Patent Publication Number: US-2013252713-A1

Title: Use of an electronic gaming machine as wireless access point for mobile devices

Description:
BACKGROUND 
     1. Field of the Described Embodiments 
     The described embodiments relate generally to gaming systems, such as gaming systems deployed in a casino enterprise. More particularly, apparatuses and methods for developing and maintaining customer loyalty in the casino enterprise by providing wireless access points for mobile devices are described. 
     2. Description of the Related Art 
     Developing and maintaining a loyal customer base is a critical component of operating a successful casino enterprise. To develop a loyal customer base, casino enterprises attempt to generate interactions with their patrons that provide a unique and personalized game playing experience. As an example, casino enterprises offer patrons the opportunity to participate in a loyalty program. Via the loyalty program, patrons are offered various promotions and free items that encourage the patron to return to the casino and to engage in more game play at the casino. 
     In the loyalty program, promotions can be tailored to the patron&#39;s preferences. As an example, if preferred, a patron can choose to receive promotional credits for game play on an electronic gaming machine and information regarding this preference can be stored to an account associated with the patron for the loyalty program. In general, information regarding the patron&#39;s preferences in regard to promotions as well as other activities within the casino enterprise, such as food, drink and room preferences, can be stored to the patron&#39;s account associated with the loyalty program. The patron information stored in the account can be used to personalize the service and the game playing experience provided to the patron by the casino enterprise. 
     An ever increasing portion of patrons that visit casinos are regularly carrying portable electronic devices, such as smart phones, laptops, netbooks and tablet computers, on their person. The portable electronic devices can provide 1) a means of communication allowing the patron to communicate with other individuals within or outside of a casino via a number of different communication modes, 2) a source of news and information, 3) a portal to the patron&#39;s on-line activities, such as social media applications, 4) support for entertainment features, such as audio/video playback and gaming applications, 5) a repository for personal information, such as financial information that enables financial transactions in a mobile wallet applications, and 6) a means of capturing information, such as video images and audio recordings. Thus, portable electronic devices, such as smart phones, are becoming essential tools and in some instances, the primary electronic interface for many individuals. 
     The popularity of portable electronic devices allows for the possibility of using their capabilities to further personalize and enhance the gaming experience in a casino gaming environment. The wireless and Internet connectivity, including, for example, standard cellular reception and 802.11 connectivity, in a casino might be limited. In view of the above, methods and apparatus are desired that allow for complementary interactions with portable electronic devices within a casino environment, such as when a patron is participating in game play on an electronic gaming machine. It may be beneficial to allow patrons to access a network outside the casino network in a secure manner. 
     SUMMARY OF THE DESCRIBED EMBODIMENTS 
     A gaming system compatible with user-controlled portable electronic devices, such as smart phones, is described. In particular, an electronic gaming machine (EGM) in the gaming system can be configured with a communications interface that allows portable electronic device carried by a patron to receive access a wireless network, such as access to a user&#39;s email or to the Internet, via the EGM. The inclusion of a communication interface can encourage and enable the use of portable electronic devices and their capabilities at an EGM. To prevent patrons from monopolizing an EGM for the purposes of solely accessing the network (e.g., Internet) with their portable electronic devices, the EGM can be configured with interface control logic that controls network access via the communication interface. In one embodiment, the interface control logic can be configured to provide power to the interface based upon recent game play activity on the EGM. For example, network access can be based on the amount of game play activity by the user. 
     One aspect of the methods and apparatus described herein is related to an electronic gaming machine. The electronic gaming machine can include: a cabinet; a first communication interface, a second communication interface, a game controller, and an interface controller. The communication interface assembly can include a first communication interface integrated into the cabinet for establishing communications between the electronic gaming machine and a portable electronic device. The second communication interface, also integrated into the cabinet, is configurable to allow the portable electronic device to access a network. The game controller includes a processor and a memory coupled to the power interface and secured within the gaming cabinet configured to control a wager-based game. The interface controller is configured to 1) determine an amount of network access time available for the communication interface wherein the amount of network access time available depends on at least an amount of network access time earned from game play activities on the electronic gaming machine, and 2) interrupt the portable electronic device&#39;s access to the network via the second communication interface when it is determined the amount of network access time available is below a minimum amount. 
     Another aspect of the methods and apparatus described herein is related to a method in an electronic gaming machine including a communication interface configured to provide network access to a portable electronic device. The method can be generally characterized as including: 1) blocking network access via the communication interface; 2) establishing communications with the portable electronic device via a second communication interface separate from the communication; 3) receiving an input signal initiating a first wager-based game; 4) determining an amount of network access time earned for the first wager-based game; 5) unblocking access to the network via the communication interface for only the portable electronic device with which communications have been established; 6) repeatedly determining network access time remaining based upon the determined amount of network access time earned for the first wager-based game and a time since the first wagered-based game was initiated; and 7) blocking access to the communication interface when the network access time remaining reaches a minimum threshold amount. 
     Yet another aspect of the methods and apparatus described herein is related to an electronic gaming machine. The electronic gaming machine includes a cabinet, a secondary gaming device coupled to the cabinet, and a game controller. The secondary gaming device includes a secondary processor, including a processor and a memory, separate from a game controller, and a communication interface that allows network access to be provided to a portable electronic device. The communication interface is configured to block network access via the communication interface in response to commands received from the secondary processor. The secondary processor is configured to 1) determine an amount of network access time available for the communication interface wherein the amount of network access time available depends on at least an amount of network access time earned from game play activities on the electronic gaming machine and 2) send a command to the communication interface to block network access when it is determined the amount of network access time available is below a minimum amount. The game controller includes a processor and a memory communicatively coupled to the secondary gaming device and secured within the cabinet, and the game controller is configured to control a wager-based game and send information related to the game play activities to the secondary gaming device. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The embodiments will be readily understood by the following detailed description in conjunction with the accompanying drawings, wherein like reference numerals designate like structural elements, and in which: 
         FIG. 1  shows an electronic gaming machine with interfaces for a portable electronic device in accordance with the described embodiments. 
         FIG. 2A  shows a block diagram of a game controller in accordance with the described embodiments. 
         FIG. 2B  shows a block diagram of a game controller and a secondary processor in accordance with the described embodiments. 
         FIG. 3  is flow chart of a method for providing network access via an interface on an EGM in accordance with the described embodiments. 
         FIG. 4  is a flow chart of a method for detecting an abandoned portable electronic device at an EGM in accordance with the described embodiments. 
         FIG. 5  shows a block diagram of a gaming system including a server and gaming devices in accordance with the described embodiments. 
         FIG. 6  shows a perspective drawing of a gaming device in accordance with the described embodiments. 
     
    
    
     DESCRIBED EMBODIMENTS 
     In this paper, numerous specific details are set forth to provide a thorough understanding of the concepts underlying the described embodiments. It will be apparent, however, to one skilled in the art that the described embodiments may be practiced without some or all of these specific details. In other instances, well known process steps have not been described in detail in order to avoid unnecessarily obscuring the underlying concepts. 
     A wager-based gaming system compatible with portable electronic devices controlled by users of the gaming system is described. The gaming system can include a number of features that encourage and enable the use of portable electronic devices, such as smart phones and tablet computers, in a casino gaming environment. In particular embodiments, electronic gaming machines (EGMs) used in the gaming system can include interfaces for providing wireless Internet access to portable electronic devices and/or providing power to user-controlled portable electronic devices. Further, the EGM can be equipped to detect the presence of a portable electronic device located on or near the EGM. Details of an EGM with these capabilities are described with respect to  FIG. 1 . A game controller within the EGM can be configured to control a power and/or communication access interface, detect the presence of portable electronic devices proximate to the EGM and determine whether the device has been abandoned or not. Details of a game controller configured for these purposes are described with respect to  FIG. 2A . A secondary processor separate from the game controller can also be used for these purposes as described with respect to  FIG. 2B . With respect to  FIG. 3 , a method for controlling a communication interface is discussed. In one embodiment, control of the communication interface can depend on recent gaming activity on the EGM. With respect to  FIG. 4 , a method of detecting the presence of a portable electronic device proximate to the EGM is described. The method can include determining whether the portable electronic device has been abandoned at the EGM. Finally, additional details of a game controller and an EGM are described with respect to  FIGS. 5 and 6 . 
       FIG. 1  shows an EGM  2  with interfaces for interacting with a portable electronic device. The EGM  2  can be part of a gaming system that includes a number of gaming devices and servers, such as  4 . The communication connection  6  between the EGM  2  and the server  4  can be wired, wireless or a combination of wired and wireless communication links, depending on the local and/or wide area network topology used within the gaming system. The EGM  2  can include a) displays, such as a main display  26  on which a wager-based game can be output, b) audio devices, such as speaker  24  for outputting sounds from the EGM and c) a player input panel  28  including buttons for making inputs associated with the play of the wager-based game. These devices can be controlled by a game controller (not shown) located within the cabinet of the EGM  2 . Further details of EGM&#39;s game controller are described with respect to  FIGS. 2 ,  5 , and  6 . 
     The EGM  2  can include one or more different types of interfaces that enable interactions with a portable electronic device, such as a smart phone or a tablet computer. In the embodiment shown in  FIG. 1 , two interfaces  32  and  34  are shown. Different types of interfaces include power interfaces and communication or wireless access interfaces. Via a power interface, power can be supplied to the portable electronic device. A communication interface of the EGM can provide communication link between the EGM and the portable electric device as well as wired or wireless network access, for example, to the portable electronic device. A patron can then use his or her portable electronic device to email, text, or otherwise access the Internet. As will be explained in more detail below, the level of network access can be based on the patron&#39;s level of game play. For example, the more the patron engages in game play, the higher the level of network access that can be granted. 
     For instance, interfaces  32  and  34  can be configured to receive a connector that allows an electronic device to be coupled to the EGM  2  or provides communication access to the electronic device. In one embodiment, the interface  32  and  34  can be configured to accept a USB connector. These examples are for the purposes of illustration only. Although the interface  32  and  34  are shown in  FIG. 1  to be connected to a portable electronic device  10  and  14  via a cord, it will be understood that the interface  32  and  34  can also provide power to the portable device, a communication link between the EGM and the portable device, and/or network access to the portable device in a wireless fashion (without a cord). 
     According to an embodiment, the EGM  2  can include two communication interfaces. One communication interface can establish communications, either wired or wireless, between the EGM  2  and a portable electronic device. Another communication interface can allow the portable electronic device to access the network, which can allow a player to text, email, or otherwise access the Internet. In some embodiments, the amount of and level of network access can depend on the amount of game play in which the player has engaged. As will be described in more detail below, an interface controller can determine the amount of network access time available for the portable electronic device. The interface controller can end the portable electronic device&#39;s access to the network when it is determined the amount of network access time available is below a minimum amount. 
     In one embodiment, the EGM can be configured to control the communication, network access, and/or power provided via the interfaces  32  and  34 . In particular embodiments, wireless communication access via the one or more interfaces can be controlled according to such factors as a current state of the EGM, a game state history of the EGM or a status of the player at the EGM. One purpose of the wireless access control can be to discourage users from using the EGM  2  as a wireless access point without engaging in game play. Thus, in a particular embodiment, the availability of wireless access at the interface can be linked to whether the user is playing at a game at the EGM  2 . Further details of a control algorithm that can be employed are described with respect to  FIG. 3 . Additional details of embodiments of wireless communication interfaces that can be integrated into an EGM  2  are described below. 
     In general, one or more interfaces can be provided. When two or more interfaces are provided, the interfaces can employ the same or different configurations. In some embodiments, one interface can be a power interface and the other interface can be a communication interface (whether wireless or not). A communication interface can provide a communication link between the EGM and a portable electronic device and/or network access to the portable electronic device. Alternatively, both interfaces can be power interfaces or both interfaces can be communication interfaces (whether wireless or not). Furthermore, for instance, when two interfaces are provided, both can be configured to accept a USB connector or a first interface can be configured to be compatible with a USB connector while a second interface can be compatible with a two pronged connector. Alternatively, one or both interfaces can be a wireless interface. 
     The one or more interfaces can be located on different surfaces of the EGM  2 . For instance, interface  32  is located on an upper surface of the player input panel  28  and interface  34  is located on a front surface of the player input panel  28 . In other embodiments, the interfaces can be located on a different surface, such as a front surface  15  of the EGM cabinet. In still other embodiments, the interfaces can be located on the same surface of the EGM  2 . 
     A connector  18  is shown leading from interface  32  to portable device  14  positioned on the player input panel  28  and a connector  20  is shown leading from interface  34  to a portable device  10  located in the pocket of user  8 . At the device end, the connector, such as  18  or  20 , can include an interface compatible with the portable device, such as device  14  or the device located in the pocket of user  8 . Alternatively, the interface (such as  30 ) between the portable device and the EGM can be wireless in which case the portable device can access the network via the EGM in a wireless fashion. 
     In the case of a connector, such as  18  or  20 , at the EGM end, the connector  18  or  20  can include an interface compatible with the EGM power or communication interface. The interfaces at each end of the connector can be coupled via a cord. Typically, the interface between a connector (e.g.,  18  or  20 ) and a portable device varies widely from model to model and from manufacturer to manufacturer where the interface at the device end can transmit communications and/or power to the portable device. Thus, in one embodiment, the connector, such as  18  and  20 , can be provided by the user, such as  8 . 
     If a standard portable device interface is ever widely adopted and incorporated in portable devices, then this type of interface can be provided on the EGM  2 . For instance, many portable devices provide a female receptacle for mini-USB interface. Thus, the EGM might include an integrated “male” mini-USB connector for interfacing with these devices. In one embodiment, a power interface including a “male” connector may include a cord connecting the “male” connector to the EGM  2 . The opposite end of the cord can be connected within the interior of the EGM  2  so that the connector can&#39;t be pulled from the EGM  2 . The cord portion of the connector, between the ends, can include a cut resistant outer material to prevent the male connector from being removed. 
     In another embodiment, the male connector can be mounted to a surface of the EGM  2  such that only the male connector extends from the surface without a cord section extending from the EGM  2  coupled to the male connector. The male connector can be connected to a joint that allows the angle of male connector relative to the surface from which it extends to be adjusted to help accommodate different devices. 
     Alternatively, the interface between the portable device and the EGM can be wireless in which case the portable device can access the network via the EGM in a wireless fashion and/or the portable device can communicate with the EGM in a wireless fashion. In this embodiment, an interface  30  for wireless transmission of Internet connectivity can be provided on the EGM  2 . As an example, player input panel  28  includes a wireless communication interface  30 . The wireless communication interface can be compatible with a number of different types of devices. In  FIG. 1 , a portable device  16  is shown resting on an interface  30 . Alternatively, the wireless interface  30  can be compatible with a portable device, such as  10 , that is not resting on the wireless interface. The portable device can be, for example, in a patron&#39;s pocket or purse, or held by the patron. Wireless network access via the wireless communication interface  30  can be provided or denied depending on the EGM status. 
     According to an embodiment, the EGM  2  can grant network access to only a portable electronic device that is successfully paired with the EGM  2 , and block network access to other nearby portable electronic devices. In this embodiment, the EGM  2  will only grant network access to a portable electronic device that the EGM  2  has determined is associated with the player playing the EGM  2 . 
     In another embodiment, the EGM  2  can allow a secondary portable electronic device to use the EGM  2  as a network access point if the user of the secondary portable electronic device purchases time or is otherwise associated with a player tracking account that has remaining network access time. In this embodiment, the secondary portable electronic device may not be associated with the player playing the EGM  2  and thus can be located farther away from the EGM  2 . In addition, the EGM  2  could still allow network access to the player engaged in game play on the EGM  2 . In this case, one EGM could be equipped for network access to service an area around the EGM without the other nearby EGMs having to be configured to provide network access. 
     In particular embodiments, the interfaces  30 ,  32  and  34  can include sealing mechanisms that are configured to protect the interface  30 ,  32  and  34  in the case of spill, such as a user spilling a drink on the interface. Further, the interfaces can be configured to protect against electrostatic discharge (ESD). The ESD protection can include isolation circuits, filtering circuits, and suppression components, such as multilayer varistors, silicon diodes, and polymer-based suppressors. Suppression components protect the circuit by clamping the ESD voltage to a level that the circuit can survive. Connected in parallel with the signal lines, the suppressors clamp the ESD voltage and shunt the majority of the ESD current away from the data line, and the protected chip, to the appropriate reference. Typical references are the power rail and chassis ground. 
     In alternate embodiments, one or more of the interfaces  30 ,  32  and  34 , can be configured as power and communication interfaces or as a communication only interface. For instance, via interface  32  and connector  18 , power and data can be transmitted from the EGM  2  to the portable device  14  or only data can be transmitted between the EGM  2  and the device  14 . In one embodiment, for security purposes, when a communication interface is provided, the communications can be uni-directional such that only data can be sent from the EGM  2  to the portable device via the communication interface. In other embodiments, the return communications that can be sent from the portable device to the EGM  2  and recognized by the game controller can be very limited for security purposes. The format of the return communications can be described a communication protocol (and/or implemented with an API). In still other embodiments, the EGM  2  can include one or more wireless communication interfaces and can be used as a wireless access point for the portable device, such as  10 , to access the network, as discussed in more detail below. 
     The EGM  2  can support one or more wireless communication interfaces for communicating with a portable device, such as  10  and  16 . For instance, a communication wireless interface can support Bluetooth™ communications, communications via Wi-Fi™ (compatible with IEEE 802.11 standards), or NFC communication protocol (see  FIG. 5  for more detail). In one embodiment, a wireless communication interface can be integrated or located proximate to a wireless power interface. For example, a wireless communication interface supporting an NFC communication protocol can be integrated with a wireless power interface  30 . Thus, when the device  16  is placed near the wireless communication interface  30 , NFC formatted communication can occur between the device  16  and the EGM  2 . In other embodiments, the wireless communication interfaces can be placed in other locations in or on the EGM  2 . Thus, the placement near the wireless power interface is discussed for the purposes of illustration only. 
     In one embodiment, the NFC communication can be used to exchange information to allow pairing to be established between a user-controlled portable device and the EGM  2 . For instance, Bluetooth™ pairing occurs when two Bluetooth devices agree to communicate with each other and establish a connection. In order to pair two Bluetooth wireless devices, a password (passkey) is exchanged between the two devices. The passkey is a code shared by both Bluetooth devices, which proves that both users have agreed to pair with each other. After the passkey code is exchanged, an encrypted communication can be set up between the paired devices. In Wi-Fi paring, every pairing can be set up with WPA2 encryption or another type of encryption scheme to keep the transfer private. Wi-Fi Direct is an example of a protocol that can be used to establish point-to-point communications between two Wi-Fi devices. The protocol allows for a Wi-Fi device to pair directly with another device without having to first join a local network. The method makes it possible to share media from a phone, play multiplayer games or otherwise communicate directly, even when no router exists. Via pairing between the EGM  2  and portable electronic device, a portable electronic device may be able to utilize some of the functionality of secondary devices residing on the EGM  2 . For instance, it may be possible for a player to print something from their portable electronic device using the printer on the EGM  2  when it is paired to the EGM  2 . It may also be possible to access the network on the portable electronic device by pairing the portable electronic device with the EGM  2  and using the EGM  2  as a wireless access point to access the network for texting, emailing, or otherwise accessing the Internet. 
     The EGM  2  can include one or more support structures configured to receive a portable electronic device. The support structures can be integrated into the EGM cabinet such that a portable device placed in the support structure is not easily knocked out of the support structure and placement of the portable device does not block access to input buttons on the EGM  2  during game play. The support structure can be configured to support a portable device in various positions, such as upright, on its side, or on its back. Further, the support structures can be configured to allow a portable device received in the support structure to be positioned in a preferred orientation. For instance, in  FIG. 1 , portable device  14  is placed in a support structure with a receptacle built into the player input panel  28  that allows the portable device  14  to be oriented in an upright position. As another example, portable device  16  is placed flat on a ledge of the player input panel  28 . The ledge can include an indentation or a high-friction material (anti-slip) that is designed to keep the portable device  16  from sliding off of the ledge. Support structures can be placed in other locations on the EGM cabinet and these examples are provided for the purposes of illustration only. 
     The support structure can include a stand or bracket for supporting the device. In one embodiment, the support structure can include a switch that is activated by a weight of the portable electronic device. The switch may be used for portable device detection purposes. The support structure can be sealed to provide protection in the event of spills. Further, it can include other tamper-resistant features, such as features that prevent the internal elements of the EGM  2  from being exposed. In one embodiment, a NFC interface can be located proximate to the support structure, such that it can be utilized when a device is placed in the support structure. 
     In alternate embodiments, the support structure, data interfaces and power interfaces can be incorporated into a secondary device utilized on the EGM  2 . For instance, one or more of a support structure, a power or communication interface or a wireless interface can be incorporated into a player tracking unit with a smart interface board (SMIB), a card reader, a bill validator or a printer. Further, all or a portion of the control of the power or communication interfaces and/or wireless interfaces in the manner described herein can be performed by a secondary processor on the secondary device in conjunction with or independently of the game controller on the EGM  2 . In another embodiment, all or a portion of the control of the power or communication interfaces and/or wireless can be implemented in a “service window” type architecture (see  FIG. 6  for more details). 
     In particular embodiments, the EGM  2  can be configured to provide indicators of a status of a power, wireless access, and/or communication interface. For instance, in one embodiment, when an interface is active, an icon indicating a status of the interface can be displayed on the EGM  2 . For example, in  FIG. 1 , a lightning bolt  36  is shown on display  26  to indicate that power is actively being supplied to one of the power interfaces. Similarly, another icon can be displayed to represent an active communication session via a communication interface, such as a communication interface involving a wired or wireless connection between the EGM  2  and a portable electronic device and/or access to the network. 
     In other embodiments, an interface, such as  30 ,  32  and  34 , can be surrounded by a lighted bezel, partially surrounded by a lighted bezel or include an indicator light near the interface. The lighted bezel can be configured to change color, emit a particular lighting pattern or combinations, such as flashing or steady, to indicate that the interface is delivering power or providing wireless access to the network. For instance, a bezel or indicator can be lighted with a green color when wireless access is enabled by the interface and a red color when wireless access is cut-off at the interface. In another example, a status light can be turned on when wireless access is enabled via the interface and turned off when wireless access is not enabled. The lighted bezel and/or audio feedback can also be used to indicate proper device pairing, secure communications and/or recognition and successful establishment of communications. Similar status indicators can be used for other interfaces, such as communication and power, to indicate an active or non-active communication or power delivery session. 
     Other types of feedback mechanisms can be utilized to indicate a status of an interface. For instance, audio devices can be used to provide audio feedback and/or vibration generating devices, which can also produce an audible buzz, can be used to provide feedback. These feedback mechanisms can be used alone or in combination with other feedback mechanisms, such as a light generating mechanism, to indicate the status of various processes implemented on the EGM  2 . 
     In particular embodiments, the EGM  2  can be configured to detect the presence of a portable electronic device and/or user and encourage the user to retrieve his or her portable electronic device at the end of a game play session. For instance, as shown in  FIG. 1 , the EGM  2  can include a camera, such as  40 , with a field of view including the player input panel  28 . Using image recognition software, the game controller can be configured to recognize an object, such as but not limited to a portable electronic device, left on the input panel  28 . Image data received from a camera may also be used to recognize the presence of a user at the EGM  2  and possibly for eye tracking purposes. In one embodiment, a camera can be placed with a field of view of base of the EGM  2 , such as the floor area beneath input panel  28 . Image data from this camera can be used to recognize objects left on the floor of the EGM  2  near its base, such as a portable electronic device or wallet that has fallen onto the floor or a purse or bag left at the EGM  2 . As described above, the presence of a portable electronic device can also be determined via signal strength and/or triangulation. 
     When a portable electronic device is detected near the EGM  2 , the game controller can be configured, after certain game events, to notify a player to retrieve and/or disconnect their device from the EGM  2 . For instance, after a cashout command is received by the game controller, the gaming controller can be configured to display a message  38 , such as “Don&#39;t forget your device.” As another example, the EGM  2  can be configured to emit a sound effect, such as a beeping to get the user&#39;s attention in regards to retrieving a device. In yet another example, the EGM  2  configured to flash lights in a distinctive pattern to attract the user&#39;s attention. 
     In one embodiment, the EGM  2  can be configured to generate an “abandoned” object state. In the abandoned device state, the game controller has determined based upon information received at the EGM  2  that an object, such as a portable electronic device, has been potentially left at the EGM  2 . The likelihood that an object has been actually been abandoned can depend on the criteria used by the game controller to determine whether or not to enter into abandoned object state. Different criteria that determines whether the EGM  2  is to enter the abandoned device state is described in further detail with respect to  FIGS. 2 and 4 . 
     In a particular embodiment, when the EGM  2  enters an abandoned device state, the EGM  2  can send a message to a server on the network, such as server  4 . In response to receiving the message, the server  4  can be configured to send a message to an electronic device carried by a casino employee, such as  12 . The message can indicate that the EGM  2  has entered into the abandoned state. In response to receiving the message, the casino employee  12  can then travel to the EGM  2  and attempt to retrieve the device. 
     In one embodiment, in response to sending the message, the EGM  2  can clear the abandoned device state and enter into an idle state where it is available for game play. In other embodiments, upon entering into the abandoned device state, various features on the EGM  2  can be activated. For instance, the candle  22  can be activated with a particular light pattern to indicate the EGM  2  is in the abandoned device state or needs attention. However, the EGM  2  may still be available for game play. In another example, in the abandoned device state, the EGM  2  can disable game play, such as via entering into a tilt state. In this example, operator intervention can be required to clear the abandoned device state and allow the EGM  2  to enter into the active state where game play is enabled on the device. 
     When the abandoned device state is entered, the EGM  2  can be configured to save and/or communicate information that can help to identify the owner of the device. If the user that was participating in game play just before the abandoned state is triggered has identified himself or herself, such as via providing loyalty program information, this information can be saved and included a message sent to server  4 . If image data from a camera is available that includes the last patron at the EGM  2  prior to the triggering of the abandoned device state, then this image can be sent to server  4 . If a wireless connection was established between the EGM  2  and an abandoned device, then information associated with the device used to establish the connection can be sent in the message to a server  4 . In addition, the EGM  2  can send information about its state prior to the entering the abandoned device state, such as the a) game being played, b) the most recent amount of money deposited on the EGM  2 , c) a time period of the last game play session on the EGM  2  (e.g., from the last time money was deposited on the EGM  2  prior to the abandoned device state to the occurrence of zero credits or a cashout command), d) a time when the abandoned state was triggered, e) a time when a potentially abandoned device was triggered, f) a location of the EGM  2 , g) a location of the potentially abandoned device or object if it is known (e.g., on the player input panel or on the floor underneath the player input panel), h) combinations thereof. 
     In one embodiment, the gaming system can be configured to store the information described in the previous paragraph to a lost device database, as part of an incident report. Then, the system can be configured to allow queries of the database. For example, a patron seeking a lost device can report that at about a certain time, he or she was playing a certain game and that he or she lost a particular device or object. This information can be entered into the system and the system can be queried to determine if any incident reports match the criteria provided by the patron seeking the lost device information. 
     Further, the information about a portable device may have been previously stored. For instance, the player can be using the device as a player tracking instrument and thus, the device may be associated with a particular player. In this instance, an alternate communication channel, such as an e-mail or alternate number provided by the player can be used to notify the player that the portable device has been recovered. If the player is staying at the gaming establishment, then a message and/or the recovered device can be delivered to the player&#39;s room. 
     The EGM  2  can also be configured to turn off power to a power or communication interface (whether or not wireless) if the EGM  2  detects an abandoned device state. Next, details in regard to how an abandoned device state can be triggered are described with respect to  FIG. 2 . 
       FIG. 2  shows a block diagram of an embodiment of a game controller  50  for an EGM. The game controller  50  can be configured to control the play of a wager-based game on an EGM. The game controller  50  can include logic for generating a state on the EGM  2 . The game controller  50  can be configured to collect and store state information  60  associated with each game state where the information that is stored can vary from state, such as, but not limited to, a posting of credits to the EGM, an indication of a wager, an indication to initiate a game and an establishment of a communication with a portable electronic device, etc. As described above, the state information  60  can be used to determine whether power is to be supplied to the power or wireless access interface assembly  66 . 
     The game controller  50  can also include a network interface  64  for communicating with remote devices, such as casino service server  54  and/or a player tracking server  56 . As an example, the game controller  50  can contact the casino server with a message indicating an object has been abandoned at the EGM  2  as described with respect to  FIG. 1 . The player tracking server  56  can be used to retrieve player tracking information about a particular patron, such as identity and status, stored in a player tracking account. As will be described in more detail below and with respect to  FIG. 3 , the status of a player can affect how a power and/or communication interface assembly  66  on the EGM  2  is controlled. 
     As shown in  FIG. 2B , a secondary gaming device  80 , such as a player tracking unit, a card reader, a bill validator, and a printer, that is separate from the game controller  50  can be provided to enable a portable electronic device to wirelessly access the network. As shown in  FIG. 2B , secondary gaming device includes a secondary processor  82  and the interface assembly  66  for delivering power and/or communication or providing wireless network access to a portable electronic device. The secondary processor  82  can include a processor and a memory. Via a wireless network access interface, a patron can use his or her portable electronic device to send and receive email, send and receive text messages, or otherwise access the Internet. 
     The interface control logic  62  can be used to control the power and/or communication interface assembly  66 . For example, according to an embodiment, the interface control logic  62  can determine whether to allow or block network access. In another embodiment, the interface assembly  66  can also include a switch  68  that allows the flow of power to the interface assembly  66  to be interrupted and a status indicator  70  that can be used to indicate a status of the interface assembly, such as whether wired or wireless network access is being provided via the assembly  66 . According to another embodiment, the switch  68  can control the communication interface by either allowing a portable electronic device Internet access via the communication interface or interrupting such access. The interface assembly  66  can be controlled by the interface control logic  62 . Further details of the interface control logic  62  are discussed with respect to  FIG. 3 . In the embodiment shown in  FIG. 2B , the secondary processor  80  is operatively coupled to the game controller  50  so that the interface control logic  62  in the secondary processor  80  can receive information from the game controller  50  regarding the idle state, player status, and the like. 
     The device and player detection logic  58  can be used to determine whether an object, such as portable electronic device and/or a user are present at the EGM  2 . The player detection logic can utilize information received from various EGM interfaces  52  to make this determination, such as a camera, input buttons, a touchscreen interface, value input/output interfaces, wireless device interfaces and/or power interfaces. As described above, information associated with these interfaces, such as whether a wireless communication link has been established between the EGM and a portable electronic device, can be stored as part of the state information  60 . 
     When a device is detected at the EGM, the abandoned state logic  55  can be configured to initiate outputs on the EGM that remind a player to take the detected device to avoid it the device left at the EGM. Further, the abandoned state logic  55  can be used to determine when an abandoned device state is to be triggered. In one embodiment, the determination of whether to initiate an abandoned device state can be generated using information generated from the device and player detection logic  58  that indicates that a device and/or player is present at the EGM. Once an abandoned device state is triggered, the abandoned state logic can be configured to determine what actions to take during the state, such as notifying a casino attendant to retrieve the device and/or entering into a tilt state. Further, the abandoned state logic  55  can determine when to clear the abandoned device state, which can be based upon actions taken at the machine and/or inputs received at the EGM, such as inputs from a remote device or inputs from an operator via an operator menu on the EGM. 
     The game controller  50  can utilize a number of mechanisms and employ a number of different methods to determine whether a portable electronic device and/or a patron are nearby, which can be incorporated in the device and player detection logic  58 . For example, the logic  58  can be configured to use gaming events, such as an indication of a deposit of money from a bill validator or inputs received from input devices associated with game play. It can be assumed that when these game related events are occurring and shortly thereafter, a person is nearby the EGM. Further, if an idle state is detected on the gaming machine for some period of time after a period of gaming activity. It can be assumed that a patron is not nearby. The use of a detection of gaming related events doesn&#39;t identify the presence of person or lack of presence of a person in all situations. For instance, a person can be located near an EGM in a position that allows them to play but may not be playing. Thus, the fact the EGM is in idle state will not detect a player in this scenario. 
     For the purposes of determining whether a device has been abandoned, it can be desirable to determine if a player playing the gaming machine has left or changed. It is possible that a first player can deposit money, play and then reach a zero balance or cashout. The zero balance or a cashout event can be followed by an amount of idle time. Then, the first player can deposit additional funds at the EGM or the first player can leave. In the instance where the first player leaves, a second player can deposit money, play and then cashout or reach zero balance. Using just game play events alone, it may not be possible to distinguish whether a single player or multiple players performed this sequence of events. However, in one embodiment, the player detection logic can be configured with the assumption that when a zero balance is reached or cashout command is received followed by a threshold amount of idle time, the player at the EGM has left and any new game play is initiated by a new player. When it is determined that a person is no longer present based upon the person detection criteria and it is determined that a device is still present at the EGM based upon the device detection criteria, then an abandoned device state can be triggered. Prior to the player leaving, the EGM can be configured to generate a reminder for the player to take their device to prevent the abandoned device state from occurring. 
     The likelihood of detecting the presence or non-presence of a player can be increased by using more information from additional sources. For instance, a camera or other type of sensors  52 , such as a motion detector, can be used to determine that a player is near the EGM. In one embodiment, image data from the camera can be used for the purposes of facial recognition. Further, the camera can be used for eye tracking purposes. The use of data from these devices may be used to determine that a user is nearby when game play is not occurring. Similarly, when a wireless or wired interface on the EGM receives information transmitted from a portable electronic device and establishes a communication session with the portable electronic device, it can be assumed that a portable electronic device is nearby and at least initially so is the person that brought the device into the vicinity of the EGM. The wireless or wired interface can be configured to detect the presence of a device, such as device drawing power and/or participating in a communication session with the interface and report when it is loses its connection to the device and can no longer detect it. This inability to detect a previously detected device can be used as an indication that the device is no longer present at the EGM. Thus, based upon this information, the logic  58  can be configured to indicate that the device is no longer present. Again, this determination doesn&#39;t guarantee that the portable device is no longer physically present because the user may have simply turned off the device or the device may have run out of power. However, as described above, the use of a camera may enable to the presence of a device or other object to be detected even if the device is no longer communicating via an interface with the EGM. 
     In some instances, it may be possible to determine approximately the location of a portable electronic device based upon wireless signals emitted from the portable electronic device. For instance, the wireless signal can be detected from a portable electronic device at multiple locations and the location can be estimated via triangulation or based upon signal strengths. In one embodiment, this information can be generated by a remote device, such as server  54  and transmitted to the EGM. The server  54  may provide regular updates of the positions of nearby electronic devices. 
     The location data can be used to determine whether a device has been left at the EGM. For instance, a portable electronic is detected nearby an EGM at around the same time as gaming has begun on the EGM and then, later the EGM can enter into an idle state. As described above, the entering of the idle state can indicate that the person playing the EGM has left. If the portable electronic device is still detected, e.g., its location has not changed and/or there is still a connection between the device and the EGM, the occurrence of these events can cause abandoned device state on the EGM to be triggered. As another example, if a second electronic device is detected near the EGM and/or gaming activities are initiated on the EGM and the first electronic device previously detected is still present, the logic  55  can determine that the first electronic device has been abandoned and the abandoned device state can be triggered. 
     In yet another example, a first electronic device can be detected at an EGM about the same time that player tracking information associated with a first player is detected. Then, player tracking information associated with a second player can be detected at the EGM while the first electronic device is still detected. Based upon, the detection of this combination of events, the abandoned device state can be triggered on the EGM. In general, one or more of game play activity, information from wireless and wired interfaces, sensor data (e.g., image data from a camera) and player tracking information received at the EGM can be used to determine whether a device has been abandoned. The sequence and timing of events relative to one another can affect the determination. For instance, a detection of game play activity and a detection of an electronic device at about the same time followed by an idle period on the EGM while the electronic device is still detected may trigger an abandoned device state because it is assumed that the idle period indicates the player has left. Next, with respect to  FIG. 3 , methods of controlling access to a communication interface assembly  66  are described. 
       FIG. 3  is a flow chart of a method  100  for enabling network access for a portable electronic device via a wired or wireless communication interface on an EGM. In  102 , an idle state can be detected on the EGM. In one embodiment, the idle state can be defined as zero credits available on the EGM and no activity for a time period. In  104 , the idle state can be determined for the communication interface. In one embodiment, in the idle state, access to the communication interface can be switched “on” in the idle state and the interface indicator can be controlled to indicate that network access is available. If a device pairs with the EGM and begins accessing the network via the communication interface before game play begins, the EGM can enter into an attract mode and/or generate a message indicating that to receive additional network access time, game play is required. 
     In another embodiment, in the idle state, the network access can be initially switched off and an indicator light associated with the communication interface can be set to indicate that the network access is in an off state. In  106 , if a portable electronic device is detected near the EGM or connected to the communication interface (e.g., a connector is plugged into the communication interface or a device is placed on the interface), then again an attract feature can be displayed. In addition, a message can be displayed that indicates how network access time can be earned or maintained. For instance, a play of one game per minute can be required to keep the communication interface on. In another example, an amount wagered per time can be required. In yet another example, a higher level of network access can be earned if more is wagered. In such an embodiment, the network access can be increase from email access to general Internet access or even high speed video streaming if the amount wagered per time increases to a threshold amount. 
     In one embodiment, based upon the amount wagered, a period of network access time can be earned, such as, for example, 15 seconds for each dollar wagered or some amount of watts for each dollar wagered. The rate that network access time that is earned can be configurable on the EGM. In one embodiment, the EGM can include a display meter that indicates how much network access time has been earned. The meter can account for network access time being earned and used by a device. In one embodiment, the EGM can include a bonus where an additional amount of network access time on the EGM can be awarded to a user. 
     The amount of network access time earned can be used to determine how the long the communication interface will remain “on.” As each game is initiated, an amount of Internet access time that is earned can be determined Then, the EGM can then begin to subtract time from the amount of time earned until the next game is initiated. When the amount of time remaining reaches zero or some minimum threshold amount, then the game controller can be configured to turn the communication interface off. 
     In one embodiment, the amount of network access time earned and that is available to the communication interface can be determined on a game by game basis. Thus, the amount of time earned can vary from game to game depending on game parameters, such as amount wagered. However, an EGM can be configured not to carry over any network access time earned from a previous a game that is remaining and add it to the network access time earned for the current game. In another embodiment, the amount of network access time that is earned from first game or a first series of games that is remaining when a second game is initiated can be added to the time earned for the second game. Thus, depending on the rate of play, an amount network access time that is earned can be built up and the communication interface can remain on as long as there is charge time remaining. 
     The EGM can also be configured to limit the amount of network access time earned at any given time to a maximum threshold amount, such as a few minutes or even half an hour or more. For each game play, the amount of network access time earned can be determined and added to any time remaining that was earned from previous game play as described in the previous paragraph. However, the amount of network access time earned can be limited to thus maximum threshold amount. Thus, after a series of games played, there can be some time amount of network access time remaining Then, another game can be initiated and the network access time earned for the game can be determined and added to the amount of network access time remaining. If the total network access time earned exceeds the maximum threshold amount then it can be set to the maximum threshold amount. Using a maximum threshold amount assures that some minimum rate of play needs to be maintained on the EGM for the communication interface to remain on. 
     In  108 , a non-idle state can be detected. For example, an amount of credits can be deposited on the EGM. In response, in one embodiment, the EGM can immediately start allowing a portable electronic device to pair with the EGM and access the network via the communication interface. In this instance, some initial amount of wireless access time, such as, for example, a minute, can be given for depositing money in the EGM. However, if a game is not initiated within this initial time period, then the communication interface can be shut off until game play begins. 
     In another embodiment, the EGM can begin determining one or more parameters, such as an amount wagered and/or amount wagered per time, and based upon the one or more parameters determine an amount of network access time and/or level of network access earned. In response to a determination that network access time has been earned, the game controller can generate a command that causes the communication interface to allow a portable electronic device to access the network via the communication interface. The game controller can then also generate a command that causes a status indicator to indicate wireless access is being supplied to the communication interface if such a status indicator is provided. In one embodiment, the communication interface may not allow network access until some minimum amount of network access time has been earned, such as, for example, 1 minute or 5 minutes worth of network access time. 
     Similarly, in response to a determination that a new level of network access has been reached, the game controller can generate a command that causes the communication interface to allow a portable electronic device to access the next level. For example, the communication interface may initially allow a user to only send and receive text messages using his or her portable device. If it is determined that the user has reached the next access level, the game controller can then generate a command that causes the communication interface to also allow email communication via the user&#39;s portable device. If it is then determined that the user has reached a further access level, the game controller can then generate a command that causes the communication interface to allow all Internet access. In some cases, the user may be able to reach a level of high speed network access that allows, for example, video streaming. 
     In  110 , a player status can be detected. The player status can be received from a host system, such as player tracking system host, in response to a player providing identification information associated with a loyalty program at the EGM. In one embodiment, the player tracking system can indicate that the network access is to be provided via the interface independently of game play activities. For example, a high status player can insert his or her player tracking card in a card reader on the EGM or a communication session can be established between a portable electronic device and the EGM to initiate player tracking on the EGM. When the player is properly identified, the EGM can provide network access via the interface at the EGM and the communication interface can remain on while the player tracking card remains in the card reader or the communication session is maintained between the EGM and the portable electronic device belonging to the identified player. 
     In one embodiment, a user can have a network access level and/or an amount of network access time remaining from a previous game play session. The network access level and/or amount of network access time remaining can be stored to his or her player tracking account. When the player provides his or her account information at the EGM, the player tracking system can indicate the network access level and/or how much network access time the player has remaining Then, the level of network access and/or amount of Internet access time a player has remaining can be made available on the EGM. Thus, according to this embodiment, the network access level and/or network access time belonging to a player can be used at different EGMs because the network access level and/or network access time is stored to the patron&#39;s player tracking account. 
     In  112 , the communication interface assembly control algorithm can be selected. The control algorithm that is used can depend on whether the player is a member of the casino&#39;s loyalty program and has provided information at the EGM that allows his or her account information to be accessed. In one embodiment, a high status player can have the communication interface activated and can receive unlimited network access time and/or the highest network access level independently of his or her game play activities. A lower player status can earn network access time according to a first algorithm that depends on his or her game play activities. An unidentified player can earn network access time according to a second algorithm that depends on his or her game play activities. In one embodiment, an identified player can earn network access time at a faster rate for similar amounts of game play than an unidentified player. As another example, a maximum threshold amount of network access time that can be earned for a first player can be different than a second player. 
     In  114 , the communication interface assembly can be controlled according to the selected algorithm, i.e., allow or suspend network access depending on whether network access time has been earned or not. In one embodiment, the communication interface assembly can terminate network access when a cashout command or zero credits is reached on the EGM and any remaining network access time can be lost. In addition, the rate or other parameters that the EGM is tracking to determine whether to allow network access via the interface or not can be reset. For instance, the EGM may not track a rate of play based upon game play that occurred before the cashout command or zero credit state was reached but only upon game play that subsequently occurs after additional credits are deposited on the EGM. 
     In another embodiment, after a cashout command or zero credits is reached, the EGM can allow any remaining earned network access time to be used. For instance, if a user has coupled a portable electronic device to the communication interface before a cashout command or zero credits were reached, the EGM can be configured to allow the portable device to receive the remaining network access time via the communication interface until the remaining network access time is used. When an idle state is next detected, the EGM can return to  104  and determine the idle state of the communication interface assembly. In one embodiment, as described above, when a player has been identified, all or a portion of the network access time remaining can be saved to his or her player tracking account. Then, network access time earned on a first EGM can be utilized on a second EGM. 
     Next, details of the abandoned portable device are discussed.  FIG. 4  is a flow chart of a method  200  for detecting an abandoned portable electronic device at an EGM. In  202 , the EGM can determine that a game play session has begun. Based upon the occurrence of the game events, the EGM can be programmed for the purpose of triggering the abandoned device state that a player is present. In  204 , before the game play session has begun or after the game play session has begun, the EGM can determine an electronic device is present at the EGM based upon a determination criteria described above. For instance, the EGM can establish a wireless communication session with a portable electronic device. The communication range of the interface can be small enough that the EGM can be programmed for the purposes of triggering the abandoned device state that an electronic device is present and associated with the player. 
     In  206 , an event can be detected on the EGM that triggers a “remind the player to take their device” state. As an example, the event can be cashout command being received or a zero balance being reached on the EGM. In one embodiment, the EGM will only remind the player if a device has been detected. The reminder to the player can be generated as a message that is output to a display, a sound emitted by an audio device, a change in status of the lighting devices on the EGM (e.g., the buttons can flash) or combinations thereof. 
     In  208 , the EGM can determine a device has been abandoned using some combination of inputs received at the EGM. An abandoned device can be indicated when the EGM is no longer able to detect the presence of a player but an electronic device is still detectable. For instance, if an electronic device is detected around the same time that game play begins on the EGM and then game play ceases on the EGM for some time period while the electronic device is still detectable, then the EGM can trigger an abandoned device state. In one embodiment, the abandoned device state can depend on whether a player has identified himself or herself at the EGM or not and if he or she has identified his or her status in a loyalty program. For instance, in one embodiment, the abandoned device state may only be triggered for high status players. 
     If an abandoned device state is entered, the EGM can be configured to initiate a number of actions. For instance, in  210 , the EGM can send a message that causes a gaming operator to retrieve the device. In another example, the EGM can save information that might help to identify the owner of the abandoned device, such as information regarding events that occurred on the EGM just prior to the abandoned device state being triggered. In yet another example, the EGM can suspend game play on the EGM for some time period. In  212 , the EGM can clear the abandoned device state and return to normal operations including determining whether a new player and a new device are present at the EGM and determining whether the new device has been abandoned. 
       FIG. 5  shows a block diagram of a gaming system  600  in accordance with the described embodiments. The gaming system  600  can include one or more servers, such as server  602 , and a variety of gaming devices including but not limited to table gaming devices, such as  652 , mobile gaming devices, such as  654 , and slot-type gaming devices, such as  656 . The table gaming devices, such as  652 , can include apparatus associated with table games where a live operator or a virtual operator is employed. The gaming devices and one or more servers can communicate with one another via a network  601 . The network can include wired, wireless or a combination of wired and wireless communication connections and associated communication routers. 
     Some gaming devices, such as  652 ,  654  and  656 , can be configured with a player interface that allows at least 1) selections, such as a wager amount, associated with a wager-based game to be made and 2) an outcome of the wager-based game to be displayed. As an example, gaming devices,  652 ,  654  and  656 , include player interfaces,  652   a ,  654   a  and  656   a , respectively. Typically, gaming devices with a player interface are located in publicly accessible areas, such as a casino floor. On the other hand, some gaming devices, such as server  602 , can be located in publically inaccessible areas, such is in a back-room of a casino or even off-site from the casino. Gaming devices located in publicly inaccessible areas may not include a player interface. For instance, server  602  does not include a player interface. However, server  602  includes an administrator interface  635  that allows functions associated with the server  602  to be adjusted. 
     An example configuration of a gaming device is described with respect to gaming device  604 . The gaming device  604  can include 1) a game controller  606  for controlling a wager-based game played on the gaming device and 2) a player interface  608  for receiving inputs associated with the wager-based game and for displaying an outcome to the wager-based game. In more detail, the game controller  606  can include a) one or more processors, such as  626 , b) memory for holding software executed by the one or more processors, such as  628 , c) a power-hit tolerant memory, such as  630 , d) one or more trusted memories, such as  632 , e) a random number generator and f) a plurality of software applications,  610 . The other gaming devices, including table gaming device  652 , mobile gaming device  654 , slot-type gaming device  656  and server  602 , can each include a game controller with all or a portion of the components described with respect to game controller  606 . Typically, the power-hit tolerant memory is a non-volatile memory of some type. 
     In particular embodiments, the gaming device can utilize a “state” machine architecture. In a “state” machine architecture critical information in each state is identified and queued for storage to a persistent memory. The architecture doesn&#39;t advance to the next state from a current state until all the critical information that is queued for storage for the current state is stored to the persistent memory. Thus, if an error condition occurs between two states, such as a power failure, the gaming device implementing the state machine can likely be restored to its last state prior to the occurrence of the error condition using the critical information associated with its last state stored in the persistent memory. This feature is often called a “roll back” of the gaming device. Examples of critical information can include but are not limited to an outcome determined for a wager-based game, a wager amount made on the wager-based game, an award amount associated with the outcome, credits available on the gaming device and a deposit of credits to the gaming device. 
     The power-hit tolerant memory  630  can be used as a persistent memory for critical data, such as critical data associated with maintaining a “state” machine on the gaming device. One characteristic of a power-hit tolerant memory  630  is a fast data transfer time. Thus, in the event of a power-failure, which might be indicated by a sudden power fluctuation, the critical data can be quickly loaded from volatile memory, such as RAM associated with the processor  626 , into the power-hit tolerant memory  630  and saved. 
     In one embodiment, the gaming device  605  can be configured to detect power fluctuations and in response, trigger a transfer of critical data from RAM to the power-hit tolerant memory  630 . One example of a power-hit tolerant memory  630  is a battery-backed RAM. The battery supplies power to the normally volatile RAM so that in the event of a power failure data is not lost. Thus, a battery-backed RAM is also often referred to as a non-volatile RAM or NV-RAM. An advantage of a battery-backed RAM is that the fast data transfer times associated with a volatile RAM can be obtained. 
     The trusted memory  632  is typically a read-only memory of some type that may be designed to be unalterable. An EPROM or EEPROM are two types of memory that can be used as a trusted memory  632 . The gaming device  604  can include one or more trusted memories. Other types of memories, such as Flash memory, can also be utilized as an unalterable memory and the example of an EPROM or EEPROM is provided for purposes of illustration only. 
     Prior to installation the contents of a trusted memory, such as  632 , can be verified. For instance, a unique identifier, such as a hash value, can be generated on the contents of the memory and then compared to an accepted hash value for the contents of the memory. The memory may not be installed if the generated and accepted hash values do not match. After installation, the gaming device can be configured to check the contents of the trusted memory. For instance, a unique identifier, such as a hash value, can be generated on contents of the trusted memory and compared to an expected value for the unique identifier. If the generated value of the unique identifier and the expected value of the unique identifier don&#39;t match, then an error condition can be generated on the gaming device  604 . In one embodiment, the error condition can result in the gaming device entering a tilt state where game play is temporarily disabled on the gaming device. 
     Sometimes verification of software executed on the gaming device  604  can be performed by a regulatory body, such as a government agency. Often software used by a game controller, such as  606 , can be highly regulated, where only software approved by a regulatory body is allowed to be executed by the game controller  606 . In one embodiment, the trusted memory  632  can store authentication programs and/or authentication data for authenticating the contents of various memories on the gaming device  604 . For instance, the trusted memory  632  can store an authentication program that can be used to verify the contents of a mass storage device, such as  620 , which can include software executed by the game controller  606 . 
     The random number generator (RNG)  634  can be used to generate random numbers that can be used to determine outcomes for a game of chance played on the gaming device. For instance, for a mechanical or video slot reel type of game, the RNG, in conjunction with a paytable that lists the possible outcomes for a game of chance and the associated awards for each outcome, can be used to generate random numbers for determining reel positions that display the randomly determined outcomes to the wager-based game. In other example, the RNG might be used to randomly select cards for a card game. Typically, as described above, the outcomes generated on a gaming device, such as  604 , are considered critical data. Thus, generated outcomes can be stored to the power-hit tolerant memory  630 . 
     Not all gaming devices may be configured to generate their own game outcomes and thus, may not use an RNG for this purpose. In some embodiments, game outcomes can be generated on a remote device, such as server  602 , and then transmitted to the gaming device  604  where the outcome and an associated award can be displayed to the player via the player interface  608 . For instance, outcomes to a slot-type game or a card game can be generated on server  602  and transmitted to the gaming device  604 . 
     In other embodiments, the gaming device  604  can be used to play central determination games, such as bingo and lottery games. In a central determination game, a pool of game outcomes can be generated and then, particular game outcomes can be selected as needed (e.g., in response to a player requesting to play the central determination game) from the pool of previously generated outcomes. For instance, a pool of game outcomes for a central determination game can be generated and stored on server  602 . Next, in response to a request to play the central determination game on gaming device  604 , one of the outcomes from the pool can be downloaded to the gaming device  604 . A game presentation including the downloaded outcome can be displayed on the gaming device  604 . 
     In other embodiments, thin client type gaming devices, such as mobile gaming devices used to play wager-based video card or video slot games, may be configured to receive at least game outcomes from a remote device and not use an RNG to generate game outcomes locally. The game outcomes can be generated remotely in response to inputs made on the mobile device, such as an input indicating a wager amount and/or an input to initiate the game. This information can be sent from the mobile device to a remote device, such as from mobile gaming device  654  to server  602 . After receiving the game outcome from the remote device, a game presentation for the game outcomes generated remotely can be generated and displayed on the mobile device. In some instances, the game presentation can also be generated remotely and then streamed for display to the mobile device. 
     The game controller  606  can be configured to utilize and execute many different types of software applications  610 . Typically, the software applications utilized by the game controller  606  can be highly regulated and may undergo a lengthy approval process before a regulatory body allows the software applications to be utilized on a gaming device deployed in the field, such as in a casino. One type of software application the game controller can utilize is an Operating System (OS). The OS can allow various programs to be loaded for execution by the processor  626 , such as programs for implementing a state machine on the gaming device  606 . Further, the OS can be used to monitor resource utilization on the gaming device  606 . For instance, certain applications, such as applications associated with game outcome generation and game presentation that are executed by the OS can be given higher priority to resources, such as the processor  626  and memory  628 , than other applications that can be executing simultaneously on the gaming device. 
     As previously described, the gaming device  604  can execute software for determining the outcome of a wager-based game and generating a presentation of the determined game outcome including displaying an award for the game. As part of the game outcome presentation one or more of 1) electro-mechanical devices, such as reels or wheels, can be actuated, 2) video content can be output to video displays,  3 ) sounds can be output to audio devices,  4 ) haptic responses can be actuated on haptic devices or 5) combinations thereof, can be generated under control of the game controller  606 . The peripheral devices used to generate components of the game outcome presentation can be associated with the player interface  608  where the types of devices that are utilized for the player interface  608  can vary from device to device. 
     To play a game, various inputs can be required. For instance, via input devices coupled to the gaming device  604 , a wager amount can be specified, a game can be initiated or a selection of a game choice associated with the play of the game can be made. The software  610  executed by the game controller  606  can be configured to interpret various signals from the input devices, such as signals received from a touch screen controller or input buttons, and affect the game played on the gaming device in accordance with the received input signals. The input devices can also be part of the player interface  608  provided with the gaming device, such as  604 . 
     In other embodiments, the gaming software  610  executed by the game controller  606  can include applications that allow a game history including the results of a number of past games to be stored, such as the previous 10 or 100 games played on the gaming device  604 . The game history can be stored to a persistent memory including but not limited to the power-hit tolerant memory  630 . The gaming controller  606  can configured to provide a menu (typically, only operator accessible), that allows the results of a past game to be displayed via the player interface  608 . The output from the history menu can include a re-creation of the game presentation associated with a past game outcome, such as a video representation of card hand associated with a video poker game, a video representation of a reel configuration associated with a video slot game, and/or raw data associated with the past game result, such as an award amount, an amount wagered, etc. The history menu can be used for dispute resolution purposes, such as if a player complains that they have not been properly awarded for a game previously played on the gaming device  604 . 
     The reporting software can be used by the game controller  606  to report events that have occurred on the gaming device  604  to remote device, such as server  602 . For instance, in one embodiment, the game controller  606  can be configured to report error conditions that have been detected on the gaming device  604 , such as if a device has malfunctioned or needs attention. For instance, the reporting software can be used to send a message from the gaming device  604  to the server  602  indicating that a printer on the gaming device needs a refill of tickets. In another embodiment, the gaming controller  606  can be configured to report security events that may have occurred on the gaming device  604 , such as but not limited to if a door is opened, a latch is activated or an interior portion of the gaming device  604  has been accessed. 
     In yet other embodiments, the game controller  606  can be configured to report gaming activity and associated events that has been generated on the gaming device, such as a deposit of cash or an indicia of credit, at the gaming device, a generation of game outcome including an associated award amount and a dispensation of cash or an indicia of credit from the gaming device  604 . As part of a loyalty program, the gaming activity can be associated with a particular player. The reporting software can include player tracking elements that allow the gaming activity of a particular player to be reported to a remote device, such as server  602 . 
     The game controller  606  can execute the authentication software to verify the authenticity of data and/or software programs executed on the gaming device  604 . For instance, the authentication software can be used to verify the authenticity of data and/or software applications when they are first downloaded to the gaming device  604 . Further, the authentication software can be used to periodically verify the authenticity of data and/or software applications currently residing on the gaming device, such as software applications stored on one of the memories coupled to the gaming device  604  including applications loaded into the memory  628  for execution by the processor  626 . 
     The communication software executed by the game controller  606  can be used to communicate with a variety of devices remote to the gaming device  604 . For instance, the communication software can be used to communicate with one or more of a) servers remote to the device, such as  602 , b) other gaming devices, such as table gaming device  652 , mobile gaming device  654  and slot-type gaming device  656  and c) mobile devices carried by casino personnel or players in the vicinity of the gaming device  604 . Via the communication software, the game controller can be configured to communicate via many different communication protocols. For instance, different wireless and/or wired communication protocols can be implemented. Further, proprietary or non-proprietary gaming specific protocols can be implemented. For instance, gaming specific non-proprietary communication protocols, such as G2S (game to system), GDS (gaming device standard) and S2S (system to system) communication protocols provided by the Gaming Standards Association (GSA), Fremont, Calif., can be implemented on the gaming devices described herein. 
     The gaming device  604  can communicate with one or more remote devices via one or more network interfaces, such as  612 . For instance, via network interfaces  612  and the network  601 , the gaming device  604  can communicate with other gaming devices, such as server  602  and/or gaming devices,  652 ,  654  and  656 . The network interfaces can provide wired or wireless communications pathways for the gaming device  604 . Some gaming devices may not include a network interface or can be configured to operate in a stand-alone mode where the network interface is not connected to a network. 
     In other embodiments, a mobile device interface or interfaces, such as  614 , can be provided for communicating with a mobile device, such as a cell phone, a laptop, netbook or a tablet computer carried by players or casino personnel temporarily in the vicinity of the gaming device  604 . A wireless communication protocol, such as Bluetooth™ and a Wi-Fi compatible standard, can be used for communicating with the mobile devices via the mobile device interfaces  614 . In one embodiment, the mobile device interface can implement a short range communication protocol, such as a near-field communication (NFC) protocol used for mobile wallet applications. NFC is typically used for communication distances of 4 cm or less. In addition, a wired communication interface, such as a docking station, can be integrated into the gaming device, such as  604 . The wired communication interface can be configured to provide communications between the gaming device  604  and the mobile device and/or providing power to the mobile device. 
     Near field communication, or NFC, allows for simplified transactions, data exchange, and connections with a touch. Formed in 2004, the Near Field Communication Forum (NFC Forum) promotes sharing, pairing, and transactions between NFC devices and develops and certifies device compliance with NFC standards. NFC&#39;s short range helps keep encrypted identity documents private. Thus, a smartphone or tablet with an NFC chip can make a credit card/debit card payment to a gaming device or serve as keycard or ID card for a loyalty program. Further, an NFC device can act a hotel room key. The user of an NFC device as a hotel room keys and/or a player tracking card instrument may allow fast VIP check-in and reduce staffing requirements. 
     NFC devices can read NFC tags on a gaming device  604  to get more information about the gaming device including an audio or video presentation. For instance, a tap of an NFC enabled device to a gaming device can be used to instantly share a contact, photo, song, application, video, or website link In another example, an NFC enabled device can be used to transfer funds to the gaming device or enter the player in a multi-player tournament. As another example, an NFC enabled device can be used to receive information from a gaming device that can be used in a persistent gaming application or a social media application. 
     Further, NFC enabled signage can include NFC tags that allow a patron to learn more information about the content advertised in the signage. The NFC enabled signage can be part of a gaming system. For instance, a sign advertising a show available at the casino can be configured to transfer information about the show, show times and ticketing information via an NFC tag. As another example, a sign showing jackpot information, such as progressive jackpot information, can be used to transfer information about the jackpot, such as the last time the jackpot was won and where it was won. 
     In one embodiment, an NFC interface on a gaming device can be used to set-up a higher speed communication between the gaming device and another NFC enabled device such as smart phone. The higher speed communication rates can be used for expanded content sharing. For instance, a NFC and Bluetooth enabled gaming device can be tapped by an NFC and Bluetooth enabled smart phone for instant Bluetooth pairing between the devices. Instant Bluetooth pairing between a gaming device and an NFC enabled device, such as a smartphone, can save searching, waiting, and entering codes. In another example, a gaming device can be configured as an NFC enabled router, such as a router supporting a Wi-Fi communication standard. Tapping an NFC enabled device to an NFC enabled and Wi-Fi enabled gaming device can be used to establish a Wi-Fi connection between the two devices. 
     The gaming device  604  can include one or more each of value input devices  616  and value output device  618 . The value input devices  616  can be used to deposit cash or indicia of credit onto the gaming device. The cash or indicia of credit can be used to make wagers on games played on the gaming device  604 . Examples of value input devices  616  include but are not limited to a magnetic-striped card or smart card reader, a bill and/or ticket acceptor, a network interface for downloading credits from a remote source, a wireless communication interface for reading credit data from nearby devices and a coin acceptor. A few examples of value input devices are shown in  FIG. 6 . 
     The value output devices can be used to dispense cash or indicia of credit from the gaming device  604 . Typically, the indicia of credit can be exchanged for cash. For instance, the indicia of credit can be exchanged at a cashier station or at a redemption station. Examples of value output devices can include a network interface for transferring credits into a remote account, a wireless communication interface that can be used with a mobile device implementing mobile wallet application, a coin hopper for dispensing coins or tokens, a bill dispenser, a card writer, a printer for printing tickets or cards redeemable for cash or credits. Another type of value output device is a merchandise dispenser, which can be configured to dispense merchandise with a tangible value from a gaming device. A few examples of value output devices are shown in  FIG. 6 . 
     The combination of value input devices  616  and value output devices  618  can vary from device to device. In some embodiments, a gaming device  604  may not include a value input device or a value output device. For instance, a thin-client gaming device used in a mobile gaming application may not include a value input device and a value output device. Instead, a remote account can be used to maintain the credits won or lost from playing wager-based games via the mobile device. The mobile device can be used to access the account and affect the account balance via game play initiated on the mobile device. Credits can be deposited or withdrawn from the remote account via some mechanism other than via the mobile device interface. 
     In yet other embodiments, the gaming device  604  can include one or more secondary controllers  619 . The secondary controllers can be associated with various peripheral devices coupled to the gaming device, such as the value input devices and value output devices described in the preceding paragraphs. As another example, the secondary controllers can be associated with peripheral devices associated with the player interface  608 , such as input devices, video displays, electro-mechanical displays and a player tracking unit. In some embodiments, the secondary controllers can receives instructions and/or data from and provide responses to the game controller  606 . The secondary controller can be configured to interpret the instructions and/or data from the game controller  606  and control a particular device according to the received instructions and/or data. For instance, a print controller may receive a print command with a number of parameters, such as a credit amount and in response print a ticket redeemable for the credit amount. In another example, a touch screen controller can detect touch inputs and send information to the game controller  606  characterizing the touch input. 
     In a particular embodiment, a secondary controller can be used to control a number of peripheral devices independently of the game controller  606 . For instance, a player tracking unit can include one or more of a video display, a touch screen, card reader, network interface or input buttons. A player tracking controller can control these devices to provide player tracking services and bonusing on the gaming device  604 . In alternate embodiments, the game controller  604  can control these devices to perform player tracking functions. An advantage of performing player tracking functions via a secondary controller, such as a player tracking controller, is that since the player tracking functions don&#39;t involve controlling the wager-based game, the software on the player tracking unit can be developed modified via a less lengthy and regulatory intensive process than is required for software executed by the game controller  606 , which does control the wager-based game. In general, using a secondary controller, certain functions of the gaming device  604  that are not subject to as much regulatory scrutiny as the game play functions can be decoupled from the game controller  606  and implemented on the secondary controller instead. An advantage of this approach, like for the player tracking controller, is that software approval process for the software executed by the secondary controller can be less intensive than the process needed to get software approved for the game controller. 
     A mass storage unit(s)  620 , such as a device including a hard drive, optical disk drive, flash memory or some other memory storage technology can be used to store applications and data used and/or generated by the gaming device  604 . For instance, a mass storage unit, such as  620 , can be used to store gaming applications executed by the game controller  606  where the gaming device  604  can be configured to receive downloads of game applications from remote devices, such as server  602 . In one embodiment, the game controller  606  can include its own dedicated mass storage unit. In another embodiment, critical data, such as game history data stored in the power-hit tolerant memory  630  can be moved from the power-hit tolerant memory  630  to the mass storage unit  620  at periodic intervals for archival purposes and to free up space in the power-hit tolerant memory  630 . 
     The gaming device  604  can include security circuitry  622 , such as security sensors and circuitry for monitoring the sensors. The security circuitry  622  can be configured to operate while the gaming device is receiving direct power and operational to provide game play as well as when the gaming device is uncoupled from direct power, such as during shipping or in the event of a power failure. The gaming device  604  can be equipped with one or more secure enclosures, which can include locks for limiting access to the enclosures. One or more sensors can be located within the secure enclosures or coupled to the locks. The sensors can be configured to generate signals that can be used to determine whether secure enclosures have been accessed, locks have been actuated or the gaming device  604 , such as a mobile device has been moved to an unauthorized area. The security monitoring circuitry can be configured to generate, store and/or transmit error events when the security events, such as accessing the interior of the gaming device, have occurred. The error events may cause the game controller  606  to place itself in a “safe” mode where no game play is allowed until the error event is cleared. 
     The server  602  can be configured to provide one or more functions to gaming devices or other servers in a gaming system  600 . The server  602  is shown performing a number of different functions. However, in various embodiments, the functions can be divided among multiple servers where each server can communicate with a different combination of gaming devices. For instance, player interface support  636  and gaming device software  638  can be provided on a first server, progressives can be provided on a second server, loyalty program functions  640  and accounting  648  can be provided on a third server, linked gaming  644  can be provided on a fourth server, cashless functions  646  can be provided on a fifth server and security functions  650  can be provided on a sixth server. In this example, each server can communicate with a different combination of gaming devices because each of the functions provided by the servers may not be provided to every gaming device in the gaming system  600 . For instance, the server  602  can be configured to provide progressive gaming functions to gaming devices  604 ,  652  and  656  but not gaming device  654 . Thus, the server  602  may not communicate with the mobile gaming device  654  if progressive functions are not enabled on the mobile gaming device at a particular time. 
     Typically, each server can include an administrator interface that allows the functions of a server, such as  602 , to be configured and maintained. Each server  602  can include a processor and memory. In some embodiments, the servers, such as  602 , can include a game controller with components, such as but not limited to a power-hit tolerant memory  630 , a trusted memory  632  and an RNG  634  described with respect to gaming device  604 . The servers can include one or more network interfaces on which wired or wireless communication protocols can be implemented. Next, some possible functions provided by the server  602  are described. These functions are described for the purposes of illustration only and are not meant to be limiting. 
     The player interface support  636  can be used to serve content to gaming devices, such as  604 ,  652 ,  654  and  656 , remote to the server. The content can include video and audio content that can be output on one of the player interfaces, such as  608 ,  652   a ,  654   a  and  656   a . Further, the content can be configured to utilize unique features of a particular player interface, such as video displays, wheels or reels, if the particular player interface is so equipped. 
     In one embodiment, via the player interface support, content can be output to all or a portion of a primary video display that is used to output wager-based game outcomes on a player interface associated with a gaming device. For instance, a portion of the primary display can be allocated to providing a “service window” on the primary video display where the content in the service window is provided from a server remote to the gaming device. In particular embodiments, the content delivered from the server to a gaming device as part of the player interface support  636  can be affected by inputs made on the gaming device. For instance, the service window can be generated on a touch screen display where inputs received via the service window can be sent back to server  602 . In response, to the received inputs, the server  602  can adjust the content that is displayed on the remote gaming device that generated the inputs. 
     The “service window” application can be generated by software code that is executed independently of other game controller software in a secure “sandbox.” Via the sandbox, an executable can be given limited access to various resources on an EGM, such as a portion of the CPU resources and memory available on a game controller. The memory can be isolated from the memory used by other processes, such as game processes executed by the game controller. 
     As described above, a service window application can be allowed to control, send and/or receive data from secondary devices on the EGM, such as a video display, a touch screen power interfaces or communication interfaces. A service window application allowed to utilize a communication interface, such as a wireless communication interface, can be configured to communicate with a portable electronic device via the communication interface. In another embodiment, via the video display, the service window application can be configured to output data in an optical image format, such as a 1-D/2-D bar-code or a QR code. The optically formatted data can be captured by a camera on the portable electronic device. For instance, information about a promotion can be displayed in the service window in a QR code format and transferred to a user&#39;s portable electronic device via an image capture device on their portable electronic device. 
     If a player&#39;s identity is known, then the player interface support  636  can be used to provide custom content to a remote gaming device, such as  604 . For instance, a player can provide identification information, such as information indicating their membership in a loyalty program, during their utilization of a gaming device. The custom content can be selected to meet the identified player&#39;s interests. In one embodiment, the player&#39;s identity and interests can be managed via a loyalty program, such as via a loyalty program account associated with loyalty function  640 . The custom content can include notifications, advertising and specific offers that are determined to be likely of interest to a particular player. 
     The gaming device software function  638  can be used to provide downloads of software for the game controller and/or second controllers associated with peripheral devices on a gaming device. For instance, the gaming device software  638  may allow an operator and/or a player to select a new game for play on a gaming device. In response to the game selection, the gaming device software function  638  can be used to download game software that allows a game controller to generate the selected game. In another example, in response to determining that a new counterfeit bill is being accepted by bill acceptors in the gaming system  600 , the gaming device software function  638  can be used to download a new detection algorithm to the bill acceptors that allow the counterfeit bill to be detected. 
     The progressive gaming function  642  can be used to implement progressive game play on one or more gaming devices. In progressive game play, a portion of wagers associated with the play of a progressive game is allocated to a progressive jackpot. A group of gaming devices can be configured to support play of the progressive game and contribute to the progressive jackpot. In various embodiments, the gaming devices contributing to a progressive jackpot may be a group of gaming devices collocated near one another, such as a bank of gaming machines on a casino floor, a group of gaming devices distributed throughout a single casino, or group of gaming devices distributed throughout multiple casinos (e.g., a wide area progressive). The progressive gaming function  642  can be used to receive the jackpot contributions from each of the gaming devices participating in the progressive game, determine a current jackpot and notify participating gaming devices of the current progressive jackpot amount, which can be displayed on the participating gaming devices if desired. 
     The loyalty function  640  can be used to implement a loyalty program within a casino enterprise. The loyalty function  640  can be used to receive information regarding activities within a casino enterprise including gaming and non-gaming activities and associate the activities with particular individuals. The particular individuals can be known or may be anonymous. The loyalty function  640  can used to store a record of the activities associated with the particular individuals as well as preferences of the individuals if known. Based upon the information stored with the loyalty function  640  comps (e.g., free or discounted services including game play), promotions and custom contents can be served to the particular individuals. 
     The linked gaming function  644  can be used to used provide game play activities involving player participating as a group via multiple gaming devices. An example, a group of player might be competing against one another as part of a slot tournament. In another example, a group of players might be working together in attempt to win a bonus that can be shared among the players. 
     The cashless function  646  can enable the redemption and the dispensation of cashless instruments on a gaming device. For instance, via the cashless function, printed tickets, serving as a cashless instrument, can be used to transfer credits from one gaming device to another gaming device. Further, the printed tickets can be redeemed for cash. The cashless function can be used to generate identifying information that can be stored to a cashless instrument, such as a printed ticket, that allows the instrument to later be authenticated. After authentication, the cashless instrument can be used for additional game play or redeemed for cash. 
     The accounting function can receive transactional information from various gaming devices within the gaming system  600 . The transactional information can relate to value deposited on each gaming device and value dispensed from each gaming device. The transactional information, which can be received in real-time, can be used to assess the performance of each gaming device as well as an overall performance of the gaming system. Further, the transactional information can be used for tax and auditing purposes. 
     The security function  650  can be used to combat fraud and crime in a casino enterprise. The security function  650  can be configured to receive notification of a security event that has occurred on a gaming device, such as an attempt at illegal access. Further, the security function  650  can receive transactional data that can be used to identify if gaming devices are being utilized in a fraudulent or unauthorized manner The security function  650  can be configured to receive, store and analyze data from multiple sources including detection apparatus located on a gaming device and detection apparatus, such as cameras, distributed throughout a casino. In response to detecting a security event, the security function  650  can be configured to notify casino personnel of the event. For instance, if a security event is detected at a gaming device, a security department can be notified. Depending on the security event, one or more team members of the security department can be dispatched to the vicinity of the gaming device. Next, a perspective diagram of a slot-type gaming device that can include all or a portion of the components described with respect to gaming device  604  is described. 
       FIG. 6  shows a perspective drawing of a gaming device  700  in accordance with the described embodiments. The gaming device  700  is example of what can be considered a “thick-client.” Typically, a thick-client is configurable to communicate with one or more remote servers but provides game play, such as game outcome determination, independent of the remote servers. In addition, a thick-client can be considered as such because it includes cash handling capabilities, such as peripheral devices for receiving cash, and a secure enclosure within the device for storing the received cash. In contrast, thin-client device, such as a mobile gaming device, may be more dependent on a remote server to provide a component of the game play on the device, such as game outcome determination, and/or may not include peripheral devices for receiving cash and an associated enclosure for storing it. 
     Many different configurations are possible between thick and thin clients. For instance, a thick-client device, such as  700 , deployed in a central determination configuration, may receive game outcomes from a remote server but still provide cash handling capabilities. Further, the peripheral devices can vary from gaming device to gaming device. For instance, the gaming device  700  can be configured with electro-mechanical reels to display a game outcome instead of a video display, such as  710 . Thus, the features of gaming device  700  are described for the purposes of illustration only and are not meant to be limiting. 
     The gaming device  700  can include a main cabinet  702 . The main cabinet  702  can provide a secure enclosure that prevents tampering with the device components, such as a game controller (not shown) located within the interior of the main cabinet and cash handing devices including a coin acceptor  720 , a ticket printer  726  and a bill acceptor  718 . The main cabinet can include an access mechanism, such as door  704 , which allows an interior of the gaming device  700  to be accessed. The actuation of the door  704  can be controlled by a locking mechanism, such as lock  716 . The lock  716 , the door  704  and the interior of the main cabinet  702  can be monitored with security sensors for detecting whether the interior has been accessed. For instance, a light sensor can be provided to detect a change in light-level in response to the door  704  being opened. 
     The interior of the main cabinet  700  can include additional secure enclosure, which can also be fitted with locking mechanisms. For instance, the game controller, such as game controller  606 , shown in  FIG. 5 , can be secured within a separate locked enclosure. The separate locked enclosure for the game controller may allow maintenance functions to be performed on the gaming device, such as emptying a drop box for coins, emptying a cash box or replacing a device, while preventing tampering with the game controller. Further, in the case of device with a coin acceptor,  720 , the separate enclosure can protect the electronics of the game controller from potentially damaging coin dust. 
     A top box  706  can be mounted to the top of the main cabinet  702 . A number of peripheral devices can be coupled to the top box  706 . In  FIG. 6 , a display device  708  and a candle device  714  are mounted to the top box  706 . The display device  708  can be used to display information associated with game play on the gaming device  700 . For instance, the display device  708  can be used to display a bonus game presentation associated with the play of a wager-based game (One or more bonus games are often features of many wager-based games). In another example, the display device  708  can be used to display information associated with a progressive game, such as one or more progressive jackpot amounts. In yet another example, the display device  708  can be used to display an attract feature that is intended to draw a potential player&#39;s attention to the gaming device  700  when it is not in use. 
     The candle device  714  can include a number of lighting elements. The lighting elements can be lit in different patterns to draw attention to the gaming device. For instance, one lighting pattern may indicate that service is needed at the gaming device  700  while another light pattern may indicate that a player has requested a drink. The candle device  714  is typically placed at the top of gaming device  700  to increase its visibility. Other peripheral devices, including custom bonus devices, such as reels or wheels, can be included in a top box  706  and the example in  FIG. 6  is provided for illustrative purposes only. For instance, some of the devices coupled to the main cabinet  702 , such as printer  726 , can be located in a different top box configuration. 
     The gaming device  700  provides a player interface that allows the play of a game, such as wager-based game. In this embodiment, the player interface includes 1) a primary video display  710  for outputting video images associated with the game play, 2) audio devices, such as  722 , for outputting audio content associated with game play and possibly casino operations, 3) an input panel  712  for at least providing game play related inputs and 4) a secondary video display  708  for outputting video content related to the game play (e.g., bonus material) and/or the casino enterprise (e.g., advertising). In particular embodiments, one or both of the video displays,  708  and  710 , can be equipped with a touch screen sensor and associated touch screen controller, for detecting touch inputs, such as touch inputs associated with the play of a game or a service window output to the display device. 
     The input panel  712  can include a number of electro-mechanical input buttons, such as  730 , and/or touch sensitive surfaces. For instance, the input panel can include a touch screen equipped video display to provide a touch sensitive surface. In some embodiments, the functions of the electro-mechanical input buttons can be dynamically reconfigurable. For instance, the function of the electro-mechanical input buttons may be changed depending on the game that is being played on the gaming device. To indicate function changes, the input buttons can each include a configurable display, such as an e-ink or a video display for indicating the function of button. The output of the configurable display can be adjusted to account for a change in the function of the button. 
     The gaming device  700  includes a card reader  728 , a printer  726 , a coin acceptor  720 , a bill and/or ticket acceptor  720  and a coin hopper (not shown) for dispensing coins to a coin tray  732 . These devices can provide value input/output capabilities on the gaming device  700 . For instance, the printer  726  can be used to print out tickets redeemable for cash or additional game play. The tickets generated by printer  726  as well as printers on other gaming devices can be inserted into bill and ticket acceptor  718  to possibly add credits to the gaming device  700 . After the ticket is authenticated, credits associated with the ticket can be transferred to the gaming device  700 . 
     The device  718  can also be used to accept cash bills. After the cash bill is authenticated, it can be converted to credits on the gaming device and used for wager-based game play. The coin acceptor  720  can be configured to accept coins that are legal tender or tokens, such as tokens issued by a casino enterprise. A coin hopper (not shown) can be used to dispense coins that are legal tender or tokens into the coin tray  732 . 
     The various aspects, embodiments, implementations or features of the described embodiments can be used separately or in any combination. Various aspects of the described embodiments can be implemented by software, hardware or a combination of hardware and software. The computer readable medium is any data storage device that can store data which can thereafter be read by a computer system. Examples of the computer readable medium include read-only memory, random-access memory, optical media (e.g., CD-ROMs, DVDs), magnetic tape, solid state drives (e.g., flash drives) and optical data storage devices. The computer readable medium can also be distributed over network-coupled computer systems so that the computer readable code is stored and executed in a distributed fashion. 
     The foregoing description, for purposes of explanation, used specific nomenclature to provide a thorough understanding of the invention. However, it will be apparent to one skilled in the art that the specific details are not required in order to practice the invention. Thus, the foregoing descriptions of specific embodiments of the present invention are presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed. It will be apparent to one of ordinary skill in the art that many modifications and variations are possible in view of the above teachings. 
     The embodiments were chosen and described in order to best explain the principles of the invention and its practical applications, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined by the following claims and their equivalents. 
     While the embodiments have been described in terms of several particular embodiments, there are alterations, permutations, and equivalents, which fall within the scope of these general concepts. It should also be noted that there are many alternative ways of implementing the methods and apparatuses of the present embodiments. It is therefore intended that the following appended claims be interpreted as including all such alterations, permutations, and equivalents as fall within the true spirit and scope of the described embodiments.