising the step of controlling, by said at least one processor, receiving an indication of a characteristic of a win by a player that may result in said opportunity to present said promotion occurring in the future.

10. 7. The method of claim 6, wherein the comparison allows the promotional content to be displayed in the portion of the game at a second predetermined location of the display screen relative to a given area of ​​the plurality of areas.

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