Abstract: A method, apparatus, and computer readable storage to implement an augmented game system. A player can play an online game and accumulate loyalty points without have to pay cash. The player can enter a physical casino and play an electronic gaming machine which can retrieve the player's information from the online game including the number of loyalty points the player has and any other incentives or game add-ons the player would be entitled to. The player would then play a physical game on the electronic game normally (by depositing cash and playing) but the game play would be augmented by virtue of the player having the loyalty points or other incentives or add-ons. For example, the game can be augmented by giving the player a better paytable.
Type:
Grant
Filed:
April 27, 2021
Date of Patent:
October 10, 2023
Assignee:
Playstudios US, LLC
Inventors:
Andrew Pascal, Paul Mathews, Monty Kerr
Abstract: A method, apparatus, and computer readable storage to implement an online casual casino games which provide a player an opportunity to earn loyalty points which are independent of outcomes of the casino games themselves. Loyalty points can be earned by advancing levels or wagering a certain amount in chips (typically with a non-cash value). Once enough loyalty points are earned, they can be redeemed for tangible goods and services.
Type:
Grant
Filed:
December 31, 2013
Date of Patent:
March 22, 2022
Assignee:
Playstudios US, LLC
Inventors:
Andrew Pascal, Paul Mathews, Monty Kerr
Abstract: A method, apparatus, and computer readable storage to implement a social networking game that enables a game server to prioritize application to user messages. A return on investment (ROI) can be computed for each potential application to user message and the application to user messages can be delivered in an order based on the computed ROI for each message. The ROI for each message can be computed based on factors such as the value of a message's recipient and/or the importance of the message. The value of a message's recipient can be based on factors such as the amount of money that recipient has spent on the game, how many friends the recipient has, how many invitations the recipient has sent to other potential players, and any other factors that are probative as to the value of the recipient to the commercial success of the game.