Remote gaming eligibility system and method using RFID tags
First Claim
1. A gaming player verification system comprising:
- a player tracking subsystem having a wireless transceiver and a barcode reader;
at least one communication object configured to be securely worn by a registered player associated with the gaming player verification system, and comprising an RFID tag and a rewritable bar code, said communication object being further configured totransmit, responsive to receiving a signal from the wireless transceiver, first information identifying the registered player to the wireless transceiver via the RFID tag,detect an attempted removal or tampering effort, and transmit a signal responsive to detecting said attempted removal or tampering effort,display the rewritable barcode, for reading by the barcode reader, second information identifying the registered player;
a computer in communication with the player tracking subsystem, the computer having a player verification program adapted to verify whether the first information and the second information are acceptable, and to deny presentation of a gaming event when the player verification program determines that the first or the second information is unacceptable or when the communication object has sent a signal responsive to detection of an attempted removal or tampering effort;
anda database in communication with the computer, the database containing data needed to verify whether the first information and the second information is acceptable;
wherein the communication object;
comprises an object selected from the group comprising a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet;
is configured to permit the registered player to readily remove the communication object, said removal resulting in the RFID tag sending a signal responsive to detection of an attempted removal; and
is configured to permit multiple reuse, within the player verification system, by at least one of the registered player and one or more different users.
1 Assignment
0 Petitions
Accused Products
Abstract
Systems and methods for verifying the eligibility of players attempting to participate in gaming events are disclosed. Communication objects having RFID tags and closed electrical circuits are individually assigned to and worn by players within a gaming player verification system, which can be administered by a casino desk, hotel concierge, or other operating entity. These RFID tags are adapted to communicate with associated player tracking units attached to gaming machines and other devices via radio frequency waves, and each communication object is adapted to alter its communication pattern in response to any break of its closed electrical circuit. Bracelets, wristwatches or collars can be used as communication objects, such that the removal of such an object from a player cannot be accomplished without breaking the closed electrical circuit contained therein, thereby disabling or de-authenticating the device. A computer server having a player verification program and database may also be used.
138 Citations
25 Claims
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1. A gaming player verification system comprising:
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a player tracking subsystem having a wireless transceiver and a barcode reader; at least one communication object configured to be securely worn by a registered player associated with the gaming player verification system, and comprising an RFID tag and a rewritable bar code, said communication object being further configured to transmit, responsive to receiving a signal from the wireless transceiver, first information identifying the registered player to the wireless transceiver via the RFID tag, detect an attempted removal or tampering effort, and transmit a signal responsive to detecting said attempted removal or tampering effort, display the rewritable barcode, for reading by the barcode reader, second information identifying the registered player; a computer in communication with the player tracking subsystem, the computer having a player verification program adapted to verify whether the first information and the second information are acceptable, and to deny presentation of a gaming event when the player verification program determines that the first or the second information is unacceptable or when the communication object has sent a signal responsive to detection of an attempted removal or tampering effort; and a database in communication with the computer, the database containing data needed to verify whether the first information and the second information is acceptable; wherein the communication object; comprises an object selected from the group comprising a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet; is configured to permit the registered player to readily remove the communication object, said removal resulting in the RFID tag sending a signal responsive to detection of an attempted removal; and is configured to permit multiple reuse, within the player verification system, by at least one of the registered player and one or more different users.
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2. A method of providing automated player verification in association with a gaming environment, the method comprising:
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receiving a request by a registered player to play a gaming machine; obtaining information regarding the registered player from a communication object configured to be securely worn by the registered player, wherein the communication object comprises an RFID tag, and a rewritable bar code; receiving first information identifying the player from the RFID tag; reading second information identifying the player from the rewritable bar code; determining whether the communication object has detected an attempted removal or tampering effort; verifying whether the first information and the second information is acceptable; granting the request when the first information and the second information are acceptable and the communication object has not detected an attempted removal or tampering effort; denying the request when the first information or the second information is unacceptable or when the attempted removal or tampering effort has been determined; subsequent to denying the request, recording the first information and the second information as information relevant to potential misuse of the gaming machine; and suspending a gaming session at the gaming machine; wherein the communication object; comprises an object selected from the group comprising a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet; is configured to permit the registered player to readily remove the communication object, said removal resulting in the RFID tag sending a signal responsive to detection of an attempted removal; and is configured to permit multiple reuse, within the gaming environment, by at least one of the registered player and one or more different users. - View Dependent Claims (3, 4, 5, 6, 7, 8, 9)
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10. A system comprising:
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an electronic gaming machine configured to accept wagers, present gaming events and grant monetary awards, said electronic gaming machine comprising a master gaming controller adapted to provide and control one or more gaming events; a player tracking device having a wireless transceiver and a barcode reader and adapted to obtain information regarding a registered player from a communication object configured to be securely worn by the registered player, the communication object comprising an RFID tag, and a rewritable barcode, the player tracking device configured to transmit an activation signal via radio frequency waves and receive from the RFID tag, responsive to transmitting the activation signal, first information identifying the player, read second information identifying the player from the rewritable barcode, and receive from the RFID tag a signal responsive to detection of an attempted removal or tampering effort; a player verification program adapted to verify whether the first information and the second information are acceptable; wherein the master gaming controller is configured to deny provision of a gaming event when the player verification program determines that the first information or the second information is unacceptable or when the player tracking device receives the signal responsive to detection of an attempted removal or tampering effort, and the master gaming controller is further configured to record, subsequent to denying provision of the gaming event, the first information and the second information as information relevant to potential fraud; a first communication link between the player tracking device and the player verification program; and a second communication link between the player verification program and the master gaming controller; wherein the communication object; comprises an object selected from the group comprising a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet; is configured to permit the registered player to readily remove the communication object, said removal resulting in the RFID tag sending a signal responsive to detection of an attempted removal; and is configured to permit multiple reuse, within the player verification system, by at least one of the registered player and one or more different users. - View Dependent Claims (11, 12, 13)
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14. A gaming player verification system, comprising:
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at least one computer server having a player verification program adapted to verify whether information regarding a player obtained at a first gaming location is acceptable according to one or more set criteria for verifying the player; a player tracking subsystem having a wireless transceiver and a barcode reader; at least one communication object configured to be securely worn by a registered player, wherein the communication object comprises an RFID tag, and a rewritable bar code said communication object being further configured to transmit, responsive to receiving a signal from the wireless transceiver, first information identifying the registered player to the wireless transceiver via the RFID tag, detect an attempted removal or tampering effort, and transmit a signal responsive to detecting said attempted removal or tampering effort, display the rewritable barcode, for reading by the barcode reader, second information identifying the registered player; wherein the at least one computer server is adapted to deny a request from the player to play a gaming event when the player verification program determines that the first information or the second information is unacceptable, or when the communication object has sent a signal responsive to detection of an attempted removal or tampering effort, and wherein the at least one computer server is further adapted to record, subsequent to denying the request, the first information or the second information as information relevant to potential fraud; a first communication link between the player tracking device and the at least one computer server;
a second communication link between the at least one computer server and the master gaming controller; and
a content transmission system that writes information to the RFID tag and to the rewritable barcode of the communication object;wherein the communication object; comprises an object selected from the group comprising a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet; is configured to permit the registered player to readily remove the communication object, said removal resulting in the RFID tag sending a signal responsive to detection of an attempted removal; and is configured to permit multiple reuse, within the player verification system, by at least one of the registered player and one or more different users. - View Dependent Claims (15, 16, 17, 18, 19, 20)
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21. A gaming player verification system comprising:
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a wireless transceiver; a barcode reader; at least one player-wearable communication object comprising an RFID tag, and a rewritable bar code, and configured to transmit, responsive to receiving a signal from the wireless transceiver, first information identifying a registered player to the wireless transceiver via the RFID tag, detect an attempted removal or tampering effort, and transmit a signal responsive to detecting said attempted removal or tampering effort, display the rewritable barcode for reading by the barcode reader second information identifying the registered player, and; logic coupled to the wireless transceiver and to the barcode reader, the logic configured to determine (A) whether the first information is acceptable, (B) whether the second information is acceptable, and (C) whether the communication object has sent a signal responsive to detection of an attempted removal or tampering effort, and to verify the player based on a logical combination of the determinations for A, B and C; wherein the communication object; comprises an object selected from the group comprising a necklace, a collar, a wrist bracelet, a wristwatch, a belt, and an ankle bracelet; is configured to permit the registered player to readily remove the communication object, said removal resulting in the RFID tag sending a signal responsive to detection of an attempted removal; and is configured to permit multiple reuse, within the player verification system, by at least one of the registered player and one or more different users. - View Dependent Claims (22, 23, 24, 25)
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Specification