Remote gaming eligibility system and method using RFID tags
First Claim
1. A player verification system comprising:
- a player tracking subsystem, said player tracking subsystem comprising a wireless transceiver;
at least one communication object configured to be securely worn by a player, and comprising an RFID tag;
a computer, in communication with the player tracking subsystem, the computer having a player verification program; and
a database in communication with the computer;
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 and is configured to;
transmit, responsive to receiving a signal from the wireless transceiver, first information regarding the 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;
permit the 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
permit multiple reuse, within the player verification system, by at least one of the player and one or more different users;
the database contains data needed to verify whether the first information is acceptable; and
the player verification program is configured to verify whether the first information is acceptable, and to deny presentation of a gaming event when the player verification program determines that the first information is unacceptable or when the communication object has sent a signal responsive to detection of an attempted removal or tampering effort.
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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.
103 Citations
31 Claims
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1. A player verification system comprising:
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a player tracking subsystem, said player tracking subsystem comprising a wireless transceiver; at least one communication object configured to be securely worn by a player, and comprising an RFID tag; a computer, in communication with the player tracking subsystem, the computer having a player verification program; and a database in communication with the computer;
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 and is configured to; transmit, responsive to receiving a signal from the wireless transceiver, first information regarding the 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; permit the 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 permit multiple reuse, within the player verification system, by at least one of the player and one or more different users; the database contains data needed to verify whether the first information is acceptable; and the player verification program is configured to verify whether the first information is acceptable, and to deny presentation of a gaming event when the player verification program determines that the first information is unacceptable or when the communication object has sent a signal responsive to detection of an attempted removal or tampering effort. - View Dependent Claims (2, 3)
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4. A player verification method comprising:
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receiving a request by a player to play a gaming machine; obtaining information regarding the player from a communication object configured to be securely worn by the player, wherein the communication object comprises an RFID tag; receiving first information regarding the player from the RFID tag; determining whether the communication object has detected an attempted removal or tampering effort; verifying whether the first information is acceptable; granting the request when the first information is 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 and, subsequent to denying the request, recording the first 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 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 player and one or more different users. - View Dependent Claims (5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A player verification 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; a player verification program; 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 player tracking device comprises a wireless transceiver that is configured to obtain information regarding a player from a communication object, the communication object comprising an RFID tag, 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 regarding the player, and receive from the RFID tag a signal responsive to detection of an attempted removal or tampering effort; the player verification program is configured to verify whether the first information is acceptable; the master gaming controller is configured to (a) deny provision of a gaming event when the player verification program determines that the first information is unacceptable or when the player tracking device receives the signal responsive to detection of an attempted removal or tampering effort, and (b) record, subsequent to denying provision of the gaming event, the first information as information relevant to potential fraud; and 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, and is configured to be securely worn by the player permit the 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 permit multiple reuse, within the player verification system, by at least one of the player and one or more different users. - View Dependent Claims (15, 16, 17, 18, 19)
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20. 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 player, wherein the communication object comprises an RFID tag; said communication object being further configured to transmit, responsive to receiving a signal from the wireless transceiver, first information regarding the 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, 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 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 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;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 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 player and one or more different users. - View Dependent Claims (21, 22, 23, 24, 25, 26)
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27. A gaming player verification system comprising:
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a wireless transceiver; at least one player-wearable communication object comprising an RFID tag and configured to transmit, responsive to receiving a signal from the wireless transceiver, first information regarding a 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; and logic coupled to the wireless transceiver and to the barcode reader, the logic configured to determine (A) whether the first information is acceptable, and (B) 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 and B; 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 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 player and one or more different users. - View Dependent Claims (28, 29, 30, 31)
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Specification