Methods and systems for anonymous player profile storage and retrieval
Abstract
A method and personal instrument for players to store and retrieve their game and player preference profile without registering for a named personal player account therefore retaining their anonymity. When playing multilevel games, the described embodiments allow storing and retrieving the game level and/or other player or game information such that the game may be subsequently resumed at the same or a different gaming machine. Gaming machines may be configured to offer Anonymous Player Profile Storage and Retrieval using personal readable storage instruments such as machine readable Player Profile Tickets, personal memory devices, PIN-based keypad or modalities. Active anonymous players may be monitored while retaining their anonymity and consequently may earn loyalty bonuses and be prompted with promotional offers. Monitored active anonymous players may even be invited to join a conventional named player tracking scheme for additional benefits, if they wish to reveal their identity.
Claims
exact text as granted — not AI-modified1 . A method, comprising:
providing a first network-connected regulated gaming machine configured to enable a player to change personal parameters associated with the player during a game session on the first gaming machine, the first gaming machine including a first ticket printer and a first ticket reader; providing a first memory accessible by the network; enabling the player to start a first game session on the first gaming machine with default personal parameters; changing the default personal parameters; enabling a player to end the game session on the first gaming machine; storing the changed personal parameters and an anonymous unique identifier in the first memory for later retrieval, the stored personal parameters being referenced by the anonymous unique identifier; printing, by the first ticket printer, a first ticket including at least the anonymous unique identifier; providing a second network-connected regulated gaming machine that includes a second ticket printer and a second ticket reader; reading, by the second ticket reader, at least the anonymous unique identifier printed on the first ticket upon presentation of the first ticket by the player to the second gaming machine; retrieving from the first memory via the network the stored personal parameters referenced by the read anonymous unique identifier, and enabling the player to start, on the second gaming machine, a second game session configured with the retrieved personal parameters.
2 . The method of claim 1 , wherein the first memory is located in the first gaming machine and the retrieving is performed by copying the stored personal parameters directly from the first gaming machine to the second gaming machine via the network in a peer-to-peer fashion.
3 . The method of claim 1 , wherein the first memory is located in a remote central server coupled to the network and the retrieving is performed by copying the stored personal parameters from the memory located in the remote central server to the second gaming machine via the network.
4 . The method of claim 1 , wherein the personal parameters include at least one of game layout preferences, game configuration preferences, game themes preferences, a last game level achieved, a last point played in the game, a preferred starting point in the game, a player selected avatar, a player selected nickname (or pseudo-name), sound volume, and game accrued non monetary benefits.
5 . The method of claim 1 , further including a step of printing, by the first ticket printer, a second ticket associated with winnings or remaining credits of the player when a cash-out function is activated.
6 . The method of claim 5 , wherein the first ticket and the second ticket are merged on a single ticket.
7 . The method of claim 1 , further comprising a step of encoding the anonymous unique identifier printed of the first ticket by the first ticket printer in a machine readable code, the machine readable code being one of a 1D barcode, a 2D barcode and OCR text that is readable by the first ticket reader and the second ticket reader.
8 . The method of claim 1 , further comprising a step of encoding the anonymous unique identifier and the personal parameters printed of the first ticket by the first ticket printer in a machine readable code, the machine readable code being one of a 1D barcode, a 2D barcode and OCR text that are readable by the first ticket reader and the second ticket reader.
9 . The method of claim 9 , further comprising a step of printing a machine readable verification code comprising at least a PKI certificate and a signature of the anonymous unique identifier and the personal parameters on the first ticket to enable, when the first ticket is being read by the first reader or the second reader, authentication of the anonymous unique identifier and the personal parameters, the authentication including at least proof of origin of the PKI certificate.
10 . The method of claim 1 , further including steps of the first ticket reader reading at least the anonymous unique identifier printed on the first ticket presented by the player on the first gaming machine and retrieving the personal parameters referenced by the anonymous unique identifier from the first memory.
11 . The method of claim 1 , further comprising a step of the second ticket printer printing a second ticket including at least the anonymous unique identifier.
12 . The method of claim 1 , wherein the first game in the first game session and the second game in the second session are the same game.
13 . The method of claim 1 , wherein the first game in the first game session and the second game in the second session are the same game and wherein the second enabling step is carried out such that the second game is configured to resume from where the first game ended.
14 . The method of claim 1 , further comprising steps of monitoring an activity of the player identified by the anonymous unique identifier by a remote central server and recording, in a database, the recorded activity being referenced by the anonymous unique identifier.
15 . The method of claim 14 , wherein the monitoring step is carried out to enable the player to at least one of (a) earn loyalty bonuses, (b) be prompted with promotional offers, and (c) be invited to join a conventional named player tracking scheme for additional benefits if the player wishes to reveal his identity.
16 . The method of claim 1 , wherein the second providing step is carried out with the second gaming machine being configured to enable a player to change personal parameters associated with the player during a game session on the second gaming machine
17 . A method of enabling regulated game play, comprising:
reading, by a first gaming machine, a player profile instrument provided by a player having initiated a first game on the first gaming machine; retrieving, by the first gaming machine, player information from the read player profile instrument and using the retrieved player information to retrieve player profile information and configuring the first gaming machine according to the retrieved player profile information; enabling the player to play the initiated first game on the configured first gaming machine; responsive to one of a selected plurality of events, ending the first game and updating the player profile information with game information from the played first game; reading, by a second gaming machine, the player profile instrument provided by the player having initiated a second game on the second gaming machine; retrieving, by the second gaming machine, the player information from the read player profile instrument and using the retrieved player information to retrieve the updated player profile information and configuring the second gaming machine according to the retrieved updated player profile information, and enabling the player to play the initiated second game on the configured second gaming machine.
18 . The method of claim 17 , wherein the player profile information is retrieved by the first gaming machine from a player profile database that is provided within the first gaming machine.
19 . The method of claim 17 , wherein the player profile information is retrieved by the second gaming machine from a player profile database that is provided within the second gaming machine.
20 . The method of claim 17 , wherein the player profile information is retrieved by the first and second gaming machines from a player profile database that is remote from the first and the second gaming machine.
21 . The method of claim 17 , wherein the selected plurality of events includes the player cashing out, the player running out of credits and the player terminating the first game.
22 . The method of claim 17 , wherein the second game is the same as the first game and wherein the second game configuring step configures the second game to start where the first game ended.
23 . The method of claim 17 , wherein the second game is the same as the first game and wherein the second game configuring step configures the second game to start in a level where the first game ended.
24 . The method of claim 17 , wherein the player profile information includes a player-selected avatar, wherein the first game configuring step configures the first game to use the player-selected avatar and wherein the second game configuring step configures the second game to use the player-selected avatar.
25 . The method of claim 17 wherein, after the second gaming machine reading step, updating the player information and storing the updated player information on the player profile device.
26 . The method of claim 17 , wherein the player information includes a unique and anonymous player identifier that is associated with the player profile information of the player.
27 . The method of claim 17 , wherein the player profile instrument is a ticket printed by a first ticket printer included in the first gaming machine and read by a second ticket reader included in the second gaming machine.
28 . The method of claim 17 , wherein the player profile instrument is a removable personal memory that is recordable via a first removable personal memory reader/writer coupled to the first gaming machine and readable by a second removable personal memory reader/writer coupled to the second gaming machine.Join the waitlist — get patent alerts
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