Patent Publication Number: US-2013244767-A1

Title: Controlling and presenting virtual wagering game environments

Description:
RELATED APPLICATIONS 
     This application is a divisional of, and claims priority benefit, to U.S. application Ser. No. 13/122,665 which is the National Stage of International Application No. No. PCT/US09/60075, filed on Oct. 9, 2009, which claims priority benefit of U.S. Application No. 61/103,989 filed Oct. 9, 2008. The U.S. application Ser. No. 13/122,665, the International Application No. PCT/US09/60075, and the U.S. application No. 61/103,989 are incorporated by reference. 
    
    
     LIMITED COPYRIGHT WAIVER 
     A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2013, WMS Gaming, Inc. 
     TECHNICAL FIELD 
     Embodiments of the inventive subject matter relate generally to wagering game systems and networks that, more particularly, control and present virtual wagering game environments. 
     BACKGROUND 
     Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWING(S) 
       Embodiments are illustrated in the Figures of the accompanying drawings in which: 
         FIG. 1  is an illustration of presenting online casino objects in virtual wagering game environment, according to some embodiments; 
         FIG. 2  is an illustration of a wagering game system architecture  200 , according to some embodiments; 
         FIG. 3  is a flow diagram  300  illustrating controlling a wagering game machine object supply, according to some embodiments; 
         FIG. 4  is a flow diagram  400  illustrating personalizing wagering game machine objects, according to some embodiments; 
         FIG. 5  is a flow diagram  500  illustrating controlling ownership and access rights to wagering game machine objects, according to some embodiments; 
         FIG. 6  is an illustration of controlling customization and access rights to wagering game machine objects, according to some embodiments; 
         FIG. 7  is a flow diagram  700  illustrating notifying player accounts for changes in wagering game machine object&#39;s performance statistics, according to some embodiments; 
         FIG. 8  is an illustration of a wagering game system  800 , according to some embodiments; 
         FIG. 9  is an illustration of a wagering game machine architecture  900 , according to some embodiments; and 
         FIG. 10  is an illustration of a mobile wagering game machine  1000 , according to some embodiments. 
     
    
    
     DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS 
     This description of the embodiments is divided into six sections. The first section provides an introduction to embodiments. The second section describes example operating environments while the third section describes example operations performed by some embodiments. The fourth section describes additional example embodiments while the fifth section describes additional example operating environments. The sixth section presents some general comments. 
     Introduction 
     This section provides an introduction to some embodiments. 
     Wagering games are expanding in popularity. Many gamers are demanding greater access to wagering games and content related to wagering games. As a result, some wagering game companies have created social network sites that provide a way for wagering game enthusiasts to congregate and share their passion for wagering games. A social network site allows social network users to create user accounts with one or more unique identifiers that represent an online persona. One example of a unique identifier is an “avatar”. Avatars are graphical, “cartoon-like” depictions of a social network persona. These online personas and associated avatars add to the fun of belonging to a social network. However, social networks face challenges appealing to wagering game enthusiasts who enjoy a more true-to-life gaming experience. Hence, some embodiments of the inventive subject matter enable wagering game companies to combine the fun of social networks with the enjoyment and excitement derived from playing wagering games in a way that emulates a casino environment. Some embodiments describe ways for player accounts to communicate and share information via online casino objects specifically configured to function with background information, casino ambience, and customizable communication and presentation functionality.  FIG. 1  shows an example wagering game system (“system”)  100 , configured with online casino environment objects. 
       FIG. 1  is a conceptual diagram that illustrates an example of presenting online casino objects in virtual wagering game environment, according to some embodiments. In  FIG. 1 , the wagering game system (“system”)  100  includes an online wagering game server  150  connected to a client computer system (“computer”)  145  via a communications network  122 . The online wagering game server  150  can also be connected to a casino network (not shown), including one or more casino network devices associated with a casino network, such as wagering game servers, account servers, wagering game machines, or other devices. The online wagering game server  150  hosts an online casino. The online wagering game server  150  can provide one or more online casino objects. The computer  145  has a display  101  that can display the various online casino objects in a virtual wagering game environment. The online casino objects represent items, people, machines, etc. often seen and heard within a physical, “brick-and-mortar” casino. The online casino objects, however, are representations in the form of computer objects that act and interact with player accounts that access the system  100  (e.g., via the computer  145 ). The online wagering game server  150  can present wagering game machine objects  103 ,  104 ,  105 ,  106 ,  107 ,  108 ,  109 ,  110 ,  111 ,  112 , and  113  (“machine objects”  103 - 113 ), which player accounts can use to play wagering games. For example, one or more avatars (e.g., a potential player avatar  102  and player avatars  115 ) for player accounts can select any of the machine objects  103 - 113  that are available and the system  100  can present wagering games on the machine objects  103 - 113 . In some embodiments, the system can control the supply of the machine objects  103 - 113 , by artificially occupying some of the machine objects  103 - 113  based on supply rules  120 . The supply rules  120  can indicate rules governing ratios of available machine objects compared to potential player avatars. In other words, the system  100  reduces the available number of wagering game machine objects based on a number of potential player avatars (e.g., the potential player avatar  102 ) in a virtual room  140  that are not currently occupying one of the machine objects  103 - 113 . In some embodiments, to artificially occupy some of the machine objects  103 - 113 , the system  100  can present canned characters, or bots (e.g., player bots  116  and roaming bots  124 ), that can occupy any of the machine objects  103 - 113 , that are available, to reduce the wagering game machine object supply. By doing so, the system  100  provides the perception that available wagering game machine objects (e.g., the machine objects  104  and  108 ) are scarce and, therefore, according to the economic rule of supply and demand, more valuable or desirable. For example, when the player bots  116  occupy the available wagering game objects  109 ,  110 ,  111 , and  112 , the potential player avatar  102  may perceive that the available machine objects  104  and  108  are limited, and thus encourage the potential player avatar  102  to quickly claim one of the available machine objects  104  and  108  so that the player doesn&#39;t have to wait in line for a machine. In some embodiments, the system  100  may present the roaming bots  124  to have the appearance of player account avatars. The system  100  can also place the roaming bots  124  in close proximity to available machines (e.g., the system  100  positions the roaming bots  124  close to the available machine object  108 ) to further encourage the potential player avatar  102  to act quickly to secure the machine object  108 . The system  100  can also give the impression, via the use of the player bots  116 , that the machine objects  103 - 113  are consistently in use, thus presenting the impression that the games on the machine objects  103 - 113  are interesting and worth playing.  FIG. 3  illustrates more embodiments of controlling supply of wagering game machine objects. 
     According to some embodiments, the wagering game system  100  can include numerous capabilities and configurations. The following non-exhaustive list enumerates some example capabilities and configurations:
         The machine objects  103 - 113  can have waiting lists, where a player account can place their name, or other identifier, on the waiting list. The system  100  can then notify the player account when the wagering game machine object is available (e.g., the system can notify the player account when the player account&#39;s name rises to the top of a waiting list for the wagering game machine object).   In some embodiments, the machine objects  103 - 113  can each have a unique identity and may include a specific name (e.g., Cal, Bogart, Juno, etc.), a unique appearance, a unique identification number, etc.   In some embodiments, the system  100  can provide wagering game machine objects with different combinations of abilities (see  FIGS. 7 and 8 ).   In some embodiments, the system  100  can present controls for a player to personalize (e.g., customize, modify) portions of the machine objects  103 - 113  (see  FIGS. 4 ,  5  and  6 ).   In some embodiments, the system  100  can present notifications or search controls to find wagering game machine objects that have specific performance histories (e.g., see  FIGS. 7 and 8 ).   In some embodiments, the system  100  can present secret items (e.g., a secret machine  103 , a secret room, a secret game option, etc.). The system  100  can present the secret items as part of a wagering game (e.g., a player wins a bonus award that reveals a location of a secret item), or in other ways (e.g., a player is waiting in line for a wagering game machine object and the system  100  reveals the location of a secret wagering game machine object).   In some embodiments, the system  100  can provide a sponsored item as a gift to the user account for accessing a sponsored wagering game machine object (e.g., machine object  108 ). The system  100  can provide the sponsor with some reward (e.g., share some percentage of losses on the sponsored wagering game machine object) for providing the sponsored gift or item.       

     Although  FIG. 1  describes some embodiments, the following sections describe many other features and embodiments. 
     Example Operating Environments 
     This section describes example operating environments and networks and presents structural aspects of some embodiments. More specifically, this section includes discussion about wagering game system architectures. 
     Wagering Game System Architecture 
       FIG. 2  is a conceptual diagram that illustrates an example of a wagering game system architecture  200 , according to some embodiments. The wagering game system architecture  200  can include an account server  270  configured to control user related accounts accessible via wagering game networks and social networks. The account server  270  can store and track player information, such as identifying information (e.g., avatars, screen name, account identification numbers, etc.) or other information like financial account information, social contact information, etc. The account server  270  can contain accounts for social contacts referenced by the player account. The account server  270  can also provide auditing capabilities, according to regulatory rules, and track the performance of players, machines, and servers. The account server  270  can include an account controller  271  configured to control information for a player&#39;s account. The account server  270  can also include an account store  272  configured to store information for a player&#39;s account. The account server  270  can also include a player preference settings  273  configured to store settings for personalization, customization, ownership, and other player account settings related to wagering game machine object abilities and for use in a virtual wagering game environment. 
     The wagering game system architecture  200  can also include an online wagering game server (“wagering game server”)  250  configured to control wagering game content, provide random numbers, and communicate wagering game information, account information, and other information to and from a computer system (“computer”)  260 . The wagering game server  250  can include a content controller  251  configured to manage and control content for the presentation of content on the computer  260 . For example, the content controller  251  can generate game results (e.g., win/loss values), including win amounts, for games played on the computer  260 . The content controller  251  can communicate the game results to the computer  260 . The content controller  251  can also generate random numbers and provide them to the computer  260  so that the computer  260  can generate game results. The wagering game server  250  can also include a content store  252  configured to contain content to present on the computer  260 . The wagering game server  250  can also include an account manager  253  configured to control information related to player accounts. For example, the account manager  253  can communicate wager amounts, game results amounts (e.g., win amounts), bonus game amounts, etc., to the account server  270 . The wagering game server  250  can also include a communication unit  254  configured to communicate information to the computer  260  and to communicate with other systems, devices and networks. The wagering game server  250  can also include a machine stats tracker  255  configured to track machine performance, payout values, and other statistics for wagering game machine objects. The wagering game server  250  can also include a machine rights module  256  configured to control ownership, leasing, reservations, and other controlled access rights for wagering game machine objects. In some embodiments, the machine rights module  256  can work in conjunction with a sponsor server  290  hosted by sponsors that offer gifts to player accounts for using sponsored wagering game machine objects. The wagering game server  250  can also include a machine availability controller  257  configured to control availability of wagering game machine object supplies in rooms of a virtual wagering game environment. The wagering game server  250  can also include a machine abilities controller  258  configured to control abilities of wagering game machine objects. 
     The wagering game system architecture  200  can also include the computer  260  configured to present wagering games and receive and transmit information to control and present virtual wagering game environments. The computer  260  can include a processor  261  configured to process wagering game content and online wagering game objects, and present online casino content on the computer  260 . The computer  260  can also include a content and access code store  262  configured to contain content and other information to present on the computer  260 . The content and access code store is also configured to contain keys and access codes that the computer  260  can use to access abilities of wagering game machine objects. The computer  260  can also include a machine object controller  263  configured to personalize portions of wagering game machine objects, control access to control abilities for wagering game machine objects, facilitate purchasing of rights for wagering game machine objects, etc. The computer  260  can also include an availability notifier  264  configured to notify player accounts of available wagering game machine objects. 
     Each component shown in the wagering game system architecture  200  is shown as a separate and distinct element connected via a communications network  222 . However, some functions performed by one component could be performed by other components. For example, the wagering game server  250  can also be configured to perform functions of the content and access code store  262 , the machine object controller  263 , the availability notifier  264 , and other network elements and/or system devices. Furthermore, the components shown may all be contained in one device, but some, or all, may be included in, or performed by multiple devices, as in the configurations shown in  FIG. 2  or other configurations not shown. Furthermore, the wagering game system architecture  200  can be implemented as software, hardware, any combination thereof, or other forms of embodiments not listed. For example, any of the network components (e.g., the wagering game machines, servers, etc.) can include hardware and machine-readable media including instructions for performing the operations described herein. Machine-readable media includes any mechanism that provides (i.e., stores and/or transmits) information in a form readable by a machine (e.g., a wagering game machine, computer, etc.). For example, tangible machine-readable media includes read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media, flash memory machines, etc. Machine-readable media also includes any media suitable for transmitting software over a network. 
     Example Operations 
     This section describes operations associated with some embodiments. In the discussion below, some flow diagrams are described with reference to block diagrams presented herein. However, in some embodiments, the operations can be performed by logic not described in the block diagrams. 
     In certain embodiments, the operations can be performed by executing instructions residing on machine-readable media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform more or less than all the operations shown in any flow diagram. 
       FIG. 3  is a flow diagram (“flow”)  300  illustrating controlling a wagering game machine object supply, according to some embodiments.  FIG. 1  is a conceptual diagram that helps illustrate the flow of  FIG. 3 , according to some embodiments. This description will present  FIG. 3  in concert with  FIG. 1 . In  FIG. 3 , the flow  300  begins at processing block  302 , where a wagering game system (“system”) determines a player avatar population in a location of a virtual wagering game environment. For example, in  FIG. 1 , at any given time, a population of player avatars  102  and  115  occupy the virtual room  140  of a virtual wagering game environment. The virtual room  140  is enclosed by a boundary  119 . The online wagering game server  150  hosts the virtual room  140  within a virtual wagering game environment that tracks the player avatars  102  and  115 , within a virtual grid (e.g., including regions, areas, etc.). The player avatars  102  and  115  include both avatars (e.g., the potential player avatar  102 ) that are not playing wagering games with wagering game machine objects  103 - 113 , and avatars (e.g., the player avatars  115 ) that are playing wagering games with some of the machine objects  103 - 113 . 
     The flow  300  continues at processing block  304 , where the system determines a wagering game machine object supply in the location of the virtual wagering game environment, where the wagering game machine object supply is an amount of available wagering game machine objects within the boundary of the location. For example, in  FIG. 1 , the wagering game machine object supply constitutes the machine objects  103 - 113  that players can potentially use to play wagering games. The machine objects  103 - 113  occupy the boundary  119  of the virtual room  140 . The system  100  determines how many of the machine objects  103 - 113  are available for play considering machine object maintenance, use, or other factors that cause the machine objects  103 - 113  to be unavailable. 
     The flow  300  continues at processing block  306 , where the system determines a supply availability ratio, where the supply availability ratio indicates a restriction on the amount of available wagering game machine object in the location compared to the player avatar population. In some embodiments, the system can determine the supply availability ratio according to a rules set governing the supply of the available wagering game machine objects in the location.  FIG. 1  illustrates an example. 
     The flow  300  continues at processing block  308 , where the system determines that the wagering game machine object supply is not compliant with the supply availability ratio. For instance, in  FIG. 1 , if, for instance, the supply rules  120  indicate that the system  100  should present as available only one more of the machine objects  103 - 113  than the player avatars  115  plus the potential player avatar  102 . The system  100  counts the number of player avatars (e.g., the potential player avatar  102  and the player avatars  115 ), excluding the player bots  116 , and determines that too many of the machine objects  103 - 113  are available. The system  100  is configured, therefore, to subsequently reduce the supply of the available machine objects  103 - 113 . 
     The flow  300  continues at processing block  310 , where the system modifies the wagering game machine object supply to comply with the supply availability ratio. In some embodiments, the wagering game machine object supply comprises positioning one or more player bots (e.g., the player bots  116 ) at one or more of the available wagering game machine objects making the one or more of the available wagering game machine objects unavailable. For example, the system can occupy and/or remove machines so that there are (1) only slightly more available wagering game machine objects than the number of potential players (e.g., one more available wagering game machine than potential players), (2) an equal number of wagering game machine objects as potential players, or (3) only slightly fewer available wagering game machine objects than the number of potential players (e.g., one less wagering game machine than available players so that players are encouraged to sit down quickly at available machines to avoid having to be on a waiting list). In some embodiments the number of available wagering game machine objects can be controlled via the use of player bots (e.g., canned avatars, system generated virtual players, etc.).  FIG. 1  illustrates in detail how the system  100  uses the player bots  116  to occupy any of the available machine objects  103 - 113  to comport with the supply rules  120 . In some embodiments, however, the supply rules  120  can have overrides. For instance the rules may require that if a sponsored machine is unavailable, then the system may make unavailable all other available wagering game objects except the sponsored machine or leave a limited option of other wagering game machine objects (e.g., make unavailable all but one unsponsored wagering game machine object and one sponsored wagering game machine object). In some embodiments, the system can modify the wagering game machine object supply by removing one or more of the available wagering game machine objects from the location. In some embodiments, the system can remove available wagering game machine objects according to performance. For example, the system can retire machines that receive a certain level of play (e.g., remove the least used machines). The system could also remove machines according to player settings. For instance, a player could set a setting that indicates that it only wants to see machines in a room that haven&#39;t hit jackpots or bonuses for a certain period of time, or vice versa, machines that have hit bonus and jackpots recently. In some embodiments, the system can present a secret wagering game machine object to a wagering game player waiting for an available wagering game machine object (e.g., the system present a secret wagering game machine object to prevent a player from waiting too long for a wagering game machine object). 
       FIG. 4  is a flow diagram (“flow”)  400  illustrating personalizing wagering game machine objects, according to some embodiments.  FIG. 6  is a conceptual diagram that helps illustrate the flow of  FIG. 4 , according to some embodiments. This description will present  FIG. 4  in concert with  FIG. 6 . In  FIG. 4 , the flow  400  begins at processing block  402 , where a wagering game system (“system”) presents a wagering game machine object in a virtual wagering game environment.  FIG. 6  illustrates example wagering game machine objects  603  and  605  in a virtual wagering game environment. In  FIG. 6 , a wagering game system (“system  600 ”) includes a computer system (“computer”)  645  connected to an online wagering game server  650  via a communications network  622 . The computer  645  presents a display  601  of a virtual wagering game environment hosted by the online wagering game server  650 . The system  600  can also include an account server  670  and a wagering game machine  660 , both connected to the communications network  622 . The account server  670  can store and present control options for a player account that logs in to the virtual wagering game environment through the computer  645 . The wagering game machine  660  can also access the virtual wagering game environment and present the display  601  from within a casino network. 
     The flow  400  continues at processing block  404 , where the system presents a personalization control to personalize a portion of the wagering game machine object. For example, in  FIG. 6 , the wagering game machine object  605  presents one type of personalization control, specifically control options  609  to place an avatar symbol on the wagering game machine object  605 . In some embodiments, the system  600  can prompt the player account to select a portion of the exterior of the wagering game machine object  605 . The system  600  can also prompt the player to select one or more symbols  611  (e.g., a pre-selected avatar symbol, initials, a favorite quote) that can be placed on the wagering game machine object  605 . The wagering game machine object  603  presents another type of personalization control, specifically a rights control  607  to obtain rights to customize and/or exclusively utilize the wagering game machine object  603 . The system  600  can write personalization information to metadata (e.g., the system  600  can write ownerships rights to a configuration file, a database record, or some other storage location). 
     The flow  400  continues at processing block  406 , where the system determines a selection of the personalization control by a player account. The selection of the personalization control indicates a request to make the portion of the wagering game machine object personalized to the player account. For instance, in  FIG. 6 , a player account can select a control button  615  to initiate a process to write the avatar symbol to the wagering game machine object  605 . Similarly, the player account can select the control button  613  to initiate a process to lease the wagering game machine object  603  (see  FIG. 5 ). By selecting the buttons  613 ,  615 , the player account 
     The flow  400  continues at processing block  408 , where the system determines that the player account has access rights to make customizations to the wagering game machine object. In some embodiments, the system can have safe-guards to ensure that personalizations are made by approved player accounts, in appropriate ways. For instance, although some wagering game machine objects may be free to personalize in any way without any kind of verification procedure, other wagering game machine objects may require that a player account pre-register (e.g., sign a digital signature, click on a verification picture, etc.) to prove that the player account is a valid player account and not a spam program. Some wagering game machine objects may require stricter verifications, such as requiring passwords, access codes, encryption secrets, card swipes, digital certificates, fingerprint scans, and/or other security checks, to access personalization controls for the wagering game machine object. 
     The flow  400  continues at processing block  410 , where the system personalizes the portion of the wagering game machine object according to the request. In some embodiments, the system can place on the wagering game machine object one or more of a player&#39;s signature, a player&#39;s symbol, a player&#39;s initials, a player&#39;s avatar image, a player&#39;s note, etc. For example, player accounts may leave notes on the wagering game machine objects for other player accounts (e.g., friend accounts) to find and read. The system can also provide security options to lock the personalizations so that only player accounts with permission can see the personalizations. 
       FIG. 5  is a flow diagram (“flow”)  500  illustrating controlling ownership and access rights to wagering game machine objects, according to some embodiments.  FIG. 6  is a conceptual diagram that helps illustrate the flow of  FIG. 5 , according to some embodiments. This description will present  FIG. 5  in concert with  FIG. 6 . In  FIG. 5 , the flow  500  begins at processing block  502 , where a wagering game system (“system”) presents a virtual wagering game machine object in a virtual wagering game environment. As described previously, in  FIG. 6 , the system presents the wagering game machine object  603 , which is configured to provide ownership rights. 
     The flow  500  continues at processing block  504 , where the system presents a purchase control to purchase rights to one or more control abilities of the wagering game machine object. For example, in  FIG. 6 , the wagering game machine object  603  presents the rights control  607  for acquiring ownership, leasing, or other rights. The rights control  607  indicate a purchase price for obtaining the rights (e.g., 5000 points to lease the wagering game machine object  603  for a year). In some embodiments, the system  600  can require that a user account (e.g., a player account, a sponsor account, etc. accomplish an objective before presenting the purchase control. For example, the system  600  could require that a player hit a high score on a wagering game before receiving the abilities to view purchase controls in a virtual wagering game environment. 
     The flow  500  continues at processing block  506 , where the system determines a selection of the purchase control by a player account. In  FIG. 6 , the system  600  presents the control button  613  to initiate a purchase agreement. 
     The flow  500  continues at processing block  508 , where the system presents purchase terms for the rights to the one or more control abilities of the wagering game machine object. For instance, in  FIG. 6 , the system  600  can present additional information before the player ultimately agrees to purchase rights in the wagering game machine. For example, the system  600  can present the terms of the agreement, a list of the control abilities the player account will purchase rights to, conditions of use, penalties, benefits, etc. The system  600  can present various purchase values and/or methods of payment, including payment by entertainment points that a player has earned via wagering game activity, social status points, credits, virtual currency, money, promises to complete tasks, or any other item or service of tradable value. The system  600  can also conduct auctions to purchase the rights. 
     The flow  500  continues at processing block  510 , where the system receives a purchase value from a player account. For example, in  FIG. 6 , the player can agree to the terms of purchase and submit a purchase value. The account server  670  presents a player account interface (“player interface  602 ”), showing a points meter  610 . The system  600  can deduct the purchase value (e.g., 5000 points) from the points meter  610  and transmit the purchase value to the online wagering game server  650 . 
     The flow  500  continues at processing block  512 , where the system presents the player account with a control rights and/or access codes that can access the control abilities of the wagering game machine object. For example, in  FIG. 6 , if the purchase value that the player sent at processing block  510  matches the purchase price for the rights, the online wagering game server  650  can send access rights to the account server  670 . The account server  670  can allocate the rights to the player&#39;s account and present a machine access options and rights settings (“machine options settings  604 ”). The machine options settings  604  can store and indicate the unique identity information for specific wagering game machine objects. Sub-settings  606  indicate settings for the wagering game machine object  603  (e.g., nickname “Bogart”, identification number “4173125A61”, etc.). In some embodiments, the system can set a time limit to the control key for access to the control abilities. For example, the rights can be lease rights that expire after a year, a month, or some other agreed upon time period. In some embodiments, the rights can be non-exclusive and/or intermingled throughout the period (e.g., a shared ownership, a time share). In some embodiments, the system  600  can read from settings within the machine options settings  604  for controlling wagering game machine object behavior. For instance, in  FIG. 1 , the player account corresponding to the potential player avatar  102  may own access rights to the machine object  104 . The system  100  can, detect that the player account owns rights to the machine object  104 , determine settings (e.g., from the sub-settings  606  from the machine options settings  604 ) and lock the machine object  104  when the potential player avatar  102  enters the boundary  119  of the virtual room  140 . If the machine object  104  is being used when the potential player avatar  102  enters the virtual room  140 , the system can place the player account for the potential player avatar  102  on the top of the waiting list above any other accounts signed up on the waiting list. The system  100  can utilize the player account settings (e.g., the machine option settings  604 ) in concert with supply rules. Returning to  FIG. 6 , the system  600  can send security implements (e.g., control keys, license codes, passwords, etc.) to the computer  645 . The computer  645  can utilize the security implements to unlock or use the rights on the wagering game machine object  603 . The system  600  can also present options to share rights with other player accounts (e.g., provide limited access keys, sub-lease rights, etc.). For example, the sub-settings  606  include options for enabling abilities to personalize the wagering game machine object  603  with social contact accounts listed in a friends list  608 . The system  600  can also provide additional abilities, change pricing, present personalization controls, etc., based on a player&#39;s social status. For example, the player interface  602  includes a status meter  612  that tracks the player&#39;s social standing in a wagering game related social network. The system  600  can refer to the status meter  612  to determine the player account&#39;s status level. Further, after providing rights to the player account, the system  600  can also store metadata in the wagering game machine object  603  so that others can see it (e.g., in  FIG. 8 , a wagering game machine object  803  presents an information panel  807  that can present lease information  809 ). 
       FIG. 7  is a flow diagram (“flow”)  700  illustrating notifying player accounts for changes in wagering game machine object&#39;s performance statistics, according to some embodiments.  FIG. 8  is a conceptual diagram that helps illustrate the flow of  FIG. 7 , according to some embodiments. This description will present  FIG. 7  in concert with  FIG. 8 . In  FIG. 7 , the flow  700  begins at processing block  702 , where a wagering game system (“system”) determines a payout value for a wagering game machine object in a virtual wagering game environment. The payout value can indicate an amount of winnings that the wagering game machine object has paid out over a period of time. In some embodiments, the system can calculate an expected payout value (“EPV”) for the wagering game machine object, where the EPV value equates to a composite score (e.g., percentage score, point score, etc.) of factors affecting the wagering game machine object, including, but not limited to, a number of bonus awards awarded over time, a number of jackpots awarded over time, a number of player winnings over time, a record of wins since a player account has last played on that wagering game machine object, a number of wins over a number of spins, etc. In  FIG. 8 , an example wagering game system (“system  800 ”) presents some example options and controls in a machine options panel  805  related to EPV scores, historic payout information, and notification options. The system  800  includes a computer system (“computer”)  845  connected to an online wagering game server  850  via a communications network  822 . The computer  845  presents a display  801  of a virtual wagering game environment hosted by the online wagering game server  850 . The system  800  can also include an account server  870  and a wagering game machine  860 , both connected to the communications network  822 . The account server  870  can store and present control options for a player account that logs in to the virtual wagering game environment through the computer  845 . The wagering game machine  860  can also access the virtual wagering game environment and present the display  801  from within a casino network. The computer  845  presents the machine options panel  805  for the wagering game machine object  803  in the virtual wagering game environment. 
     The flow  700  continues at processing block  704 , where the system determines a threshold setting set by a player account where the threshold setting indicates a threshold limit for the payout value which the player account desires to monitor. For example, in  FIG. 8 , the machine options panel  805  includes monitoring controls  810  to set monitoring limits for the EPV (e.g., if the EPV is presented as a percentage, the monitoring controls  810  can set percentage values for monitoring the EPV). 
     The flow  700  continues at processing block  706 , where the system determines that the payout value reaches the threshold limit. For example, in  FIG. 8 , after the player account has set the monitoring limits in the monitoring controls  810 , the system will subsequently payout, or fail to payout, for wagering games. As a result, the EPV will increase or decrease. As the EPV changes, it may approach one or more of the monitoring limits set in the monitoring controls  810 . 
     The flow  700  continues at processing block  708 , where the system automatically activates functions within the virtual wagering game environment when the payout value reaches the threshold limit. For example, in  FIG. 8 , the system  800  can notify the player account that the payout value has reached the threshold limit. More specifically, when the EPV for the wagering game machine object  803  reaches one of the monitoring limits set in the monitoring controls  810 , then the system  800  can send a notification message to the player account that set the monitoring limits. The system  800  can send the player a notification in the form of a pop-message, a chat message, a text message, an email, etc. Further, the system  800  can also automatically perform any, or more, of the following within the virtual wagering game environment after the limit is reached: placing the player account on a waiting list to play the wagering game machine object  803 , sending a player bot to occupy the wagering game machine object  803  until the player&#39;s avatar can arrive, transporting the player account&#39;s avatar to the wagering game machine object  803 , notifying a wagering game agent to play the wagering game machine object  803 , triggering an agent investment for the wagering game machine object  803 , placing side-bets on a player&#39;s activity on the wagering game machine object  803 , etc. 
     Additional Example Embodiments 
     According to some embodiments, a wagering game system (“system”) can provide various example devices, operations, etc., to control and present virtual wagering game environments. The following non-exhaustive list enumerates some possible embodiments.
         In some embodiments, the system can allow a player to play multiple wagering game machine objects at the same time   In some embodiments, the system can provide machine bingo games. For example, each wagering game machine object can have an integrated, identifiable bingo card, or other card, instrument, or playing element used in other group games (e.g., roulette, community games, etc.).   In some embodiments, the system can tie an online machine (e.g., a wagering game machine object) to a brick-and-mortar machine (e.g., an actual wagering game machine in a casino). The system can provide a shared random number generator to the online machine and the brick-and-mortal machine. The system can indicate which machines are “hot” whether online or on the casino floor.   In some embodiments, the system can designate a lucky player or bot. For example, in  FIG. 8 , the system  800  can identify a player avatar  815 , or a bot avatar  811 , and present characteristics (e.g., bot characteristics  813  and player characteristics  817 ) that the player account feels are lucky or successful. The system  800  can also present search options for the player account to find the lucky players or bots. For instance, the player account can searches for a bot with a lucky series of numbers in its identification information, a player account can search for another player with a recent history of wins, etc. The system  800  can also provide controls for player accounts to chat, locate, reserve seats next to, or in other ways, interact with their designated players or bots.   In some embodiments, the system can present search controls to search for the wagering game machine object, receive a payout search parameter (e.g., an EPV value), and search for the wagering game machine object using the payout search parameter. The system can use the search to find wagering game machine objects in a virtual wagering game environment that haven&#39;t hit a jackpot or bonus in a certain amount of time.   In some embodiments, the system can show a history of players that have won on a wagering game machine object. The system can show anonymous information about the players that have won (e.g., show the location of a top winner, show an avatar name, show a login handle, show a player symbol, etc.) in place of personal identification information about the player.   In some embodiments, the system can provide trophies or awards. The system can present meta-awards or meta-privileges above and beyond a wagering game machine object&#39;s normal abilities, like a high score, a medal or award, a virtual item, etc. The system can also show visual effects of an avatar to others (e.g., on a banner, in an advertisement, via a system chat console, etc.) for achievements that the player account accomplished.   In some embodiments, the system can limit or expand the denomination values of a game or machine (e.g., the system can provide high denominations for only some machines, the system can change the denominations for a group of players based on status, etc).   In some embodiments, the system can authorize a wagering agent or provide agent investments. For example, the system can provide controls so that a player account can invest money into a wagering game machine object, at the end of a wagering game session. Depending on the amount of money invested, the system can set parameters so that the investing player account can win a percentage of wins by subsequent players on the wagering game machine object (e.g., the player account can win money for a subsequent player&#39;s game play for a set number of plays/spins after the player account leaves the wagering game machine object—the player account can “piggy-back” win an amount equivalent to a portion of a subsequent player&#39;s winnings).   In some embodiments, the system can reserve a wagering game machine object (e.g., reserve the wagering game machine object after a player finishes, reserve the wagering game machine object for use in a future slot tournament, reserve the wagering game machine object for use in a group for a group event, etc.).   In some embodiments, the system can present controls so that a player can use points to get on to a wagering game machine object, to move up on a waiting list, to obtain abilities, etc.   In some embodiments, the system can present machine abilities based on a player&#39;s status (e.g., present abilities to move up on a wait list based on player status, present controls to control a wagering game machine object based on status levels, present hidden or secret machines based on player status, etc.). The system can also present entire locations (e.g., rooms, regions, etc.) based on a player&#39;s status (e.g., an entire VIP casino).   In some embodiments, the system can provide a special type of points (e.g., points for game types, points for community games, points for tournament games, etc.) to control, use, see or otherwise interact with wagering game machine objects (e.g., the system can provide community game points which a player can use to access community wagering game machine objects).   In some embodiments, the system can provide switches to turn on or off background sounds, news feeds, levels of information, etc.   In some embodiments, the system can allow player accounts to look over the shoulders&#39; of other player accounts (or player bots) that are playing on wagering game machine objects. The system thus enhances the excitement of available games, making them more desirable, if players can see and experience what other players are playing. The system can show an animation of the player or bot reacting to the game, thus making the game appear exciting. The system can also replay big wins that others players have had recently on the wagering games.   In some embodiments, the system can present chat controls so that players can communicate with other player and/or bots within a virtual wagering game environment. The system can present bots that move or react animatedly to conversation being presented in the chat.   In some embodiments, the system can provide an odds calculator on a wagering game machine object to calculate odds for potential wins or losses in wagering game.   In some embodiments, the system can unlock bonus games, themes, etc. after a certain number of bets, pay in, etc. on a wagering game machine object. The system can also offer new games to smaller, exclusive groups of player accounts who play the previous versions the most.   In some embodiments, the system can control access to waiting lists for the wagering game machine object based on control or access rights (e.g., a player account with access rights to a wagering game machine object may control the position of friends and other social contact accounts on the waiting list).   In some embodiments, the system can provide a referral award to a player account for referring one or more additional player accounts to a wagering game machine object. In some embodiments, the system can make referred players eligible to play the wagering game machine object in a wagering game tournament.       

     Additional Example Operating Environments 
     This section describes example operating environments, systems and networks, and presents structural aspects of some embodiments. 
     Wagering Game Machine Architecture 
       FIG. 9  is a conceptual diagram that illustrates an example of a wagering game machine architecture  900 , according to some embodiments. In  FIG. 9 , the wagering game machine architecture  900  includes a wagering game machine  906 , which includes a central processing unit (CPU)  926  connected to main memory  928 . The CPU  926  can include any suitable processor, such as an Intel® Pentium processor, Intel® Core 2 Duo processor, AMD Opteron™ processor, or UltraSPARC processor. The main memory  928  includes a wagering game unit  932 . In some embodiments, the wagering game unit  932  can present wagering games, such as video poker, video black jack, video slots, video lottery, reel slots, etc., in whole or part. 
     The CPU  926  is also connected to an input/output (“I/O”) bus  922 , which can include any suitable bus technologies, such as an AGTL+frontside bus and a PCI backside bus. The I/O bus  922  is connected to a payout mechanism  908 , primary display  910 , secondary display  912 , value input device  914 , player input device  916 , information reader  918 , and storage unit  930 . The player input device  916  can include the value input device  914  to the extent the player input device  916  is used to place wagers. The I/O bus  922  is also connected to an external system interface  924 , which is connected to external systems (e.g., wagering game networks). The external system interface  924  can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.) 
     The I/O bus  922  is also connected to a location unit  938 . The location unit  938  can create player information that indicates the wagering game machine&#39;s location/movements in a casino. In some embodiments, the location unit  938  includes a global positioning system (GPS) receiver that can determine the wagering game machine&#39;s location using GPS satellites. In other embodiments, the location unit  938  can include a radio frequency identification (RFID) tag that can determine the wagering game machine&#39;s location using RFID readers positioned throughout a casino. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the wagering game machine&#39;s location. Although not shown in  FIG. 9 , in some embodiments, the location unit  938  is not connected to the I/O bus  922 . 
     In some embodiments, the wagering game machine  906  can include additional peripheral devices and/or more than one of each component shown in  FIG. 9 . For example, in some embodiments, the wagering game machine  906  can include multiple external system interfaces  924  and/or multiple CPUs  926 . In some embodiments, any of the components can be integrated or subdivided. 
     In some embodiments, the wagering game machine  906  includes a wagering game module  937 . The wagering game module  937  can process communications, commands, or other information, where the processing can control and present virtual wagering game environments. 
     Furthermore, any component of the wagering game machine  906  can include hardware, firmware, and/or machine-readable media including instructions for performing the operations described herein. 
     Mobile Wagering Game Machine 
       FIG. 10  is a conceptual diagram that illustrates an example of a mobile wagering game machine  1000 , according to some embodiments. In  FIG. 10 , the mobile wagering game machine  1000  includes a housing  1002  for containing internal hardware and/or software such as that described above vis-à-vis  FIG. 9 . In some embodiments, the housing has a form factor similar to a tablet PC, while other embodiments have different form factors. For example, the mobile wagering game machine  1000  can exhibit smaller form factors, similar to those associated with personal digital assistants. In some embodiments, a handle  1004  is attached to the housing  1002 . Additionally, the housing can store a foldout stand  1010 , which can hold the mobile wagering game machine  1000  upright or semi-upright on a table or other flat surface. 
     The mobile wagering game machine  1000  includes several input/output devices. In particular, the mobile wagering game machine  1000  includes buttons  1020 , audio jack  1008 , speaker  1014 , display  1016 , biometric device  1006 , wireless transmission devices (e.g., wireless communication units  1012  and  1024 ), microphone  1018 , and card reader  1022 . Additionally, the mobile wagering game machine can include tilt, orientation, ambient light, or other environmental sensors. 
     In some embodiments, the mobile wagering game machine  1000  uses the biometric device  1006  for authenticating players, whereas it uses the display  1016  and the speaker  1014  for presenting wagering game results and other information (e.g., credits, progressive jackpots, etc.). The mobile wagering game machine  1000  can also present audio through the audio jack  1008  or through a wireless link such as Bluetooth. 
     In some embodiments, the wireless communication unit  1012  can include infrared wireless communications technology for receiving wagering game content while docked in a wager gaming station. The wireless communication unit  1024  can include an 802.11G transceiver for connecting to and exchanging information with wireless access points. The wireless communication unit  1024  can include a Bluetooth transceiver for exchanging information with other Bluetooth enabled devices. 
     In some embodiments, the mobile wagering game machine  1000  is constructed from damage resistant materials, such as polymer plastics. Portions of the mobile wagering game machine  1000  can be constructed from non-porous plastics which exhibit antimicrobial qualities. Also, the mobile wagering game machine  1000  can be liquid resistant for easy cleaning and sanitization. 
     In some embodiments, the mobile wagering game machine  1000  can also include an input/output (“I/O”) port  1030  for connecting directly to another device, such as to a peripheral device, a secondary mobile machine, etc. Furthermore, any component of the mobile wagering game machine  1000  can include hardware, firmware, and/or machine-readable media including instructions for performing the operations described herein. 
     The described embodiments may be provided as a computer program product, or software, that may include a machine-readable medium having stored thereon instructions, which may be used to program a computer system (or other electronic device(s)) to perform a process according to embodiments(s), whether presently described or not, because every conceivable variation is not enumerated herein. A machine readable medium includes any mechanism for storing or transmitting information in a form (e.g., software, processing application) readable by a machine (e.g., a computer). The machine-readable medium may include, but is not limited to, magnetic storage medium (e.g., floppy diskette); optical storage medium (e.g., CD-ROM); magneto-optical storage medium; read only memory (ROM); random access memory (RAM); erasable programmable memory (e.g., EPROM and EEPROM); flash memory; or other types of medium suitable for storing electronic instructions. In addition, embodiments may be embodied in an electrical, optical, acoustical or other form of propagated signal (e.g., carrier waves, infrared signals, digital signals, etc.), or wireline, wireless, or other communications medium. 
     General 
     This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.