Abstract:
A ticketless system and method of managing casino patron money balances which eliminates paper media handling and reconciliation. The system includes a self-service computer for receiving a first amount of money from a casino patron during a first transaction. The self-service computer stores the first amount and a phone number of a mobile communication device of the patron in a record associated with the patron. The record is accessible to a gaming machine in response to a first message from the mobile communication device of the patron. The self-service computer retrieves a second amount of money from the record during a second transaction representing money transferred from the gaming machine in response to a second message from the mobile communication device of the patron, and transfers the second amount of money to the patron.

Description:
BACKGROUND 
       [0001]    In casinos, patrons may use cash in the form of currency or coins to play games. Patrons may also use paper tickets to carry their money balances from one game to the next. Patrons obtain tickets from assisted-service counters or by depositing cash into self-service computer systems called Ticket-In-Ticket-Out (TITO) machines. When they are finished, patrons may redeem their ticket values to obtain cash from TITO machines. In the end, a large number of tickets are dispensed. 
         [0002]    The drawbacks of using paper tickets are that patrons may very easily lose them, they can become destroyed or damaged, casinos incur cost from replenishing tickets, and casinos incur cost for maintaining ticket printers. 
         [0003]    Therefore, it would be desirable to provide a ticketless system and method of managing casino patron money balances which minimizes use of paper tickets. 
       SUMMARY 
       [0004]    A ticketless system and method of managing casino patron money balances is provided. 
         [0005]    The system includes a self-service computer for receiving a first amount of money from a casino patron during a first transaction. The self-service computer stores the first amount and a phone number of a mobile communication device of the patron in a record associated with the patron. The record is accessible to a gaming machine in response to a first message from the mobile communication device of the patron. The self-service computer retrieves a second amount of money from the record during a second transaction representing money transferred from the gaming machine in response to a second message from the mobile communication device of the patron, and transfers the second amount of money to the patron. 
         [0006]    A ticketless method of managing casino patron money balances includes creating a record associated with a patron by a self-service computer, receiving a first amount of money from the patron by the self-service computer, storing the first amount in the record with a reference phone number of a mobile communication device of the patron by a server computer coupled to the self-service computer, receiving a message from the mobile communication device containing a unique identifier associated with a gaming machine by the server computer, determining the record by comparing a phone number associated with the message to the reference phone number by the server computer, and sending a second amount to the gaming machine associated with the unique identifier in the message to facilitate use of the gaming machine by the patron. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0007]      FIG. 1  illustrates a block diagram of an example casino system. 
           [0008]      FIGS. 2A and 2B  illustrate an example method of managing patron money balances. 
           [0009]      FIG. 3  illustrates an example method of operation of a self-service computer. 
       
    
    
     DETAILED DESCRIPTION 
       [0010]    Referring now to  FIG. 1 , an example casino system  10  includes server computer  12 , gaming machine  14 , and self-service computer  16 . Server computer  12 , gaming machine  14 , and self-service computer  16  may be coupled via a network. 
         [0011]    Server computer  12  executes account management software  30 , which establishes and manages patron accounts  32 . Patron accounts  32  store patron information, including patron identification information, patron login information, patron contact information, e.g., phone number, and current balance information representing money value. 
         [0012]    The functions of server computer  12  may be performed by one or more computers and combinations of computers. For example, the functions of server computer  12  and self-service computer  16  may be combined into a single computer. 
         [0013]    An example mobile communication device may include a cellular telephone, personal digital assistant, or other portable communication device. 
         [0014]    An example message may include a text message sent via standard Short Message Service or Silent Messaging Service (SMS) techniques and equipment. An example communication system  20  is a cellular communication network that supports SMS messages between mobile communication device  18  and server computer  12 . 
         [0015]    Server computer  12  is equipped with or interfaces to corresponding communication circuitry to enable server computer  12  to receive messages from mobile communication device via communication system  20 . 
         [0016]    Gaming machine  14  includes processor  40 , which executes gaming software  48 . Gaming software  48  controls operation of gaming machine  14 , including managing exchanges of money value between server computer  12  and gaming machine  14 , and between mobile communication device  18  and gaming machine  14 . 
         [0017]    Gaming machine  14  additionally includes memory, program and data storage, a display, and a user input device. The display and user input device may be combined as a touch screen  42 . An example gaming machine  14  may include a computerized slot machine. 
         [0018]    Gaming machine  14  additionally includes components and peripherals necessary to accomplish its purpose. For example, gaming machine  14  may additionally include, but not be limited to, one or more money transfer peripherals  44 . Example money transfer peripherals  44  include a card reader for reading debit and credit cards, a currency and/or coin accepter, a currency and/or coin dispenser. The card reader may also function to read patron loyalty cards. 
         [0019]    In support of one example embodiment, gaming machine  14  may include a barcode reader  46  for reading barcodes displayed by mobile communication device  18 . 
         [0020]    A patron establishes an account  32  using self-service computer  16 . The patron may alternatively establish account  32  through an assisted-service location in the casino or via a casino website. The patron inputs credit or debit card information or deposits cash in the form of currency and/or coins to establish an initial balance in account  32  representing money value. The patron may use the money value to purchase casino offered products and services, including gambling services from gaming machine  14 . 
         [0021]    Before leaving the casino, the patron may cash out at self-service computer  16  or an assisted-service location. The patron receives cash money in the form or currency and/or coins. The patron may alternatively transfer money value to a bank account via electronic funds transfer. 
         [0022]    Self-service computer  16  includes processor  50 , which executes money management software  60 . Money management software  60  performs money transactions on behalf of casino patrons, including cash transfer transactions prior to playing games and cash redemption transactions when patrons are finished playing games. 
         [0023]    For example, a casino patron may increase the money balance of account  32  by depositing tangible cash money in exchange for an increase in the money balance or by transferring money value from a bank account of the casino patron in exchange for the increase in the money balance. Conversely, the casino patron may decrease the money balance from account  32  by withdrawing tangible cash money in exchange for a decrease in the money balance or by transferring money value to a bank account of the casino patron in exchange for the decrease in the money balance. 
         [0024]    Additional services provided by money management software  30  may include electronic money transfers to and from patron bank accounts, cash withdrawal, cash deposit, and other banking transactions. 
         [0025]    Processor  50  may execute additional software directed to the location and purpose of self-service computer  16 . For example, processor  50  may execute software for delivering promotions or coupons, for making purchases of goods and services, for reserving a room, or for making travel arrangements and printing boarding passes. 
         [0026]    Processor  50  may execute an operating system such as a Microsoft operating system, which can display screen information within one or more windows. 
         [0027]    Self-service computer  16  additionally includes memory, program and data storage, a display, and a user input device. The display and user input device may be combined as a touch screen  52 . An example embodiment of self-service computer  16  may include a kiosk. 
         [0028]    Self-service computer  16  additionally includes components and peripherals necessary to accomplish the purpose for the environment in which it is located. For example, self-service computer  16  may additionally include, but not be limited to, one or more money transfer peripherals  54  and a receipt printer  56  and/or other printer. Example money transfer peripherals include a card reader for reading debit and credit cards, a currency and/or coin accepter, and a currency and/or coin dispenser. The card reader may also function to read patron loyalty cards. 
         [0029]    Self-service computer  16  may include a barcode reader  58  for reading barcodes displayed by mobile communication device  18 . 
         [0030]    Self-service computer  16  may be equipped with security features to ensure that money balances in patron accounts  32  are secure. For example, a patron may be required to pre-register with a personal identification number (PIN) or biometric signature stored by server computer  12 . Self-service computer  16  compares entered PINs or biometric signatures with stored reference PINs or biometric signatures. 
         [0031]    In one example embodiment, a patron begins and ends play at each gaming machine  14  by sending a message, such as a text message, to server computer  12  from mobile communication device  18  through communication system  20 . 
         [0032]    An example message contains an identifier associated with a gaming machine  14 . Account management software  30  compares the phone number associated with the message to patron records  32  to identify the patron account  32  of the caller using a caller identification system. Account management software  30  obtains the gaming machine identifier from the message and uses it to contact the associated gaming machine  14 . Account management software  30  adds a patron balance representing money value to begin play or removes a patron balance representing money value to end play. 
         [0033]    As an alternative or modification to the embodiment, account management software  30  may send a barcode representing current money value and a readable indicator of the money value to mobile communication device  18  following a deposit of money at self-service computer  16  or the assisted-service location. The patron scans the barcode at gaming machine  14  to begin play. 
         [0034]    At the end of play, the patron sends a message to service computer  12  containing an identifier associated with gaming machine  14 . Account management software  30  compares the phone number associated with the message to identify the patron account  32 , and uses the gaming machine identifier to contact the associated gaming machine  14  to remove a patron balance representing money value. Account management software  30  then sends a message containing another barcode representing the patron balance to mobile communication device  18 . 
         [0035]    To checkout, the patron may scan the barcode at self-service computer  16 . The patron receives cash money in the form or currency and/or coins. 
         [0036]    Referring now to  FIGS. 2A and 2B , an example method of operation of is illustrated beginning with START  70 . 
         [0037]    In step  72 , mobile communication device  18  displays an interface for entering a message. In this example, messages are text messages sent and received using standard SMS techniques and equipped systems and devices. 
         [0038]    In step  74 , mobile communication device  18  records a game identifier associated with a patron&#39;s choice of gaming machine  14 . 
         [0039]    In step  76 , mobile communication device  18  sends the message to server computer  12 . 
         [0040]    In step  78 , account management software  30  receives the message. 
         [0041]    In step  80 , account management software  30  identifies the phone number associated with mobile communication device  18 . 
         [0042]    In step  82 , account management software  30  determines patron account  32  associated with the phone number. 
         [0043]    In step  84 , account management software  30  uses the gaming machine identifier to contact associated gaming machine  14  and add a patron balance representing all money value in patron account  32  to the memory of gaming machine  14 . 
         [0044]    In step  86 , account management software  30  updates the balance in patron account  32 . 
         [0045]    Gaming machine  14  displays the available money value as feedback to the patron evidencing the correct exchange of money value from patron account  32  to gaming machine  14 . Gaming machine  14  is now ready for play. 
         [0046]    Following play, a patron may or may not have a remaining money value in gaming machine  14  at step  88 . The patron may send a subsequent text message requesting that remaining money value be returned to patron account  32 . The patron may also continue playing by inserting cash money into the gaming machine  14 . If the patron has no money value remaining in gaming machine  14 , the patron may simply leave the casino. Operation ends at step  106 . Assuming that the patron has a remaining money value in gaming machine  14 , operation continues to step  90 . 
         [0047]    In step  90 , mobile communication device  18  displays an interface for entering a message. This interface may be similar to the interface in step  72 . 
         [0048]    In step  92 , mobile communication device  18  records a game identifier associated with a patron&#39;s current gaming machine  14 . 
         [0049]    In step  94 , mobile communication device  18  sends the message to server computer  12 . 
         [0050]    In step  96 , account management software  30  receives the message. 
         [0051]    In step  98 , account management software  30  identifies the phone number associated with mobile communication device  18 . 
         [0052]    In step  100 , account management software  30  determines patron account  32  associated with the phone number. 
         [0053]    In step  102 , account management software  30  uses the gaming machine identifier to contact associated gaming machine  14  and remove the remaining money value and transfer it to patron account  32 . Gaming machine  14  displays a zero available money value as feedback to the patron evidencing the correct exchange of money value to patron account  32 . The patron may use self-service computer  16  to access patron account  32  at any time to verify an existing balance representing money value. 
         [0054]    At step  104 , the patron may wish to leave, or go to another gaming machine  14  to continue play by returning to step  72 . 
         [0055]    The example method of  FIG. 2  may include enhancements. For example, the method may include security features. In response to a message from mobile communication device  18  requesting that money value be transferred, account management software  30  may send a message to the identified phone number requesting a PIN or other authorization type. The patron responds by typing the PIN in the interface displayed by mobile communication device  18  and sends another message to server computer  12  containing the PIN. Account management software  30  receives the message, obtains the PIN, and compares the received PIN to a reference PIN in patron account  32  to obtain a match before authorizing any transfer of money value in step  84 . 
         [0056]    Account management software  30  may optionally be capable of identifying multiple types of information in one or more messages, such as an amount of money value including an amount less than an entire money value in patron account  32  or gaming machine  14 , a PIN or other authentication information, a source identifier associated with a source of money value including patron account  32  or any of gaming machines  14 , and a destination identifier associated with a destination for money value including patron account  32  or any of gaming machines  14 . With source and destination identifiers, account management software  30  may send money value from one gaming machine  14  to another in one step, without have to first transfer money value from a gaming machine  14  to patron account  32 . 
         [0057]    As another enhancement or patron option, account management software  30  may send a barcode representing current money value and a readable indicator of the money value to mobile communication device  18  following a deposit of money at self-service computer  16  or the assisted-service location. The patron scans the barcode at gaming machine  14  to begin play. 
         [0058]    At the end of play, the patron sends a message to service computer  12  containing an identifier associated with gaming machine  14 . Account management software  30  compares the phone number associated with the message to identify the patron account  32 , and uses the gaming machine identifier to contact the associated gaming machine  14  to remove a patron balance representing money value. Account management software  30  then sends a message containing another barcode representing the patron balance to mobile communication device  18 . 
         [0059]    Referring now to  FIG. 3 , an example method of operation of self-service computer  16  is illustrated beginning with START  110 . 
         [0060]    In step  112 , money management software  60  waits for a user. 
         [0061]    In step  114 , money management software  60  displays a screen containing a number of transaction choices, including choices directed to depositing tangible cash money to increase the money value in patron account  32 , and withdrawing tangible cash money to decrease the money value in patron account  32 . Money management software  30  may offer additional choices, including electronic money transfers to and from patron bank accounts, and other banking transactions. 
         [0062]    In step  116 , money management software  30  records user selection of one or more transactions, completes the transactions, and prints a receipt, if requested by the user. 
         [0063]    In step  118 , money management software  30  records an indication that the user is finished and returns to step  112  to wait for another user. 
         [0064]    Although particular reference has been made to certain embodiments, variations and modifications are also envisioned within the spirit and scope of the following claims.