Patent Publication Number: US-10769887-B2

Title: Casino management system with anonymous player bonusing

Description:
CROSS-REFERENCE TO RELATED APPLICATION 
     This application claims benefit of U.S. Provisional Patent Application Ser. No. 62/590,980, filed on Nov. 27, 2017, which is hereby incorporated by reference in its entirety for all purposes. 
    
    
     FIELD OF THE INVENTION 
     The present invention relates generally to casino management systems, and more particularly, to a casino management system that tracks un-carded anonymous players wagering sessions and/or accounts and provide system-based bonus awards to un-carded anonymous players. 
     BACKGROUND OF THE INVENTION 
     The growth and competition in the casino gaming market in recent years and the increasingly sophisticated and complex technology being integrated into the gaming environment, presents both challenges and opportunities to gaming establishment operators. Over recent years, casino revenue has dramatically increased in the area of non-gaming revenue sources such as, hotel and hospitality, retail, dining, entertainment and other casino products or services. Traditionally, patron tracking systems have focused on tracking patrons of electronic gaming machines, table games and other gaming revenue areas such as, bingo and keno. In this traditional scenario, a patron is identified during gaming play by a patron tracking ID card and/or a patron identification number (PIN). The patron tracking system tracks the patron&#39;s gaming play and may award patron tracking points, bonuses, and other incentives according to established criteria to promote continued patron loyalty. 
     In most cases, the patron tracking points earned by play electronic gaming machines, table games and other gaming revenue areas such as, bingo and keno may be redeemed for prizes, such as complimentary meals, merchandise, hotel and services through non-gaming revenue point-of-sales devices linked to the patron tracking system. However, there is an emerging category of casino patrons who are not members of the traditional casino patron club of electronic gaming machines, table games or other gaming revenue sources, yet spend large amount of money in gaming and non-gaming revenue areas. Traditional patron tracking systems do not track, rate or score this category of patron. 
     Some casinos utilize an entirely separate system which may be used to store, independently, both player tracking data and other information related to the casino resort patron. The other information may be relate to the patron&#39;s transactions or visit, or originate at, the hotel, restaurant(s), retail outlet(s), spa(s), etc. . . . . There are several problems with this approach. First, a completely different and additional system is used to receive the player tracking data (from the casino management system or CMS) and the other data and to store it. Secondly, such external systems must be tailored specifically to work with the CMS and other systems, such that the data from these systems is understood. In other words, the data from these systems is typically maintained in different formats and must be translated in order to be understood and stored. This is a very laborious and expensive undertaking. Furthermore, it is also difficult and expensive to maintain. For instance, if one of the underlying system changes, then the additional external system may also require corresponding updates. 
     The present invention is aimed at one or more of the problem as set forth above. 
     SUMMARY OF THE INVENTION 
     In different embodiments of the present invention, systems and methods for operating a gaming system including a casino management server, are provided. 
     In one embodiment of the present invention, a gaming system is provided. The gaming system includes a plurality of gaming machines and a casino management server coupled to the plurality of gaming machines. Each gaming machine includes a display device and a gaming controller configured to display a game to a player via the display device, and establish a gaming credit meter for use in placing wagers on the game by the player. The casino management server includes a processor for implementing a bonus award feature. The processor programmed to execute an algorithm including initiating the bonus award feature, identifying gaming machines associated with the bonus award feature, and determining a bonus award associated with the bonus award feature. The bonus award includes a first award value associated with a carded player account and a second award value associated with an un-carded anonymous player wagering session and/or account. The processor selects gaming machines having gaming sessions associated with un-carded anonymous player wagering sessions and/or accounts and displays, on each selected gaming machine, a message notifying the player of the first award value associated with a carded player account and the second award value associated with an un-carded anonymous player wagering session and/or account. The processor also downloads the second award value to a corresponding gaming credit meter of each selected gaming machine associated with un-carded anonymous player wagering sessions and/or accounts. 
     In another embodiment, a casino management server for use in gaming system including a plurality of gaming machines is provided. Each gaming machine includes a display device and a gaming controller configured to display a game to a player via the display device and establish a gaming credit meter for use in placing wagers on the game by the player. The casino management server includes a memory device configured to store a plurality of carded player account wagering sessions and a plurality of un-carded anonymous player wagering session and/or accounts and a processor coupled to the plurality of gaming machines for implementing a bonus award feature. The processor is programmed to execute an algorithm including initiating a bonus award feature, identifying gaming machines associated with the bonus award feature, and determining a bonus award associated with the bonus award feature. The bonus award includes a first award value associated with a carded player account and a second award value associated with an un-carded anonymous player based upon their wagering session or account. The processor selects gaming machines having gaming sessions associated with un-carded anonymous players and displays, on each selected gaming machine, a message notifying the player of the first award value associated with a carded player account and the second award value associated with an un-carded anonymous player. The processor also downloads the second award value to a corresponding gaming credit meter of each selected gaming machine associated with un-carded anonymous player. 
     In yet another embodiment, a non-transitory computer-readable storage medium storing computer executable instructions is provided. The computer executable instructions cause a processor to implement a bonus award feature by performing the algorithm steps of initiating the bonus award feature, identifying gaming machines associated with the bonus award feature, and determining a bonus award associated with the bonus award feature. The bonus award includes a first award value associated with a carded player account and a second award value associated with an un-carded anonymous player based upon their wagering session or account. The processor selects gaming machines having gaming sessions associated with un-carded anonymous players and displays, on each selected gaming machine, a message notifying the player of the first award value associated with a carded player account and the second award value associated with an un-carded anonymous player. The processor also downloads the second award value to a corresponding gaming credit meter of each selected gaming machine associated with un-carded anonymous player wagering sessions and/or accounts. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       Other advantages of the present invention will be readily appreciated as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings wherein: 
         FIG. 1  is a schematic representation of an exemplary gaming system for providing gaming property services to players via a gaming device, according to an embodiment of the present invention; 
         FIGS. 2 and 3  are additional schematic representations of the gaming system shown in  FIG. 1 , according to an embodiment of the present invention; 
         FIG. 4  is a perspective view of an exemplary gaming device that may be used with the gaming system shown in  FIGS. 1-3 , according to an embodiment of the present invention; 
         FIG. 5  is a schematic representation of the gaming device shown in  FIG. 1 , according to an embodiment of the present invention; 
         FIGS. 6-8  are illustrations of schematic components of the gaming system shown in  FIG. 1 , according to the embodiment of the present invention; 
         FIGS. 9-12  are illustrations of exemplary database records generated by the gaming system shown in  FIG. 1 , according to embodiments of the present invention; 
         FIG. 13  is a flowchart of an algorithm method that may be implemented by the gaming system shown in  FIG. 1  for providing gaming property services to a player, according to an embodiment of the present invention; and 
         FIGS. 14-19  are graphical displays that may be displayed using the gaming system shown in  FIG. 1 , according to an embodiment of the present invention. 
         FIG. 20  is another schematic representation of the gaming system shown in  FIG. 1 , according to an embodiment of the present invention; 
         FIGS. 21-25  are flowcharts of algorithm methods that may be implemented by the gaming system shown in  FIGS. 1 and 20 , according to an embodiment of the present invention; 
         FIGS. 26-30  are illustrations of exemplary data files generated by the system shown in  FIGS. 1 and 20 , according to embodiments of the present invention; and 
         FIGS. 31-36  are graphical displays that may be displayed using the system shown in  FIGS. 1 and 20 , according to an embodiment of the present invention. 
     
    
    
     Corresponding reference characters indicate corresponding parts throughout the drawings. 
     DETAILED DESCRIPTION OF INVENTION 
     With reference to the drawings, and in operation, the present invention improves the function of known casino management systems by providing a casino management system that establishes a method to track un-carded anonymous players sessions that are used to provide system-based bonus awards to players using gaming devices such as, for example, electronic gaming machines (EMGs), electronic table games (ETGs), Table Games, Kiosks, and/or point-of-sale terminals. In general, the system of the present invention includes a casino management server that is programmed to provide floor-wide system-based bonus awards to carded patrons using carded player tracking accounts that are accessed by players using unique player tracking IDs incorporated into physical player tracking cards, NFC devices, or other technologies for uniquely identifying a player. The casino management server is also programed to track un-carded anonymous player wagering sessions when gaming sessions are initiated by players that do not have carded player tracking accounts or unique player tracking IDs, monitors the gaming activity associated with the gaming sessions, and initiates floor-wide system-based bonus award features that include active gaming sessions associated with both carded player tracking accounts and un-carded anonymous players. In addition, casino management server is programmed to provide notification message on gaming devices associated with un-carded anonymous players that include an amount of the bonus award provided to the un-carded anonymous player and, in some cases, to also display the amount being provided to carded players to notify the un-carded anonymous player of the larger award being provided to carded players to encourage them to join the loyalty club. 
     In addition, the casino management server that is programmed to display a unique web-based interface that allows casino operators to establish bonus awards associated with the bonus award features including establishing triggering events, award values provided to carded players, and award values provided to un-carded anonymous players. Moreover, the casino management server is programmed to establish rating (wagering) sessions for uncarded anonymous players. For example, within the rating system, the system creates slot ratings for patron 0 (uncarded) and opens a new rating based on 5 minutes of EGM idle time. The system targets these uncarded ratings to enhance Patron Bonusing modules, such as, for example, Hot Seat™ drawings (a.k.a. Mystery Bonusing™) Advanced Incentives™ and SuperSeries™, all published by Konami Gaming, Inc.™. 
     The present invention may also be implemented in the Konami SYNKROS™ system including the Advanced Incentives™, Hot Seat Draw™ and Super Series™ to bonus uncarded players that add credits directly to the EGM/ETG credit meter. The present invention may also implement the Konami SYNKROS™ system including the Advanced Incentives™ and Hot Seat Draw™ to bonus un-carded players at Table Games by providing them promotional chips or other table bonus instruments. For example, the enhanced SYNKROS™ Service Bus allows for external bonusing systems to add credits directly to the EGM/ETG credit meter. The Advanced Incentives™ Uncarded Enhancements include: new promotion type (EGM Credits) fix amount; new promotion type (EGM credit random) min/max/average; new uncarded selected box which reduces criteria tabs to Date Time, Device Type, Devices; and modified Patron meters tab for single uncarded rating&gt;Amount as trigger. The Hot Seat Draw™ Uncarded Enhancements include new promotion type (EGM Credits); new promotion type (EGM credit random) min/max/average; uncarded rating to rating type; and allows for automated scheduling (recurrence). The Super Series™ Uncarded Bonusing Enhancements include: new Award type column for uncarded (EGM Credits); new auto select of five numbers for uncarded players; awarding uncarded players from the uncarded column, carded players from the carded column; and five number match winning the progressive (Locks the EGM). The invention also includes Synkros™ Service Bus Uncarded Bonusing Enhancements that include added external Bonusing credits to X-Series, Q-COM, SAS, and G2S EGMs through current integration with 3rd Party Jackpot Management Systems (JMS), and added external bonus command to the Synkros Service Bus that adds credits to the EGM credit meter via the command. In addition, the system implements anonymous player tracking via a facial recognition, and uses a camera or other means to attempt to do facial recognition of the player. The system assigns an anonymous player account (similar to a patron account; however, with only the player&#39;s photo) and a digital signature of the face, and assigns the uncarded rating (wagering) sessions to the new anonymous player account (or if based on the signature of the face a match is found, use that anonymous player account to assign the subsequent rating (wagering) sessions. 
     The present invention allows for additional play criteria metrics to target repeat anonymous players. (i.e., depending on the accuracy of the facial recognition signature matching, now that player is more or less tracked just like a carded player. In addition, the system provides for AML/BSA compliance and Suspicious Activity reporting. Depending on the accuracy of the facial recognition signature matching, now that player is more or less tracked just like a carded player. For cash-in or cash-out transactions that exceed $10,000 in a given gaming day, automate the suspicious activity reporting by supplying the anonymous image captured on the account along with the cash-in/cash-out transactions that total over $10,000 in a given gaming day. 
     Anonymous player account versus rating session. In one embodiment, without facial recognition images received from the EGM/ETG, the system  10  uses a method to track the anonymous (uncarded player) rating session, and may not create a player account. Moreover, with facial recognition images received from the EGM/ETG, the system  10  processes the unique biometric signature of the image to determine if the anonymous (un-carded player) has been given a unique un-carded anonymous player account, and: if so the rating session is recorded to that unique anonymous player account; and if not a unique anonymous player account is created for that unique biometric signature of the image, the current and subsequent rating sessions are recorded to that unique anonymous player account. Similarly, with table games having an associated with Host Workstation, without facial recognition, the system  10  allows the table games dealer to track the player as a refused name player, the current and subsequent rating sessions are recorded to that refused name player ID. The system may then implement Bonusing using promotional chips or other prize instruments. Table games with associated Host Workstation with facial recognition, the system  10  allows the table games dealer to track the player as a true anonymous player based on their unique biometric signature of the image, with the current and subsequent rating sessions recorded to that refused name player ID, and Bonusing using promotional chips or other prize instruments. 
     Displaying notification messages on gaming devices is optional and is not limited to displaying both what a carded player bonus is and an un-carded bonus. Additionally, in some cases, the bonus may only be given to un-carded players. In addition, bonus awards may include first awards for carded players and second awards for un-carded players. However, these awards may be of equal value, one higher and one lower (depending on casino marketing and preferences). Also, the system may provide a single award only to un-carded players. 
     In other embodiment, the system also allows patrons to access player tracking account information using information transmitted wirelessly using near field communication (NFC) devices. In one embodiment, the system  10  includes a player gaming tracking device that is coupled to an electronic gaming machine (EGM) and includes an NFC enabled device that receives and transmits data wirelessly to and/or from an NFC enabled device associated with a patron. For example, in one embodiment, the NFC enabled device of the player gaming tracking device may communicate wirelessly with a NFC enabled smartphone associated with the patron. The patron may wirelessly transmit information to the player gaming tracking device using the NFC enabled devices to access player tracking services provided by the system&#39;s player tracking servers. In addition, the system may also include kiosks including NFC enabled devices that allow patron&#39;s and/or casino operator employee&#39;s to access player account services using mobile computing devices having NFC enabled devices. 
     In addition, the system  10  may include NFC enabled player gaming tracking devices that are coupled to a gaming property server and configured to allow players to access player account services using player identification data transmitted wirelessly using NFC enabled devices to display gaming services provided by the gaming property server on a corresponding gaming machine. 
     The system  10  also allows a player to access services provided by the player tracking server via a NFC device on a mobile computing device and/or a NFC enabled card that allows the player/user to log into the player account using the player gaming tracking device associated with a gaming machine and/or a kiosk coupled to the player tracking server. 
     In addition, the system  10  may include a player gaming tracking device that includes a card reader configured to receive a physical card having player identification data encoded on a magnetic strip. The player gaming tracking device is configured to allow a player to log into the player&#39;s account by using the player tracking card and track the player&#39;s gaming activity, and simultaneously allow a casino operator employee to access the casino management system via the player gaming tracking device to transmit data to and/or from the employees NFC enabled mobile device and the NFC enabled player gaming tracking device. For example, the player may be playing the gaming machine while another user, gaming employee, with a priority higher than the player may also be able to access the same gaming machine to see the corresponding player tracking account, award a jackpot to a player, and/or any gaming related activities the gaming employee may have. 
     A selected embodiment of the invention will now be explained with reference to the drawings. It will be apparent to those skilled in the art from this disclosure that the following description of the embodiment of the invention is provided for illustration only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents. 
     Referring to  FIGS. 1 and 20 , in the illustrated embodiment, the present invention includes a gaming system  10  that includes a casino management server system  11  that is coupled to a plurality of gaming devices  12  and a 3rd party services system  16 . The casino management server system  11  includes a gaming property management and monitor system  14  and a player management system  18  that is connected to the gaming devices  12 , the gaming property management and monitoring system  14 , and the 3rd party services system  16 . The system  10  also includes one or more player gaming tracking devices  20  that is coupled to a corresponding gaming device  12 , a gaming property management and monitoring system  14 , a 3rd party services system  16 , and a player management system  18  to transmit and receive data to and/or from the gaming device  12 , the gaming property management and monitoring system  14 , the 3rd party services system  16 , and the player management system  18  to display graphical interfaces on the gaming device  12  and to enable a user/player to log-in/log-out and to access and purchase goods and services provided by the gaming property management and monitoring system  14  and/or the 3rd party services system  16  via the gaming device  12 . 
     In the illustrated embodiment, the player gaming tracking device  20 , the gaming device  12 , the gaming property management and monitoring system  14 , the 3rd party services system  16 , and the player management system  18 , are coupled together via a communications link  22  that enables each gaming device  12  to access the player management system  18 , the gaming property management and monitoring system  14 , and/or the 3rd party services system  16  over a network  24  such as, for example, the Internet, a cellular telecommunications network, a wireless network and/or any suitable telecommunication network. For example, in one embodiment, the gaming device  12  includes a mobile computing device  26 , e.g., a smartphone that communicates with the player management system  18  via the cellular telecommunications network and/or the Internet. In another embodiment, the gaming device  12  includes a gaming machine  28  (shown in  FIG. 1 ). In yet another embodiment, the gaming device  12  may include a personal computer, laptop, cell phone, tablet computer, smartphone/tablet computer hybrid, personal data assistant, and/or any suitable computing device that enables a user to connect to the player management system  18  and display the graphical interfaces. 
     In the illustrated embodiment, each gaming device  12  includes a gaming controller  30  that is coupled to a gaming display  32  and a user input device  34 . The gaming controller  30  receives and transmits information to and from the player gaming tracking device  20  and/or the player management system  18  and displays the graphical interfaces on the gaming display  32  to enable the user/player to interact with the player management system  18  and/or the player gaming tracking device  20  to access a player tracking account, access casino services, and purchase goods and/or services from the gaming property management and monitoring system  14  and/or the 3rd party services system  16  in accordance with the embodiments described herein. 
     In the illustrated embodiment, the player management system  18  includes a system controller  36 , a web server  38 , and a player account server  40 , a database server  42  and a database  44 . The servers  38 - 42 , system controller  36 , and database  44  are connected through a network  24  such as, for example, a local area network (LAN), a wide area network (WAN), dial-in-connections, cable modems, wireless modems, and/or special high-speed Integrated Services Digital Network (ISDN) lines. 
     The web server  38  communicates with the gaming devices  12 , the gaming property management and monitoring system  14 , and the 3rd party services system  16  to facilitate transmitting data over the network  24  via the Internet and/or the cellular network, respectively. 
     The database server  42  is connected to the database  44  to facilitate transmitting data to and from the database  44 . The database  44  contains information on a variety of matters, such as, for example, player tracking ID(s), player account information, gaming property information, 3rd party information, image data for producing graphical interfaces and/or screens on the gaming device  12  and temporarily stores variables, parameters, and the like that are used by the system controller  36 . In one embodiment, the database  44  includes a centralized database that is stored on the system  10  and is accessed directly via the gaming devices  12  and/or the player gaming tracking device  20 . In an alternative embodiment, the database  44  is stored remotely from the system  10  and may be non-centralized. 
     The player account server  40  receives player tracking data from the player gaming tracking device  20  and generates and stores the received player tracking data in corresponding player accounts stored in the database  44 . In addition, the player account server  40  retrieves a player account and transmits the player tracking data to the player gaming tracking device  20 , the gaming device  12 , the gaming property management and monitoring system  14  and/or the 3rd party services system  16 . The player account server  40  also receives player tacking ID(s) that correspond to player accounts in order to log players in and out of the player gaming tracking device  20 . 
     The system controller  36  includes a processor  46  and a memory device  48  that is coupled to the processor  46 . The memory device  48  includes a computer readable medium, such as, without limitation, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, a hard disk drive, a solid state drive, a diskette, a flash drive, a compact disc, a digital video disc, and/or any suitable device that enables the processor  46  to store, retrieve, and/or execute instructions and/or data. 
     The processor  46  executes various programs, and thereby controls other components of the system  10 , the player gaming tracking device  20 , and the gaming devices  12  according to user instructions and data received from the gaming devices  12 . The processor  46  in particular executes a program, and thereby enables the system  10  to allow the player to access information, goods, and/or services provided by the player account server  40 , the gaming property management and monitoring system  14 , and the 3rd party services system  16  in response to user instructions received via the gaming devices  12  in accordance with the embodiments described herein. The memory device  48  stores programs and information used by the processor  46 . Moreover, the memory device  48  stores and retrieves information in the database  44  including, but not limited to, image data for producing images and/or screens on the gaming display  32 , and temporarily stores variables, parameters, and the like that are used by the processor  46 . 
     In the illustrated embodiment, a player may use the gaming device  12  to access goods and services provided by the gaming property management and monitoring system  14  and/or the 3rd party services system  16  such as, for example, restaurant reservations, show reservations, casino services, hotel services, travel arrangements, and/or any suitable goods and/or services that enables the system  10  to function as described herein. In addition, the player may access a corresponding player tracking account with the gaming device  12  via a NFC reader. As described herein, the player may tap-on the NFC reader which identifies a unique player identifier (ID), from the mobile computing device  26  and/or an NFC enabled card, on the gaming device  12  that corresponds to a player tracking account. The player gaming tracking device  20  transmits the player ID to the player management system  18  to determine a corresponding player tracking account. The player gaming tracking device  20  may also receive the location ID associated with the gaming device  12  and transmit the player account information and the gaming device location ID to the gaming property management and monitoring system  14  and/or the 3rd party services system  16 . The gaming property management and monitoring system  14  and/or the 3rd party services system  16  may select services associated with the received player account information and/or the gaming device location and transmit data indicative of the selected services to the player management system  18  and/or the player gaming tracking device  20  to display the services on the gaming device  12 . 
     In the illustrated embodiment, the gaming property management and monitoring system  14  includes a web server  50  that is configured to facilitate communication of data to and/or from the player gaming tracking device  20 , the player management system  18 , and/or the 3rd party services system  16 . The gaming property management and monitoring system  14  may also include a property services server  52  that is configured to transmit data indicative of goods and services offered by the gaming property to the player management system  18  and/or the player gaming tracking device  20  as a function of the received player ID and/or gaming device location. The 3rd party services system  16  includes a web server  54  to facilitate communicating with the gaming property management and monitoring system  14  and/or the player management system  18 , and an account server  56  that is configured to transmit data indicative of the goods and services provided by the 3rd party service system as a function of the received player ID and/or the gaming device location. 
     In the illustrated embodiment, the player gaming tracking device  20  is coupled to the gaming device  12  and the gaming property management and monitoring system  14  to receive gaming property services from the gaming property management and monitoring system  14  and display the gaming property services on the gaming display  32 . Moreover, the player gaming tracking device  20  is configured to receive gaming property services from the gaming property server and transmit services data indicative of the gaming property services to the gaming device  12 . In one embodiment, the player gaming tracking device  20  is a gaming tracking device or a multipurpose EGM/player tracking device that is connected to one or more gaming machines  12 . Additional details of multipurpose EGM/player tracking devices, which may be used in the present invention, are described in U.S. patent application Ser. No. 12/235,237 to Edward Sepich et al., now U.S. Pat. No. 8,429,229, filed Sep. 22, 2008, titled “Multipurpose EGM/player Tracking Device and System”, which is incorporated herein by reference in its entirety. 
     In the illustrated embodiment, the player gaming tracking device  20  includes a processor  58  and a display device  60  configured to control and/or drive the gaming display  32  included with the gaming device  12 . The player gaming tracking device  20  also includes a web browser program  62  for use by the processor  58  to generate and display a web browser interface  64 . The web browser interface  64  enables a player to access the gaming property services via a website provided by the gaming property management and monitoring system  14 . In one embodiment, the player gaming tracking device  20  is configured to receive webpage data indicative of the gaming property services from the gaming property web server  50  and/or the 3rd Party web server  54 , generate a services webpage as a function of the received webpage data, and transmit the services webpage to the gaming device  12  for use in displaying the services webpage on the gaming display  32 . In addition, the player gaming tracking device  20  may be configured to transmit between the player and the gaming property server  50  and/or server  54  via the services webpage to facilitate providing gaming property services to the player. In another embodiment, the player gaming tracking device  20  is configured to detect, read, receive, and transmit near field communication (NFC) data between the mobile computing device and the gaming property server  50  to log the player into and out of the player gaming tracking device  20 . 
     In the illustrated embodiment, the display device  60  is configured to display a player interaction screen  66  (shown in  FIGS. 31-32 ) including a gaming content section  68  and a non-gaming content section  70  using a picture-in-picture display. For example, in one embodiment, the gaming tracking device  80  includes a True Time Windows™ computer program that drives a picture-in-picture gaming display, as described in U.S. patent applicaton Ser. No. 14/488,174 to Jeffrey D. George et al., now U.S. Pat. No. 9,619,962, filed Sep. 16, 2014, titled “System and Methods of Providing Player Services with Gaming Devices”, which is incorporated herein by reference in its entirety. 
     Moreover, the display device  60  displays a game  72  being generated by the gaming controller  30  within the gaming content section  68  and displays a services website  74  in the non-gaming content section  70 . More specifically, the display device  60  is configured to receive game data indicative of game play from the gaming controller  30 , receive services data indicative of the services web site  74  including the gaming property services from the player gaming tracking device  20  and display the game and the gaming property services on the player interaction screen  66 . In one embodiment, the gaming display  32  includes a touchscreen. The display device  60  relates player selections received via the touchscreen to the player gaming tracking device  20  to enable the player gaming tracking device  20  to allow the player to interact with the services website  74  via the touchscreen. Similarly, the display device  60  transmits player selections to the gaming controller  30  to enable the gaming controller  30  to conduct game play in response to players&#39; selections. In the illustrated embodiment, the display device  60  may adjust a size, orientation, and/or position of each of the gaming content section  68  and the non-gaming content section  70  based on the input received from the player. For example, in one embodiment, the display device  60  may allow the player to select a region on the touchscreen corresponding to the services website  74  being displayed in the non-gaming content section  70  and enlarge the non-gaming content section  70  to allow a larger portion of the services website  74  to be viewable to the player on the gaming display  32 . 
     In one embodiment, the player gaming tracking device  20  may display advertising information received from the gaming property server  50  and/or the 3rd party server  54  in the non-gaming content section  70  of the player interaction screen  66 . In addition, the player gaming tracking device  20  may receive and display a live video broadcast image of a sporting event, gaming tournament, or special event provided by the gaming property server  50  and/or the 3rd party server  54 . In addition, the player gaming tracking device  20  may display images indicative of bonus feature games, such as progressive games, slot tournaments, and/or system based awards that are received for the player management system  18 . In addition, the player gaming tracking device  20  may display player information obtained from a player account associated with the player in the non-gaming content section  70 . 
     In one embodiment, the player gaming tracking device  20  is configured to transmit a webpage request to the gaming property server  50  and/or server  54  to display the services webpage on the gaming display  32 . The webpage request may include a URL and a unique player identifier associated with the player for use by the gaming property management and monitoring system  14  to determine the gaming property services provided to the player as a function of the unique player identifier. Moreover, the player gaming tracking device  20  may be configured to determine a unique machine identifier associated with the gaming device  12  and transmit the webpage request including the unique machine identifier to the gaming property server  50  to enable the gaming property management and monitoring system  14  to determine a location of the gaming device  12  as a function of the unique machine identifier, and to determine the gaming property services being provided to the player as a function of the location of the gaming device  12 . 
     The player gaming tracking device  20  may also monitor and track the property services being accessed by the player via the web site  74 , and generate and transmit tracking data indicative of the player&#39;s activity and services accessed through the web site to the player management system  18  for use in storing the tracking data in a corresponding player account. In addition, the player gaming tracking device  20  may determine if the player purchases one or more gaming property services through the services web site  74  and responsively provide an award to the player as a function of the purchased gaming property service. For example, in one embodiment, the gaming property may provide an incentive to the player to use the services website. The player gaming tracking device  20  may detect when the player accesses the services website and provide bonus points, loyalty points, and/or cashless wagering credits to the player as an award for accessing and/or purchasing gaming property services via the services website  74 . 
     In one embodiment, the player gaming tracking device  20  may be configured to determine a player account associated with the player as a function of the unique player ID, and allow the player to purchase gaming property services via the services web site  74  using bonus points contained in the player account. In addition, the player gaming tracking device  20  may allow the player to purchase gaming property services via the services webpage  74  using cashless wagering credits associated with the player account. For example, in one embodiment, the player gaming tracking device  20  may determine a player account associated with the player as a function of the unique player identifier, determine an amount of bonus points and cashless wagering credits included in the player account; and allow the player to purchase gaming property services via the services website with the bonus points and cashless credits included in the player account. 
     Referring to  FIG. 2 , in the illustrated embodiment, the system  10  may be configured to provide accounting, monitoring, and/or other gaming related services, such as, ticketing, progressives, gaming attending, and/or EGM interaction services, and provide a player additional services, such as, player tracking, points management, bonusing, multimedia content and/or entertainment services. For example, in one embodiment, the system  10  may be embodied or implemented via an entertaining management and monitoring system (shown in  FIG. 2 ) and may include many additional functions such as real-time multi-site, EGM accounting, EGM monitoring, player tracking, cage credit and vault, sports book, Point of Sale (POS) accounting, keno accounting, bingo accounting, and table game accounting, a wide area progressive jackpot, and electronic funds transfer (EFT), as well as interfaces to other gaming and non-gaming systems. In addition, the system  10  may be configured to track data related to the play of one or more gaming devices  12 . Two such systems are disclosed in U.S. patent application Ser. No. 11/094,605, filed Mar. 30, 2005, which is hereby incorporated by reference. 
     As shown, the system  10  includes a plurality of EGMs  28 . Gaming machines  28  may include, but are not limited to, EGMs, electronic gaming machines (such as video slot, video poker machines, or video arcade games), multi-terminal electronic gaming machines, server-based gaming machines, virtual EGMs, e.g., for online gaming, and an interface to a table management system (not shown) for table games, or other suitable devices at which a user may interact or access a user or player account. In the illustrated embodiment, eight electronic game machines (EGMs)  28  are shown. However, it should be noted that the present invention is not limited to any number or type of gaming machine  28 . In one embodiment, the gaming machines  28  are organized into banks (not shown), each bank containing a plurality of gaming machines  28 . Moreover, the system  10  may include other types of gaming devices  12  such as, for example, kiosks  76  and/or point of sale or redemption terminals  78 . 
     In the illustrated embodiment, the player management system  18  may include one or more host computers  80 . The gaming machines  28  are connected via a network  24  to one or more host computers  80 , which are generally located at a remote or central location. The host computer  80  includes computer program application(s)  82  which maintains one or more databases  44 . The computer program application(s)  82  and databases  44  may be used to record, track, and report accounting and monitoring information regarding the EGMs  28  and players and/or gaming attendant/casino employee interaction via the gaming devices  12  through the NFC reader of the player gaming tracking device  20 . Additionally, the computer program application(s)  82  and databases  44  may be used to maintain information related to player or player tracking accounts. One or more host workstations  81  may be coupled to the host computer  80  to allow a casino operator employee to access the host computer  80  via the host computer workstation  81 . Moreover, the Host Workstation  81  may be used to enter table game rating (wagering) sessions for both carded and anonymous players (often referred to as refused named players). The system  10  may be configured to provide anonymous player Bonusing based on the play session triggers to these players in the form of promotional chips or other prize instruments. 
     In general, the gaming machines  28  may be used by a user or player, i.e., to access their player account or services through the player gaming tracking device  20 , i.e., the multipurpose EGM/player tracking device. Examples of player services include, but are not limited to, accessing and performing operations on (1) point and complementary point balances, (2) accessing and performing operations on awards such as, bonuses, incentives, progressives etc., (3) accessing and performing operations on saved player preferences and account information such as, PIN, default language, show/hide points, and other player and Bonusing features. For example, the player may select one of the gaming machines  28  to play a game and insert a coin, credit, coupon, tap on with a NFC enabled device or card and/or player tracking card (not shown) into the chosen gaming machine  28 . Generally, the gaming machine  28  has an associated number of credits or coins required in order to play. In the case of video slot or poker games, the game is played and an award or Bonus in the form of credits or other complementary points may be awarded through the multipurpose EGM/player gaming tracking device  20  to the gaming machine  28 . In the case where the user is a gaming attendant and/or gaming property employee, the gaming attendant may interact with the multipurpose EGM/player gaming tracking device  20  to access gaming machine  28  services, such as, perform a fill, acknowledge a jackpot, link or associate a particular multipurpose EGM/player tracking device to the gaming machine  28 , interrogate gaming machine  28  meters, bill insertions and other access or perform other EGM specific gaming services. For example, the gaming property employee may be able to log into the EGM while the player is still logged in, in order to award the player with a jackpot (described herein). The player card or player tracking ID does not have to be logged out in order for the employee to card-in and award the jackpot while the player is still carded in or logged into the EGM  28 . 
     In one embodiment, the player management system  18  may also include one or more middleware servers  84 . Each middleware server  84  being associated with one or more gaming machines  28 . The middleware server  84  acts as go-between between the associated gaming machines  28  and multipurpose EGM/player gaming tracking device  20  and one or more database servers  42  which are used to provide game services, e.g., progressive awards, player tracking services, accounting services, and the like. The player management system  18  may also include a NAMB2 server  86  that may be used to download software executables to each multipurpose EGM/player gaming tracking device  20  and uses a checksum process (e.g., MDxSUM signature) to verify the software. The NAMB2 server  86  may also provide entertainment audio or video streams to each multipurpose EGM/player gaming tracking device  20  over the communications link  22  as well as other player and gaming attendant services such as, remote help, Internet access, and non-gaming revenue services such as, reservations, valet, shopping, and others. 
     With reference to  FIG. 3 , in one embodiment, the gaming machine  28  may include gaming controller  30 , or central processing unit (CPU), a coin-bill management device  88 , a display processor/device  60 , a RAM  90  as a memory device and a ROM  92  (generally provided as an EPROM). The CPU  30  is mainly composed of a microprocessor unit and performs various calculations and motion control necessary for the progress of the game. The coin-bill management device  88  detects the insertion of a coin or a bill and performs a necessary process for managing the coin and the bill. The display processor  60  interprets commands issued from the CPU  30  and displays desirable images on a display  32 . The RAM  90  temporarily stores programs and data necessary for the progress of the game, and the ROM  92  stores, in advance, programs and data for controlling basic operation of the EGM  28 , such as the booting operation thereof, game code and graphics. Input to the EGM  28  may be accomplished via mechanical switches or buttons or via a touchscreen interface (not shown). 
     In one embodiment, the player gaming tracking device  20  may include a player tracking terminal device  94  that is coupled to the gaming machine  28  for use in identifying a player and/or gaming attendant to access player accounts stored on the database  44 . The player or gaming attendant user is identified via a player tracking ID via the NFC component of the mobile computing device (or NFC enabled card) and/or any other method of identifying the player or gaming attendant, such as, finger print, optical recognition, etc., via the NFC reader at each gaming machine  28 . In addition, the player or gaming attendant user may be identified via the NFC component (NFC card or mobile computing device) and the player tracking ID on the Point of Service (POS), the Property Management Systems (PMS), Kiosks, or any other interfaced external system. The player tracking ID is associated with a specific player account. Player accounts may be used, generally, to provide bonuses to a player, in addition to the award designated by, in the case of a video slot or poker machine, the gaming machine  28  paytable. These bonuses may be awarded to the player based on a set of criteria, including, but not limited to, a) the player&#39;s play on the EGM  28 , b) the player&#39;s overall play, c) play during a predetermined period of time, and d) the player&#39;s birthday or anniversary, or e) any other definable criteria. Additionally, bonuses may be awarded on a random basis, i.e., to a randomly chosen player or randomly chosen game including table games. Bonuses may also be awarded in a discretionary manner or based on other criteria, such as, purchases made at a gift shop or other affiliated location. Additionally, bonuses may be awarded to the player from any other gaming or non-gaming source, such as, Point of Service (POS), Property Management Systems (PMS), Kiosks, or any other interfaced external system. 
     Bonus awards may be provided to a player and stored in a corresponding player account for use by the player to purchase goods and/or services offered by the gaming property via the services website  74  and/or for placing wagers on games being played on the gaming machine  28 . In one embodiment, bonus awards include bonus points that may include incentive points. Incentive points may be exchanged for game play, gifts and/or property services, such as hats, t-shirts, meals, shows, and/or property amenities such as spa/pool services, nightclub services, etc. 
     In another embodiment, the bonus points may also be convertible to gaming credits, which may be designated as cashable or non-cashable. Cashable credits, or incentive points converted into credits, may be downloaded to a gaming machine  28 . When the player has finished playing the EGM  28 , any remaining credits may be cashed out, i.e., retrieved as coins or placed on a printed ticket or associated with the player account to be accessed by the player tracking ID for redemption or play on another gaming machine  28 . In addition, cashable credits may be used to purchase goods and/or services provided by the gaming property management system  14  and/or the 3rd party services system  16  via the services website  74  displayed on the gaming machine  28 . 
     Non-cashable credits must be used for game play and/or wagering on games being played with the gaming machine. When the player stops playing an EGM  28 , any remaining non-cashable credits which were downloaded to the EGM  28  are either lost or uploaded back to the player account that is associated with the player tracking ID. 
     In one embodiment, the player tracking terminal  94  may include, a near field communication (NFC) reader  96 , a processor  98 , and/or a numeric keypad (not shown), a communications component  100 , an antenna  102 , a display  104 , a sound project device  106 , a player identification card reader  108 , and other EGM monitoring and player/gaming attendant tracking interfaces  110 . In one embodiment, the display  104  is a touchscreen panel and the numeric keypad (not shown) is implemented thereon. In one embodiment, the player tracking terminal  94  may include a video image capture system  111  configured to capture video images of a player seated in from a corresponding gaming machine. For example, the video image capture system  111  may include a video image sensor for capturing video images, and a processor coupled to the video image sensor for processing images captured by the image sensor and transmit the capture images to the player management system  18 . In one embodiment, the video image sensor is included in a camera  113  (shown in  FIG. 14 ) mounted to an outer surface of the player tracking terminal display  104 . 
     The player may be identified by entry of a player tracking ID via NFC communication to the NFC reader  96  and entry of a player identification number (PIN) on the numeric key pad or touch screen panel display  104  or any other method of identifying the player or gaming attendant, such as, finger print, optical recognition, etc. 
       FIG. 4  is a perspective view of an exemplary gaming machine  28 .  FIG. 5  is a schematic representation of the gaming device  28 . In the illustrated embodiment, the gaming machine  28  is a video gaming machine preferably installed in a casino. In the illustrated embodiment, the gaming machine  28  includes the gaming display  32  for displaying a plurality of games, the user input device  34  to enable a player to interface with the gaming machine  28 , the player tracking terminal  94  for logging players in and out of the EGM  28 , and the gaming controller  30  that is operatively coupled to the gaming display  32 , the player tracking terminal  94 , and the user input device  34  to enable a player to play games displayed on the gaming display  32 . The gaming machine  28  also includes a cabinet assembly  112  that is configured to support the gaming display  32 , the user input device  34 , the player tracking terminal  94 , and/or the gaming controller  30  from a gaming stand and/or a supporting surface. 
     In one embodiment, the user input device  34  includes a plurality of input buttons  114 , a coin slot  116 , and/or a bill acceptor  118 . The coin slot  116  includes an opening that is configured to receive coins and/or tokens deposited by the player into the gaming machine  28 . The gaming machine  28  converts a value of the coins and/or tokens to a corresponding amount of gaming credits that are used by the player to wager on games played on the gaming machine  28 . 
     The bill acceptor  118  includes an input and output device that is configured to accept a bill, a ticket, and/or a cash card into the bill acceptor  118  to enable an amount of gaming credits associated with a monetary value of the bills, ticket, and/or cash card to be credited to the gaming machine  28 . Moreover, the gaming machine  28  may also utilize a cashless wagering system (not shown), such as a ticket in ticket out (TITO) system (not shown). In one embodiment, the bill acceptor  118  also includes a printer (not shown) that is configured to dispense a printed voucher ticket that includes information indicative of an amount of credits and/or money paid out to the player by the gaming machine  28  during a gaming session. The voucher ticket may be used at other gaming machines, or redeemed for cash, and/or other items as part of a casino cashless system (not shown). 
     A coin tray  120  is coupled to the cabinet assembly  112  and is configured to receive a plurality of coins that are dispensed from the gaming machine  28 . One or more speakers  122  are installed inside the cabinet assembly  112  to generate voice announcements and/or sound effects associated with game play. The gaming machine  28  also includes one or more lighting devices  124  that are configured to blink and/or change brightness and color in specific patterns to produce lighting effects to enhance a visual gaming experience for the player. 
     In one embodiment, the input buttons  114  include a plurality of BET switches  126  for inputting a wager on a game, a plurality of selection switches  128  for selecting a betting line and/or card, a MAXBET switch  130  for inputting a maximum wager, a PAYOUT switch  132  for ending a gaming session and dispensing accumulated gaming credits to the player, and a start switch, i.e., a SPIN/DEAL button  134  to initiate an output of a game. 
     In the illustrated embodiment, the BET switches include five switches from 1BET to 5BET to enable a player to wager between a minimum bet up to 5× minimum bet. Each selection switch corresponds to a betting line such as, for example, a payline and/or symbol for a reel game, one or more cards for a card game, and/or a symbol for a roulette game, to enable a player to associate a wager with one or more betting lines. The MAXBET switch enables a player to input the maximum bet that a player can spend against one play of a game. The PAYOUT switch enables a player to receive the amount of money and/or credits awarded to the player during a gaming session, which has been credited onto the gaming machine  28 . 
     The gaming machine  28  may also include the player tracking terminal  94  that is coupled to the gaming controller  30  and to the player gaming tracking device  20  for identifying the player and/or a player tracking account that is associated with the player. The player tracking account may include, but is not limited to, gaming credits available to the player for use in playing the gaming machine  28 . The player tracking terminal  94  is configured to communicate player account information between the player management system  18 , the player gaming tracking device  20 , and the gaming machine  28 . For example, the player tracking terminal  94  may be used to track bonus points and/or credits awarded to the player during a gaming session and/or track bonus and/or credits downloaded to the gaming machine  28  from the player management system  18 . 
     In one embodiment, the player tracking terminal  94  is coupled to the gaming cabinet assembly  112  and includes the near field communication (NFC) reader  96 , the data display  104 , the player identification card reader  108 , and the keypad  136 . The NFC reader  96  is configured to accept proximity-based communication that may enable any suitable contactless proximity-based transactions or communications between the mobile computing device and/or a NFC enabled card and the EGM  28 . The NFC reader  96  may detect, read, or otherwise receive NFC communication  138  from the mobile computing device  26  and/or the NFC enabled card, which may transmit information including the player tracking ID to identify the player account information. The mobile computing device  26  may be within a certain distance or proximity to the NFC reader in order to send and receive the NFC communications  138 . After the NFC reader  96  receives the NFC communication  138  from the mobile computing device  26  and/or NFC enabled card, the keypad  136  is configured to accept a user selection input such as, for example, a unique player personal identification number (PIN) to facilitate enabling the gaming machine  28  to identify the player, and access player account information associated with the identified player to be displayed on the data display  104 . In one embodiment, the data display  104  includes a touchscreen panel that includes the keypad  136 . Alternatively, the data display  104  and the keypad  136  may be included in the gaming display  32 . 
     In another embodiment, the NFC reader  96  may support a tap-on for the “card-in.” The NFC reader  96  may receive from a NFC component  140  the player tracking ID to log the player into SYNKROS. Illustrated in  FIGS. 14-16 , the NFC reader  96  includes a light  142  that may change colors depending on the action event data received (described herein). The NFC reader also includes, but is not limited to, an antenna  102  that is in the center of the reader, a NFC reader ring  142  that may light up different colors, and a plastic Lexan over the black portion of NFC reader with either a character like a smiley face, the casinos&#39; logo or even the SKYNKROS logo provided it does not interfere with the NFC reader. When the mobile computing device  26  is within proximity to the NFC reader, and after a successful log-in, the NFC reader ring  142  may light up green shown in  FIG. 14 . If the log-in is unsuccessful the NFC reader light  142  may light up red and the gaming display  104  may display a message such as, for example, “Please, insert your card again” or “Please try again” (shown in  FIG. 15 ). In addition, if there is not a mobile computing device  26  within a predetermined proximity to the NFC reader  96 , the NFC reader ring  142  may light up blue indicating that no card or NFC enabled device are within the area of the EGM  28  (shown in  FIG. 16 ). In another embodiment, shown in  FIGS. 17-19 , the NFC light ring may be a different light shape, depending on the placement of the NFC antenna and interference from the lighting. 
     In addition, once the player enters the PIN, the player may accept an award (anonymous Bonusing to a temporary account) and/or the player may enter a PIN to receive a preloaded NFC enabled card that includes cash for a cashless system (anonymous cashless wagering). 
     In one embodiment, the gaming display  32  includes a first display  144  and a second display  146 . The first display  144  is configured to display the player interaction screen  66  including indicia and/or symbols for use in a game, e.g., cards used by a card game, roulette wheel and symbols used in a roulette game, and reels used in a reel game. The player interaction screen  66  may include any type of game including, but not limited to, a video slot game, a keno game, a blackjack game, a video poker game, or any type of game which allows a player to make a wager, play a game, and potentially provide the player an award based on an outcome of the game and a paytable. The player interaction screen  66  may also include a gaming area  68  and a player interaction area  70 . The gaming area  68  is configured to display the game  72  and the player interaction area  70  is configured to display a player interaction screen  66 . 
     The second display  146  is configured to display game play instructions for performing the game including, but not limited to, playing instructions, paytables, paylines, betting lines and/or any other information to enable the gaming machine  28  to function as described herein. Moreover, each display  144  and  146  may be configured to display at least a portion of the player interaction screen  66  and/or game play instructions. In one embodiment, the first and second displays  144  and  146  each include a flat panel display, such as a cathode ray tube display (CRT), a liquid crystal display (LCD), a light-emitting diode display (LED), a plasma display, and/or any suitable visual output device capable of displaying graphical data and/or text to a user. Alternatively, a single component, such as a touch screen, may function as both the gaming display  32  and as the user input device  34 . In an alternative embodiment, the first display  144  and/or the second display  146  includes a plurality of mechanical reels displaying a plurality of game symbols. 
     Referring to  FIG. 5 , in one embodiment, the gaming controller  30  includes a processor, i.e., a central processing unit (CPU)  148 , the gaming controller  30 , a credit controller  150 , a console unit  152 , a payout controller  154 , a random-number generator (RNG)  156 , a lighting controller  158 , a sound controller  160 , a memory device  162 , a database  164 , and a display controller  166 . The memory device  162  includes a computer readable medium, such as, without limitation, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), flash memory, a hard disk drive, a solid state drive, a diskette, a flash drive, a compact disc, a digital video disc, and/or any suitable device that enables the CPU  148  to store, retrieve, and/or execute instructions and/or data. 
     The CPU  148  executes various programs, and thereby controls other components of the gaming machine  28  according to player instructions and data accepted by the user input device  34  and/or the gaming display  32 . The gaming controller  30  in particular executes a game program, and thereby conducts a game in accordance with the embodiments described herein. The memory device  162  stores programs and databases used by the gaming controller  30 . Moreover, the memory device  162  stores and retrieves information in the database  164  including, but not limited to, a game type, a number of reels associated with a game, a number of symbol positions being displayed on each reel, a type of symbols being displayed on each symbol position, a predefined set of normal symbols, a predefined set of special symbols, image data for producing game images and/or screens on the gaming display  32 , and temporarily stores variables, parameters, and the like that are used by the gaming controller  30 . In addition, the memory device  162  stores indicia, symbol weights, paytables, and/or winning combination tables which represent relationships between combinations of random numbers and types of awards. In one embodiment, the memory device  162  utilizes RAM to temporarily store programs and data necessary for the progress of the game, and EPROM to store, in advance, programs and data for controlling basic operation of the gaming machine  28 , such as the booting operation thereof. 
     The credit controller  150  manages the amount of player&#39;s credits, which is equivalent to the amount of coins and bills counted and validated by the bill acceptor  118 . The console unit  152  is coupled to the user input device  34  to monitor player selections received through the input buttons  114 , and accept various instructions and data that a player enters through the input buttons  114 . The payout controller  154  converts a player&#39;s credits to coins, bills, or other monetary data by using the coin tray  120  and/or for use in dispensing a credit voucher via the bill acceptor  118 . 
     The lighting controller  158  controls one or more lighting devices  124  to blink and/or change brightness and color in specific patterns in order to produce lighting effects associated with game play. The sound controller  160  controls the speakers  122  to output voice announcements and sound effects during game play. 
     The RNG  156  generates and outputs random numbers to the gaming controller  30  preferably at the start of each round of a game. The gaming controller  30  uses the random numbers to determine an outcome of the game. For example, if the game is a video slot game, the gaming controller  30  uses the RNG  156  to randomly select an arrangement of symbols to be displayed on video reels. Moreover, the gaming controller  30  generally uses random numbers generated by the RNG  156  to play the games and to determine whether or not to provide an award to a player. In addition, the gaming controller  30  generates game outcomes including combinations of random numbers, and compares the generated combinations with winning combinations stored in the winning combination table to determine if the generated outcome is a winning outcome that is associated with a type of award. 
     The display controller  166  controls the gaming display  32  to display various images on screens preferably by using computer graphics and image data stored in the memory device  162 . More specifically, the display controller  166  controls video reels in a game screen displayed on the first display  144  and/or the second display  146  by using computer graphics and the image data. The display controller  166  is connected to the display device  60  for receiving image data indicative of the player interaction screen  66  for use in displaying the player interaction screen  66  on the gaming display  32 . In one embodiment, the display device  60  may be configured to perform the function and operation of the display controller  166  and may be housed within the gaming cabinet assembly  112  of the gaming machine  28 . Moreover, the display device  60  may be connected directly to the gaming display  32  to control the gaming display  32  to display various images on screens preferably by using computer graphics and image data stored in the memory device  162 . 
     For example, in one embodiment, a non-gaming machine may include a mobile computing device  26  that is configured to transmit and receive data to and/or from the host computer  80  to display graphical interfaces to enable a user to interact with and operate the system  10  with the mobile computing device  26 . In the illustrated embodiment, the host computer  80  is coupled to each mobile computing device  26  via the communications network  22  that enables each mobile computing device  26  to access the host computer  80  over the network  24  such as, for example, the Internet, a cellular telecommunications network, a wireless network and/or any suitable telecommunication network. For example, in one embodiment, the mobile computing device  26  may include a mobile computing device, e.g., a smartphone that communicates with the host computer  80  via the cellular telecommunications network and/or the Internet. In another embodiment, the mobile computing device may include a personal computer, laptop, cell phone, tablet computer, smartphone/tablet computer hybrid, personal data assistant, and/or any suitable computing device that enables a user to connect to the host computer  80 . 
     The mobile computing device  26  may include any suitable device that enables the user to access and communicate with the system  10  including sending and/or receiving information to and from the system  10  and displaying information received from the system  10  to the user. For example, in one embodiment, the mobile computing device  26  may include, but is not limited to, a tablet computer, a smartphone/tablet computer hybrid, a personal data assistant, a handheld mobile device including a cellular telephone, and the like. The mobile computing device  26 , as well as any other connected computer systems and their components included in the system  10 , can create message related data and exchange message related data (e.g., near field communication (“NFC”) payloads, Bluetooth packets, Internet Protocol (“IP”) datagrams and other higher layer protocols that utilize IP datagrams, such as, Transmission Control Protocol (“TCP”), Hypertext Transfer Protocol (“HTTP”), Simple Mail Transfer Protocol (“SMTP”), etc.) over the network. 
     In one embodiment, the mobile computing device  26  (shown in  FIG. 6 ) includes, for example, a smartphone such as an iPhone™. The mobile computing device  26  includes a processor coupled to a memory device, a NFC component  140 , and a database for storing various programs and data for use in operating the mobile computing device  26 . The mobile computing device  26  may also include a touchscreen display device  168 , one or more video image cameras  170 , one or more speakers  172 , a microphone  174 , at least one input button  176 , and one or more sensors including, but not limited to, a touch ID fingerprint sensor coupled to an input button  176 , a barometer, a three-axis gyro, an accelerometer, proximity sensor, and an ambient light sensor. In addition, the mobile computing device  26  may also include a Wi-Fi antenna, a cellular network antenna, a Bluethooth™ communications device, assisted GPS and GLONASS, a digital compass, and an iBeacon™ microlocation device. 
     In the illustrated embodiment, the mobile computing device  26  includes a web browser programmed and stored in the memory device. The processor executes the web browser program to display web pages on the touchscreen display device  168  that includes information received from the player account server  40  to enable the user to interact with and operate the player account server  40 . In addition, the mobile computing device  26  may be programmed to store and execute a mobile program application, e.g., a mobile application, that displays a user interface  178  (shown in  FIG. 6 ) on the touch screen display device  168  that allows the user to access the player account server  40  to retrieve and store information within the database server  42  as well as interact with and operate the player account server  40 . In addition, in one embodiment, the system  10  may install one or more mobile application programs in the memory device of the mobile computing device  26 . When initiated by the processor of the mobile computing device  26 , the mobile application program causes the processor of the mobile computing device  26  to perform some or all of the functions of the player account server  40 . 
     In another embodiment, the user may interact with the player account server  40  to manage a current player account  212  (shown in  FIGS. 9 and 26 ) via a player account ID  180  and a player tracking card ID  182  or sign-up and receive a temporary player ID to enable the player to communicate with the EGM  28 . Once the temporary player ID is associated with the player account ID  180 , the player may manage the player account  212  and communicate with the EGM  28  via NFC communication  138 . 
     The NFC component  140  of the mobile computing device  26  may include a plurality of modules for enabling contactless proximity-based communication  138  between the mobile computing device  26  and the EGM  28 . As shown in  FIG. 7 , for example, the NFC component  140  may include an NFC device module  186 , an NFC controller module  188 , and an NFC memory module  190 . In addition, the NFC device module  186  may include an NFC data module  192 , an NFC antenna  194 , and an NFC booster  196 . The NFC data module  192  may be configured to contain, route, or otherwise provide any suitable data that may be transmitted by the NFC component  140  to the EGM  28  via the NFC reader  96  as part of a contactless proximity-based or NFC communication  138 . Additionally, the NFC data module  192  may be configured to contain, route, or otherwise receive any suitable data that may be received by the NFC component  140  from the EGM  28  as part of a contactless proximity-based communication  138 . For example, the NFC component  140  may send the player tracking ID  182  via NFC communication  138  to the NFC reader  96  of the EGM  28  to log the player into the EGM  28 . The EGM  28  may then send the player tracking ID  182  to the database  44  to be associated with a player account ID  180  and corresponding player account  212 . 
     In another embodiment, the NFC transceiver or NFC antenna  194  may be any suitable antenna or other suitable transceiver circuitry that may generally enable communication or NFC communication  138  from the NFC data module  192  to the EGM  28  and/or to the NFC data module  192  from the EGM  28 . Overall, the NFC antenna  194  (e.g., a loop antenna) may be provided specifically for enabling the contactless proximity-based communication capabilities of the NFC component  140 . 
     In one embodiment, the NFC component  140  may utilize the same transceiver circuitry or antenna  194  that another communication component may utilize of the mobile computing device  26 . For example, the communication component  100  may leverage the antenna  194  to enable Wi-Fi, Bluetooth™, cellular, or GPS communication between the mobile computing device  26  and another remote entity, while the NFC component  140  may leverage the antenna  194  to enable contactless proximity-based or NFC communication  138  between the NFC data module  192  of the NFC device module  186  and another entity (e.g., EGM  28 ). In another embodiment, the NFC device module  186  may include the NFC booster  196 , which may be configured to provide appropriate signal amplification for data of the NFC component  140  (e.g., data within NFC data module  192 ) so that such data may be appropriately transmitted by the shared antenna  194  as NFC communication  138  to the EGM  28 . For example, the shared antenna  194  may require amplification from the booster  196  before the antenna  194  (e.g., a non-loop antenna) may be properly enabled for communicating contactless proximity-based or NFC communication  138  between the mobile computing device  26  and the EGM  28  (e.g., more power may be needed to transmit the NFC data using the antenna  194  than may be needed to transmit other types of data using the antenna  194 ). 
     The NFC controller module  188  may include at least one NFC processor module  198 . The NFC processor module  198  may operate in conjunction with the NFC device module  186  to enable, activate, allow, and/or otherwise control the NFC component  140  for communicating the NFC communication  138  between the mobile computing device  26  and the EGM  28 . The NFC processor module  198  may exist as a separate component, may be integrated into another chipset, or may be integrated with the processor, for example, as part of a system on a chip (“SoC”), for example on a NFC enabled card. The NFC controller module  188  may include one or more protocols, such as the Near Field Communication Interface and Protocols (“NFCIP-1”), for communicating with another NFC device (e.g., EGM  28 ). The protocols may be used to adapt the communication speed and to designate one of the connected devices as the initiator device that controls the near field communication. 
     The NFC controller module  188  may control the near field communication mode of the NFC component  140 . For example, the NFC processor module  198  may be configured to switch the NFC device module  186  between a reader/writer mode for reading information (e.g., communication  138 ) from NFC tags (e.g., from the EGM  28 ) to the NFC data module  186 , a peer-to-peer mode for exchanging data (e.g., NFC communication  138 ) with another NFC enabled device (e.g., EGM  28 ), and a card simulation mode for allowing another NFC enabled device (e.g., EGM  28 ) to read information (e.g., NFC communication  138 ) from the NFC data module  186 . The NFC controller module  188  also may be configured to switch the NFC component  140  between active and passive modes. 
     The NFC memory module  190  may operate in conjunction with the NFC device module  186  and/or the NFC controller module  188  to allow for NFC communication  138  between the mobile computing device  26  and the EGM  28 . The NFC memory module  190  may be embedded within the NFC device hardware or within an NFC integrated circuit (“IC”). In addition, the NFC memory module  190  may be tamper resistant and may provide at least a portion of a secure element. For example, the secure element may be configured to prompt the player to enter a PIN after receiving the NFC communication from the mobile computing device  26 . Therefore, requiring a two-step method for a player to log into the EGM  28 . 
     In another embodiment, the NFC reader  96  may allow for close range communication at relatively low rates (e.g., 424 kbps), and may comply with any suitable standards such as ISO/IEC 7816, ISO/IEC 18092, ECMA-340, ISO/IEC 21481, ECMA-352, ISO 14443, and/or ISO 15693. Additionally, the NFC reader  96  may allow for close range communication at relatively high data rates (e.g., 370 Mbps), and may comply with any suitable standards, such as the TransferJet™ protocol. Communication between the NFC reader  96  and the mobile computing device  26  and/or the NFC enabled card may occur within any suitable close range distance between the mobile computing device  26  and the EGM  28 , such as a range of approximately 2 to 4 centimeters, and may operate at any suitable frequency (e.g., 13.56 MHz). For example, such close range communication of the NFC reader  96  may take place via magnetic field induction, which may allow the NFC reader  96  to communicate with other NFC devices and/or to retrieve information from player tracking ID(s) having radio frequency identification (“RFID”) circuitry. The NFC reader  96  may also provide a way of logging into the EGM  28 , logging out of the EGM  28 , and otherwise communicating with an external device (e.g., NFC component  140  of the mobile computing device  26 ). 
     The NFC communication  138  between the EGM  28  and the mobile computing device  26  may occur wirelessly and may not require a clear line of sight between the respective devices. The NFC communication  138  may be passive  200  or active  202 . When passive, the NFC communication  138  may only be activated when the mobile computing device  26  is within a response range  204  of the NFC reader  96  on the EGM  28 . For example, the NFC reader  96  of the EGM  28  may emit a relatively low power radio wave field that may be used to power an antenna utilized by the NFC device module  186  and enable that antenna to transmit suitable NFC communication  138  information from the NFC data module  192  of the mobile computing device  26 , via the antenna  194  to the NFC reader  96  on the EGM  28 . When active, the NFC device module  186  may incorporate or otherwise have access to a power source local to the mobile computing device  26  that may enable a shared antenna  194  or NFC specific antenna to actively transmit NFC communication information  138  from the NFC data module  192 , via the antenna  194  to the NFC reader  96  of the EGM  28  as NFC communication  138 , rather than reflect radio frequency signals, as in the case of a passive NFC communication  138 . 
     In another embodiment, the NFC reader  96  of the EGM  28  may include a NFC component  140  the same as or similar to the NFC component  140  of the mobile computing device  26  to send and receive NFC communication  138 . In addition, the NFC component  140  may be included in a “tag” or a sticker or on a specific NFC enabled card. 
     In another embodiment, once the player is done playing on the EGM  28 , the player may log out or tap-out of the EGM  28  by tapping the NFC component  140  within the proximity to the NFC reader  96 . The player may be logged off SYNKROS and the resulting uncarded or attract screen will again be shown (shown in  FIG. 16 , the blue NFC reader  96 ). In addition, the player tracking terminal  94  may include a log-off button on the player screens if there are no credits on the game after 30 seconds to 1 minute of inactivity. If there are no credits on the game, the player may be automatically logged off, and the screen may return to the NFC reader  96  with the NFC light  142  blue. The existing method may be abandoning the NFC component  140  time-out if the conditions for the abandoned card timer are reached, then a force card-out and return to the TTD/TTW screen may be displayed to attract new players to the EGM  28 . In addition, the NFC reader  96  may include a motion detector, camera, and/or range/proximity capability to determine whether the NFC component  140  of the mobile computing device  26  is still within proximity to the NFC reader  96 . Once the NFC component  140  is no longer within proximity to the NFC reader  96 , the player tracking ID  182  may be logged-off or signed-off the EGM  28 . 
     In one embodiment, the player may use a mobile application to sign up and receive the temporary player tracking ID. The player may use the temporary player tracking ID to track the gaming data on the EGM  28 . The player may visit the player&#39;s club or a casino host to confirm the player identity and meet the casino age requirement and are not self-barred/casino-barred, and then convert the temporary account into a SYNKROS account including all temporary play and base point accruals on the previously tracked activity. In addition the possible methods to sign up for the temporary user account include but are not limited to a URL (website), a downloaded application, and/or any other method to receive a temporary player account. If the player is already in proximity to the NFC reader  96 , the mobile computing device  26  may receive a request to sign-up as a temporary member. The player gaming tracking device  20  may communicate to the database  44  to create the temporary player tracking ID for the player and the player may then follow up to verify the account as described above. In addition, the player may enter the information on the True-Time Display (Picture-in-Picture), but would still have to verify the player tracking ID and account information to create a permanent player account. 
     While the NFC component  140  has been described with respect to near field communication, it is to be understood that the NFC component  140  may be configured to provide any suitable contactless proximity-based mobile log-in/log-out or any other suitable type of contactless proximity-based communication between the mobile computing device  26  and the EGM  28 . For example, the NFC component  140  may be configured to provide any suitable short-range communication, such as those involving electromagnetic/electrostatic coupling technologies. 
     In another embodiment, the system  10  may develop a plugin for Android™ or Apple IOS™ to allow a player to add their SYNKROS card number to the existing phone to broadcast the player tracking ID  182  using the phone&#39;s NFC component and to be used to tap-in/tap-off versus an NFC encoded card. In addition, some mobile computing devices may not be capable of plugging into the NFC component  140  of the device and the player tracking ID  182  may correspond to an NFC component  140  on a NFC enabled card or a sticker (tag). The NFC enabled cards may include a NFC component  140  that is the same as or similar to the NFC component  140  of the mobile computing device  26 . 
     In the illustrated embodiment, the system  10  is configured to transmit data indicative of the player interaction screen  66  to the gaming device  12  to enable the player to access the player management system  18 , the gaming property management and monitoring system  14 , and/or the 3rd party service system  16  via the gaming device  12 . The system  10  is configured to display the player interaction screen  66  including a web browser that enables the player to interact with the systems  14 ,  16 , and  18  through a web interface. In the illustrated embodiment, the gaming device  12  is configured to simultaneously display a game and the player interaction screen  66  on the gaming device  12  to enable the player to play the game and to purchase goods and services, and/or access player account information via the gaming device  12 . 
     The system  10  includes embedded software that runs on the SYNK Box, e.g., player gaming tracking device  20 , and includes a generic touch screen enabled web browser (similar to Internet Explorer). When configured with True Time Display hardware (Picture-in-Picture on the EGM  28 ), a side panel can be used to establish a touch screen enabled web browser session to the casino web server  50 . 
     Referring to  FIG. 1 , the embedded web browser  62  establishes a connection to the casino web server  50 . As part of the URL request, the SYNKROS Player ID, as well as the SYNKROS EGM ID of the EGM  28 , that the player is playing is sent. 
     In another embodiment, Atrient (or another Kiosk vendor) is configured to provide a plurality of functions including, producing compatible NFC enabled cards for player enrollment, sending the NFC component with a player tracking ID  182  via the SYNKROS service bus to enroll the player, and/or allowing access to update the fields that control club membership via the SYNKROS service bus. In addition, the SYNKROS service bus may be configured to accept creations and updates to the club membership fields stored in SYNKROS. 
     In the illustrated embodiment, the host computer  80  is configured to store the patron data records including but not limited to, the player tracking ID(s)  182  that are associated with player accounts  180 . The host computer  80  includes a CPU  206  that is coupled to the database  44 , a communication module  208 , and a patron tracking module  210 . 
     Illustrated in  FIGS. 8-9 , the patron tracking module  210  is configured to receive player tracking information from one or more player gaming tracking devices  20  and generate player tracking accounts for use in storing the information received from the player gaming tracking devices  20 . For example, in one embodiment, the patron tracking module  210  is configured to generate and store a plurality of carded player tracking account records  212  (shown in  FIGS. 9 and 26 ) in the database  44 . Each carded player tracking account record  212  includes a player account ID  180  associated with a casino patron, a patron name, a birthdate, a unique player tracking ID  182  associated with a NFC component  140 , address information associated with the casino patron including a corresponding postal code, and a PIN  214  associated with the player tracking ID  182  to allow access to the player account  212 . Each carded player tracking account records  212  also includes player tracking data that includes information on the amount of wagers and type of games being played by the patron and/or an amount of goods and/or services being purchased by the patron. For example, shown in  FIG. 10 , each carded player tracking account records  212  may include one or more patron transaction records  216 . Each patron transaction record is associated with a transaction being made by the corresponding patron. Each patron transaction record may include information that indicates a transaction being made by the patron such as, for example, a purchase being made at a POS terminal associated with the casino, an amount of wagers being placed with a slot machine, and/or an amount of wagers being placed at a table game. 
     During operation, the patron may enter player information at a player gaming tracking device  20  associated with a gaming machine  12  to initiate a gaming session to begin placing wagers on the games being provided by the gaming machine  12 . For example, in one embodiment, the patron may log into the EGM  28  by being in a predetermined proximity to the EGM  28  with a blue light indicating an available EGM  28 . Once the NFC reader  96  receives the NFC communication  138  from the mobile computing device  26 , the EGM  28  determines the player tracking ID  182  from the NFC communication  138  and then requests from the patron the corresponding PIN  214 . The patron may be triggered to enter the corresponding PIN  214  in order to securely access the associated player account  212 . Once the EGM  28  has received a correct PIN corresponding to the player tracking ID  182 , the patron may receive access to the player account  212  associated with the player tracking ID  182 . In another embodiment, the player may initiate a gaming session at a gaming table, and allow a casino employee to enter player information into a player gaming tracking device  20  and/or mobile computing device  26  associated with the gaming table. In addition, while the patron is still logged into the EGM  28 , the employee may be able to use the employee tracking ID  182  (also known as player tracking ID) to be read by the NFC reader  96  and override the patron using the EGM  28  and perform functions while the patron is still logged into the EGM  28 . The patron&#39;s play may be paused or continued while the employee is currently logged into the same EGM  28 . 
     Upon receiving the player information, the patron tracking module  210  may access the database  44  to identify and retrieve a carded player tracking account records  212  associated with the player information including the unique patron ID  182  (shown in  FIG. 10 ). The patron tracking module  210  may then generate a patron transaction record  216  including information associated with the gaming session including, but not limited to, a unique session ID  218 , a date of the gaming session, a start time, and a game type. Upon completion of the gaming session, the player gaming tracking device  20  and/or patron tracking module  210  receives information associated with amount of wagers being placed by the player during the gaming session and updates the patron transaction record  216  to include an end time to the gaming session, and a total amount of wagers being placed. 
     In one embodiment, the database  44  may also include an action event record list  220  (shown in  FIG. 11 ) that includes a plurality of action event records  222 . Each action event record  222  may include a triggering event  224 , action event data  226 , and the action event  228 . The system  10  may initiate the action event  228  once the action event is triggered by the triggering event  224 . Once the action event is triggered, the player gaming tracking device  20  may transmit the action event  228 . For example, if the NFC reader  96  receives a player tracking ID  182  from a NFC component  140 , the player gaming tracking device  20  may request the corresponding player account  212  from the database  44 . The player gaming tracking device  20  may be triggered to request from the player the corresponding PIN  214  that is associated with the player account  212  and the player tracking ID  182 . Once the player gaming tracking  20  device has verified the PIN  214  with the player tracking ID  182 , the player may receive access to the associated player account  212 . Action event data  226  includes information and data including, but is not limited to, determining corresponding PIN(s) with player tracking ID(s), transmitting associated player accounts with successful log ins, and/or determining whether a second player/user is allowed to access the EGM  28  while a current player is logged into the EGM  28 . As shown in  FIG. 11 , the action event data  226  description may include data associated with the corresponding action record. For example, in one embodiment, the action event data, Action004, allows a player tracking ID  182  access to the EGM  28  while a different player is using the EGM  28 , as long as the second player ID has a higher priority than the current player that is logged in. The second player is usually a gaming employee that is tracking data, awarding a jackpot, etc. The triggering events may include, but are not limited to, receiving a correct PIN, receiving a green light and or red light on the NFC reader, and/or receiving player tracking ID(s). Once the system  10  initiates the triggering event  224 , the triggering event triggers the corresponding action event  228 , which will send the action event data  226  to the corresponding server. 
     The database  44  may also include a player action record list  230  (shown in  FIG. 12 ) that includes a plurality of player action records  232  that are associated with a plurality of players. Each player action record  232  includes the player transaction record  216  associated with the corresponding player tracking ID  182 , the action record ID  222 , the triggering event  224 , the action event data  226 , and the action event  228 . In addition, the player action record  232  may also include information transmitted to the system  10  including data and information to be sent with by the player gaming tracking device  20  and/or the mobile computing device  26  associated with the corresponding player tracking ID  182  and/or API information associated with the corresponding mobile computing device  26 . 
       FIG. 13  illustrates a flowchart of algorithm method  300  that may be implemented by the host computer  80  for use in generating information that may be used to provide gaming property services to a casino patron. The method  300  includes a plurality of steps. Each method step may be performed independently of, or in combination with, other method steps. Portions of the method  300  may be performed by any one of, or any combination of, the components of the system  10 . 
     In method step  302 , the system  10  determines whether the NFC component  140  of the mobile computing device  26  (or NFC enabled card) is within proximity to the NFC reader  96  of the EGM  28 . If the NFC reader  96  receives a bad read of the NFC component  140 , the NFC reader light  142  may display a red color. 
     In method step  304 , the system  10  receives the player tracking ID  182  from the NFC component  140  (from the mobile computing device  26  or the NFC enabled card). 
     In method step  306 , the system  10  determines whether the database includes a corresponding player account  212  with the player tracking ID  182 . If the player tracking ID  182  does not include a corresponding player account  212 , in method step  308 , the system  10  may initiate a temporary player account for the new player tracking ID  182 . In method step  310 , the system  10  may request from the player a PIN  214  associated with the player tracking ID  182  to allow the player to access the player tracking account  180 . 
     In method step  312 , the system  10  receives an incorrect PIN  214  from the player forcing method step  310  to repeat until the system  10  receives a correct PIN. 
     In method step  314 , the system  10  receives a correct PIN  214  and in method step  316 , retrieves the corresponding player account  212  from the database  44  to display on the player gaming tracking device  20 . In addition, in method step  318 , once the correct PIN is received the NFC reader light may light up green indicating a good tap-in of the NFC component  140 . 
     In method step  320 , the system  10  allows the player tracking ID and corresponding player access to the player account. 
     In method step  322 , the player may retrieve a plurality of information from the player tracking account for the player&#39;s use. 
     In method step  324 , the system  10  enables a temporary account to access the information collected from the previous play by setting up a new PIN for the temporary account creating a new player account. By setting up a new account, in method step  326 , the temporary account is transformed into a new player account  212 . In order to verify the temporary account, the player may repeat method steps  302 - 314  to set up the new player account with the new PIN number. 
     In method step  328 , the system  10  receives a tap-off or log-off from the NFC component  140  initiating the player tracking ID  182  to be logged off. In method step  330 , the system  10  transmits the information from the players&#39; transactions to the database  44  to be stored. 
     In method  332 , a second user may log-in to the EGM  28  while another player is currently logged into the EGM  28 . In method step  334 , the system  10  receives a second player tracking ID within the proximity to the NFC reader  96 . In method step  336 , the system  10  repeats method steps  302 - 314  to verify the second player tracking ID. In method step  338 , the system  10  determines whether the second player tracking ID has a higher priority than the first player tracking ID. For example, if the second player tracking ID is associated with a gaming employee, the second player tracking ID may log-in and award the first player tracking ID a received jackpot award. In method step  340 , the system  10  receives a tap-off or log-off from the NFC component  140  initiating either the first player tracking ID or the second player tracking ID to be logged of from the player gaming tracking device  20 . In method step  342 , the system  10  transmits the transaction information from the first and second player tracking ID to the database  44  to be stored. 
     In another embodiment, the system  10  may use Tap-on/Tap-off technology for logging in and logging out versus the traditional mag-stripe encoded cards. In addition, Twin Towns may use Tap-on/Tap-off technology for logging in and logging out versus the traditional mag-stripe encoded cards. 
     The SYNKROS player tracking required changes includes a NFC/cell phone reader support tap-on for “card-in”, adding lights around the reader to indicate successful login to the player tracking account, a NFC/cell phone reader support tap-off for “card-out”, and adding a log-off button to the attract players to the player screens. If there are no credits on game after 30 seconds, the system may automatically log the player off of the EGM  28 . In addition, all other player interactions with the system remain the same. For example, Redeem Free Play, Download CWA fund will still require a player PIN. The transaction flow remains the same as is currently implemented. 
     The SYNKROS workstation required changes includes a NFC/cell phone supported reader at the club to read cards/cell phones, and a NFC/cell phone supported encoder (data storage in the database if the NFC/cellphone number is different than the current magnetic card). In addition, both magnetic cards and NFC/cell phones must be supported simultaneously. 
     The SYNKROS Android™ and Apple™ plugin. The system includes a plugin for Android™ to allow a player to store their SYNKROS card number so their phone can broadcast the card number using the phone&#39;s NFC component and be used to tap-in/tap-off versus an NFC encoded card. Currently, Apple IOS™, Apple™ SDK doesn&#39;t allow developer&#39;s access to the NFC as it is used for the proprietary PayPal™. Therefore, for Apple™ phones the system includes a NFC tag (sticker) that can be put on an Apple™ phone so the tag may function like the Android™ phone. 
     The SYNKROS player tracking required changes include an NFC/cell phone reader support tap-on for “card-in”, NFC card or cellphone NFC read will use the SYNKROS card number to log the player into SYNKROS. The system includes lights around the reader  96  to indicate successful login to the player tracking account. Depending on the NFC reader, the antenna needs to be in the center of the NFC external mounting. It may also be possible (after testing) to add a plastic Lexan over black portion of the NFC external mount with either a “character” like a smiley face, the casinos&#39; logo or even the SYNKROS logo provided it does not interfere with the NFC reader. As shown in  FIG. 14 , a green LCD light ring  142  indicates a good card read or NFC Tap and launches the carded screen on the TTD/TTW. As shown in  FIG. 15 , a red LCD light ring  142  indicates a bad card read or NFC Tap and launches the “Please, insert your card again” message and/or a message and voice over to “Please try again” so it is generic. As shown in  FIG. 16 , a blue LCD light ring  142  indicates no card or NFC Tap and remains on the un-carded or attract screen. As shown in  FIGS. 17-19 , alternative lighting depending on the placement of the NFC antenna and interference from the lighting. 
     In addition, the NFC/cell phone reader supports tap-off for “card-out”. The second NFC card or cell phone NFC read while the player is logged in (shown in  FIG. 14 ) will result in activating the system card-out logic. That is, the player will be logged off SYNKROS and the resulting uncarded or attract screen will again be shown (shown in  FIG. 16 ). In another embodiment, a log-off button is added to the player screens (shown in  FIG. 14 ). If no credits are on the game after a predefined time period such as 30 seconds or 1 minute, the system may be automatically logs the player off. In one embodiment, the system  10  uses existing logic for “abandoned” card time-out with the new NFC card/NFC cellphone reader. That is, if the conditions for the abandoned card timer are reached, then the system  10  may force a card-out and return the TTD/TTW to the attract screen (shown in  FIG. 16 ). In addition, all other player interactions will remain the same. For example, Redeem Free Play, Download CWA fund will still require a player PIN. The transaction flow remains the same as is currently implemented. 
     The SYNKROS workstation required changes includes a NFC/cell phone supported reader  96  at the club to read cards/cell phones. A NFC/cell phone supported encoder (data storage in the database if the NFC/cellphone number is different than the current magnetic card). In addition, both the magnetic cards and the NFC/cell phone must be supported simultaneously. In addition, the system  10  must be able to produce hybrid cards, i.e., magnetic stripe encoding and NFC encoding and must be able to produce NFC tags (stickers) to attach to cell phones. 
     The SYNKROS Android™ plugin. The system includes a plugin for Android™ phones to allow a player to add their SYNKROS card number so their phone can broadcast the card number using the phone&#39;s NFC and be used to tap-in/tap-off versus an NFC encoded card. In addition, currently, Apple™ IOS doesn&#39;t allow this so a NFC tag (sticker) must be used. 
     The plugin may also be provided to 3rd party software developers to include in the player mobile application to make the phone act like an NFC encoded card. 
     Currently, Apple IOS™, Apple™ doesn&#39;t allow developer&#39;s access to the NFC as it is used for the proprietary PayPal™. Therefore, for the Apple™ phone the system may include a NFC tag (sticker) that can be put on an Apple™ phone so it can function like Android™ phone. Player&#39;s club must be able to produce these NFC tags (stickers) so customers can attach them to the Apple™ phones. For casinos that don&#39;t have a phone app for the specific casino, the stickers may also work on the Android™ phone (or existing player&#39;s magstripe only cards). 
     The SYNKROS service bus (SSB) required changes. SSB is configured to accept the NFC number from Kiosks, POS, other 3rd party systems (data storage in the database, refer to SYNKROS workstation Required Changes). The SSB is configured to accept creation/updates to the club membership fields stored in SYNKROS. 
     The SYNKROS Kiosk required changes includes allowing Atrient™ (or another Kiosk vendor) to produce compatible NFC encoded cards for player enrollment. Atrient™ (or another Kiosk vendor) sends the NFC number via the SSB to enroll the player. The system allows Atrient™ (or another Kiosk vendor) access to update fields that control club membership via the SSB. 
     In another embodiment, the system  10  may also use NFC enabled phones or NFC cards to set-up a temporary identification and track temporary players. The system may use a mobile application to sign up and get a temporary membership and track players on the temporary membership. Once the temporary player visits the player&#39;s club or a casino host to confirm the player&#39;s identity and the player meets the casino age requirement and are not self-barred/casino-barred, the system  10  converts the temporary player account into a SYNKROS account including all temporary play and base point accruals on the previously tracked ratings. 
     In addition, the system is configured to implement additional methods to sign-up player accounts from mobile phones using a URL/website and/or a downloaded app. The player may initially, not receive anything and may be a temporary player until activation. The NFC comes from the IOS/Android Phone or temporary NFC enabled card or device. 
     The NFC signal sends the player ID from the device (e.g. phone) to the NFC reader  96  in the player tracking unit. The NFC reader  96  in the player tracking unit, uses the ID to lookup the player (or temporary player account). The NFC reader  96  reads the NFC tag (card number) from the phone/app when it is close enough. Once the signal is sent and the player uses the mobile app to set up the temporary membership, the temporary membership is converted into a permanent/SYNKROS membership. For example, during the lookup, if the NFC tag (card number) is not found in SYNKROS, i.e., a new member, then the system  10  may ask the player if the player would like to sign up as a temporary member. The Player tracking (Synkbox embedded hardware) may communicate to the database to create a temporary player card for the player. The player then would need to go to the player club area to complete their membership and show a valid ID (over 18/21 years of age). Alternatively, the player could enter their information on the True-Time Display (Picture-in-Picture) at the EGM, but would still have to have a casino employee verify age and the player identity to convert the temporary player account to a permanent player account. 
     In addition, the SYNKROS club form (versus having to purchase a $4,000 NFC printer) sends the NFC signal to “save information” and avoid a $4,000 NFC printer to an NFC Android™ phone and associates a pre-print NFC label (to attach on iPhones™ or player mag stripe cards) so both iPhones™ and mag stripe cards can be used for NFC player tracking. In addition, the NFC information is saved on the phone as an NFC tag. 
     The Employee NFC functions include allowing the system  10  to not have to take the player card out for a payout (i.e., traditionally you had to remove the player&#39;s card, the card in as the employee). In addition, with an NFC reader at the slot, the NFC reader can enable the employee to “card-in” to do functions while the players are still carded in. 
     The awards given through NFC include allowing the player to enter a pin  214  to accept the award (anonymous Bonusing to a temp NFC account) and/or access to preloaded NFC cards with cash for cashless system (anonymous cashless wagering). 
     In addition, the NFC device includes adding a motion detector for Sign-off on the player tracking bracket (i.e. motion detector, camera, range/proximity). 
     The player uses the mobile computing device  26 , or the phone, (with the ability to send an NFC ID/tag) to log into the gaming machine for convenience so the player doesn&#39;t have to remember to use the card. For small club/pubs route (each with 5-10 machines), the small clubs may not want to print or use cards. 
     In addition, for security, the PIN number is used as a secondary security measure. The player must have the phone and know the PIN to access the player account  212 . The information being sent through the NFC includes the player account  212 . All banking information is handled via servers and services once the player is identified with the card number (player tracking ID  182 ) and the PIN is entered. 
       FIGS. 21-25  illustrate flowcharts of algorithm methods  400 ,  500 ,  600 ,  700 , and  800  that may be implemented by the casino management server system  11  for use in generating un-carded anonymous player tracking accounts for tracking game play of un-carded anonymous players and for generating bonus award tables that may be used to provide system-based bonus awards to anonymous players. 
       FIGS. 26-30  illustrate exemplary data files that are generated by the casino management server system  11  for use in providing system-based bonus awards to the anonymous players.  FIGS. 31-32  illustrate graphical user interfaces that are generated by the casino management server system  11  and displayed on corresponding gaming devices  12  to display bonus award features and bonus awards to casino patrons, and  FIGS. 33-36  illustrate various webpages that are displayed by the casino management server system  11  to enable a casino operator to establish bonus award tables and triggering events for use by the casino management server system  11  for providing system-based bonus award features and bonus awards to casino patrons. The methods  400 ,  500 ,  600 ,  700 , and  800  include a plurality of steps of each algorithm. Each method step may be performed independently of, or in combination with, other method steps. Portions of the methods  400 ,  500 ,  600 ,  700 , and  800  may be performed by any one of, or any combination of, the components of the system  10 . 
     Referring to  FIG. 21 , in the illustrated embodiment, the casino management server system  11  implements algorithm method  400  to establish an un-carded anonymous player wagering session and/or account  250  (shown in  FIG. 27 ) during a gaming session being initiated by a casino patron at a gaming device. The un-carded anonymous player wagering session and/or account  250  may be used by the casino management server system  11  to track wagering activity associated with an unknown anonymous casino patron that does not have a corresponding carded player tracking account  212 , or has not been associated with a corresponding carded player tracking account  212  by the casino management server system  11 . The casino management server system  11  uses the un-carded anonymous player wagering session and/or account  250  to track wagering activity and to allow the casino management server system  11  to provide system-based bonus awards to the unknown anonymous player via the corresponding gaming device  12 . For example, in one embodiment, the casino management server system  11  may be programmed to provide bonus awards including gaming credits that are downloaded to the credit meter of the corresponding gaming machine for use in placing wagers on the games provided by the gaming machines. In one embodiment, methods  400 ,  500 ,  600 ,  700 , and  800  are executed by the player management system  18 . In other embodiments, the methods  400 ,  500 ,  600 ,  700 , and  800 , or portions thereof, may be executed by the player management system  18 , the gaming property management system  14 , or table games system via a host workstation  81 , and/or the multipurpose EGM/player gaming tracking device  20 . 
     When executing method  400 , the casino management server is programmed to detect a gaming session being initiated by a corresponding player at a corresponding gaming device, determine whether a carded player account is associated with the player, and generate a corresponding un-carded anonymous player wagering session and/or account associated with the gaming session upon determining a carded player account is not associated with the corresponding player. The corresponding un-carded anonymous player wagering session and/or account generated by the casino management server includes a gaming machine ID associated with the corresponding gaming machine, a unique gaming session ID, and wagering information associated with the detected gaming session. 
     For example, in one embodiment, in method step  402 , a processor of the casino management server system  11  detects a gaming session being initiated at a gaming device. For example, the casino management server may detect a wager being placed on a slot game being displayed by a gaming machine  28 . 
     In method step  404 , the casino management server processor determines whether a player card has been detected. For example, the processor may detect a physical player card being inserted into the card reader  108  of a player tracking terminal  94  associated with the gaming machine  28 , and/or receive a signal from the player tracking terminal  94  indicated in a player tracking card ID has been received by the player tracking terminal  94 . In one embodiment, the casino management server processor may receive a signal from the player tracking terminal  94  indicating a player tracking card ID has been received from the near field communication (NFC) reader  96 . 
     If the casino management server processor determines that a player tracking card ID has been received by the player tracking terminal  94 , the casino management server processor proceed to method step  410  and accesses the carded player tracking account records  212  to identify a carded player tracking account record matching in the received player tracking card ID. The casino management server processor then proceeds to method step  414  and monitors the wagering activity associated with the detected gaming session and updates the carded player tracking account record to include the monitored wagering activity. For example, the casino management server processor may be programmed to detect the gaming session being initiated by the corresponding player at the corresponding gaming machine, receive a patron card ID from a player tracking device associated with the corresponding gaming machine, and identify a corresponding carded player account associated with the corresponding player based on the received patron card ID. 
     If the casino management server processor does not received a player tracking card ID from the player tracking terminal  94  and/or the gaming machine  28 , the casino management server processor implements method step  406  to request and receive video images from the gaming device. If the video images are received from the gaming device, the casino management server implements method step  408  to determine whether the received video images match a known un-carded anonymous player account. For example, upon receiving the video images from a gaming device, the casino management server processor accesses existing un-carded anonymous player account records to identify an un-carded anonymous player tracking account record matching in the received video image. If the received video images match an existing image of an un-carded or carded player, the casino management server proceeds to method step  410  to identify the matching player account and to method step  414  to monitor the wagering activity of the gaming session. 
     If the casino management server does not identify a matching existing un-carded anonymous player account records at step  408 , or does not receive video image data from the gaming device at step  406 , the casino management server processor implements method step  412  and generates an un-carded anonymous player wagering sessions and/or account  250  (shown in  FIG. 27 ). For example, in one embodiment, if a video image is not received from the gaming device, an un-carded anonymous wagering session is used in tracking wagering activity during the gaming session and to provide bonus awards to the unknown anonymous player during the gaming session. In the illustrated embodiment, the casino management server processor generates the un-carded anonymous player wagering session and/or account  250  to include a temporary player account ID  252 , a gaming session ID  254  associated with the current gaming session, and a gaming machine ID  256  associated with the corresponding gaming machine  28 . In one embodiment, the casino management server processor may also generate the un-carded anonymous player wagering session to include wagering information  258  associated with the monitored wagering activity associated with the current gaming session. 
     In one embodiment, the casino management server processor receives a video image of the player from a video image sensor associated with the corresponding gaming machine, and generates the corresponding un-carded anonymous player wagering sessions and/or account including data associated with the video image of the player. For example, the casino management server processor may also receive a video image of the anonymous player from the video image capture system  111  mounted on the corresponding player tracking terminal  94 , and update the un-carded anonymous player account  250  to include image data  260  associated with the received video images. The casino management server processor may be programmed to initiate a facial recognition program to identify the anonymous player, and/or assign the anonymous player account a digital signature of the face captured. 
     In the illustrated embodiment, the casino management server system  11  include a memory device for storing a plurality of carded player accounts  212  and a plurality of un-carded anonymous player wagering sessions and/or accounts  250 . Each carded player account  212  and un-carded anonymous player account  250  includes an account ID  180 ,  252 . In addition, each carded player account  212  includes a corresponding unique patron card ID  182 , and each un-carded anonymous player wagering session and/or account does not include a corresponding unique patron card ID. 
     In method step  414 , the casino management server processor continues to monitor wagering activity during the gaming session and modify the un-carded anonymous player wagering session and/or account  250  to include the monitored wagering activity. In one embodiment, the casino management server processor may be programmed to assign an uncarded rating to the new un-carded anonymous player wagering session and/or account  250  for use in providing bonus awards  419  for anonymous player bonusing. For example, the casino management server processor may be programmed to add additional play criteria metrics to target repeat anonymous players that may be recognized using the digital signature of the facial image data stored in the un-carded anonymous player wager account  250 . In one embodiment, the casino management server processor is programmed to detect a subsequent gaming session being initiated by the player, receive video images of the player from the corresponding gaming machine, identify the corresponding un-carded anonymous player wager account based on the received receive video images of the player, and modify the identified un-carded anonymous player account to include information associated with the subsequent gaming session. In addition, the casino management server processor may be programmed to implement anti-money laundering/bank secrecy act (AML/BSA) compliance procedures using the un-carded anonymous player wager account  250 . For example, the casino management server processor may be programmed to detect suspicious wagering activity and initiate suspicious activity reporting, including, for cash-in or cash-out transactions that exceed $10,000 in a given gaming day, automate the suspicious activity reporting by supplying the anonymous image captured on the account along with the cash-in/cash-out transactions that total over $10,000 in a given gaming day. 
     In method step  416 , the casino management server processor determines whether the monitored wagering activity of the gaming session meets or exceeds a threshold wagering activity. For example, the threshold wagering activity may include, but is not limited to, a minimum total wager amount, a minimum wager amount, a predefined period of time during the gaming session, a predefined period of time, a predefined time of day, and/or any suitable measurable activity associated with the gaming session and/or gaming device. 
     In method step  418 , in one embodiment, the casino management server may provide the bonus award value to carded and un-carded players upon determining the monitored wagering activity of the gaming session meets or exceeds a threshold wagering activity. 
     Referring to  FIGS. 22-25 , in the illustrated embodiment, the casino management server system  11  implements algorithm methods  500 ,  600 ,  700 ,  800  to initiate a bonus award feature that may be use to provide system-based bonus awards to the unknown anonymous player that has initiated an active gaming session at a gaming machine. For example, the casino management server processor may be programmed to generate a plurality of bonus award tables  262 ,  264 ,  266  (shown in  FIGS. 28-30 ) that include a plurality of system bonus awards  268  associated with the bonus award features. Each bonus award may include a first award value  270  that is associated with a carded player account  212  and a second award value  272  that is associated with an un-carded anonymous player wagering session and/or account  250 . In general, the first award value is greater than the second award value. In addition, the first award value  270  associated with the carded player account  212  may be different than the second award value  272  associated with the un-carded anonymous player wagering session and/or account  250 . For example, the first award value  270  may include bonus points and/or non-cashable gaming credits, and the second award value  272  include downloadable cashable gaming credits. 
     By using bonus award tables  262 ,  264 ,  266  that includes different bonus awards associated with carded player accounts  212  and un-carded anonymous player wagering sessions and/or accounts  250 , the casino management server system  11  enables a casino operator to implement a bonus award feature that may be used to award carded and un-carded players using the same award criteria. For example, the bonus award tables  262 ,  264 ,  266  may be used to implement bonus award features having award criteria associated with predefined wagering activity, predefined period of time or time of day, randomly selected gaming machines, and/or any suitable system award criteria. 
     For example, referring to  FIGS. 28 and 33 , in one embodiment, the casino management server may display an advanced incentives bonus set-up webpage  274  for use in generated an advanced incentives bonus award table  262  that may be used to provide system-based bonus awards to carded player accounts  212  and un-carded anonymous player wagering sessions and/or accounts  250 . The advanced incentives bonus award table  262  include a plurality of bonus awards  268  associated with a plurality of wagering activity trigger values  276  that may be established by a casino operator with selections made via the advanced incentives bonus set-up webpage  274 . For example, each wagering activity trigger value  276  may be associated with a wagering activity occurring during a gaming session including, for example, a length of a gaming session, an average amount wagered during a gaming session, an total amount wagered during the gaming session, and/or any suitable trigger event that may be associated with wagering activity occurring during a gaming session. 
     In the illustrated embodiment, the advanced incentives bonus set-up webpage  274  includes a patron display field to allow operators to input a specific message to be displayed on the gaming machine and/or patron tracking device, when a bonus award is provided. In addition, the advanced incentives bonus set-up webpage  274  may include an advance incentives parameter field that allows the casino operator to define the wagering activity trigger values  276 , the bonus award values associated with each wagering activity trigger value  276 , and the amount of the first award value  270  associated with a carded player account  212  and the second award value  272  associated with a un-carded anonymous player wagering session and/or account  250 . In addition, advanced incentives bonus set-up webpage  274  allows the casino operator to establish an Advanced Incentives™ bonus award feature including a new promotion type including EGM credits fix amount, a new promotion type (EGM credit random) min/max/average, an uncarded selected box which reduces criteria tabs to Date Time, Device Type, Devices, and a Modify Patron meters tab for single uncarded rating&gt;Amount as a trigger. 
     Referring to  FIGS. 29 and 34-35 , in one embodiment, the casino management server may display a random giveaway bonus set-up webpage  278  for use in generating a random bonus award table  264  that may be used to provide system-based bonus awards to carded player accounts  212  and un-carded anonymous player wagering sessions and/or accounts  250 . The random bonus award table  264  may be used to provide system-based awards to randomly selected gaming machines. As shown in  FIGS. 34-35 , the random giveaway bonus set-up webpage  278  includes a criteria selection form that allows casino operators to criteria required to be included in the random award selection such as for example, minimum wagers made within a predefined period of time. In addition, the random giveaway bonus set-up webpage  278  allows the casino operator to establish different bonus awards associated with different areas, or zones of gaming machines within the casino, to allow the casino operator to provide a bonus award feature to specific areas of the casino floor at specific times. For example, as shown in  FIG. 29 , the random bonus award table  264  may include different bonus awards associated with different slot machine zones. The random giveaway bonus set-up webpage  278  also allows the casino operator to establish a reoccurrence of the bonus award feature, and shown in  FIG. 35 . In one embodiment, the random giveaway bonus set-up webpage  278  may be used to establish a Hot Seat™ random draw to include a new promotion type (EGM Credits), a new promotion type (EGM credit random) min/max/average, a new uncarded rating to rating type, and to allow for automated scheduling (recurrence). 
     Referring to  FIGS. 30 and 36 , the casino management server may display a match game bonus set-up webpage  280  for use in generated an match game bonus award table  266  that may be used to provide system-based bonus awards to carded player accounts  212  and un-carded anonymous player wagering session and/or accounts  250 . In general, during a match game bonus feature, the casino management server randomly selects numbers for a predefined set of numbers, and identifies carded player accounts  212  that have matching numbers. In this example, each carded player account  212  includes a subset  282  of numeric symbols, e.g. numbers selected from a finite range of numbers, (shown in  FIG. 26 ) that have been preselected by the player when the carded player account  212  was initial established, or subsequently modified by the player. The casino management server then provides bonus awards to players based on the amount of matching numbers. However, because the un-carded anonymous player wagering sessions and/or accounts  250  are not established by the players, these un-carded anonymous player wagering sessions and/or accounts  250  do not have numbers that are selected by a player. As such, during a matching game initiated by the casino management server using un-carded anonymous player wagering sessions and/or accounts  250 , the casino management server randomly selects another subset of numbers for each un-carded anonymous player wagering session and/or account  250 , and provides bonus awards to gaming machines associated with the un-carded anonymous player wagering session and/or account  250  based on the amount of matching numbers. An example of a match game bonus feature that may be implemented by the casino management server is described in U.S. patent application Ser. No. 11/779,537 to Jeffrey George et al., now U.S. Pat. No. 8,727,854, filed Jul. 18, 2007, titled “System and Method for Operating a Matching Game in Conjunction with a Transaction on a Gaming Machine”, which is incorporated herein by reference in its entirety. 
     As shown in  FIG. 36 , the match game bonus set-up webpage  280  includes a number match award option form that allows a casino operator to establish an amount of bonus awards associated with the number of matches of randomly selected numbers. For example, the casino operator for use the match game bonus set-up webpage  280  to generate the match game bonus award table  266  to include a different bonus award associated with each different amount of matching numbers. In addition, the match game bonus set-up webpage  280  allows the casino operator to establish a triggering frequency associated with the match game bonus feature. 
     In one embodiment, the match game bonus set-up webpage  280  may be used to establish a Super Series™ Bonusing Enhancements to include a new Award type column for uncarded (EGM Credits), and when the Super Series™ match game bonus feature is initiated, the system auto select 5 numbers for uncarded players, and awards uncarded players from an uncarded column, and awards carded players from the carded column with a 5 number match still wins the progressive (Locks the EGM). 
     In the illustrated embodiment, the casino management server system  11  implements algorithm methods  500 ,  600 ,  700 ,  800  to initiate a bonus award features using the advanced incentives bonus award table  262 , the random bonus award table  264 , and/or the match game bonus award table  266 . Referring to  FIG. 22 , in the illustrated embodiment, in method step  502 , the casino management server detects a triggering event and initiates the bonus award feature. For example, the casino management server may be programed to detect triggering events stored in each of the bonus award tables  262 ,  264 ,  266  and initiate a corresponding bonus award feature upon detecting a corresponding triggering event. 
     In method step  504 , the casino management server identifies the gaming machines associated with the bonus award feature. For example, the casino management server may randomly select gaming machines with active gaming sessions, randomly select a subset of gaming machines with active gaming sessions, identify gaming machines with current gaming sessions meeting predefined wagering activity, and/or select predefined zones of gaming machines. 
     In method step  506 , the casino management server determines a bonus award associated with the bonus award feature. For example, the casino management server may access a corresponding bonus award table  262 ,  264 ,  266  and select a bonus award associated with the initiated bonus award feature. The selected bonus award includes a first award value associated with a carded player account and a second award value associated with an un-carded anonymous player wagering session and/or account. 
     In method step  508 , the casino management server selects gaming machines having gaming sessions associated with un-carded anonymous player wagering sessions and/or accounts  250 . 
     In method step  510 , the casino management server displays a bonus award notification image on each selected gaming machines that has gaming sessions associated with un-carded anonymous player wagering session and/or accounts  250 . The bonus award image includes a message notifying the player of the first award value associated with a carded player account and the second award value associated with an un-carded anonymous player wagering session and/or account. For example, as shown in  FIG. 32 , upon identifying gaming machines being played by un-carded anonymous players, and selecting the bonus awards, the casino management server displays the bonus award notification image  284  on the gaming machine  28  including the message indicating the award of the second award value  272  and the potential award of the first award value  270  to notify the anonymous player of the potential first award value that is being provided to carded players. In one embodiment, the casino management server may display the bonus award notification image  284  on the non-gaming content section  70  of the player interaction screen  66  (shown in  FIG. 32 ) or display the bonus award notification image  284  on the display of the player tracking terminal device  94 . In one embodiment, the casino management server does not display the bonus award notification image and proceeds from method step  508  to method step  512 . 
     In method step  512 , the casino management server downloads the second award value to a corresponding gaming credit meter of each selected gaming machine associated with un-carded anonymous player wagering sessions and/or accounts. For example, the second award value may include cashable gaming credits that are downloaded to the corresponding gaming machine  28  for use by the player in placing wagers on games being displayed by the gaming machine. 
     In one embodiment, the casino management server may be programmed to implement method  600  to implement the bonus award feature using the advanced incentives bonus award table  262 . For example, in method step  602 , the casino management server accesses the advanced incentives bonus award table  262  to determine triggering events associated with the advanced incentives bonus award table  262 , detects a triggering event, and responsively initiates the bonus award feature. For example, the advanced incentives bonus award table  262  may include triggering events including a predefined time of day and/or predefined wagering activity. 
     In method step  604 , the casino management server identifies gaming machines that have active gaming sessions and/or gaming session having wagering activity associated with the triggering condition. In method step  606 , the casino management server determines the wagering activity associated with each identified gaming machine. In methods step  608 , the casino management server accesses the advanced incentives bonus award table  262  and selects the bonus award associated with the determined wagering activity associated with each gaming machine. 
     In one embodiment, the casino management server monitors wagering activity associated with the detected gaming session, and initiates the bonus award feature upon determining the monitored wagering activity matches a pre-defined wagering activity. 
     In method step  610 , the casino management server identifies each gaming device associated with an un-carded anonymous player wagering session and/or account and downloads the second award value to a corresponding gaming credit meter. In one embodiment, the casino management server displays the bonus award notification image  284  on the gaming device including the message indicating the award of the second award value  272  and the potential award of the first award value  270 . 
     The casino management server may also be programmed to implement method  700  to implement the bonus award feature using the random bonus award table  264 . For example, in method step  702 , the casino management server may access the random bonus award table  264  to determine triggering events associated with the bonus award feature, detect a triggering event associated with the a bonus award, and responsively initiate the bonus award feature. 
     In method step  704 , the casino management server randomly selects one or more gaming machines from the plurality of gaming machines based on the triggering event. 
     In method step  706 , the casino management server determines each randomly selected gaming machine having gaming sessions associated with un-carded anonymous player wagering sessions and/or accounts. 
     In method step  708 , the casino management server determines a wagering level associated with a current gaming session, accesses the random bonus award table  264  including a plurality of bonus awards associated with a plurality of wagering levels, and selects the bonus award associated with the bonus award feature based on the determined wagering level associated with a current gaming session. 
     In method step  710 , the casino management server identifies each gaming machine associated with an un-carded anonymous player wagering session and/or account and downloads the second award value to a corresponding gaming credit meter. In one embodiment, the casino management server displays the bonus award notification image  284  on the gaming machine  28  including the message indicating the award of the second award value  272  and the potential award of the first award value  270 . 
     The casino management server may also be programmed to implement method  800  to implement the bonus award feature using the match game bonus award table  266 . For example, in method step  802 , the casino management server detects predefined triggering condition stored in the match game bonus award table  266  and responsively initiate the bonus award feature including a matching game  286  (shown in  FIG. 32 ). 
     In method steps  804  and  806 , the casino management server identifies gaming machines associated with the bonus award feature and randomly selects a first subset of numeric symbols  288  (shown in  FIG. 32 ) from a predefined set of numeric symbols. 
     In method steps  808  and  810 , the casino management server identifies each gaming machine associated with an un-carded anonymous player wagering sessions and/or accounts  250 , and randomly select a second subset of numeric symbols  290  (shown in  FIG. 32 ) from the predefined set of numeric symbols for each un-carded anonymous player wagering session and/or account associated with a selected identified gaming machine. 
     In method step  812 , the casino management server compares the first subset of numeric symbols  288  with the second subset of numeric symbols  290 , and determines a number of matching numeric symbols between the first subset of numeric symbols and the second subset of numeric symbols. 
     In method step  814 , the casino management server accesses the match game bonus award table  266  that includes a plurality of bonus awards associated with a plurality of numbers of matching numeric symbols, and selects the bonus award associated with the bonus award feature based on the determined number of matching numeric symbols. 
     In method step  816 , for each identified gaming machine associated with an un-carded anonymous player wagering sessions and/or accounts  250 , the casino management server downloads the second award value to a corresponding gaming credit meter. In one embodiment, the casino management server displays the bonus award notification image  284  on the gaming machine  28  including the message indicating the award of the second award value  272  and the potential award of the first award value  270 . 
     Obviously, many modifications and variations of the present invention are possible in light of the above teachings. The invention may be practiced otherwise than as specifically described within the scope of the appended claims. 
     Exemplary embodiments of a system and method for providing gaming property services to a patron are described above in detail. The system and method are not limited to the specific embodiments described herein, but rather, components of the system and/or steps of the method may be utilized independently and separately from other components and/or steps described herein. For example, the system may also be used in combination with other wagering systems and methods, and is not limited to practice with only the system as described herein. Rather, an exemplary embodiment can be implemented and utilized in connection with many other monitoring applications. 
     A controller, computing device, or computer, such as described herein, includes at least one or more processors or processing units and a system memory. The controller typically also includes at least some form of computer readable media. By way of example and not limitation, computer readable media may include computer storage media and communication media. Computer storage media may include volatile and nonvolatile, removable and non-removable media implemented in any method or technology that enables storage of information, such as computer readable instructions, data structures, program modules, or other data. Communication media typically embody computer readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave or other transport mechanism and include any information delivery media. Those skilled in the art should be familiar with the modulated data signal, which has one or more of its characteristics set or changed in such a manner as to encode information in the signal. Combinations of any of the above are also included within the scope of computer readable media. 
     The order of execution or performance of the operations in the embodiments of the invention illustrated and described herein is not essential, unless otherwise specified. That is, the operations described herein may be performed in any order, unless otherwise specified, and embodiments of the invention may include additional or fewer operations than those disclosed herein. For example, it is contemplated that executing or performing a particular operation before, contemporaneously with, or after another operation is within the scope of aspects of the invention. 
     In some embodiments, a processor, as described herein, includes any programmable system including systems and microcontrollers, reduced instruction set circuits (RISC), application specific integrated circuits (ASIC), programmable logic circuits (PLC), and any other circuit or processor capable of executing the functions described herein. The above examples are exemplary only, and thus are not intended to limit in any way the definition and/or meaning of the term processor. Processors may execute one or more program applications, such as a web browser (e.g., Microsoft Internet Explorer, Mozilla Firefox, Apple Safari, Google Chrome, and Opera, etc.), to access and view content over a computer network. In particular implementations, the program applications allow a user to enter addresses of specific network resources to be retrieved, such as resources hosted by a networking system. These addresses can be Uniform Resource Locators, or URLs. In addition, once a page or other resource has been retrieved, the client applications may provide access to other pages or records when the user “clicks” on hyperlinks to other resources. By way of example, such hyperlinks may be located within the webpages and provide an automated way for the user to enter the URL of another page and to retrieve that page. A webpage or resource embedded within a webpage, which may itself include multiple embedded resources, may include data records, such as plain textual information, or more complex digitally encoded multimedia content, such as software programs or other code objects, graphics, images, audio signals, videos, and so forth. One prevalent markup language for creating webpages is the Hypertext Markup Language (HTML). Other common web browser-supported languages and technologies include the Extensible Markup Language (XML), the Extensible Hypertext Markup Language (XHTML), JavaScript, Flash, ActionScript, Cascading Style Sheet (CSS), and, frequently, Java. 
     In some embodiments, a database, as described herein, includes any collection of data including hierarchical databases, relational databases, flat file databases, object-relational databases, object oriented databases, and any other structured collection of records or data that is stored in a computer system. The above examples are exemplary only, and thus are not intended to limit in any way the definition and/or meaning of the term database. Examples of databases include, but are not limited to only including, Oracle® Database, MySQL, IBM® DBx, Microsoft® SQL Server, Sybase®, and PostgreSQL. However, any database may be used that enables the systems and methods described herein. (Oracle is a registered trademark of Oracle Corporation, Redwood Shores, Calif.; IBM is a registered trademark of International Business Machines Corporation, Armonk, N.Y.; Microsoft is a registered trademark of Microsoft Corporation, Redmond, Wash.; and Sybase is a registered trademark of Sybase, Dublin, Calif.) 
     In some embodiments, a network, as described herein, includes a network addressable system that, in various example embodiments, comprises one or more physical servers and data stores. The one or more physical servers are operably connected to a computer network via, by way of example, a set of routers and/or networking switches. In an example embodiment, the functionality hosted by the one or more physical servers may include web or HTTP servers, FTP servers, as well as, without limitation, webpages and applications implemented using Common Gateway Interface (CGI) script, PHP Hyper-text Preprocessor (PHP), Active Server Pages (ASP), Hyper Text Markup Language (HTML), Extensible Markup Language (XML), Java, JavaScript, Asynchronous JavaScript and XML (AJAX), Flash, ActionScript, and the like. Data stores may store content and data relating to, and enabling, operation of the networking system as digital data objects. A data object, in particular implementations, is an item of digital information typically stored or embodied in a data file, database or record. Content objects may take many forms, including: text (e.g., ASCII, SGML, HTML), images (e.g., jpcg, tif and gif), graphics (vector-based or bitmap), audio, video (e.g., mpeg), or other multimedia, and combinations thereof. Content object data may also include executable code objects (e.g., games executable within a browser window or frame), podcasts, etc. Data stores corresponds to one or more of a variety of separate and integrated databases, such as relational databases and object-oriented databases, that maintain information as an integrated collection of logically related records or files stored on one or more physical systems. 
     For example, the processes described herein may be implemented using hardware components, software components, and/or any combination thereof. By way of example, while embodiments of the present disclosure have been described as operating in connection with a networking web site, various embodiments of the present invention can be used in connection with any communications facility that supports web applications. Furthermore, in some embodiments the term “web service” and “website” may be used interchangeably and additionally may refer to a custom or generalized API on a device, such as a mobile device (e.g., cellular phone, smart phone, personal GPS, personal digital assistance, personal gaming device, etc.), that makes API calls directly to a server. The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. It will, however, be evident that various modifications and changes may be made thereunto without departing from the broader spirit and scope of the invention as set forth in the claims and that the invention is intended to cover all modifications and equivalents within the scope of the following claims 
     This written description uses examples to disclose the invention, including the best mode, and also to enable any person skilled in the art to practice the invention, including making and using any devices or systems and performing any incorporated methods. The patentable scope of the invention is defined by the claims, and may include other examples that occur to those skilled in the art. Other aspects and features of the present invention can be obtained from a study of the drawings, the disclosure, and the appended claims. The invention may be practiced otherwise than as specifically described within the scope of the appended claims. It should also be noted, that the steps and/or functions listed within the appended claims, notwithstanding the order of which steps and/or functions are listed therein, are not limited to any specific order of operation. 
     Although specific features of various embodiments of the invention may be shown in some drawings and not in others, this is for convenience only. In accordance with the principles of the invention, any feature of a drawing may be referenced and/or claimed in combination with any feature of any other drawing.