Patent Publication Number: US-8992299-B2

Title: Gaming system, gaming device and method employing audio/video programming outcome presentations

Description:
PRIORITY CLAIM 
     This application is a continuation of, claims the benefit of and priority to U.S. patent application Ser. No. 11/423,051, filed on Jun. 8, 2006, which is a continuation of, claims the benefit of and priority to U.S. patent application Ser. No. 10/908,688, filed on May 23, 2005, which claims the benefit of and priority to U.S. Provisional Patent Application No. 60/581,558, filed on Jun. 21, 2004, and which is a continuation-in-part of, claims the benefit of and priority to U.S. patent application Ser. No. 10/417,758, filed on Apr. 16, 2003, which claims the benefit of and priority to U.S. Provisional Patent Application No. 60/373,111, filed on Apr. 16, 2002, the entire contents of which are each incorporated by reference herein. 
    
    
     BACKGROUND OF THE INVENTION 
     Within the casino gaming industry, slot machines typically generate most of the profits realized by casino owners and operators. For this reason, numerous slot machine types and formats have been developed and are employed within casinos (e.g., slot machines having a variety of display formats for the reels or other game features of the slot machines, larger jackpots, etc.). By providing a large variety of slot machines, casino owners and operators may appeal to a larger audience, and acquire and retain slot machine players. 
     Despite the variety of available options, conventional slot machines may still lack sufficient entertainment value to attract and retain slot machine players. Specifically, many people view all or a portion of slot machine play primarily as a passive, relatively boring experience. Accordingly, a need exists for improved slot machines that provide a more interactive and/or exciting gaming experience. 
     SUMMARY OF THE INVENTION 
     In a first aspect of the invention, a first method of operating a gaming device is provided. The first method includes the steps of (1) determining an outcome value of a game result of the gaming device; (2) retrieving historical audio/video programming having content that provides an indication of the outcome value; and (3) providing the historical audio/video programming to a player of the gaming device. The historical audio/video programming may comprise, for example, a television show, a sporting event, a movie, an animated show, or the like. 
     In a second aspect of the invention, a second method of operating a gaming device is provided. The second method is similar to the first method, but includes the step of receiving a selection of a classification of audio/video programming for a player of the gaming device. That is, the player of the gaming device may influence the selection of audio/video programming to be provided to the player. Exemplary classifications of audio/video programming may include, for example, audio/video programming that relates to a particular sporting event (or type of sporting event), team (or type of team), athlete, actor or actress, performance, etc. 
     In a third aspect of the invention, a method for use with a gaming device is provided. The method includes the steps of (1) receiving historical audio/video programming; (2) examining content of the historical audio/video programming; (3) determining an outcome value of a game result of the gaming device that is indicatable by the content of the audio/video programming; and (4) associating the historical audio/video programming with the outcome value. One or more of the above methods may be performed, for example, by a controller and/or a gaming device. 
     Numerous other aspects of the invention are provided, as are systems, apparatus, computer program products and/or data structures in accordance with these and other aspects of the invention. Each computer program product described herein may be carried by a medium readable by a computer (e.g., a carrier wave signal, a floppy disc, a hard drive, a random access memory, etc.). 
     In another aspect of the invention, a gaming device control system is provided. The gaming device control system includes means for receiving a game initiation signal, and means for initiating game play at a gaming device in response to the game initiation signal. The gaming device control system further includes means for determining a game result of the game play initiated at the gaming device and means for determining an outcome value of the game result. 
     The gaming device control system also includes means for selecting historical audio/video programming having content that provides an indication of the outcome value and means for providing the historical audio/video programming to a player of the gaming device. Further, the gaming device control system includes means for at least arranging for payment to the player based on the outcome value (e.g. if the game result is a winning game result). 
     With these and other advantages and features of the invention that will become hereinafter apparent, the nature of the invention may be more clearly understood by reference to the following detailed description of the invention, to the appended claims and to the several drawings attached herein. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a schematic diagram of an exemplary gaming device control system provided in accordance with the present invention. 
         FIG. 2  is a schematic diagram of an exemplary embodiment of a controller of  FIG. 1 . 
         FIG. 3  is a schematic diagram of an exemplary embodiment of a gaming device of  FIG. 1 . 
         FIG. 4A  illustrates a sample of the contents of a first exemplary outcome database of  FIG. 2  or  3 . 
         FIG. 4B  illustrates a sample of the contents of a second exemplary outcome database of  FIG. 2  or  3 . 
         FIG. 5  illustrates a sample of the contents of a probability database of  FIG. 2  or  3 . 
         FIG. 6  illustrates a flow chart of a first exemplary process of the gaming device control system of  FIGS. 1-5  useful in describing the general operation of the gaming device control system. 
         FIG. 7A  illustrates a flow chart of a second exemplary process of the gaming device control system of  FIGS. 1-5 . 
         FIG. 7B  illustrates a flow chart of a third exemplary process of the gaming device control system of  FIGS. 1-5 . 
         FIG. 8  illustrates a sample of the contents of the session status database of the controller of  FIG. 2 . 
     
    
    
     DETAILED DESCRIPTION 
     In one or more embodiments of the invention, historical audio/video programming may be provided to a player of a gaming device. More specifically, historical audio/video programming may be provided to the player during game play so as to indicate an outcome value the player will receive as a result of the game play. For example, in one embodiment of the invention, a player may provide a wager and subsequently pull a handle or actuate a button of a gaming device to initiate game play at the gaming device. Thereafter, the gaming device may determine a game result for the game play (e.g., win or lose) and an accompanying outcome value for the game play (e.g., no payment, a large payment, a nominal payment, etc.). In place of a conventional (e.g. reel-based) display that indicates an outcome value of the game play, the present invention may retrieve historical audio/video programming that provides an indication of the outcome value, and provide the historical audio/video programming to the player. 
     The historical audio/video programming may comprise, for example, an audio/video clip, a scene from a television show, movie, or animated show (e.g., a cartoon or animated motion picture), a concert performance, a sporting event, etc., having a quality of performance, conveying a level of achievement and/or a historical significance that is commensurate with, proportionate to or otherwise indicative of the outcome value of the game result. For instance, audio/video programming that depicts a kick-off return during a football game may be employed to indicate an outcome value of a game result of a gaming device. If a player of a gaming device achieves a jackpot as an outcome value of game play, a gaming device may provide historical audio/video programming depicting e.g. a 105-yard kick-off return for a touchdown. Likewise, if the player achieves a no payment outcome value, the gaming device may provide historical audio/video programming depicting a fair catch, a fumble, a touchback, etc. An intermediate distance kick-off return may indicate an intermediate outcome value. In each case, an increased level of player excitement and anticipation may be generated while the gaming device player watches a kick-off and attempted kick-off return during game play. 
     Other historical audio/video programming may be similarly employed (e.g., sporting events, acting performances, etc.), as described further below. Such historical audio/video programming presentation may occur before, during or after the game result and/or outcome value of game play is provided (or otherwise indicated) to a gaming device player. 
     By providing historical audio/video programming to a player of a gaming device so as to indicate an outcome value of a game result of the gaming device, numerous advantages are realized. When contrasted with conventional game play, such a gaming experience tends to be more exciting, interactive, and in some cases more spontaneous. For example, in one or more embodiments of the invention, a player may be unaware of the outcome value and/or game result of game play while the historical audio/video programming is being provided. However, by viewing the historical audio/video programming to obtain an indication of the outcome value and/or game result, a high level of excitement may result (e.g., as the player watches to see how far a kick-off is returned, whether a golfer makes a putt, whether a baseball player hits a home run or strikes out, whether an actress in a soap opera accepts or rejects a marriage proposal, etc.). Further, in one or more embodiments of the invention, a player of a gaming device may specify a classification of audio/video programming that will be employed to provide indications of outcome values during game play (e.g., audio/video programming that relates to a particular sporting event or type of sporting event, team, athlete, actor or actress, etc.). For example, a gaming device player may elect to have outcome values and/or game results conveyed to him in the form of sporting highlights from a particular team from a particular era (e.g. 1940&#39;s New York Yankees highlights). Game play thereby may be more personalized and/or satisfying. Accordingly, gaming devices that operate in accordance with the present invention may increase player satisfaction, attract a larger pool of gaming device players and increase the amount of time and/or money people are willing to spend at a gaming device. Casino profitability may thereby increase. 
     These and other aspects of the invention are described further below with reference to  FIGS. 1-8 . 
     Relevant Terminology 
     As used herein, a “gaming device” refers to a device operative to: accept monetary wagers as consideration for the presentation of a game result, the presentation of the game result being in the form of historical audio and/or video programming; determine a random number, game result and/or outcome value; based on the determined random number, game result and/or outcome value, present historical audio and/or video programming to a gaming device player, wherein the presented audio and/or video programming is indicative of the determined random number, outcome value and/or game result; and provide a monetary award to the gaming device player if the game result is a winning game result. 
     As used herein, “historical audio/video programming” refers to audio and/or video programming such as one or more of an audio/video clip, a scene from a television show movie, or animated show (e.g., a cartoon or animated motion picture), one or more play(s) from a sporting event (e.g. a professional golfer executing a shot), an episode of a television show, etc. Historical audio/video programming may be pre-recorded audio/video programming and may convey to a gaming device player one or more of: a level of achievement or historical significance associated with the historical audio/video programming. As used herein, historical audio/video programming does not include the presentation of discreet slot machine reel positions, symbols or paylines, representations of playing cards, roulette wheels or keno elements. Rather, it is a distinct feature of the present invention that a gaming device outcome value may be conveyed to a gaming device player via the utilization of historical audio/video such as audio/video conveying one or more elements of e.g. a human performance (e.g. an athlete executing a play, an actor or actress reciting a line, performing within a certain context, portraying a particular type of scene or character etc.). Further, in accordance with the present invention, historical audio/video programming to be presented to a gaming device player may be determined via an independent and random process and not on the basis of a traditional reel-based gaming device outcome. 
     Exemplary Embodiments of Gaming Device Control System 
       FIG. 1  is a schematic diagram of an exemplary gaming device control system  100  provided in accordance with the present invention. The gaming device control system  100  includes a controller  102  in communication with a plurality of gaming devices  104   a - n  and an event recording device  106 . Although three gaming devices  104   a - n  are shown in  FIG. 1 , it will be understood that fewer or more than three gaming devices may be in communication with the controller  102 . Further, the controller  102  may comprise one or more controllers, and more than one event recording device  106  may be employed. Exemplary embodiments of the controller  102  are described below with reference to  FIG. 2 . Exemplary embodiments of the gaming devices  104   a - n  are described below with reference to  FIG. 3 . 
     The gaming devices  104   a - n  may be in communication with the controller  102  via any conventional communications medium and/or protocol. For example, the gaming devices  104   a - n  may communicate with the controller  102  via a WEB-based connection, a local area network (LAN), a wide area network (WAN), the Internet, other forms of internet protocol (IP) networks (e.g., intranets or extranets), a publicly switched telephone network (PSTN), a wireless communications network or any other known communications system/medium. Those skilled in the art will understand that devices in communication with each other need only be “capable of” communicating with each other and need not be continually transmitting data to or receiving data from each other. On the contrary, such devices need only transmit data to or receive data from each other as necessary, and may actually refrain from exchanging data most of the time. For example, a device in communication with another device via the Internet may not transmit data to the other device or receive data from the other device for weeks at a time. Further, devices may be in communication even though steps may be required to establish a communication link (e.g., dialing a network service provider). 
     A variety of communications protocols may be part of the system  100 , including but not limited to: Ethernet (or IEEE 802.3), SAP, SAS™, ATP, Bluetooth™, and TCP/IP. Further, in some embodiments, various communications protocols endorsed by the Gaming Standards Association of Fremont, Calif., may be utilized, such as (i) the Gaming Device Standard (GDS), which may facilitate communication between a gaming device and various component devices and/or peripheral devices (e.g., printers, bill acceptors, etc.), (ii) the Best of Breed (BOB) standard, which may facilitate communication between a gaming device and various servers related to play of one or more gaming devices (e.g., servers that assist in providing accounting, player tracking, ticket-in/ticket-out and progressive jackpot functionality), and/or (iii) the System-to-System (S2S) standard, which may facilitate communication between game-related servers and/or casino property management servers (e.g., a hotel server comprising one or more databases that store information about booking and reservations). Communication may be encrypted to ensure privacy and prevent fraud in any of a variety of ways well known in the art. 
     The event recording device  106  may comprise, for example, a television camera or camcorder, a video cassette recorder (VCR), a Digital Versatile Disk (or Digital Video Disk) (DVD) recorder, a television recorder having data storage capability (e.g., TiVo® manufactured by Phillips™), a personal computer, a combination thereof, or any similar device capable of recording audio/video programming and/or providing audio/video programming to the controller  102 . As with the gaming devices  104   a - n , the event recording device  106  may be in communication with the controller  102  via any conventional communications medium and/or protocol (as described above). 
     As will be described further below, in one or more embodiments of the invention, the controller  102  may be adapted to receive historical audio/video programming (e.g., from a casino owner or operator, gaming device manufacturer, or other controller operator, the player of a gaming device, etc., such as via the event recording device  106  or some other source), and provide the historical audio/video programming to one or more of the gaming devices  104   a - n . The historical audio/video programming then may be employed by the one or more gaming devices  104   a - n  during game play to indicate an outcome value of a game result of the game play. For example, the historical audio/video programming may comprise one or more of a television show, a movie, an animated show (e.g., a cartoon or animated motion picture), a concert performance, a sporting event, etc. The historical audio/video programming may convey a quality of performance, a level of achievement and/or a historical significance that is commensurate with, proportionate to or otherwise indicative of the outcome value of the game result of the game play. In certain embodiments, the historical audio/video programming may be stored by one or more of the gaming devices  104   a - n  or provided directly to a gaming device player. 
     In other embodiments of the invention, all or a portion of the functions performed by the controller  102  may be performed by the gaming devices  104   a - n . For example, each gaming device  104   a - n  may store historical audio/video programming locally (e.g., at the gaming device  104   a - n ), and/or receive historical audio/video programming directly from the event recording device  106 . In one particular embodiment, all or a part of historical audio/video programming may be stored in a local memory of a gaming device (e.g., in a suitable format such as MPEG2 as described below). Such audio/video programming may be provided, for example, from an optical or magnetic storage media and periodically updated/loaded as required. 
     Whether stored locally or provided from a remote location, each gaming device  104   a - n  may be adapted to output historical audio/video programming to a player of the respective gaming device  104   a - n  so as to indicate an outcome value of a game result of game play at the respective gaming device  104   a - n.    
     Exemplary Embodiments of the Controller 
       FIG. 2  is a schematic diagram of an exemplary embodiment of the controller  102  of  FIG. 1  (shown coupled to one of the gaming devices  104   a - n , referred to as gaming device  104  in  FIG. 2 , and the event recording device  106 ). The controller  102  may be implemented as a system controller, as a dedicated hardware circuit, as an appropriately programmed general purpose computer, or as any other equivalent electronic, mechanical or electro-mechanical device. 
     With reference to  FIG. 2 , the controller  102  comprises a processor  202 , such as one or more conventional microprocessors (e.g., one or more Intel® Pentium® processors). The processor  202  is in communication with a communication port  204  through which the processor  202  communicates with other devices (e.g., with the gaming devices  104   a - n , the event recording device  106  or other gaming devices or event recording devices not shown). The communication port  204  may include multiple communication channels for simultaneous communication with, for example, the gaming devices  104   a - n , the event recording device  106  and/or other gaming or event recording devices (not shown). As stated, devices in communication with each other need not be continually transmitting to each other. On the contrary, such devices need only transmit to each other as necessary, may actually refrain from exchanging data most of the time, and may require several steps to be performed to establish a communication link between the devices. 
     The processor  202  also is in communication with a data storage device  206 . The data storage device  206  may comprise an appropriate combination of magnetic, optical and/or semiconductor memory, and may include, for example, Random Access Memory (RAM), Read-Only Memory (ROM), a compact disc and/or a hard disk. The processor  202  and the data storage device  206  each may be, for example, located entirely within a single computer or other computing device; or connected to each other by a communication medium, such as a serial port cable, a telephone line or a radio frequency transceiver. Alternatively, the controller  102  may comprise one or more computers that are connected to a remote server computer (not shown) for maintaining databases. 
     The data storage device  206  may store, for example, (i) a program  208  (e.g., computer program code and/or a computer program product) adapted to direct the processor  202  in accordance with the present invention, and particularly in accordance with the processes described in detail hereinafter with regard to the controller  102 ; (ii) an outcome database  210  adapted to store information that may be utilized to determine a game result (e.g., win/lose, pay 5 credits, deduct 5 credits, etc.), an associated outcome value and/or associated audio/video programming for one or more of the gaming devices  104   a - n ; (iii) a probability database  212  adapted to store information that may be utilized to establish frequencies with which various outcome values will occur at one or more of the gaming devices  104   a - n ; and (iv) a session status database  214  adapted to store information that may be employed to determine whether certain historical audio/video programming may be provided to a player of a gaming device  104   a - n  during game play at the gaming device  104   a - n . Exemplary embodiments of the databases  210 - 214  are described below with reference to  FIGS. 4A-5  and  FIG. 8 . 
     The program  208  may be stored, for example, in a compressed, an uncompiled and/or an encrypted format, and may include computer program code that allows the controller  102  to employ the communication port  204  to:
         1. determine an outcome value of a game result at one of the gaming devices  104   a - n  (e.g., by receiving a random number from one of the gaming devices  104   a - n  and determining the outcome value based on the random number, by receiving the outcome value directly from one of the gaming devices, etc.);   2. retrieve historical audio/video programming having content that provides an indication of the outcome value of the game result; and/or   3. provide the historical audio/video programming to a player of the gaming device (e.g., by providing the historical audio/video programming to one of the gaming devices  104   a - n  or directly to the player).       

     Suitable computer program code may be provided for performing numerous other functions such as receiving historical audio/video programming, analyzing content of historical audio/video programming, determining an outcome value of a game result of a gaming device that is indicatable by the content of the audio/video programming, storing the outcome value such that the outcome value is correlated to at least a pointer to the historical audio/video programming, receiving payment in exchange for game play and/or the provision of historical audio/video programming, providing a payout if a player wins, receiving a selection of a classification of historical audio/video programming from a player of one of the gaming devices  104   a - n , providing historical audio/video programming that is included within the selected classification to the player, etc. The computer program code required to implement the above functions (and the other functions described herein) can be developed by a person of ordinary skill in the art, and is not described in detail herein. 
     The controller  102  may include any peripheral devices (e.g., microphones, speakers, a keyboard, a computer display, a touch screen, LCD, voice recognition software, an optical or magnetic read head, etc., generally represented by input/output devices  216  in  FIG. 2 ) required to implement the above functionality. The program  208  also may include program elements such as an operating system, a database management system and “device drivers” that allow the processor  202  to interface with computer peripheral devices (e.g., a video display, a keyboard, a computer mouse, etc.). 
     Note that instructions of the program  208  may be read into a main memory (not shown) of the processor  202  from a computer-readable medium other than the data storage device  206 , such as from a ROM or from a RAM. While execution of sequences of instructions in the program  208  causes the processor  202  to perform the process steps described herein, hard-wired circuitry may be used in place of, or in combination with, software instructions for implementation of the processes of the present invention. Thus, embodiments of the present invention are not limited to any specific combination of hardware and software. 
     The processor  202  also may be in communication with a clock (not shown) that supplies time and date information to the processor  202  and that may comprise, for example, a clock internal to the processor  202 , a clock external to the processor  202  or a clock embodied within the program  208  (e.g., based on a system clock not shown). 
     Exemplary Embodiments of the Gaming Devices 
       FIG. 3  is a schematic diagram of an exemplary embodiment of the gaming device  104   a  of  FIG. 1  (shown coupled to the controller  102 , which is in turn shown coupled to the event recording device  106 ). The gaming devices  104   b - n  may be similarly configured. As stated, each gaming device  104   a - n  may comprise a device operative to: accept monetary wagers as consideration for the presentation of a game result, the presentation of the game result being in the form of historical audio and/or video programming; determine a random number, game result and/or outcome value; based on the determined random number, game result and/or outcome value, present historical audio and/or video programming to a gaming device player, wherein the presented audio and/or video programming is indicative of the determined random number, outcome value and/or game result; and provide a monetary award to the gaming device player if the game result is a winning game result. 
     Any and all of the gaming devices  104   a - n  may be implemented as a system controller, a dedicated hardware circuit, an appropriately programmed general-purpose computer, or any other equivalent electronic, mechanical or electro-mechanical device. A gaming device may comprise, for example, a slot machine, a video poker machine, a video blackjack machine, a video keno machine, a video lottery machine, a pachinko machine or a table-top game adapted to output results of game plays via historical audio/video content, as described herein. In various embodiments, a gaming device may comprise, for example, a personal computer (e.g., which communicates with an online casino Web site), a telephone (e.g., to communicate with an automated sports book that provides gaming services), or a portable handheld gaming device (e.g., a PDA). A gaming device may comprise any or all of the gaming devices of the aforementioned systems. In some embodiments, a user device such as a PDA or cell phone may be used in place of, or in addition to, some or all of the gaming device components. Further, a gaming device may comprise a personal computer or other device operable to communicate with an online casino and facilitate game play at the online casino. In one or more embodiments, the gaming device may comprise a computing device operable to execute software in accordance with one or more embodiments described herein. 
     With reference to  FIG. 3 , the gaming device  104   a  comprises a processor  302 , such as one or more conventional microprocessors (e.g., one or more Intel® Pentium® processors). The processor  302  is in communication with a communication port  304  through which the processor  302  communicates with other devices (e.g., with the controller  102 , with the event recording device  106  or with other devices not shown). The communication port  304  may include multiple communication channels for simultaneous communication with multiple devices. As stated, devices in communication with each other need not be continually transmitting to each other. On the contrary, such devices need only transmit to each other as necessary, may actually refrain from exchanging data most of the time, and may require several steps to be performed to establish a communication link between the devices. 
     The processor  302  also is in communication with a data storage device  306 . The data storage device  306  may comprise an appropriate combination of magnetic, optical and/or semiconductor memory, and may include, for example, Random Access Memory (RAM), Read-Only Memory (ROM), a compact disc and/or a hard disk. The processor  302  and the data storage device  306  each may be, for example, located entirely within a single computer or other computing device; or connected to each other by a communication medium, such as a serial port cable, a telephone line or a radio frequency transceiver. Alternatively, the gaming device  104   a  may comprise one or more computers that are connected to a remote server computer (not shown) for maintaining databases. 
     The data storage device  306  may store, for example, a program  308  (e.g., computer program code and/or a computer program product) adapted to direct the processor  302  in accordance with the present invention, and particularly in accordance with the processes described in detail hereinafter with regard to the gaming devices  104   a - n . In one or more embodiments wherein all or part of the functionality of the controller  102  ( FIG. 2 ) is implemented by the gaming device  104   a , the gaming device  104   a  may include one or more databases similar to the databases  210 - 214  described previously with reference to  FIG. 2 . For convenience, the same reference numerals for these databases are employed in  FIGS. 2 and 3 . Specifically, the data storage device  306  may store (i) the outcome database  210  adapted to store information that may be utilized to determine a game result (e.g., win/lose, etc.), an associated outcome value and/or associated audio/video programming for the gaming device  104   a ; and (ii) the probability database  212  adapted to store information that may be used to establish frequencies with which various outcome values will occur at the gaming device  104   a . Though not shown in  FIG. 3 , the data storage device  306  also may include the session status database  214  adapted to store information that may be employed to determine whether certain historical audio/video programming may be provided to a player of the gaming device  104   a  during game play at the gaming device  104   a . Note that when the session status database  214  is employed by a gaming device  104   a - n , the session status database  214  typically will contain information relating only to the respective gaming device  104   a - n  (unlike the session status database  214  described below with reference to  FIG. 8  which contains information relating to several gaming devices). 
     One or more of the databases  210 - 214  may be eliminated if the corresponding functionality is provided by the controller  102 . Exemplary embodiments of the databases  210 - 214  are described below with reference to  FIGS. 4B-5  and  8 . 
     Additionally, where appropriate, a player database (not shown) may be utilized to store historical data associated with specific players. A player database may be used, for example, to store player wager data so that players wagering over a given threshold in a given amount of time may be rewarded for their patronage. The player database may also contain other information that may be useful in, for example, promoting and managing player behaviors (e.g., information about the player&#39;s gaming preferences, outstanding debts, lodging arrangements, and the like). Further, the player database may store data regarding a given player&#39;s standing in a game session or bonus game, so that the player can continue the game session or bonus game at a plurality of game machines that have common access to the player database. Such player data may be stored in a relational database and retrieved or otherwise accessed by the processor after receiving a “key” data point from the player, such as a unique identifier read from the player&#39;s player tracking card or cashless gaming ticket. 
     Note that, although the databases  210 - 214  are described as being stored in a gaming device, in other embodiments of the present invention some or all of these databases may be partially or wholly stored in another device, such as one or more of peripheral devices, a peripheral device server, central server, kiosks, casino personnel devices, merchant POS terminals, and so on. Further, some or all of the data described as being stored in the databases may be partially or wholly stored (in addition to or in lieu of being stored in the memory of the gaming device) in a memory of one or more other devices, such as one or more of the peripheral devices, another gaming device, the peripheral device server and/or the server. 
     The program  308  may be stored, for example, in a compressed, an uncompiled and/or an encrypted format, and may include computer program code that allows the gaming device  104   a  to:
         1. determine an outcome value of a game result at the gaming device  104   a  (e.g., based on a random number generated by the gaming device  104   a );   2. retrieve historical audio/video programming having content that provides an indication of the outcome value of the game result; and/or   3. provide the historical audio/video programming to a player of the gaming device  104   a.          

     Suitable computer program code may be provided for performing numerous other functions such as receiving historical audio/video programming, analyzing content of historical audio/video programming, determining an outcome value of a game result of the gaming device that is indicatable by the content of the audio/video programming, storing the outcome value such that the outcome value is correlated to at least a pointer to the historical audio/video programming, receiving payment in exchange for game play and/or the provision of historical audio/video programming, providing a payout if a player wins, receiving a selection of a classification of historical audio/video programming from a player of the gaming device, providing historical audio/video programming that is included within the selected classification to the player, etc. 
     The computer program code required to implement the above functions (and the other functions described herein) can be developed by a person of ordinary skill in the art, and is not described in detail herein. The program  308  also may include program elements such as an operating system, a database management system and “device drivers” that allow the processor  302  to interface with computer peripheral devices (e.g., a video display, a keyboard, a computer mouse, etc.). 
     Note that instructions of the program  308  may be read into a main memory (not shown) of the processor  302  from a computer-readable medium other than the data storage device  306 , such as from a ROM or from a RAM. While execution of sequences of instructions in the program  308  causes the processor  302  to perform the process steps described herein, hard-wired circuitry may be used in place of, or in combination with, software instructions for implementation of the processes of the present invention. Thus, embodiments of the present invention are not limited to any specific combination of hardware and software. 
     The term “computer-readable medium” as used herein refers to any medium that participates in providing instructions to the processor of the gaming device (or any other processor of a device described herein) for execution. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks, such as memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to the processor. Transmission media may carry acoustic or light waves, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM or EEPROM (electronically erasable programmable read-only memory), a FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read. 
     Various forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to the processor  302  (or any other processor of a device described herein) for execution. For example, the instructions may initially be borne on a magnetic disk of a remote computer. The remote computer can load the instructions into its dynamic memory and send the instructions over a telephone line using a modem. A modem local to a gaming device (or, e.g., a server) can receive the data on the telephone line and use an infrared transmitter to convert the data to an infrared signal. An infrared detector can receive the data carried in the infrared signal and place the data on a system bus for the processor. The system bus carries the data to main memory, from which the processor retrieves and executes the instructions. The instructions received by main memory may optionally be stored in memory either before or after execution by the processor. In addition, instructions may be received via a communication port as electrical, electromagnetic or optical signals, which are exemplary forms of carrier waves that carry data streams representing various types of information. Thus, the gaming device may obtain instructions in the form of a carrier wave. 
     According to an embodiment of the present invention, the instructions of the program may be read into a main memory from another computer-readable medium, such from a ROM. Execution of sequences of the instructions in program causes processor perform the process steps described herein. In alternate embodiments, hard-wired circuitry may be used in place of, or in combination with, software instructions for implementation of the processes of the present invention. Thus, embodiments of the present invention are not limited to any specific combination of hardware and software. As discussed with respect to aforementioned systems, execution of sequences of the instructions in a program of a peripheral device in communication with the gaming device may also cause the processor to perform some of the process steps described herein. 
     The processor  302  also may be in communication with a clock (not shown) that supplies time and date information to the processor  302  and that may comprise, for example, a clock internal to the processor  302 , a clock external to the processor  302  or a clock embodied within the program  308  (e.g., based on a system clock not shown). 
     The gaming device  104   a  may include any additional components required to implement the above functionality. For example, the gaming device  104   a  may include one or more input devices  310  such as a microphone, a touch screen, a keyboard or keypad, voice recognition software/hardware, an optical or magnetic read head, a card reader, a coin accepter and/or a paper currency validator, a bar code reader (e.g., for discerning value from “cashless” gaming vouchers), a game play initiator such as a button or handle, a biometric device for determining an identity or age of a player, a credit or debit card authorization terminal, etc. 
     The gaming device  104   a  also may include one or more output devices  312  for outputting appropriate audio/video programming and game play results to a player of the gaming device  104   a , audio/video programming classification selections, menus, etc. For example, the gaming device  104   a  may comprise one or more speakers, a cathode ray tube or flat panel display, a projector, LCD, etc. Note that the controller  102  may include similar input or output devices. 
     In one or more embodiments of the invention, the gaming device  104   a  also may include a random or pseudo-random number generator  314  that may be utilized by the gaming device  104   a  and/or the controller  102  for determining a game result (e.g., after game play has been initiated at the gaming device  104   a ). The random number generator  314  also may be employed to determine a corresponding outcome value/payout (and/or corresponding historical audio/video programming) to be provided to a player of the gaming device  104   a  as described further below. The random number generator  314  may be embodied in hardware, software or a combination thereof as is known in the art, and may include one or more features that prevent or identify tampering. 
     Note that, although the generation or obtainment of a random number is described herein as involving a random number generator of a gaming device, other methods of determining a random number may be employed. For example, a gaming device owner or operator may obtain sets of random numbers that have been generated by another entity. HotBits™, for example, is a service that provides random numbers that have been generated by timing successive pairs of radioactive decays detected by a Geiger-Muller tube interfaced to a computer. A blower mechanism that uses physical balls with numbers thereon may be used to determine a random number by randomly selecting one of the balls and determining the number thereof. 
     Of course, as would be understood by one of ordinary skill in the art, a random number generator may be stored in a device other than a gaming device. For example, in some embodiments, a gaming device may receive random numbers and/or any other data related to the random or pseudo-random determination of an outcome from a separate device, such as a server. It should be noted that such embodiments may be advantageous in environments or jurisdictions wherein the “central determination” of outcomes is required by regulation or otherwise preferred. 
     To assist in payouts as a result of winning game results at the gaming device  104   a , the gaming device  104   a  may include a hopper controller  316  and a hopper  318 . The hopper controller  316  may be configured to instruct the hopper  318  when to dispense payment, and how much payment to dispense, to a player as a result of a winning game result at the gaming device  104   a . Hoppers and hopper controllers are well known in the casino gaming device arts and will not be described in further detail herein. 
     Of course, the gaming device  104   a  may include, in addition to or in lieu of the hopper controller  316  and hopper  318 , one or more other types of benefit output devices. A benefit output device may comprise one or more devices for outputting a benefit to a player of the gaming device. For example, in one embodiment the gaming device  104   a  may provide coins and/or tokens as a benefit. As described, in such an embodiment the benefit output device may comprise a hopper and hopper controller (e.g., such as hopper  318  and hopper controller  316 ), for dispensing coins and/or tokens into a coin tray of the gaming device. In another example, the gaming device  104   a  may provide a receipt or other document on which there is printed an indication of one or more benefits (e.g., a cashless gaming ticket as is known in the art). In such an embodiment, the benefit output device may comprise a printing and document dispensing mechanism. In yet another example, the gaming device  104   a  may provide electronic credits as a benefit (which, e.g., may be subsequently converted to coins and/or tokens and dispensed from a hopper into a coin tray). In such an embodiment, the benefit output device may comprise a credit meter balance and/or a processor that manages the amount of electronic credits that is indicated on a display of a credit meter. In yet another example, the gaming device  104   a  may credit a monetary amount to a financial account associated with a player as a benefit provided to a player. The financial account may be, for example, a credit card account, a debit account, a charge account, a checking account, or a casino account (e.g., an account from which the player may access cashable and/or non-cashable funds using a player tracking card or smart card). In such an embodiment the benefit output device may comprise a device for communicating with a server on which the account is maintained. Note that, in one or more embodiments, the gaming device  104   a  may include more than one benefit output device. For example, the gaming device may include both a hopper and hopper controller combination and a credit meter balance. Such a gaming device may be operable to provide more than one type of benefit to a player of the gaming device. A single benefit output device may be operable to output more than one type of benefit. For example, a benefit output device may be operable to increase the balance of credits in a credit meter and communicate with a remote device in order to increase the balance of a financial account associated with a player. 
     The processor  302  may also be operable to communicate with one or more output devices, as described above. As described, in some embodiments, an output device comprises a display device. The display device may comprise, for example, one or more display screens or areas for outputting information related to game play and/or other information relevant to the gaming device, such as a cathode ray tube (CRT) monitor, liquid crystal display (LCD) screen, or light emitting diode (LED) screen. In one or more embodiments, a gaming device may comprise more than one display device. For example, a gaming device may comprise an LCD display for displaying historical audio/video content. The display device may comprise, for example, one or more display areas. For example, one of the display areas (e.g., a primary game screen) may display outcomes of games played on the gaming device (e.g., electronic reels of a gaming device). Another of the display areas (e.g., a secondary game screen) may display rules for playing a game of the gaming device. Yet another of the display areas may display the benefits obtainable by playing a game of the gaming device (e.g., in the form of a payout table). 
     The processor may also be in communication with one or more other output devices besides the display device, for outputting information (e.g., to a person or another device). Such other one or more output devices may also be components of a gaming device. Such other one or more output devices may comprise, for example, an audio speaker (e.g., for outputting an outcome or information related thereto, in addition to or in lieu of such information being output via a display device); headphones; an infra-red transmitter; a radio transmitter; an electric motor; a printer (e.g., such as for printing cashless gaming tickets); a dispenser for outputting pre-printed coupons, tickets or vouchers; an infra-red port (e.g., for communicating with a second gaming device or a portable device of a player); one or more universal serial bus (USB) ports; a Braille computer monitor; and a coin or bill dispenser. For gaming devices, common output devices include a cathode ray tube (CRT) monitor on a video poker machine, a bell on a gaming device (e.g., rings when a player wins), an LED display of a player&#39;s credit balance on a gaming device, an LCD display of a personal digital assistant (PDA) for displaying keno numbers. 
     The processor  302  may also be in communication with one or more input devices, which may be capable of receiving an input (e.g., from a player or another device) and which may be a component of gaming device. Alternately or additionally, an input device may communicate with or be part of another device (e.g., a server, a gaming device, etc.). Some examples of input devices include: a bar-code scanner, an optical scanner configured to read other indicia of a voucher or cashless gaming ticket, a CCD camera, a magnetic stripe reader (e.g., for reading data encoded upon a player tracking card), a smart card reader (e.g., for reading data stored upon a smart card), a computer keyboard or keypad, a button, a handle, a lever, a keypad, a touch-screen, a microphone, an infrared sensor, a voice recognition module, a coin or bill acceptor, a sonic ranger, a computer port, a video camera, a motion detector, a digital camera, a network card, a universal serial bus (USB) port, a GPS receiver, a radio frequency identification (RFID) receiver, an RF receiver, a thermometer, a pressure sensor, an infrared port (e.g., for receiving communications from a second gaming device or from a another device such as a smart card or PDA of a player), and a weight scale. For gaming devices, common input devices include a button or touch screen on a video poker machine, a lever or handle connected to the gaming device, a magnetic stripe reader to read a player tracking card inserted into a gaming device, a touch screen for input of player selections during game play, and a coin and bill acceptor. 
     The processor  302  may also be in communication with a payment system, which may be a component of the gaming device. The payment system is a device capable of accepting payment from a player (e.g., a bet or initiation of a balance) and/or providing payment to a player (e.g., a payout). Payment is not limited to money, but may also include other types of consideration, including products, services, and alternate currencies. Exemplary methods of accepting payment by the payment system include (i) receiving hard currency (i.e. coins or bills), and accordingly the payment system may comprise a coin or bill acceptor; (ii) receiving an alternate currency (e.g., a paper cashless gaming ticket, a coupon, a non-negotiable token), and accordingly the payment system may comprise a bar code reader or other sensing means; (iii) receiving a payment identifier (e.g., a credit card number, a debit card number, a player tracking card number) and debiting the account identified by the payment identifier; and (iv) determining that a player has performed a value-added activity (e.g., participating in surveys, monitoring remote images for security purposes, referring friends to the casino). 
     In some embodiments, a gaming device may comprise components capable of facilitating both input and output functions (i.e., input/output devices). In one example, a touch-sensitive display screen comprises an input/output device (e.g., the device outputs graphics and receives selections from players). In another example, a processor may communicate with a “ticket-in/ticket-out” device configured to dispense and receive cashless gaming tickets as is known in the art. Such a device may also assist in (e.g., provide data so as to facilitate) various accounting functions (e.g., ticket validation and redemption). For example, any or all of a gaming device, kiosk and casino personnel device maintained at a cashier cage may (i) comprise such a benefit input/output device, and/or (ii) communicate with a central server that manages the accounting associated with such ticket-in/ticket-out transactions (e.g., so as to track the issuance, redemption and expiration of such vouchers). One example of such ticket-in/ticket-out technology, the EZ Pay™ system, is manufactured by International Gaming Technology, headquartered in Reno, Nev. 
     Of course, as would be understood by one of ordinary skill in the art, a gaming device may comprise various combinations of such component devices. For example, in one or more embodiments, the gaming device may include more than one display device, one or more other output devices, several input devices, and so on (e.g., two display screens, two audio speakers, a ticket-in/ticket-out device and several buttons). 
     As described, in some embodiments, a slot machine may comprise a reader device for reading data from player tracking cards and/or smart cards, such that (i) players may be identified, and (ii) various data associated with players may then be determined (e.g., a number of cashable credits; a number of promotional credits that may not be redeemed for cash; a number of accumulated loyalty points; a number of accumulated game elements such as symbols, cards or hands; etc.). In one example, a card reader device may determine an identifier associated with a player (e.g., by reading a player tracking card comprising an encoded version of the identifier), such that the gaming device may then access data (e.g., of a player database, as described) associated with the player. In another example, a smart card reader device may determine data associated with a player directly by accessing a memory of an inserted smart card. 
     Thus, as known in the art, “smart cards” may incorporate (i) a memory, and (ii) means for accessing such a memory. For example, in one embodiment, the memory may store data related to aspects of the present invention. In one embodiment, data may be written to the smart card as a player plays one or more gaming devices (e.g., such that various data may be updated on a continuous, periodic or event-triggered basis). Accordingly, in one or more embodiments one or more devices operable to carry out various processes of the present invention (e.g., a gaming device or kiosk) may have associated therewith a smart card reader device, such that data may be read from the smart card pursuant to the execution of such processes. An example of a smart card system that may be used to implement one or more embodiments of the present invention is the s-Choice™ Smart Card Casino Management System from Smart Card Integrators, Inc.™. 
     Further, as known in the art, a gaming device may comprise a player tracking module comprising (i) a card reader (e.g., a port into which player tracking cards may be inserted), (ii) various input devices (e.g., a keypad, a touch-screen), (iii) various output devices (e.g., a small, full-color display screen), and/or (iv) combinations thereof (e.g., a touch-sensitive display screen that accommodates both input and output functions). Various commercially available devices may be suitable for such an application, such as the NextGen™ interactive player tracking panel manufactured by IGT or the iVIEW display screen manufactured by Bally® Gaming and Systems. 
     Of course, other non-card-based methods of identifying players are contemplated. For example, a unique identification code may be associated with the player. The player may then be identified upon entering the code. For example, the code may be stored (e.g., within a database maintained within the gaming device and/or a server) such that the player may enter the code using an input device of a gaming device, and accordingly be identified. In other embodiments, player biometrics may serve as identification means (e.g., a player is identified via a thumbprint or retinal scan). In further embodiments, a barcode of a cashless gaming ticket may encode a player identifier. 
     Thus, as described, various data associated with a player may be tracked and stored (e.g., in an appropriate record of a centrally-maintained database), such that it may be accessed as desired (e.g., when determining promotional offers or rewards to be provided to players, when determining the status of player with respect to a particular game or period of gambling activity, and so on). Further, various statistics may be measured in association with a player (e.g., coin-in statistics, win/loss statistics) and similarly accessed. 
     Various systems for facilitating such monitoring are contemplated. For example, a two-wire system such as one offered by International Gaming Systems (IGT) may be used. Similarly, a protocol such as the IGT SAS™ protocol may be used. The SAS™ protocol allows for communication between gaming machines and slot accounting systems and provides a secure method of communicating all necessary data supplied by the gaming device to the online monitoring system. One aspect of the SAS™ protocol that may be beneficial in implementing aspects of the present invention is the authentication function which allows operators and regulators to remotely interrogate gaming devices for important memory verification information, for both game programs, and peripheral devices. In another example, a one-wire system such as the OASIS™ System offered by Aristocrat Technologies™ or the SDS slot-floor monitoring system offered by Bally Gaming and Systems™ may be used. Each of the systems described above is an integrated information system that continually monitors slot machines and customer gaming activity. Thus, for example, any one of these systems may be used to monitor a player&#39;s gaming activity in order to determine player outcomes, coin-in statistics, win/loss statistics and/or any other data deemed relevant. 
     In one or more embodiments of the invention, an additional memory or data storage unit  320  may be provided, for example, to serve as an intermediate storage location for audio/video programming being provided to the gaming device  104   a  from a remote source (e.g., the controller  102 , the event recording device  106  or another location). As stated, the gaming devices  104   b - n  may be configured similarly to the gaming device  104   a  of  FIG. 3 . 
     In some embodiments, the system  100  may include devices in addition to those described with respect to  FIG. 1 . For example, the system  100  may include one or more kiosks and/or one or more casino personnel devices. 
     A kiosk may be a device configured to execute or assist in the execution of various processes of the present invention. In some embodiments, a kiosk may comprise a processor and a memory as described. A kiosk may also comprise various input devices (e.g., a keypad, a keyboard, a mouse, buttons, a port that receives player tracking cards, an optical scanner for reading barcodes or other indicia, a CCD camera, etc.), output devices (e.g., a display screen, audio speakers, etc.), benefit output devices (e.g., a coin tray or printer for printing cashless gaming tickets), combinations thereof (e.g., a “ticket-in/ticket-out” device, a touch-sensitive display screen, etc.), communications ports, and so on. Thus, a kiosk may comprise many of the features and components of a gaming device, though the kiosk itself may not necessarily be configured to enable gambling activity as a primary function. A kiosk may communicate with any or all of (i) a central controller, (ii) a gaming device, (iii) an inventory/reservation system of a casino-maintained property (e.g., a hotel), (iv) casino personnel devices, (v) merchant POS terminals, and so on. A number of kiosks may be stationed within casino premises (e.g., at various locations on a slot floor). In various embodiments, kiosks may execute or assist in the execution of (i) determining and outputting a player status or other types of data described herein (e.g., a kiosk receives a player tracking card, and outputs a number of accumulated reward which a player may be entitled to redeem), (ii) outputting payments to players (e.g., upon receipt of cashless gaming tickets, player tracking cards, smart cards, etc.), and/or (iii) any other process described herein. Thus, such a device may be configured to read from and/or write to one or more databases of the present invention. The memory of such a device may store a program for executing such processes. 
     In some embodiments, various casino employees may be equipped with or otherwise utilize one or more casino personnel devices, such as personal digital assistants (PDAs) or other computing devices (e.g., personal computer terminals). A casino personnel device may comprise various input devices (e.g., a keypad, a touch-sensitive display screen, a card reader, an infrared bar code scanner, etc.), various output devices (e.g., an LCD screen), a processor, a memory and/or a communications port, as described herein with respect to other devices. In some embodiments, a casino personnel device may communicate with a gaming device, server, kiosk, peripheral device, and/or an inventory/reservation system of a casino-maintained property (e.g., a hotel). Thus, a casino personnel device may be configurable to, among other things, (i) read from and/or write to one or more databases of the present invention, (ii) assist in payments made to players (e.g., a representative “scans” a cashless gaming receipt and determines a value associated with the receipt, and if the receipt is valid, provides payment equal to the value), and/or (iii) execute or assist in the execution of various other processes described herein. The memory of such a device may store a program for executing such processes. 
     In some embodiments, various merchants (e.g., shops, restaurants, etc.) may utilize point-of-sale (POS) computer terminals to facilitate various processes of the present invention. For example, in some embodiments, a player may receive a cashless gaming ticket redeemable for an amount of currency. However, the ticket may alternately or additionally be redeemable for an amount of credit at a particular merchant location. Thus, in some embodiments, merchants may utilize POS terminals to redeem such vouchers. In some embodiments, such devices may be configured to read from and/or write to one or more databases of the present invention. Such POS terminals may thus comprise various hardware and software described herein with respect to other devices, and may communicate with (i) a central slot server, (ii) a gaming device, (iii) an inventory/reservation system (e.g., a computer terminal at a theatre communicates with an inventory database to determine a number of unsold seats for a certain event), (iv) a kiosk, and so on. 
     In some embodiments of the present invention, various component devices (e.g., any or all of the benefit output devices, output devices, input devices and/or input output devices described herein) may be embodied as peripheral devices. For example, such devices may not necessarily be components of a gaming device, though they may be configured in such a manner so as to communicate with one or more gaming device processors or any other devices described herein. For example, a peripheral device such as a large display device may be associated with a plurality of gaming devices, and thus may not necessarily be considered a component of any one gaming device. Further, in some embodiments, certain peripheral devices such as card readers may be interchangeable between gaming devices, and thus may be considered a component of a first gaming device while connected thereto, removed from the first gaming device, connected to a second gaming device, and so on. In other embodiments, various peripheral devices may never be considered a component of a particular gaming device. For example, in some embodiments, a peripheral device such as a USB-based portable memory device may store (i) one or more databases described herein, and/or (ii) a program for executing one or more process steps described herein. Such a peripheral device may then be utilized by casino personnel for upgrading/retrofitting existing gaming devices as described herein. 
     In one or more embodiments, aspects of the present invention, such as outputting a value that is a result of a game play at a gaming device via historical audio/video content, may be practiced by replacing and/or augmenting one or more components (e.g., hardware and/or software components) of an existing gaming device. Thus, in one or more embodiments, the invention may be applied as a retrofit or upgrade to existing gaming devices currently available for play within various casinos. 
     For example, a memory (e.g., computer chip) of the gaming device may be replaced or added, the replacement or additional memory storing a program for instructing the processor of the gaming device to operate in accordance with one or more embodiments of the present invention. In another example, data output via the gaming device (e.g., graphical and/or textual data displayed on the gaming device) may be replaced or added, the replacement or additional data indicating to a player information relevant to one or more aspects of the present invention. 
     In a specific example, a gaming device may comprise various electronic components mounted to one or more printed circuit boards (PCBs). Such components may include various hardware described herein, such as a communications port and various controllers of peripheral devices (e.g., a display controller), as well as a memory for storing programming instructions (software) and a processor for carrying out such instructions. Forms of memory commonly found gaming devices include electronically erasable programmable read-only memory (EEPROM) and erasable programmable read-only memory (EPROM). Thus, in one or more embodiments of the present invention, an EEPROM storing software with instructions for carrying out aspects of the present invention (as well as instructions for carrying out other functions traditionally performed by the gaming device) may replace an EEPROM previously installed in a gaming device, such that the gaming device may be configured to operate in accordance with various processes of the present invention. 
     For example, a “historical audio/video content module” may be made available for purchase to various casino operators. The module, which may comprise various hardware and software (e.g., an EEPROM storing software instructions), may be installed in an existing gaming device (e.g., a video-reel slot machine, a video poker machine, etc.), such that when the module is installed, players of the device may elect (i) to play a game offered by the gaming device that does not incorporate aspects of the present invention, or (ii) to play a game offered by the gaming device in a manner that utilizes aspects of the present invention. Thus, players who are familiar with the games offered by various gaming devices may elect to pay for them in a different or similar manner as they are accustomed to. 
     Accordingly, a gaming device may be configured to allow a player to select one of two “modes” of the gaming device, and to enable the selected mode. If a player selects a “standard” mode, the gaming device may be configured to operate in a manner similar to how it operated before the installation of the module (e.g., the gaming device operates in a conventional manner, such that aspects of the present invention may not be utilized). If a player selects a “historical audio/video content” output mode, the gaming device may then be operable to execute game play in accordance with one or more aspects of the present invention. 
     In one example of allowing a player to select one or more modes, a touch-sensitive display screen may be configured to output a prompt asking a player to select a mode of operation. Such a prompt may be output in occurrence to various trigger conditions (e.g., coins, bills or tickets are inserted; a credit balance increases from zero to some other number; a player presses a “play” button; a motion, weight, infrared or other sensor detects the presence of a player; etc.). Accordingly, a player may select a mode of operation (e.g., by pressing an appropriately labeled icon of a touch-sensitive display screen), and upon receiving the player&#39;s selection, the gaming device may be configured to operate in the selected mode. 
     In other embodiments, as described, a peripheral device may be useful for implementing one or more embodiments of the present invention into the operation of a conventional gaming device. For example, in order to avoid or minimize the necessity of modifying or replacing a program already stored in a memory of a conventional gaming device, an external or internal module that comprises a peripheral device may be inserted in, connected to or otherwise associated with the gaming device. 
     In still further embodiments, rather than configure existing gaming devices to execute aspects of the present invention by installing or connecting new hardware and/or software, software may be downloaded into an existing memory of one or more gaming devices. U.S. Pat. No. 6,805,634 to Wells et al. teaches methods for downloading data to gaming devices in such a manner. The entirety of U.S. Pat. No. 6,805,634 is incorporated by reference herein for all purposes. Thus, in some embodiments, an existing gaming device may be reprogrammed to accommodate new functionality of the present invention without the need, or by minimizing the need, to remove and replace hardware within the gaming device. 
     Exemplary Databases for the Controller and/or Gaming Devices 
     Samples of the contents of the outcome database  210  and the probability database  212  are illustrated in  FIGS. 4A-B  and  5 , respectively. Samples of the contents of the session status database  214  are described further below with reference to  FIG. 8 . The specific data and fields illustrated in these figures represent only one embodiment of the records that may be stored in the databases of the invention. The data and fields of these databases, as well as the number of databases, can be readily modified, for example, to include more or fewer data fields. A single database also may be employed. Note that in the databases of the controller  102  and/or the gaming devices  104   a - n , a different reference numeral is employed to identify each field of each database. However, in at least one embodiment of the invention, fields that are similarly named (e.g., game results fields, outcome value fields, etc., described below) store similar or the same data in a similar or in the same data format. 
       FIG. 4A  illustrates a sample of the contents of a first embodiment of the outcome database  210  of  FIG. 2  or  3  (referred to as outcome database  210 ′ in  FIG. 4A  for convenience). As shown in  FIG. 4A , the outcome database  210 ′ contains information related to the historical audio/video programming, game result and outcome value associated with each unique random number that may be generated by the random number generator  314  of a gaming device  104   a - n . In the exemplary embodiment of  FIG. 4A , the illustrated data within the outcome database  210 ′ is based on outcome values traditionally associated with a three-reel, 22-stop slot machine. Typically, such a slot machine will have 22×22×22=10,648 possible unique random numbers. Accordingly, the outcome database  210 ′ includes records corresponding to 10,648 possible random numbers (referred to as records  402   a - n  in  FIG. 4A ). It will be understood that other random number sizes, random number ranges, and/or game machine configurations may be employed. 
     With reference to  FIG. 4A , and as stated above, the 10,648 possible random numbers are identified in records  402   a - n , respectively. Specifically, the outcome database  210 ′ contains records having fields corresponding to, for example, (1) a random number  404 ; (2) audio/video programming or “output”  406 ; (3) a game result  408 ; and (4) an outcome value  410 . Such fields will be referred to as a random number field, an audio/video programming field, a game result field and an outcome value field, respectively. Other outcome information also may be stored in the outcome database  210 ′. 
     The random number field of each record  402   a - n  may store data (e.g., a random number  404 ) representing a unique random number that may be generated by the random number generator  314  of a gaming device  104   a - n . In general, the random number field may store any unique identifier for a random number (e.g., a numeric, alpha-numeric or other code). As will be described below, the controller  102  and/or one or more of the gaming devices  104   a - n  may use random numbers  404  to access historical audio/video programming to be provided to a gaming device player, as well as game results and outcome values for the gaming device player. 
     The audio/video programming field of a record  402   a - n  may store data (e.g., audio/video output  406 ) that may be used by the controller  102  and/or one or more of the gaming devices  104   a - n  to provide historical audio/video programming to a gaming device player. For example, the audio/video programming field of one or more of the records  402   a - n  may store an executable audio/video programming file such as an MPEG2, MPEG, AVI, MOV, WAV or other similar file as is known in the art. Alternatively, the audio/video programming field of one or more of the records  402   a - n  may include a pointer to remotely stored historical audio/video programming. For example, if the outcome database  210 ′ is located within one of the gaming devices  104   a - n , an audio/video programming field may contain a pointer to a historical audio/video programming file stored within the controller  102  (or within the event recording device  106  coupled to the controller  102 ). Further, an audio/video programming field may contain a pointer to a historical audio/video programming file stored at any other location (e.g., in a file stored at a World Wide Web address, the event recording device  106  or other location). 
     The game result field of each record  402   a - n  may store data (e.g., a game result  408 ) representing a game result associated with the random number (identified by random number  404 ) of the record. That is, when a random number is generated by a gaming device  104   a - n  during game play, the controller  102  and/or the gaming device  104   a - n  may determine a game result for the game play by examining data stored within the game result field of the record  402   a - n  having a random number  404  that matches the random number generated by the gaming device  104   a - n . For example, in the exemplary outcome database  210 ′ of  FIG. 4A , the game result “WIN” (e.g., the game result  408  of record  402   a ) is associated with the random number 00001 (e.g., the random number  404  of record  402   a ). Accordingly, when the random number generator  314  ( FIG. 3 ) of one of the gaming devices  104   a - n  generates a random number having a value of 00001, the controller  102  and/or the corresponding gaming device  104   a - n  may associate a winning game result with the random number. This random number and/or game result, in turn, may be employed by the controller  102  and/or the gaming device  104   a - n  to determine an outcome value and/or a payout (or no payout as the case may be) for a gaming device player (as described further below). 
     The outcome value field of each record  402   a - n  may store data (e.g., an outcome value  410 ) representing an outcome value associated with the random number (identified by random number  404 ) of the record. That is, when a random number is generated by a gaming device  104   a - n  during game play, the controller  102  and/or the gaming device  104   a - n  may determine an outcome value of a game result for the game play by examining data stored within the outcome value field of the record  402   a - n  having a random number  404  that matches the random number generated by the gaming device  104   a - n . For example, in the exemplary outcome database  210 ′ of  FIG. 4A , an outcome value of “100” (e.g., the outcome value  410  of record  402   a ) is associated with the random number 00001 (e.g., the random number  404  of record  402   a ), as is the game result “WIN” as described previously. Accordingly, when the random number generator  314  ( FIG. 3 ) of one of the gaming devices  104   a - n  generates a random number having a value of 00001, the controller  102  and/or the corresponding gaming device  104   a - n  may associate a winning game result having an outcome value of “100” with the random number. This outcome value, in turn, may be employed by the controller  102  and/or the gaming device  104   a - n  to determine a payment for a gaming device player (as described further below). 
     The outcome database  210 ′ may be populated with data provided to the controller  102  and/or one or more of the gaming devices  104   a - n  by an operator, owner or manufacturer of the controller  102  and/or the gaming devices  104   a - n , or by any other relevant party. Such data population may occur, for example, via the communication port  204  of the controller  102  or via the communication port  304  of a gaming device  104   a - n.    
       FIG. 4B  illustrates a sample of the contents of a second embodiment of the outcome database  210  of  FIG. 2  or  3  (referred to as outcome database  210 ″ in  FIG. 4B  for convenience). As will be described further below, use of the outcome database  210 ″ may allow the controller  102  and/or a gaming device  104   a - n  to ensure that particular instances of historical audio/video programming are not repeatedly output to a gaming device player should the player repeatedly achieve the same outcome value during game play, or to otherwise control historical audio/video programming output frequency. 
     As shown in  FIG. 4B , the outcome database  210 ″ contains information related to the audio/video programming, game result and outcome value associated with unique ranges of random numbers (for random numbers that may be generated by the random number generator  314  of a gaming device  104   a - n ). In the particular embodiment shown, a plurality of audio/video programming selections or audio/video programs may be associated with each number range. Such an approach may be contrasted with the outcome database  210 ′ of  FIG. 4A  which contains information related to a single audio/video program, game result and outcome value associated with each unique random number that may be generated by the random number generator  314  of a gaming devices  104   a - n . (Note in other embodiments of the invention, multiple audio/video programs may be associated with each unique random number.) 
     As with the outcome database  210 ′ of  FIG. 4A , the illustrated data within the outcome database  210 ″ is based on outcome values traditionally associated with a three-reel, 22-stop slot machine. Typically, such a slot machine will have 22×22×22=10,648 possible unique random numbers. Accordingly, the outcome database  210 ″ includes records corresponding to ranges of numbers (or a number) that cover 10,648 possible random numbers (referred to as records  412 - 428  in  FIG. 4B ). It will be understood that other random number sizes or ranges and/or game machine configurations may be employed. 
     With reference to  FIG. 4B , and as stated above, the random number ranges are identified in records  412 - 428 , respectively. Specifically, the outcome database  210 ″ contains records having fields corresponding to, for example, (1) a random number range  430 ; (2) a game result  432 ; (3) an outcome value  434 ; (4) audio/video programming or outputs  436   a - n ; and (5) audio/video programming statuses  438   a - n . Such fields will be referred to as a random number range field, a game result field, an outcome value field, audio/video programming fields and audio/video programming status fields, respectively. Other outcome information also may be stored in the outcome database  210 ″. 
     The random number range field of each record  412 - 428  may store data (e.g., a random number range  430 ) representing a range of numbers (or a number) associated with a game result (identified by a game result  432 ) of a respective game result field and an outcome value (identified by an outcome value  434 ) of a respective outcome value field of the record. For example, the random number range 1-8570 (e.g., the random number range  430  of record  412 ) may be associated with a game result of “LOSS” (e.g., the game result  432  of record  412 ) and an outcome value of 0 (e.g., the outcome value  434  of record  412 ). Accordingly, when the random number generator  314  ( FIG. 3 ) of a gaming device  104   a - n  generates a random number in the range of 1-8570, the controller  102  and/or the corresponding gaming device  104   a - n  may associate the game result “LOSS” and an outcome value of 0 with the random number. (The outcome value, in turn, may be employed by the controller  102  and/or the gaming device  104   a - n  to determine a payout for a gaming device player, as described further below. 
     In general, the random number range field may store any unique identifier for a random number range (e.g., a numeric, alpha-numeric or other code). As will be described below, the controller  102  and/or one or more of the gaming devices  104   a - n  may use random number ranges  430  to access historical audio/video programming to be provided to a gaming device player, as well as game results and outcome values for the gaming device player (as described previously). 
     The audio/video programming fields of a record  412 - 428  may store data (e.g., audio/video outputs  436   a - n ) that may be used by the controller  102  and/or one or more of the gaming devices  104   a - n  to provide historical audio/video programming to a gaming device player (e.g., to provide an indication of the outcome value of the corresponding record). For example, the audio/video programming fields of one or more of the records  412 - 428  may store executable audio/video programming files such as MPEG2, MPEG, AVI, MOV, WAV or other similar files as is known in the art. Alternatively, the audio/video programming fields of one or more of the records  412 - 428  may include pointers to remotely stored historical audio/video programming. For example, if the outcome database  210 ″ is located within one of the gaming devices  104   a - n , an audio/video programming fields may contain pointers to historical audio/video programming files stored within the controller  102  (or within the event recording device  106  coupled to the controller  102 ). Further, an audio/video programming field may contain a pointer to a historical audio/video programming file stored at any other location (e.g., in a file stored at a World Wide Web address, the event recording device  106  or other location). 
     The audio/video programming status fields of each record  412 - 428  may store data (e.g., audio/video programming statuses  438   a - n ) indicating a status of respective audio/video programming (identified by a respective audio/video programming or output  436   a - n ). For example, an audio/video programming status field may indicate whether a particular audio/video programming file, episode, program or the like is to be (or has previously been) provided to a gaming device player (e.g., to indicate a particular outcome value to which the player has become entitled during game play). In one embodiment of the invention, an audio/video programming status field initially may have a status of “YES” (indicating that the audio/video programming corresponding to the status field is to be or may be provided to a gaming device player). However, following provision of the audio/video programming to the gaming device player, the audio/video programming status field may be changed to “NO” (indicating that the audio/video programming is not to be provided to the gaming device player again). The controller  102  and/or a gaming device  104   a - n  may perform such a status-change operation. Other similar flags for the audio/video programming status fields of the records  402 - 418  may be employed. 
     In another embodiment of the invention, a player of a gaming device may select a classification of historical audio/video programming to be provided to the player during game play. In such an embodiment, the player may directly or indirectly control the status of audio/video programming (e.g., by changing the state of one or more audio/video programming status fields). 
     With reference to the outcome database  210 ″ of  FIG. 4B , the record  412  illustrates exemplary data for a random number range of 1-8570 (random number range  430 ) that may be accessed if the random number generator  314  of a gaming device  104   a - n  generates a random number that falls within this range. A random number within the range of 1-8570 results in a LOSS game result (game result  432 ) and an outcome value of 0 (outcome value  434 ). In one or more embodiments of the invention, a player of the corresponding gaming device  104   a - n  may be provided with audio/video programming that indicates the outcome value of the game result. As shown in record  412 , the first audio video programming (audio/video output  436   a ) is unavailable as indicated by an audio/video programming status of NO (audio/video programming status  438   a ). However, the nth audio/video programming (audio/video output  436   n ) may be provided to the player as indicated by an audio/video programming status of YES (audio/video programming status  438   a ). Accordingly, the player may be provided at least an indication of the 0 outcome value if the controller  102  and/or the respective gaming device  104   a - n  provides audio/video programming to the player that displays, for example, a ground ball being hit to third base, with the batsman/base runner being subsequently thrown out at first (audio/video output  436   n ). The actual outcome value of 0 may or may not be displayed or otherwise output to the player. For example, according to one embodiment, the outcome value may be superimposed over the audio/video programming in a manner that allows gaming device players to easily or rationally correlate the outcome value with the audio/video content being provided. For example, using the ground ball scenario described above, a visual indication of the 0 outcome value may be displayed to the gaming device player in simultaneity with a display or other output of an umpire calling the batsman/base runner out. 
     The outcome database  210 ″ may be populated with data provided to the controller  102  and/or one or more of the gaming devices  104   a - n  by an operator, owner or manufacturer of the controller  102  and/or the gaming devices  104   a - n , or by any other relevant party. Such data population may occur, for example, via the communication port  204  of the controller  102  or via the communication port  304  of a gaming device  104   a - n . Note that in one or more embodiments of the invention, differing numbers of audio/video programming may be associated with different random number ranges (e.g., as records, such as record  428 , with random number ranges that are accessed infrequently may only a require a few audio/video programming options to ensure that a gaming device player does not view the same audio/video programming repeatedly). 
     Referring now to  FIG. 5 , an illustrative sample of the contents of the probability database  212  of  FIG. 2  or  3  is shown. As described further below, the probability database  212  contains information that may be utilized by the controller  102  and/or one or more of the gaming devices  104   a - n  to establish frequencies with which various outcome values occur during game play. 
     With reference to  FIG. 5 , the probability database  212  contains frequency information for nine number ranges as provided in records  502 - 518 , respectively. Specifically, the probability database  212  contains records having fields corresponding to, for example, (1) a random number range  520 ; (2) an outcome value  522 ; and (3) an expected number of hits per cycle  524 . Such fields will be referred to as a random number range field, an outcome value field and an expected hits per cycle field, respectively. Other probability information also may be stored in the probability database  212 . 
     The random number range field of each record  502 - 518  may store data (e.g., a random number range  520 ) representing a range of numbers (or a number) associated with an outcome value (identified by an outcome value  522  of a respective outcome value field of the record). For example, the random number range 1-8570 (e.g., the random number range  520  of record  502 ) may be associated with an outcome value of 0 (e.g., the outcome value  522  of record  502 ). Accordingly, when the random number generator  314  ( FIG. 3 ) of a gaming device  104   a - n  generates a random number in the range of 1-8570, the controller  102  and/or the corresponding gaming device  104   a - n  may associate an outcome value of 0 with the random number. This outcome value, in turn, may be employed by the controller  102  and/or the gaming device  104   a - n  to determine a payout for a gaming device player, as described further below. 
     The expected hits per cycle field of a record  502 - 518  may store data (e.g., expected hits per cycle  524 ) that indicates the expected or average number of times a random number associated with a given outcome value will be generated by the random number generator  314  of a gaming device ( FIG. 3 ) over a complete cycle of the gaming device. In the exemplary embodiment of  FIG. 5 , the data within the probability database  212  is suitable for use with a three-reel, 22-stop slot machine. Such a slot machine will have 22×22×22=10,648 possible outcomes. To operate in such an embodiment, the random number generator  314  of  FIG. 3  may be adapted to generate a random number having a value between 1 and 10,648. In this manner, the random number generator  314  ( FIG. 3 ) will only generate a number that falls within the random number ranges  520  of the probability database  212 . Referring again to  FIG. 5 , over the course of 10,648 game plays, the expected hits per cycle  524  associated with a record  502 - 518  specifies an expected or average number of times a random number associated with a given outcome value will be generated by the random number generator  314  ( FIG. 3 ) during a complete cycle of the gaming device. It will be understood that other number ranges, outcome values, expected hits per cycle and/or slot machine configurations based on other arrangements (e.g., other numbers of reels and/or stops per reel) may be employed. 
     The probability database  212  may be populated with data provided to the controller  102  and/or one or more of the gaming devices  104   a - n  by an operator, owner or manufacturer of the controller  102  and/or gaming devices  104   a - n , or by any other relevant party. Such data population may occur, for example, via the communication port  204  of the controller  102  or via the communication port  304  of a gaming device  104   a - n.    
     First Exemplary Operation of the Gaming Device Control System 
       FIG. 6  illustrates a flow chart of a first exemplary process  600  of the gaming device control system  100  of  FIGS. 1-5  useful in describing the general operation of the gaming device control system  100 . One or more of the steps of the process  600  may be embodied within computer program code of the program  208  of the controller  102  and/or the program  308  of one or more of the gaming devices  104   a - n . The above-mentioned computer program code may be embodied in one or more computer program products. 
     With reference to  FIG. 6 , the process  600  begins in step  601  in which historical audio/video programming or other similar historical event content information is received by the controller  102  and/or one or more of the gaming devices  104   a - n . In at least one embodiment of the invention, the audio/video programming may be stored locally at the controller  102  and/or one or more of the gaming devices  104   a - n  (e.g., within the data storage device  206  of the controller  102 , the memory  320  or data storage device  306  of a gaming device  104   a - n , etc.). Alternatively, a pointer to audio/video programming may be received and/or stored by the controller  102  and/or one or more of the gaming devices  104   a - n  (e.g., a WORLD WIDE WEB or other similar address). 
     Audio/video programming (or pointers to such programming) may be received from a variety of sources. For example, audio/video programming, pointers and/or other information may be provided to the gaming devices  104   a - n  via the controller  102 . Further audio/video programming, pointers and/or other information may be provided to the gaming devices  104   a - n  and/or the controller  102  from a source outside of the gaming device control system  100  (e.g., from another event recording device, a casino owner or operator or other third party). In one or more embodiments of the invention, audio/video programming may be provided to the controller  102  and/or one or more of the gaming devices  104   a - n  from a portable media such as a DVD, CD-ROM, etc., from hardware such as a hard disk, dedicated server, set top box (e.g., a TiVo® unit manufactured by Phillips™), etc., from the Internet (e.g., via a download from the World Wide Web), or from any other similar source. Additionally, the controller  102  and/or one or more of the gaming devices  104   a - n  may create audio/video programming (e.g., animated audio/video programming). 
     In step  602 , the historical audio/video programming is associated with an outcome value of a game result of a gaming device  104   a - n . For example, the controller  102 , the gaming device  104   a - n , an operator of the controller  102  and/or gaming device  104   a - n , etc., may examine the received historical audio/video programming and determine what, if any, outcome value may be associated with the historical audio/video programming (e.g., determine an outcome value of a game result of the gaming device  104   a - n  that may be suggested, implied, hinted at, signified, or discerned by or that is otherwise “indicatable” by the content of the audio/video programming). For example, if the historical audio/video programming depicts a high quality of performance, a high level of achievement and/or an event of historical significance, the audio/video programming may be associated with a high outcome value (e.g., by associating the audio/video programming directly with the outcome value or with a random number or range of random numbers associated with the outcome value). 
     As a further example, the content of historical audio/video programming received by the controller  102  and/or a gaming device  104   a - n  may include a sporting event highlight, such as a basketball player attempting a shot. In such an embodiment, the controller  102 , the gaming device  104   a - n , a controller/operator of one or more of the same, etc., may review the audio/video programming and determine an appropriate outcome value to be associated with the audio/video programming (e.g., an outcome value that may be indicated by the audio/video programming). In one embodiment of the invention, a missed shot (e.g., basketball, hockey, soccer, etc.) depicted in audio/video programming may be associated with an outcome value of 0 or another low outcome value. Likewise, a successful shot/score may be associated with a higher outcome value. Audio/video programming with content of great historical significance or depicting a high level of performance or achievement may be associated with a very high outcome value. For example, Michael Jordan&#39;s game winning shot with 5.2 seconds remaining in game 6 of the 1997-1998 NBA finals, a hole-in-one, a perfect 10 or other flawless execution, may be associated with a jackpot or other high outcome value. 
     In step  603 , the historical audio/video programming is stored such that the outcome value (or an indication of the outcome value) is correlated to at least a pointer to the historical audio/video programming (e.g., the audio/video programming is stored in a correlative relationship to the outcome value and/or a random number associated with the outcome value). For example, an indication of the historical audio/video programming (e.g., a file, a pointer to the file, etc.) may be stored within the outcome database  210 ′ ( FIG. 4A ) or the outcome database  210 ″ ( FIG. 4B ) in one of the records  402   a - n  or  412 - 428 , respectively. 
     If the historical audio/video programming already resides in a gaming device  104   a - n  (e.g., if at least step  603  was performed at the gaming device  104   a - n ), then the process  600  may end at step  603 . Otherwise, at step  604 , the historical audio/video programming (or a pointer to the historical audio/video programming) and the associated outcome value may be transmitted to one or more gaming devices  104   a - n . For example, the historical audio/video programming (or a pointer to the historical audio/video programming) and/or the associated outcome value may be transmitted to one or more gaming devices  104   a - n  from the controller  102 , the event recording device  106  and/or any other location. Thereafter, the process  600  ends. 
     Second Exemplary Operation of the Gaming Device Control System 
       FIG. 7A  illustrates a flow chart of a second exemplary process  700   a  of the gaming device control system  100  of  FIGS. 1-5  useful in describing the general operation of the gaming device control system  100 . One or more of the steps of the process  700   a  may be embodied within computer program code of the program  208  of the controller  102  and/or the program  308  of one or more of the gaming devices  104   a - n . The above-mentioned computer program code may be embodied in one or more computer program products. 
     With reference to  FIG. 7A , the process  700   a  begins in step  701  in which historical audio/video programming or other similar historical event content information is received by the controller  102  and/or one or more of the gaming devices  104   a - n . Such a step may be similar to that of step  601  of process  600  of  FIG. 6  and/or may be eliminated if the audio/video programming has already been received (e.g., and stored locally at one or more of the gaming devices  104   a - n ). 
     As stated, the received historical audio/video programming may be stored locally at the controller  102  and/or one or more of the gaming devices  104   a - n  (e.g., within the data storage device  206  of the controller  102 , the memory  320  or data storage device  306  of a gaming device  104   a - n , etc.). Alternatively, a pointer to audio/video programming may be received and/or stored by the controller  102  and/or one or more of the gaming devices  104   a - n  (e.g., a WORLD WIDE WEB or other similar address). 
     Audio/video programming (or pointers to such programming) may be received from a variety of sources. For example, audio/video programming, pointers and/or other information may be provided to the gaming devices  104   a - n  via the controller  102 . Further audio/video programming, pointers and/or other information may be provided to the gaming devices  104   a - n  and/or the controller  102  from a source outside of the gaming device control system  100  (e.g., from another event recording device, a casino owner or operator, gaming device manufacturer or other third party). In one or more embodiments of the invention, audio/video programming may be provided to the controller  102  and/or one or more of the gaming devices  104   a - n  from a portable media such as a DVD, CD-ROM, etc., from hardware such as a hard disk, dedicated server, set top box (e.g., a TiVo® unit manufactured by Phillips®), etc., from the Internet (e.g., via a download from the World Wide Web), or from any other similar source. Additionally, the controller  102  and/or one or more of the gaming devices  104   a - n  may create or assist in the creation of audio/video programming (e.g., animated audio/video programming). 
     In step  702 , the historical audio/video programming is associated with an outcome value of a game result of a gaming device  104   a - n . Again, such a step may be similar to that of step  602  of process  600  of  FIG. 6  and/or may be eliminated if the audio/video programming has already been associated with an outcome value. In one exemplary embodiment, a gaming device  104   a - n  may associate received historical audio/video programming and a corresponding outcome value with a random number or a range of random numbers (e.g., based on information stored within the probability database  212  ( FIG. 5 ) of the controller  102  and/or the gaming device  104   a - n ). In another embodiment, the controller  102  may associate random numbers and/or random number ranges with historical audio/video programming and a corresponding outcome value, and such information may be transmitted to and stored locally at one or more gaming devices  104   a - n  (or retrieved from the controller  102  by one or more gaming devices  104   a - n ). 
     In general, more than one random number, random number range and/or outcome value may be associated with a particular historical audio/video programming content (or portion thereof) based on, for example, an audio/video content profile, a history of audio/video content previously provided (e.g., to a particular player), and/or a random determination. 
     In one embodiment, an audio/video content profile may be associated with audio/video programming in order to establish one or more context(s) for the audio/video programming. For example, audio/video depicting New York Yankees&#39; third baseman Aaron Boone&#39;s game-winning home run in game seven of the 2003 American League Championship Series against the Boston Red Sox may be associated with a high outcome value as it relates to Yankees history or highlights (a first content profile) and also a very low (or even negative) outcome value as it relates to Red Sox history or highlights (a second content profile). Such profiles may be employed by the gaming device and/or the controller for use in determining appropriate audio/video for output e.g. based on a player request. For example, a player may select audio/video content associated with a particular sports team, athlete, actor or actress, etc., as described herein. 
     In another example, a particular historical audio-video programming content may be associated with a first payout table, a second payout table and a third payout table (e.g., a particular episode of a television show may be associated with all three possible payout tables). Upon selection of the episode by a player, one of the three payout tables may be selected for use in determining values for results of game plays during a play session. Such an embodiment may be helpful in a circumstance in which a player typically selects the same (e.g., favorite) episode of a television show for use in outputting values of results of game plays during different play sessions, so that the player may receive different values or payouts for the different play sessions utilizing the episode and thus not be able to predict the payouts for the episode and grow bored with the episode. 
     In step  703 , a game initiation signal is received by a gaming device  104   a - n . The game initiation signal may comprise, for example, an indication of a wager by a gaming device player, actuation of a button, handle or lever, menu selection, etc. In one or more embodiments, a gaming device  104   a - n  may receive a game initiation signal via the input device  310  or the communication port  304  (e.g., from the controller  102  or some other source). 
     In step  704 , the controller  102  and/or a gaming device  104   a - n  may initiate game play at the respective gaming device  104   a - n  (e.g., in response to the game initiation signal). For example, the controller  102  and/or the respective gaming device  104   a - n  (e.g., via computer program code) may instruct the random number generator  314  of the gaming device to generate a random number. In one or more embodiments of the invention, the controller  102  may initiate game play at a gaming device by transmitting a game initiation signal to the gaming device (e.g., via the communication port  204  of the controller  102 ). In an alternate embodiment of the invention, a gaming device player may be directed/required to initiate game play at a gaming device in response to a game initiation signal. In accordance with another embodiment, game play may be automatically initiated periodically (e.g. every 15 seconds) by the gaming device  104   a - n , with the gaming device player being given the option to “opt-out” of game play (i.e. to not actively wager on the game play). In yet another embodiment, a player may commit to a contract for a play session by pre-paying for a plurality of game plays (e.g., a player may purchase a specified number of game plays or a specified amount of play time on a gaming device). In such an embodiment, the game plays defined by the contract or pre-payment may be automatically executed for the player (e.g., the player need not actuate a start controller for each game play after initiating the contract). 
     In steps  705  and  706 , based on the random number generated by a gaming device  104   a - n  in step  704 , the controller  102  and/or the gaming device  104   a - n  may determine historical audio/video programming and an outcome value for a game result of the initiated game play. For example, the controller  102  and/or the gaming device  104   a - n  may access the game result field, the audio/video programming field and the outcome value field of the record  402   a - n  of the outcome database  210 ′ ( FIG. 4A ) having a random number  404  that matches the random number generated in step  704 ; and determine a game result, audio/video programming and an outcome value based on the contents of the game result field, the audio/video programming field and the outcome value field of the record. Likewise, the controller  102  and/or the gaming device  104   a - n  may access the game result field, the audio/video programming fields and the outcome value field of the record  412 - 418  of the outcome database  210 ″ ( FIG. 4B ) having a random number range  430  that includes the random number generated in step  704 ; and determine a game result, audio/video programming and an outcome value based on the contents of the game result field, the audio/video programming fields and the outcome value field of the record. Note that more than one audio/video programming selection may be available if the outcome database  210 ″ of  FIG. 4B  is employed (e.g., depending on the various audio/video programming field statuses of the respective record). (Note that steps  705  and  706  may be performed in any order.) 
     In step  707 , the historical audio/video programming retrieved at step  705  is provided (e.g., output or otherwise displayed) to the gaming device player. For example, the controller  102  and/or a gaming device  104   a - n  may execute a file containing audio/video programming and stored within the outcome database  210 ′ of  FIG. 4A  or the outcome database  210 ″ of  FIG. 4B  (e.g., an MPEG2, MPEG, AVI, MOV, WAV or other similar file), and output audio/video content via an appropriate device (e.g., the output device  312  of one of the gaming devices  104   a - n ). Alternatively, the controller  102  and/or a gaming device  104   a - n  may host or output programming received from another source (e.g., a gaming device  104   a - n  may host/output programming received from the controller  102 , the controller  102  and/or a gaming device  104   a - n  may host/output programming received from a remote location such as from a dedicated server, the Internet or the event recording device  106 ). 
     In step  708 , any payout due to the gaming device player (based on the game result and/or outcome value of the game play initiated at step  703  and/or  704 ) is provided or otherwise indicated to the gaming device player. For example, the controller  102  and/or the respective gaming device  104   a - n  may access the outcome value field of the appropriate record  402   a - n  of the outcome database  210 ′ or the outcome value field of the appropriate record  412 - 428  of the outcome database  210 ″ to determine the payout due to the gaming device player. In one or more embodiments, the payout the gaming device player is to receive may be equal to or based on the outcome value achieved by the gaming device player during game play. In at least one embodiment of the invention, the controller  102  and/or a gaming device  104   a - n  may direct the hopper  318  (via the corresponding hopper controller  316 ) to dispense a predetermined payout to the gaming device player. The payout may be cash deposited to a coin tray of a gaming device, posted to an account associated with the gaming device player (e.g., as a credit), a voucher or printed receipt that includes a bar code (or other indicia) that may be subsequently validated/redeemed, etc. Following step  708 , the process  700   a  of  FIG. 7A  ends. 
     Third Exemplary Operation of the Gaming Device Control System 
       FIG. 7B  illustrates a flow chart of a third exemplary process  700   b  of the gaming device control system  100  of  FIGS. 1-5  useful in describing the general operation of the gaming device control system  100 . More specifically,  FIG. 7B  illustrates a process for controlling which historical audio/video programming is provided to a gaming device player during game play (e.g., to prevent the same historical audio/video programming from being replayed repeatedly if the gaming device player achieves the same outcome value repeatedly, or to otherwise control audio/video programming presentation). One or more of the steps of the process  700   b  may be embodied within computer program code of the program  208  of the controller  102  and/or the program  308  of one or more of the gaming devices  104   a - n . The above-mentioned computer program code may be embodied in one or more computer program products. 
     The process  700   b  may be performed following game initiation at a gaming device  104   a - n  (such as after step  703  in  FIG. 7A ). With reference to  FIG. 7B , the process  700   b  begins in step  709  wherein, based on the random number generated by a gaming device  104   a - n  (e.g., in response to a game initiation signal), the controller  102  and/or the gaming device  104   a - n  determines an outcome value for a game result of game play initiated at the gaming device  104   a - n . In one or more embodiments of the invention, the controller  102  and/or the gaming device  104   a - n  may access the outcome value field of the record  412 - 418  of the outcome database  210 ″ ( FIG. 4B ) having a random number range  430  that includes the random number generated by the respective gaming device  104   a - n ; and determine an outcome value based on the content of the outcome value field of the record. The random number thus serves as an index that may be employed to access a record of the outcome database  210 ″. A corresponding game result also may be determined. Note that random numbers rather than random number ranges may be employed to access outcome values (and/or game results) as described previously with reference to the outcome database  210 ′ of  FIG. 4A . 
     In step  710 , based on the random number employed to retrieve the outcome value in step  709 , the controller  102  and/or the respective gaming device  104   a - n  may determine or otherwise access first historical audio/video programming. For example, the controller  102  and/or the gaming device  104   a - n  may access the first audio/video programming field of the record  412 - 418  of the outcome database  210 ″ ( FIG. 4B ) having a random number range  430  that includes the random number generated by the respective gaming device  104   a - n , and determine the first historical audio/video programming based on the content of the first audio/video programming field of the record. The outcome value alternatively may be employed as an index into the appropriate record, and/or random numbers rather than random number ranges may be employed to access audio/video programming. 
     In step  711 , a determination is made (e.g., by the controller  102  and/or the respective gaming device  104   a - n ) whether the first audio/video programming should be provided to the gaming device player. For example, the controller  102  and/or the respective gaming device  104   a - n  may examine the audio/video programming status field ( FIG. 4B ) corresponding the first audio/video programming (e.g., the first audio/video programming status field of the record  412 - 428  that includes or points to the first audio/video programming determined/accessed in step  710 ). Based on the current state of the status field, the controller  102  and/or the respective gaming device  104   a - n  may determine whether the first audio/video programming should be provided to the gaming device player. 
     As stated, there may be instances in which it may be undesirable to provide particular audio/video programming content to a gaming device player. For example, if the gaming device player repeatedly achieves the same outcome value during game play, the gaming device player may not wish to view the same audio/video programming over-and-over again. Accordingly, in one or more embodiments of the invention, more than one audio/video programming selection may be associated with an outcome value, and the controller  102 , one or more of the gaming devices  104   a - n , a gaming device player or any other relevant party may determine, for example, how often (if ever) audio/video programming may repeat during game play. Such an approach may provide the controller  102  and/or the gaming devices  104   a - n  with increased flexibility with regard to a broad range of programming content to be output to a gaming device player. 
     If it is determined in step  711  that the first audio/video programming should not be provided to the gaming device player (e.g., based on the first audio/video programming status field of the corresponding record of the outcome database  210 ″), in step  712 , the controller  102  and/or the respective gaming device  104   a - n  may determine or otherwise access different audio/video programming for the gaming device player. Step  711  then may be repeated to determine if the newly accessed audio/video programming should be provided to the gaming device player (as described above). Steps  711  and  712  may be repeated until audio/video programming been accessed that may be provided to the gaming device player. 
     Once historical audio/video programming has been found that may be provided to the gaming device player, the process  700   b  proceeds to step  713 . In step  713 , the historical audio/video programming is provided (e.g., output or otherwise displayed or provided) to the gaming device player. For example, the controller  102  and/or a gaming device  104   a - n  may execute a file containing audio/video programming as described previously with reference to step  707  of  FIG. 7A  (e.g., an MPEG2, MPEG, AVI, MOV, WAV or other similar file stored, for example, in the outcome database  210 ″), and output audio/video content via an appropriate device (e.g., the output device  312  of the gaming device  104   a - n ). Alternatively, the controller  102  and/or a gaming device  104   a - n  may host or output programming received from another source (e.g., a gaming device  104   a - n  may host/output programming received from the controller  102 , the controller  102  and/or a gaming device  104   a - n  may host/output programming received from a remote location such as from a dedicated server, the Internet or the event recording device  106 ). 
     In step  714 , any payout due to the gaming device player is provided to the gaming device player. For example, the controller  102  and/or the respective gaming device  104   a - n  may access the outcome value field of the appropriate record  412 - 428  of the outcome database  210 ″ to determine the payout due to the gaming device player. In one or more embodiments of the invention, the payout the gaming device player is to receive may be equal to or based on the outcome value achieved by the gaming device player during game play. In at least one embodiment of the invention, the controller  102  and/or a gaming device  104   a - n  may direct the hopper  318  (via the corresponding hopper controller  316 ) to dispense a predetermined payout to the gaming device player. The payout may be cash deposited to a coin tray of a gaming device, an amount of currency posted to an account associated with the gaming device player (e.g., as a credit), electronic currency added to a smart card, a voucher or printed receipt that includes a bar code or other indicia that may be subsequently validated/redeemed, etc. Following step  714 , the process  700   b  of  FIG. 7B  ends. 
     Exemplary Embodiment of the Session Status Database 
       FIG. 8  illustrates a sample of the contents of the session status database  214  of the controller  102  of  FIG. 2 . As stated, one or more of the gaming devices  104   a - n  may be similarly configured to employ a session status database. 
     With reference to  FIG. 8 , the session status database  214  includes data relevant to various gaming sessions being conducted and/or that have been conducted at one or more of the gaming devices  104   a - n . As will be described further below, the controller  102  may employ the session status database to determine whether or not certain historical audio/video programming should be made available to a gaming device player during a session of game play at a gaming device (e.g., whether an audio/video programming status field associated with audio/video programming should be “flagged” to allow or prevent provision of the audio/video programming to a gaming device player as described previously with reference to the outcome database  210 ″ of  FIG. 4B ). A similar session status database may be employed by one or more of the gaming devices  104   a - n  to regulate/control audio/video programming that is provided to a gaming device player during game play. 
     As shown in  FIG. 8 , the session status database  214  contains information related to five gaming device players (e.g., engaged in gaming sessions at five different gaming devices being monitored and/or controlled by the controller  102 ). The five gaming device players are identified in records  802 - 810 , respectively. Specifically, the session status database  214  contains records having fields corresponding to, for example, (1) a player identifier  812 ; (2) a gaming device identifier  814 ; (3) a session start date/time  816 ; (4) a number of handle pulls  818 ; and (5) audio/video programming or output information  820   a - n . Such fields will be referred to as a player identifier field, a gaming device identifier field, a start date/time field, a number of handle pulls field and audio/video programming information fields, respectively. Other player/gaming session information also may be stored in the session status database  212 . 
     The player identifier field of each record  802 - 810  may store data (e.g., a player identifier  812 ) representing a unique identifier (e.g., a numeric, alpha-numeric or other code) for a player of a gaming device, such as one of the gaming devices  104   a - n . The information stored in the player identifier field may be derived, for example, from a player tracking card at a gaming device, may be provided by the player, or may be obtained by any other method. 
     The gaming device identifier field of a record  802 - 810  may store a generalized textual, graphical or other description (e.g., a gaming device identifier  814 ) for a gaming device being employed by a player identified by a respective player identifier  812  of the record. Thus, a gaming device identifier field may be employed by the controller  102  (and/or a gaming device  104   a - n ) to identify the gaming device being employed by a gaming device player. 
     The session start date/time field of a record  802 - 810  may store date and/or time information that identifies when a gaming device player (identified by the player identifier  812  of the record) began a gaming session, game play or other activity at a gaming device (identified by the gaming device identifier  814  of the record). In one or more embodiments of the invention, information stored in the session start date/time field of a record  802 - 810  may be employed by the controller  102  and/or a gaming device  104   a - n  to determine the availability of certain historical audio/video programming to a gaming device player. For example, an audio/video programming status field ( FIG. 4B ) associated with audio/video programming may be periodically updated or reset to allow previously displayed and/or disabled audio/video programming to be provided to a gaming device player during a gaming session (e.g., even though the same audio/video programming has already been provided to the gaming device player during the gaming session). 
     The number of handle pulls field of a record  802 - 810  may store information that identifies the number of times game play has been initiated by a gaming device player (identified by the player identifier  812  of the record) of a gaming device (identified by the gaming device identifier  814  of the record). In one or more embodiments of the invention, information stored in the number of handle pulls field of a record  802 - 810  may be employed by the controller  102  and/or a gaming device  104   a - n  to determine the availability of certain historical audio/video programming to a gaming device player. For example, an audio/video programming status field ( FIG. 4B ) associated with audio/video programming may be updated or reset to allow previously displayed and/or disabled audio/video programming to be provided to a gaming device player during a gaming session if the gaming device player has performed a predetermined number of handle pulls (e.g., even though the same audio/video programming has already been provided to the gaming device player during the gaming session). For non-handle initiated games, other parameters may be similarly employed for controlling/affecting audio/video programming availability (e.g., a number of times a game initiation button has been pressed, a number of times game play has been automatically initiated at the gaming device, etc). 
     The audio/video programming information fields of a record  802 - 810  may store information (e.g., audio/video programming information  820   a - 820   n ) that describes and/or identifies instances of audio/video programming that have been output to a gaming device player identified by the player identifier  812  of the record (e.g., in accordance with the present invention so as to indicate an outcome value of a game result of game play at a gaming device identified by the gaming device identifier  814  of the record). In one or more embodiments of the invention, information stored in the audio/video programming information fields of a record  802 - 810  may be employed by the controller  102  and/or a gaming device  104   a - n  during the selection of audio/video programming from a plurality of audio/video programming selections that are associated with an outcome value. For example, the controller  102  and/or a gaming device  104   a - n  may examine the audio/video programming information fields (audio/video programming information  820   a - 820   n ) to determine if a particular audio/video programming selection has been previously provided to a gaming device player (e.g., a particular audio/video programming selection accessed, for example, during step  710  or step  712  of the process  700   b  of  FIG. 7B ). 
     The session status database  214  may be populated with data provided to the controller  102  and/or one or more of the gaming devices  104   a - n  by an operator, owner or manufacturer of the controller  102  and/or the gaming devices  104   a - n , or by any other relevant party. Such data population may occur, for example, via the communication port  204  of the controller  102  or via the communication port  304  of a gaming device  104   a - n.    
     With reference to the session status database  214  of  FIG. 8 , the record  802  illustrates exemplary data for a gaming device player P  161  (player identifier  812 ) that is participating in a gaming session at gaming device M  601  (gaming device identifier  814 ). The player P  161  began game play activity at the gaming device M  601  on Jan. 1, 2005 at 1:55 pm (session start date/time  816 ), and has initiated game play 86 times (number of handle pulls  818 ). In response to the 86 game plays, the player P  161  has been provided a plurality of audio/video programs (audio/video programming information  820   a - 820   n ). 
     Embodiments of the present invention thus provide methods, apparatus, systems, computer program products and the like for employing audio/video programming to indicate an outcome value of game play at a gaming device such as a slot machine, video poker machine, etc. For example, the invention may be employed to display an outcome value to a gaming device player, based on pre-established payouts and/or probabilities associated with a gaming device (e.g., a slot machine), in the form of historical audio/video programming (e.g., audio/video information representative of a historical event). As described, such historical audio/video programming may include, for example, content that depicts a professional athlete executing a golf shot, a football play (e.g., a kick return), a baseball event (e.g., a single pitch/hit in a home run derby) or similar physical contest, an actor, actress performing in a soap opera or situational comedy scene, etc., an animated movie or feature, or any other similar audio/video programming embodied in a digital, an analog or another format. As a further example, where historical audio/video programming depicts an acting scene, content such as out-takes, bloopers, poorly-acted scenes and/or scenes having little significance to an overall establishment of a plot may be associated with reduced outcome values. Likewise, content that depicts well-acted scenes or scenes of greater significance or impact to an overall establishment of a plot may be associated with greater outcome values. 
     As described above, the present invention may be implemented via a random number determination process (e.g., employing a random number as an index to historical audio/video programming), so as to be compatible with the majority of existing casino gaming devices. In one particular embodiment of the invention, the historical audio/video programming to be output to a gaming device player may be representative of one or more golfers executing golf shots during a golf tournament. Such an embodiment is advantageous in that a large number of audio/video programming selections may be recorded, created or otherwise captured during a typical golf tournament. For example, a four-day golf tournament including a field of 72 golfers and having an average per-round score of par 72 may yield in excess of 20,000 historical audio/video selections (e.g., 72×72×4=20,736 golf strokes that may be recorded and employed to indicate outcome values of game results). Each golf stroke may be reviewed, interpreted and correlated to an outcome value of a gaming machine, and used to indicate an outcome value to a gaming device player. For example, a hole-in-one may be associated with a top jackpot, while a missed short putt or errant shot may be associated with an outcome value of 0. 
     The use of golf-related audio/video programming in accordance with the present invention is also advantageous in that certain probabilities associated with the game of golf closely resemble probabilities associated with slot machines. For example, the known general odds of a professional golfer executing a hole-in-one on a given par 3 tee shot are approximately the same as the known odds of a slot machine player achieving a top jackpot with any given pull of an average 22-stops-per-reel, 3-reel, non-progressive jackpot slot machine (e.g., approximately 1 in 10,000+). 
     The foregoing description discloses only exemplary embodiments of the invention. Modifications of the above disclosed apparatus and methods which fall within the scope of the invention will be readily apparent to those of ordinary skill in the art. For instance, in at least one embodiment of the invention, a gaming device player may establish one or more parameters for use by the controller  102  and/or a gaming device  104   a - n  during selection of historical audio/video programming to be output to the gaming device player. As an example, the controller  102  and/or a gaming device  104   a - n  may provide a menu or list of options for a gaming device player that allows the player to select a classification of audio/video programming to receive during game play (e.g., the audio/video programming providing an indication of an outcome value of a game result). A classification of audio/video programming may include audio/video programming relating to one or more of a specific sports team (e.g., a favorite baseball team), athlete, course, stadium, field, golf hole selection, venue, actor or actress, character(s), episode, season, era or time period, game (e.g., the World Series, the 1997 World Series, World Series game 7, the Superbowl™, etc.). 
     The controller  102  and/or a gaming device  104   a - n  may employ classification information provided by a gaming device player to limit or otherwise control the content of historical audio/video programming provided to the gaming device player during game play. For example, the controller  102  and/or a gaming device  104   a - n  may store a plurality of outcome tables (e.g., within one or more of the outcome databases  210 ,  210 ′,  210 ″) each containing historical audio/video programming (or pointers to such programming) that relates to and/or is based on the classification of audio/video programming selected by a gaming device player (e.g., audio/video programming that relates only to the team, athlete, actor, character(s), etc., selected by the gaming device player). Outcome values may be associated and stored with the audio/video programming. 
     TABLE 1 includes a list of exemplary classifications of audio/video programming that may be provided and/or made available to a gaming device player in accordance with the present invention (e.g., and used to indicate an outcome value of a game result of game play at a gaming device  104   a - n ). The data in TABLE 1 is merely exemplary, and it will be understood that other classifications of audio/video programming may be employed. In general, such classifications may be selected by a gaming device player, the controller  102 , a gaming device  104   a - n , or any other relevant party. Further, more than one classification of audio/video programming may be provided during game play and/or a gaming session. 
     
       
         
           
               
               
               
             
               
                 TABLE 1 
               
               
                   
               
               
                 CLASSIFICATION  
                 EXEMPLARY  
                 EXEMPLARY  
               
               
                 OF 
                 CONTENT 
                 CONTENT 
               
               
                 AUDIO/VIDEO 
                 FOR LOW  
                 FOR HIGH 
               
               
                 PROGRAMMING 
                 OUTCOME VALUE 
                 OUTCOME VALUE 
               
               
                   
               
             
            
               
                 figure skating 
                 flawed execution 
                 Olympic gold 
               
               
                   
                   
                 performance 
               
               
                 bowling 
                 missed spare 
                 perfect game 
               
               
                 tennis 
                 unforced error 
                 match winning shot 
               
               
                 hockey 
                 shot wide 
                 OT winning goal 
               
               
                 Stock car racing 
                 side-by-side race 
                 checkered flag 
               
               
                 boxing 
                 separating fighters 
                 KO punch 
               
               
                 wrestling 
                 lull in action 
                 3-count pin 
               
               
                 billiards/pool 
                 missed shot 
                 sunk trick shot 
               
               
                 action sports 
                 missed trick 
                 contest winner 
               
               
                 reality TV 
                 failed investigation 
                 most wanted arrest 
               
               
                 (e.g., Cops) 
                   
                   
               
               
                 TV Drama, SitCom 
                 blooper/out take; 
                 Emmy-winning 
               
               
                   
                 character experiences a 
                 performance; character 
               
               
                   
                 negative event (e.g., gets 
                 experiences a positive 
               
               
                   
                 dumped by his date) 
                 event (e.g., receives a 
               
               
                   
                   
                 welcomed proposal for 
               
               
                   
                   
                 marriage) 
               
               
                 Talk Shows 
                 denial 
                 reconciliation 
               
               
                 Game Shows 
                 incorrect answer 
                 correct answer 
               
               
                 Nature Shows 
                 common domestic animal 
                 rare/exotic animal scene 
               
               
                   
                 scene 
               
               
                   
               
            
           
         
       
     
     In another embodiment of the invention, historical audio/video programming may form the basis of a bonus game at a gaming device  104   a - n . For example, audio/video programming such as a scene from a situational comedy (SitCom) or other episode of programming, may be displayed to a gaming device player to indicate an outcome value of game play. Thereafter, the gaming device player may be prompted with a bonus trivia question (e.g., by the controller  102  and/or a gaming device  104   a - n ), and be entitled to an additional payout if the player answers the question correctly. Exemplary bonus questions might include the season in which the episode first aired, the name of the actor that plays the lead character, etc. 
     In yet another embodiment of the invention, historical audio/video programming may be output to a gaming device player (e.g., by the controller  102  and/or a gaming device  104   a - n ) in a manner that provides commonality or continuity during game play (e.g., from one presentation of audio/video programming to the next during a gaming session). For example, if audio/video programming to be presented to a gaming device player is to be based on a golf classification in which a golfer executes golf shots on an 18-hole golf course, the controller  102  and/or a gaming device  104   a - n  may provide audio/video programming associated with the first golf hole of the golf course during the beginning portion of a gaming session, and may provide audio/video programming associated with subsequent golf holes thereafter (e.g., sequentially so that the game player “progresses” through the 18-hole golf course during game play at the gaming device  104   a - n ). The session status database  214  ( FIG. 2 ) may be employed to provide information regarding session start times and other relevant information to assist in such an embodiment. 
     In a further embodiment of the invention, audio/video programming to be output to a gaming device player during game play may be provided to the controller  102  and/or a gaming device  104   a - n  by a gaming device player (e.g., using the event recording device  106 , the World Wide Web or via any other method). For example, the gaming device player may “pre-register” audio/video programming with the controller  102  and/or a gaming device  104   a - n  (e.g., for subsequent use when outcome values are indicated by the provision of audio/video programming to the player). 
     In yet another embodiment of the invention, the process by which historical audio/video programming is selected for output to a gaming device player may be displayed to the player. For instance, a gaming device  104   a - n  may display a plurality of small windows, each depicting a first scene of different audio/video programming that may be output to the gaming device player (e.g., to indicate one or more outcome values). In a particular embodiment, the gaming device player, the controller  102  and/or a gaming device  104   a - n  may select any one of the audio/video programming options for output to the gaming device player. 
     In accordance with yet another embodiment of the invention, the provision of historical audio/video information to the gaming device player may entail providing multiple instances of audio video programming relating to a single determination of an outcome value. For example, in accordance with an embodiment where the audio/video programming depicts golfers executing golf shots, the provision of audio/video programming may entail providing three separate audio/video clips (e.g. each of a threesome&#39;s tee shots). The outcome value may be determined by or indicated to the player should each of the clips convey successful execution and/or a common result (e.g. all three players reach the green in regulation). 
     In accordance with yet another embodiment of the present invention, multiple outcome values may be indicated to a gaming device player via the provision of a single instance of audio/video programming. For example, a plurality of outcome values may be interspersed throughout an entire episode of a television sitcom. In accordance with such an embodiment, a given episode may be associated with multiple arrangements for the provision of various outcome values or various combinations of values to be output throughout the episode. 
     For example, a specific episode of a television sitcom may be associated with multiple payout tables (e.g. each character may be associated with one or more pay tables), one or more of which may be selected (e.g. randomly) by the gaming device and/or controller at the outset of play or at another time. In this manner, a gaming device player may select preferred audio/video content for output, without prior knowledge of the outcome values to be provided. For example, according to one embodiment, a gaming device player may be provided with an outcome value each time a character speaks a particular line, phrase or type of phrase, each time a particular prop, type of prop or set is shown or used, etc. However, in a first viewing of a particular episode, the player may be provided with a first value in response to a character speaking a particular line while in a second viewing of the episode (e.g., one that uses a different pay table to determine values for game results) the player may be provided with a second value that is different from the first value upon the same character speaking the same line. 
     According to one embodiment, the occurrence of a particular phrase, type of phrase, prop, type of prop and/or set or another event may trigger a bonus event. For example, the player may be entered into a bonus round-type game upon the occurrence of a particular (e.g. hallmark) phrase occurring within the audio/video content being provided. According to another embodiment, the occurrence of a particular phrase, type of phrase, prop or type of prop may trigger a negative outcome (e.g. an outcome having an adverse or downward effect on a player&#39;s total balance or a negative effect greater than the player&#39;s initial wager). Systems and methods employing negative outcomes are described in applicants&#39; co-pending U.S. patent application Ser. No. 10/420,981, filed Apr. 22, 2003 in the name of Walker et al. and entitled GAMING DEVICE METHOD AND APPARATUS EMPLOYING ALTERNATE PAYOUT FEATURES. The entirety of this application is incorporated by reference herein for all purposes. 
     According to another embodiment, each character (or groups of similar characters) in a given instance of audio/video programming (e.g. a particular episode of a sitcom) may be associated with multiple pay tables. Upon the selection of audio/video programming and a character (or group of characters) by a gaming device player, the appropriate payout table(s) may be determined by the controller and/or gaming device randomly. For example, the overall expected value of all pay tables associated with a particular character or group of characters may reflect a desired casino or gaming device manufacturer profitability or house edge. 
     According to yet another embodiment, the audio/video programming itself may act to inform the gaming device player of an outcome value. According to such an embodiment, the controller and/or the gaming device may determine an outcome value to be provided to a player, and subsequently retrieve audio/video corresponding to the outcome value. For example, where it is determined that a gaming device player is entitled to a thirty-coin payout, the controller and/or gaming device may retrieve audio/video that includes a character speaking (or scene showing) the number “30”. 
     Various methods of determining that a character has spoken a particular word or phrase may be used. For example, in one embodiment speech recognition software (e.g., stored in and executed by the gaming device) may be utilized to analyze the character&#39;s speech and recognize the word or phrase. For example, the words or phrases spoken by the character (as recognized via the speech recognition software) may be compared to list or database of predetermined words or phrases that may trigger an adjustment of the credit meter balance. In another embodiment, a processor (e.g., of a gaming device) may monitor the time from a beginning of the audio/video content and be programmed to adjust the credit meter balance upon the occurrence of certain times as measured from the starting time of the audio/video content. For example, a table and/or subroutine of the times and corresponding amounts to be added to the credit meter balance may be associated with the audio/video content and used to provide payouts. In a more particular example, a particular episode may be associated with a table and/or subroutine of payouts for the episode. The table may indicate that a first payout (e.g., 5 credits) is to be added to the credit meter balance at five seconds from the beginning of the episode, a second payout (e.g., 20 credits) is to be added to the credit meter balance at fifteen seconds from the beginning of the episode and a third payout (e.g., ten credits) is to be added to the credit meter balance at thirty seconds from the beginning of the episode. The times the payouts are to be provided may be determined beforehand via an analysis of the episode (e.g., a casino or gaming device manufacturer employee may watch the episode and mark the points in the episode at which words and phrases that are to trigger payouts occur, and the corresponding payouts that are to be provided). Of course, one of ordinary skill in the art, upon reading the present disclosure, would understand numerous other methods of determining when a particular word or phrase has been spoken by a character and that a payout is to be provided in response. 
     In one or more embodiments, a number may be associated with a player (e.g., randomly, based on one or more selections made by or on behalf of a player) and a player may be provided with a payout based on how a number spoken by a character relates to the number associated with the player. For example, if the number “30” is associated with a player, a player may be provided with a payout if a character speaks a number equal or greater than “30” but no payout (or, e.g., a negative payout) if the character speaks a number less than “30.” 
     It should be noted that, in one or more embodiments, the historical audio/video content being output to a player via a gaming device may also be transmitted to one or more other players. For example, a large screen display associated with one or more gaming devices and/or an area of a casino may output historical audio/video content (e.g., an episode of a television show) such that the content can be viewed by all players in the vicinity of the screen. It should further be noted that, in such embodiments, different players may received different payouts based on the same historical audio/video content being transmitted via the large screen display. For example, a first player playing a first gaming device may be associated with a first character and a first phrase while a second player playing a second gaming device may be associated with a second character and a second phrase. Thus, as the episode is output, if the first character speaks the first phrase, a first payout may be added to a credit meter balance of the first gaming device and as the second character speaks the second phrase, a second payout may be added to a credit meter balance of the second gaming device. Thus, multiple players may view the same episode together but be rewarded for, and looking forward to, different events occurring during the episode. 
     Accordingly, while the present invention has been disclosed in connection with exemplary embodiments thereof, it should be understood that other embodiments may fall within the spirit and scope of the invention as defined by the following claims.