Patent classifications
G07F17/3225
Dynamic client buffering and usage of received video frames for cloud gaming
A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.
DATA COLLECTION CLOUD SYSTEM FOR ELECTRONIC GAMING MACHINES
A listening device is operatively connected to multiple network devices, and is configured to subscribe to one or more EGM data types, and receive first data from a first network device in accordance with the subscription. The listening device is also configured to generate a first data package in a form of a first data structure comprising the first data and configuration information related to the first network device, and transmit the data package across a second network to a collection server. The listening device is also configured to receive second data from a second network device in accordance with the subscription, wherein the second data comports with a second protocol that differs from the SAS protocol, and generate a second data package in the form of the first data structure comprising the second data and configuration information related to the second network device.
STREAMING WAGERING GAMES
Systems and methods that repeat certain content streamed from a streaming source based on the state of a gaming device.
SYSTEM AND METHOD OF PROVIDING A HOLD AND SPIN GAME WITH PLAYER SELECTED VOLATILITY
A gaming machine provides a spinning reel game having a base game, from which a hold and spin game is triggered when a determined quantity of configurable symbols are displayed in a base game outcome. When the feature game is triggered, volatility options are presented to the player. After receiving a volatility selection that specifies a first control factor for a hold and spin game, the gaming machine conducts the hold and spin game per the specified first control factor while using at least another control factor to maintain a same return-to-player across the volatility options.
AUGMENTED REALITY INTEGRATION IN ELECTRONIC GAMING MACHINES
An electronic gaming machine according to some embodiments includes a processing circuit, a display screen coupled to the processing circuit, and a transceiver coupled to the processing circuit and providing wireless communications with an augmented reality (AR) display device that is separate from the electronic gaming machine. The processing circuit displays a game element in a first screen area of the display screen, and transmits, via the transceiver, screen location data to the AR display device identifying a second screen area on the display screen, other than the first screen area, that is available for the AR display device to overlay AR graphics in a field of view of a user of the AR display device without overlaying the game element displayed in the first screen area of the display screen.
INTERACTIVE TOKEN SYSTEM
An interactive token system includes one or more interactive tokens, such as an interactive coin. The interactive token includes a display that displays one or more images. The interactive token may be releasably engaged with a slot disposed on a wearable device or an interactive token station. Once engaged, the wearable device or interactive token station is able to wirelessly communicate with the interactive token, receive information from the interactive token, display information relating to the interactive token, control actions of the interactive token, and/or use the interactive token as part of a game or trading interaction.
METHOD FOR A GAMING SYSTEM
The present disclosure relates to a computer implemented method performed by a gaming system. In particular, the present disclosure relates to a scheme for further improving a randomness in a game provided by means of the gaming system. The present disclosure also relates to a corresponding gaming system and a computer program product.
System and method for managing gaming establishment benefit accumulations
Systems and methods which dynamically modify a rate of accruing gaming establishment points based on a gaming establishment occupancy.
SYSTEMS AND METHODS FOR PROVIDING ELECTRONIC GAMING PIECES
Systems and methods are provided for providing playing cards. An exemplary method may include retrieving data related to a selection of a set of numbers for bingo and determining matching bingo patterns on a predetermined number of cards from a library of bingo cards against the set of selected numbers. The method may further include selecting corresponding playing cards based on the matching bingo patterns on the predetermined number of cards and providing the corresponding playing cards for display. The exemplary method may be used to deal playing cards for poker using a set of selected numbers.
Systems and methods for gaming account funding
Systems and methods are disclosed for associating a player identifier with a financial account. The financial account can holds funds that are accessible through the player's use of a payment vehicle. The payment vehicle can be, for example, a credit payment vehicle or a debit payment vehicle. The player can load funds from the financial account to a wagering account.