Patent Publication Number: US-2007117633-A1

Title: Store and Forward Patron Account Messaging System

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS  
      This application is a continuation-in-part of U.S. patent application Ser. No. 09/967,221 filed Sep. 28, 2001, entitled INTEGRATED DISPLAY AND INPUT SYSTEM, which is hereby incorporated herein by reference. This application is also a continuation-in-part of U.S. patent application Ser. No. 10/943,771 filed Sep. 16, 2004, entitled USER INTERFACE SYSTEM AND METHOD FOR A GAMING MACHINE, which is hereby incorporated herein by reference. This application is related to co-pending U.S. patent application Ser. No. ______, filed Jan. 25, 2007, entitled STORE AND FORWARD PATRON ACCOUNT MESSAGING METHOD. 
    
    
     COPYRIGHT NOTICE  
      A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.  
     FIELD OF THE INVENTION  
      This invention relates generally to a player messaging system and, more particularly, to a system and methodology for player messaging via a back-end server patron account.  
     BACKGROUND  
      Traditionally, gaming machines have been designed for gaming purposes only. In this regard, gaming machines have been constructed only to include gaming functionality. Recently, however, casino owners have become aware that by adding additional features to gaming machines, they may be able to maintain a player&#39;s attention to the gaming machines for longer periods of time. This, in turn, leads to the player wagering at the gaming machine for longer periods of time, thereby increasing casino profits.  
      Customers demand product differentiation and steady improvements. Additionally, patrons want to be assured that they are afforded some degree of special treatment. Some previous attempts to achieve such results, including having casino personnel provide personalized services (players&#39; clubs and other loyalty programs) have resulted in improved slot performance in exchange for the perceived attentiveness. Notably, this perceived attention is, in and of itself, a commodity. Patrons participate more readily when they feel they have more access and attention.  
     SUMMARY  
      Briefly and in general terms, in accordance with one presently preferred embodiment, a patron messaging system is disclosed for contacting a patron via a patron loyalty system. The patron messaging system includes: a patron message database, a message entry and management system, one or more gaming devices, and a display device operatively associated with each gaming device. The patron message database stores patron messages for eventual transmission to a patron. The message entry and management system enables an operator to enter and manage messages intended for one or more patrons. Additionally, the message entry and management system is operatively associated with the patron message database. The one or more gaming devices are interconnected to the patron message database through a network. Additionally, each gaming device is operatively associated with a message response system. The patron messages are viewable via the display device and may be responded thereto via the message response system.  
      In accordance with another aspect of a presently preferred embodiment, the patron message database that stores patron messages for eventual transmission, forwards the stored patron messages to the gaming device at which the patron is located upon the detection of a patron card on the system. In some embodiments, the retrieval of patron messages requires a personal identification number. In other embodiments, the retrieval of patron messages requires a username and a password. Referring to another aspect, typically patron messages may be designated as private or public. In this regard, patron messages designated as private require satisfaction of additional security measures for viewing.  
      In accordance with still another aspect, in one embodiment the display device on which the patron messages are viewable is a separate device than a gaming display device used for game play on the gaming device. In other embodiments, the display device on which the patron messages are viewable is the same display device used for game play on the gaming device. Moreover, in one embodiment, the display device only displays text-based patron messages. However, in other embodiments, the display device displays multi-media graphically-enabled patron messages.  
      In accordance with yet another aspect, in one embodiment the message response system includes an input device, such as a keypad or a touch-screen. The patron messaging system enables many types of functionality including, by way of example only, and not by way of limitation: targeted messaging to groups of patrons, third party marketing, paging services, patron-to-patron messaging services, and combinations thereof. In some embodiments, the patron messaging system is offered as a pay service to casino patrons. In other embodiments, the patrons are offered financial incentives for accepting marketing messages from the patron messaging system. Such financial incentives by way of example only, and not by way of limitation: free game credits, store discounts, restaurant discounts, hotel room discounts, enhanced game odds, enhanced game bonuses, and combinations thereof.  
      In another aspect of a preferred embodiment, acknowledging receipt of a patron message activates other processes including: issuing bonuses, sending a waitress to the patron&#39;s gaming station, issuing complementary drinks, and combinations thereof. Further, in some embodiments, the patron messages have additional parameters including abilities to save messages after viewing, the print messages after viewing, automatically delete message after viewing can be, and prompt for additional message deletion options.  
      Other features and advantages of a disclosed embodiment will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, which illustrate by way of example, the features of the disclosed embodiment. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       FIG. 1  illustrates a relational diagram of a display and input system utilizing a two processor platform gaming device in conjunction with a gaming system;  
       FIG. 2  illustrates a relational diagram of the two processor platform gaming device and gaming system of  FIG. 1 , without the display and input system;  
       FIG. 3  illustrates a front view of a display screen of a gaming device while a gaming interface is activated for game play in conjunction with a small systems interface window displaying scrolling text;  
       FIG. 4  illustrates a front view of the display screen of the gaming device in  FIG. 3 , while a gaming interface is activated for game play in conjunction with a partial screen systems interface displaying a 12 digit keypad;  
       FIG. 5  illustrates a front view of the display screen of a gaming device while a gaming interface is activated;  
       FIG. 6  illustrates a front view of the display screen of the gaming device in  FIG. 5 , while a full screen player services interface is activated;  
       FIG. 7  illustrates a front view of the display screen of the gaming device in  FIG. 5 , while a full screen employee systems interface is activated;  
       FIG. 8  illustrates a relational diagram of the security architecture of a display and input system that shows the information security boundary logically dividing the critical game security components inside of the boundary from the non-critical components outside of the boundary; and  
       FIG. 9  illustrates patron messaging system for storing and forwarding a patron via a patron account and loyalty system. 
    
    
     DETAILED DESCRIPTION  
      An embodiment of the display and input system is directed towards the integration of system functions with gaming functions on a video display screen of a gaming device. The display and input system provides enhanced player satisfaction and excitement, as well as improved gaming device reliability, interactivity, flexibility, security, and accountability. Referring now to the drawings, wherein like reference numerals denote like or corresponding parts throughout the drawings and, more particularly to  FIG. 1 , there is shown a display and input system  10  constructed in accordance with one disclosed embodiment.  
      Referring now to  FIG. 1 , a preferred embodiment is a display and input system  10  for players and casino employees. The display and input system  10  provides an enhanced means for displaying service and system information  14  via a system network  18  to a player and/or to a casino employee. The display and input system  10  enables part or all of a video display screen  40  in a gaming device  50 , which had previously been used only as a gaming interface  30 , to be utilized as a systems interface  20  for data entry and retrieval of the service and system information  14 . The systems interface  20  accesses service and system information  14  from the system network  18 . This is a dramatic improvement over traditional system components (input/output peripherals) that have been used in the past to access service and system information  14  from the system network  18 . As shown in  FIG. 2 , these traditional system components include 2-line, 20 character VF displays and 12-digit keypads. Referring again to  FIG. 1 , it should be noted that preferred embodiment of the display and input system  10 , does not control game play itself (e.g., game play betting, game play flow, or game play operation). Rather, the preferred display and input system  10  provides only a limited form of game play monitoring, indirectly, with respect to the monitoring of player points.  
      As shown in  FIG. 2 , current gaming devices utilize the video display screen  40  solely as a gaming interface  30  for the device  50 . The gaming interface  30  provides access to the display screen  40  associated with game play where the player participates in gaming activity. However, in the preferred embodiment as shown in  FIG. 1 , the display and input system  10  integrates both the systems interface  20  and the gaming interface  30  via the video display screen  40 , which; again, was previously used only for game play via the gaming interface. In one embodiment, the systems interface  20  of the display and input system  10  includes a touch-screen keypad and display. In this manner, service and system information  14  from the system network  18  is displayed to players through the systems interface  20  within the display screen  40 . Further, the systems interface  20  provides a player with direct interactive access to the service and system information  14  in the system network  18 , preferably by using the display screen  40  as a touch-screen input device. This type of systems interface  20  provides greater simplicity, flexibility, player excitement, interactivity, and developmental options than using traditional system components  60  that provide only limited service/system access, typically through codes or command lines.  
      A preferred embodiment display and input system  10  uses a game platform  70  as its foundation. The game platform  70  uses two separate processors connected by a serial line, preferably RS-232. The first processor, referred to as the input/output processor  80  (IOP), contains no video or sound hardware. The IOP  80  is responsible for all hard real time processing requirements (e.g., approximately sub 200 milliseconds), which are typically hardware driven requirements. The IOP  80  contains all of the game logic  34 , random number generators (RNG), host input/output (I/O), device I/O, and the core main and personality EPROMs. The term “mains,” refers to the majority of the code that runs the physical hardware and peripherals related to the wagering game. The term “personalities” refers to code that contains the rules of the wagering game, which include by way of example only, and not by way of limitation, game odds, probabilities, winning symbols, and the like.  
      The second processor is a diskless, PENTIUM class PC-based processor  90 . The processor  90  accesses a CD-ROM (read-only drive) that controls video and sound output. The graphics, sound files, presentation software, and basic operating system are stored on the CD-ROM. A modified BIOS chip, referred to as a BIOS+, provides typical PC boot functions, as well as verification and decryption algorithms. The PENTIUM class processor  90  is generally defined as a processor capable of supporting a graphic user interface (GUI) gaming environment. In other preferred embodiments, a non-PENTIUM class (but, substantially equivalent) processor is utilized instead of the PENTIUM class processor  90 . Nevertheless, it will be appreciated that this processor can be of any type including, by way of example only, and not by way of limitation, another non-PENTIUM INTEL processor, Advanced Micro Devices (AMD) processor, MOTOROLA processor, or the like.  
      A preferred embodiment of the display and input system  10 , enables the system components  60  to take advantage of the game platform  70 , by enabling the system components  60  to communicate directly with the processor  90 , which provides the functionality of a graphic user interface (GUI), instead of having to access service and system information  14  from the system network  18  through a Game Monitoring Unit (Network Interface Card). This communication between the system components  60  and the processor  90  enables the processor to display the service and system information  14  from the system network  18  through a systems interface  20  via the display screen  40 . Moreover, the processor  90  accesses the service and system information  14  from the system network  18  and displays the information in the systems interface  20  without involving the game logic process  34  in the IOP gaming processor  80 . Thus, in a preferred embodiment, the gaming interface  30  is displayed on the display screen  40  by the game logic process  34  in the IOP  80 , while the systems interface  20  is displayed on the display screen  40  by the systems logic process  26  in the processor  90 .  
      In a preferred embodiment, the processor  90  runs two processes: the game display process  24  and the systems logic process  26 . The systems logic process  26  provides access to system information  14  on a system network  18  via the systems interface  20 . The game display process  24  includes audiovisual capabilities necessary to generate a wagering game via the gaming interface  30 . Typically, these two processes are kept separate due to regulatory concerns.  
      As described above, the game logic process  34 , runs on the IOP  80 . The IOP  80  runs the game logic process  34  that includes the game rules necessary to generate a wagering game via the gaming interface  30 . Referring again to the PENTIUM class processor  90 , the game display process  24  is the master process and the systems logic process  26  is the slave process. In response to a proper command, the game display process  24  relinquishes control of the video display screen  40  to the systems logic process  26 . After the systems logic process  26  has completed its functions, the systems logic process then returns control of the display screen  40  to the game display process  24 .  
      The display and input system  10  utilizes the video display screen  40  and game platform  70  to make casino services more accessible and friendly to casino patrons. In one preferred embodiment of the display and input system  10 , the hardware configuration of the game platform  70  employs an existing gaming communication systems network  18 , thus decreasing implementation costs for the casino. A standard gaming network interface  16  to the systems network  18 , such as a Mastercom system, includes a multi-drop bus method of communicating to a keypad and display. The Mastercom system is available from Bally Manufacturing, and is described in U.S. Pat. No. 5,429,361 to Raven et al. incorporated herein by reference. One such currently utilized bus is an EPI bus (Enhanced Player Interface bus), and uses industry standard I 2 C hardware and signaling. The network interface  16  (or equivalent system) also controls the flow of funds used with the gaming device  50  within a particular casino. By utilizing the display and input system  10 , the gaming network interface  16  can be instructed to move funds between player&#39;s accounts and gaming devices by merely touching the display screen  40 . In addition, many other more sophisticated commands and instructions may be provided. The display and input system  10  improves the player and casino employee interface to the gaming device  50 , directly at the gaming device itself.  
      A preferred embodiment provides a mechanism for the EPI bus to input system information  14  into and to retrieve system information from the processor  90  of the game platform  70 . This mechanism is preferably an I 2 C converter card  100 . The I 2 C converter card  100  has multi-master capabilities, i.e., the card is capable of participating as both a slave and as a master. This multi-master card  100  enables system information  14  (such as information input by a player into a systems interface  20  keyboard) to be sent from the PENTIUM class processor  90  to the slot system network  18 . Likewise, the card  100  also enables system information  14  (such as display messages) to be sent from the systems network  18  to the processor  90  of the game platform  70  for viewing by the player through the systems interface  20 .  
      Specifically, in one preferred embodiment of the display and input system  10 , the I 2 C converter card  100  is added to the processor  90  of the game platform  70 . This enables the game platform  70  to speak and understand the I 2 C protocol message set, and thus, communicate directly with some of the system components  60  (i.e., the keypad and display). Accordingly, in a preferred display and input system  10 , the functionality of these system components  60  (the keypad and display) is integrated into a systems interface  20 , and the external hardware of these system components  60  (the keypad and display) is eliminated. In another preferred embodiment of the display and input system  10 , a PC board is used to convert I 2 C bus messages into a PC-acceptable form over a serial port. Thus, this embodiment would not require an I 2 C converter card  100 .  
      As shown in  FIG. 2 , system components  60  for casino patrons and casino employees on gaming devices  50  traditionally have been external devices that are attached to the gaming devices. These system components  60  usually include a card reader, a keypad, and a 2-line VF display for each machine. In traditional gaming devices, these system components  60  are small electronic components that are added to the machine and controlled by a network interface card (referred to hereinafter as a game monitoring unit (GMU)). These system components  60  communicate through the GMU to access service and system information  14  from the system network  18 . This is in lieu of communicating through the gaming platform  70 . Typically, these prior system components  60  (e.g., keypad, card reader, and display) communicate through the GMU using a defined I 2 C protocol message set.  
      In a preferred embodiment, the display and input system  10  (shown in  FIG. 1 ) replaces the traditional 12-digit keypad and 2-line VF display system components  60  (shown in  FIG. 2 ), which possess only limited functionality, with a systems interface  20  having a touch-screen keypad and video display, and that is incorporated into the video display screen  40  of the gaming device  50 . In other preferred embodiments, the systems interface  20  utilizes various other data input techniques commonly known in the art, instead of the touch-screen data entry. Thus, implementation of the display and input system  10  is an efficient, and highly beneficial, interchanging of parts that integrates the functionality of prior system components  60  into the systems interface  20 , while eliminating the external hardware of those components which limited their potential utility.  
      In the embodiment described above, the card reader is retained as an external system component  60  and not integrated into the systems interface  20 . Thus, the card reader system component  60  still communicates through the GMU in order to access service and system information  14  from the system network  18 , instead of communicating through the game gaming platform  70 . This configuration limits the amount of information resident on an identification card (which the card reader system component  60  will scan) to only an identification number or code. However, in other preferred embodiments, all of the system components  60  in the gaming device  50  are integrated into the systems interface  20 . This enables communication directly through the game platform  70  to access service and system information  14  from the system network  18 . As such, there is no need for additional assistance from the GMU.  
      In an earlier configuration of the game platform  72 , as shown in  FIG. 2 , information input into the display screen  40  by a player is sent only to the IOP  80 , and not to the PENTIUM class processor  90 . This configuration is utilized in the earlier game platform  72  because the display screen  40  is used solely by the gaming interface  30  that is run by the game logic process  34  located in the IOP  80 . Thus, the display and input system  10 , as shown in  FIG. 1 , must also enable the processor  90  to “see” information that is input to the display screen  40 . This is performed by a Y adapter  110  that is connected to the output of the display screen  40 . The Y adapter  110  is a cable that routes the information from the display screen  40  to both the IOP  80  and the processor  90 . The IOP  80  is generally in control of the display screen  40  via the gaming interface  30 , however, when the screen focus shifts to the systems interface  20 , the processor  90  assumes control of the display screen  40  using the Y adapter  110  so as to “see” touch-screen commands from the player via the systems interface  20 .  
      Additionally, in the earlier game platform  72  configuration, as shown in  FIG. 2 , information sent to the display screen  40  comes solely from the IOP  80 . The PENTIUM class processor  90  is not configured to control the display screen  40  in the earlier game platform  72  design. Thus, the display and input system  10 , as shown in  FIG. 1 , also includes calibration software  130  that enables the PENTIUM class processor  90  to calibrate itself to the display screen  40 . The calibration software  130  enables the processor  90  to also send information to the display screen  40  for viewing by the player via the systems interface  20 .  
      Traditionally, the processor  90  employed in the game platform  70  has two on-board serial ports. Typically in the game platform  70 , both PENTIUM on-board serial ports have been used. One serial port is used to communicate with the IOP  80 , while the other serial port is dedicated to the Game Authentication Terminal (GAT) function. This port is used by gaming regulators in order to attach to a gaming device  50  and perform verification operations. In a preferred embodiment of the display and input system  10 , three serial ports are usually required, since the PENTIUM class processor  90  must also be connected to the display screen  40 . Thus, in order to accommodate the third serial connection from the display screen  40  to the processor  90 , a port expander card is added to the processor  90 , in a preferred embodiment. Alternatively, USB (Universal Serial Bus) can be used for such connections. The IOP  80  is connected to the network interface  16  by a serial line, preferably RS-232, in both the earlier game platform  72  configuration (as shown in  FIG. 2 ) and in the game platform  70  utilized in conjunction with the display and input system  10  (as shown in  FIG. 1 ). Moreover, USB can be implemented for these connections, as well.  
      In another preferred embodiment of the display and input system  10 , the functions currently preformed by the network interface  16  are included within the systems logic processes  26  that are run on the processor  90 . Preferably, the EPI bus on the I 2 C converter card  100  is still used to connect to any remaining system components  60 , such as the card reader. Alternatively, USB can be used for such peripheral connections. However, in another preferred embodiment, the functionality of all remaining system components  60 , such as the card readers, is incorporated into the systems interface  20  run by the PENTIUM class processor  90 . This configuration removes the need for the GMU.  
      In an alternate preferred embodiment, the PENTIUM class processor  90  has control over the game logic process  34  and receives touch-screen data directly from the display screen  40 . Moreover, in this embodiment, the IOP  80  is only responsible for hard real time tasks (sub  200  millisecond tasks) such as de-bouncing buttons, monitoring reel spins, time outs, and other generally hardware related tasks. Thus, in this embodiment, all game logic processes  34 , game display processes  24 , and systems logic processes  26  are performed by the PENTIUM class processor  90 . This embodiment of the display and input system  10  also allows for game rules and personalities to be downloaded via the system network  18 . Additionally, in this configuration the Y adapter  110  is not required, since only the PENTIUM class processor  90  need directly interact with the display screen  40 .  
      In this embodiment, multiple processes remain on the processor  90 . At a minimum, a game logic process  34  and a systems logic process  26  are included which communicate with one another over a well-defined interface. Additionally, in this embodiment, the current system network  18  is replaced by an industry standard, such as 10/100 base T Ethernet running over Cat 5, 4 or 3. Thus, a standard 10/100 base T Ethernet card is added to the PENTIUM class processor  90  in this embodiment. Preferably, the network employs TCP/IP, http, and XML messaging or a variant of XML. Nevertheless any suitable protocol may be used.  
      The display and input system  10  enables the game platform  70  to run a systems interface  20  on the display screen  40  of the gaming device  50  which previously had been only able to run a gaming interface  30 . The systems interface  20  enables casino patrons and employees to access service and system information  14  from the system network  18  directly through the display screen  40  of the gaming device  50 , and preferably includes a touch-screen keypad and display. Integrating the gaming interface  30  and systems interface  20  together in the display screen  40  provides increased flexibility and functionality, while maintaining the game logic process  34  on the IOP  80  and the systems logic process  26  on the processor  90 . Separating the game logic process  34  on the IOP  80  from the systems logic process  26  on the PENTIUM class processor  90  provides for increased security, as well as increased compatibility due to interchangeability.  
      Accordingly, changes can be made to the systems interface  20  (and remaining system components  60 ) or to the game logic process  34  without impacting one another. This allows independent development organizations to proceed separately, if desired, with one organization directed towards the game logic process  34  and the other organization directed towards the systems interface  20 . Yet, when a player views the display screen  40  of the gaming device  50  that has incorporated the disclosed embodiment, the service and system information  14  accessed through the processor  90  appears to be integrated with game logic process  34  that is being run in the IOP  80 , just as the systems interface  20  and the gaming interface  30  are integrated in the display screen  40 .  
      A preferred embodiment of the display and input system  10  provides access to service and system information  14  from the system network  18  that is of interest to the player or the casino employee. Significantly, a preferred display and input system  10  is game independent. In other words, since the display and input system  10  does not affect or control game play, the system  10  can be interchangeably utilized in conjunction with most any game, while still providing access to service and system information  14  from the system network  18  for the casino patron and employee provided that the game platform  70  (or gaming platform with equivalent functionality) is utilized.  
      The advent of the game platform  70  created an environment that was ripe for the development of the display and input system  10 , incorporating the systems interface  20  with a keypad and display into the video display screen  40  of a gaming device  50 . Since the game platform  70  includes a PENTIUM class processor  90  that employs a GUI (e.g., “WINDOWS environment,” or alternatively a LINUX environment or a JAVA applet), this gaming platform enables multiple applications to be run simultaneously (providing many potential advantages for use within a gaming environment). Thus, the display and input system  10  enables an area on the display screen  40  to be allocated as a systems interface  20  in order to show player messages that would previously have had to be displayed on an separate display device (e.g., a 2-line VF display device); such device being attached to the gaming device  50 . In another embodiment, a touch-screen button and/or an identification card are used by the player to activate a full screen systems interface  20  allowing access to system functions such as cashless withdraw, balance requests, system requests, points redemption, and the like. By having the entire display screen  40  accessible for the systems interface  20 , the usefulness of the interface for the casino patrons (and employees) is dramatically improved.  
      In one embodiment, the display and input system  10  identifies the player or employee using a traditional “dumb” identification card (i.e., a card with no memory or other type of updating functionality). The display and input system  10  does not use the identification card to record winnings, losses, game plays, or any other type of information. Instead, the identification card contains only a unique player or employee identification number that is permanently and unalterably embedded within the card. All other player information (winnings, losses, game plays, etc.) is stored and accessed on a back-end server, as referenced by the number from the identification card. It will be appreciated, however, that other type of cards may be used, e.g., smart cards, but the enhanced processing and memory capabilities are not required to practice a disclosed embodiment of the display and input system  10 .  
      In one embodiment of the display and input system  10 , as shown in  FIG. 3 , a small message area  112  on the display screen  40  is reserved for use by the systems interface  20  during game play. In this specific embodiment, the systems interface  20  scrolls system messages to the player within this small message area  112  of the display screen  40 , while the remainder of the display screen is used by gaming interface  30 . The scrolling message can be set at any desired length. This message might state, for example, “Welcome to Harrah&#39;s Las Vegas! You have 1200 bonus points. Would you like to make a hotel or dinner reservation?” Additionally, by inserting a player identification card into a card reader and/or selecting a player services button  114 , a systems interface keypad  116  is activated for additional player services functionality, as shown in  FIG. 4 .  
      Referring now to  FIGS. 5-7 , in another embodiment, the display screen  40  includes a touch-screen button  118  that activates a full screen systems interface  20  when selected. (In some embodiments insertion of an identification card is also required.) In this embodiment, the game logic process  34  in the IOP  80  recognizes when this touch-screen button  118  on the display screen  40  is selected and, in response, relinquishes control of the display screen  40  to the PENTIUM class processor  90 , thus deactivating (or minimizing) the gaming interface  30  and activating (or maximizing) the systems interface  20 . Meanwhile, the processor  90  running the systems interface  20  takes control of the display screen  40  and provides a means of directly accessing the service and system information  14  from the system network  18  using touch-screen data entry. This is accomplished without involving the game logic process  34  in the IOP  80 .  FIG. 5  shows the display screen  40  of the gaming device  50  with only the full screen gaming interface  30  activated, in accordance with a disclosed embodiment.  FIG. 6  shows the display screen  40  of the gaming device  50  with only the full screen player services interface  20  activated, in accordance with a disclosed embodiment.  FIG. 7  shows the display screen  40  of the gaming device  50  with only the full screen employee systems interface  20  activated, in accordance with a disclosed embodiment.  
      In one exemplary embodiment of the display and input system  10  that utilizes a card reader (or other identification technique) to recognize a particular player, the systems interface  20  displays a textual greeting to that player, for example, “Welcome, Mr. Smith!” in response to recognizing Mr. Smith&#39;s identification card. Preferably, as shown in  FIG. 6 , the systems interface  20  also has touch-screen icon buttons  120  including, by way of example only, and not by way of limitation, “Beverages,” “Change,” “Services,” “Transactions,” and “Return to Game.” Further, each of these icon buttons  120 , when selected, launches a new full screen display within the systems interface  20  to display to the player. For example, in one embodiment, when the “Transactions” icon buttons  120  is selected, a new screen is activated that includes the text, “Mr. Smith, Account Balance: Bonus Points=1200, Player Funds=$150, Available Credit=$850, Casino Matching Funds Available=$25,” as well as the “Return to Game” icon buttons  120 . As a further example, when the player selects a “Cashless Withdraw” button in other embodiment, a new screen is activated that includes a touch-screen keypad and the textual question, “How much do you want?” as well as “Enter,” “Clear,” and “Back” buttons. Preferably, this interface also includes an “Information” button that, when selected, launches a new screen within the systems interface  20  that provides answers to frequently asked questions and other useful information. Moreover, the interface preferably includes a “History” button that, when selected, launches a new screen within the systems interface  20  that provides a history log of all transactions and other actions performed on that gaming device  50 .  
      As discussed above, a preferred embodiment of the display and input system  10 , as shown in  FIG. 1 , uses a game platform  70  as its foundation. The game platform  70  itself, is a highly advantageous system, that enables casino owners to draw off of the large library of casino game functions available in a traditional master processing unit (MPU) stand-alone platform, while adding the graphics and sound capabilities of a personal computer. Current stand-alone MPU systems also contain drivers for all types of casino games (slot, poker, keno, etc.). The IOP  80  in the game platform  70  is derived from a traditional MPU stand-alone platform, and provides access to the above-described library of casino game functions and drivers for these casino games.  
      However, the PC industry has a large number of tools that can create graphics and sound very efficiently. For this and other reasons, the game platform  70  includes a PENTIUM class processor  90  running an operating system that accepts PC sound and graphics content. In one preferred embodiment, the operating system in the processor  90  of the game platform  70  is MICROSOFT NT embedded. The game platform  70  combines the strengths of a traditional stand-alone MPU game engine with the audio and visual capabilities that are available in the PC industry. Thus, the game platform  70  enables PC content to be used directly on a game platform vis-à-vis a WINDOWS operating system environment (or other suitable graphic user interface (GUI)).  
      The IOP  80  in the game platform  70  differs from the traditional stand-alone MPU architecture in several ways. For example, in the game platform  70  the contents of the graphics chips are not located in the IOP  80  (as they are in the MPU), but rather are replaced by enhanced graphics and animations stored on the CD-ROM. Additionally, in the game platform  70  the contents of sound chips are not located on the IOP  80  (as they are in the MPU), but rather they are replaced by enhanced sound files stored on the CD-ROM. The PENTIUM class processor  90  has presentation software for displaying the graphics and sound upon request from the game logic process  34  within the IOP  80 .  
      In one preferred embodiment, the game platform  70  utilizes an “EPROM and CD-ROM paired” design. In this configuration, the IOP  80  contains the game logic  34 , random number generators (RNG), and core mains and personalities. In addition, the IOP  80  does all of the input/output activities for driving hoppers, buttons, lights, acceptors, etc. These functions are all contained on EPROM and are verifiable by traditional IC testing techniques. The BIOS+on the PENTIUM motherboard verifies the CD-ROM before loading any properties on to the PENTIUM RAM. The CD-ROM contains the operating system, display, and audio and graphics programs.  
      One preferred example of the media flow proceeds in the following sequence. (1) Verify the boot chip using traditional IC verification techniques. (2) The power comes up. The BIOS+ runs a self-verification on its own code. (3) The processor  90  begins executing the BIOS+. (4) The BIOS+ comes up far enough to read the CD-ROM. Verification is run on the entire CD-ROM contents using a SHA-1 algorithm contained with in the BIOS+. (5) A private key encrypted SHA-1 value, located in a secure location on the CD-ROM, is decrypted with the public key and algorithm contained on the BIOS+. (6) The results of the SHA-1, and now decrypted SHA-1 value, are compared. A match allows the operating system, program files, graphics, and audio to be loaded into the PENTIUM&#39;s RAM from the CD-ROM. (7) Since the IOP  80  can boot faster from EPROM, the IOP waits to hear that the PENTIUM has booted and loaded all needed software components into RAM. (8) The IOP  80  then checks the PENTIUM software levels using the same scheme used to match game driver levels to personality chip requirements. If the versions are acceptable, the IOP  80  confirms that the game personality contained in the EPROM matches the game personality on the CD-ROM. (9) The game then proceeds, driven by the IOP  80 . Thus, the game personality contained in the EPROM on the IOP  80 , and the game personality on the PENTIUM CD-ROM, are a matched set. If the two do not match, a fatal tilt results, rendering the game inoperable. This also means that the regulators must approve both the EPROM and the CD-ROM for every game released for distribution and approval.  
      In another preferred embodiment, the game platform  70  utilizes a “CD-ROM controlled” design. In this configuration, with the introduction of the BIOS+ driven SHA-1 CD-ROM verification, the game personality contents are placed only on the CD-ROM, and not on an EPROM located in the IOP  80 . This design provides the advantage of reducing the testing and distribution workload for gaming regulators. By utilizing this configuration, only a CD-ROM needs to be tested and released for new game content. This also eliminates the potential for compatibility mismatches between a personality chip in an EPROM of the IOP  80 , and in the CD-ROM contents associated with the PENTIUM class processor  90 . Moreover, this “CD-ROM controlled” design also eases the need for compatibility checks between the IOP  80  and PENTIUM class processor  90 . Existing game driver level checks between the IOP  80  mains and the game personalities remain in place and are equally effective in this RAM-based personality design. Once the PENTIUM class processor  90  boots and successfully verifies the contents of the CD-ROM, a binary image of the game personality is downloaded from the CD-ROM to a RAM chip located within the IOP  80 . This RAM chip occupies the same socket that the game personality EPROM did in the IOP  80  in the “paired” design game platform  70 .  
      In the game platform  70 , since there are two motherboards, the IOP  80  and PENTIUM  90 , each must have an operating system. The IOP  80  preferably uses VRTX as its operating system. VRTX is a reliable, real-time operating system with multi-tasking capabilities that has been used in the gaming environment for many years. The PENTIUM class motherboard  90  preferably uses MICROSOFT WINDOWS NT embedded. NT embedded is particularly effective since many tools and developers are available for producing creative content on WINDOWS-style platforms. However, other operating systems could also be selected in other embodiments, depending on many factors, including the desired graphic user interface (GUI).  
      WINDOWS NT embedded differs from standard desktop operating systems, such as WINDOWS  98  and WINDOWS NT, which require a hard drive. These operating systems make use of a swap file to move programs and data between RAM and a hard disk. However, NT embedded eliminates the need for a swap file. NT embedded is customizable in this regard, allowing the swap file size to be set to zero so that no writable mass storage device is required. Further, NT embedded is preferably modified and compiled with only those components required to run a particular game (or games). In other words, there are no additional drivers or services provided. Typically, there is no GUI interface, keyboard, mouse drivers, or TCP/IP stack (or networking capabilities whatsoever). Preferably, this modified version of NT embedded is completely stand-alone and provides none of the traditional accessing “handles.” 
      Referring now to security requirements, a primary objective of the security design is to satisfy all security requirements and gaming jurisdiction directives. The relevant directives require that the verification information and the verification code reside on a “conventional ROM device.” However, pursuant to the proposed amendments to Gaming Regulations, a “conventional ROM device” may include FLASH memory components provided that they cannot be altered while installed in a gaming device. To satisfy these directives, the verification algorithm in the game platform  70  resides on a conventional ROM device, secured within the PENTIUM/IOP assembly.  
      The security architecture logically divides the game security components inside and outside of an information security (INFOSEC) boundary. The critical game security components are located on the inside the INFOSEC Boundary, as shown in  FIG. 8 . On the secure inside of the INFOSEC Boundary, the game platform  70  includes the IOP  80  and the PENTIUM class processor  90 , connected by a serial line. Preferably, the IOP portion  80  of the design is based on a MOTOROLA 68332 and EPROMs on a VRTX operating system. Preferably, on the PENTIUM portion  90 , the BIOS+ chip plugs into the PENTIUM motherboard and is physically secured within the PENTIUM assembly chassis. The conventional ROM device is socketed into the PENTIUM motherboard  90  and can be covered with a tamper-evident material. The CD-ROM assembly  92  is logically outside of the INFOSEC boundary. The CD-ROM assembly  92  contains a commercial off-the-shelf CD read-only reader and the game CD-ROM. The game CD-ROM assembly  92  contains a custom version of NT embedded as the operating system, presentation programs, audio content, and video content.  
      The game platform  70  provides a secure boot and initial CD-ROM verification. The EPROM verification software resides within the IOP  80 . The verification software verifies all EPROMs on the IOP board  80  (i.e., mains and personalities) upon application of power to the game platform  70 . Next, after the application of power to the platform, the BIOS+ performs a self-verification on all of its code. Once satisfactorily completed, the PENTIUM class board  90  begins executing code from the BIOS+ contained in the conventional ROM device. This process verifies the conventional ROM device and detects any substitution of the BIOS+.  
      Upon boot-up of the PENTIUM, the BIOS+ executes a SHA-1 verification of the entire CD-ROM. The digital signature is calculated and compared with an encrypted signature stored in a secure location on the CD-ROM using the RSA private/public key methodology. If the signatures compare, the BIOS+ allows the modified NT embedded operating system to boot from the CD-ROM, followed by the game presentation software. After verification of the total CD-ROM, the modified (and now verified) NT embedded operating system is loaded from the CD-ROM into the PENTIUM RAM. Next, display programs and content are verified, before being loaded into the IOP RAM to be executed for normal game operation.  
      The game platform  70  performs many verification processes during boot-up and operation. Each game personality EPROM image on the IOP  80  is compared with those on the accompanying CD-ROM. Further, verification of all files on the CD-ROM is conducted by an algorithm that originates on the BIOS+. The IOP board  80  informs the PENTIUM  90  of any tilts that occur. Additionally, the IOP  80  initiates re-verification of the CD-ROM. Moreover, on the EPROM-controlled IOP  80 , memory is continuously tested in order to immediately catch any changes.  
      The advantages of utilizing the display and input system  10  are numerous. These advantages include, by way of example only, and not by way of limitation, simplification of the use and appearance of the systems interface  20  by integrating the interface  20  into the display screen  40 ; providing fonts and icons which are larger and more aesthetically appealing; providing special services to players, (e.g., multiple languages, assistance for handicapped individuals); lowering overall system costs by eliminating hardware components; lowering maintenance costs as a result of the fewer hardware components; facilitating interactive uses of the systems interface  20  and game interface  30 ; providing the ability to customize the “look and feel” of the systems interface  20  for players and casino employees; facilitating the efficiency of modifying the systems interface  20 ; and allowing system features and components to be modified without affecting the game design or logic.  
      Referring now to  FIG. 9 , in a presently preferred embodiment, a “store-and-forward” patron messaging system  200  enables personalized messages to be sent to the player at a gaming device  210  for any of several purposes, including by way of example only, and not by way of limitation: (1) enabling broadcasts to specific groups identified by marketing, (2) enabling a variety of player-specific or group-specific promotional efforts, and (3) using the game position (i.e., a gaming device  210 ) as a communications station. Typically, these messages are sent from the casino that is hosting the patron, however, in some embodiments, the casino may store and forward messages from individuals (e.g., friends, family, and the like) or from third parties (restaurants, airlines, transportation service companies, outside marketing companies, and the like). Such “externally originating” store and forward messages from individuals that are sent via outside e-mail accounts, mobile phones, and/or PDAs (personal digital assistants) will be discussed in further detail below.  
      The “store-and-forward” patron messaging system  200  is a feature that can be implemented on a player tracking device  215 , such as a GMU (Game Monitoring Unit) (e.g., the MC300 GMU or other similar device) of a gaming device  210 . The messaging system  200  provides an expanded level of service to patrons of casino loyalty clubs, promoting the improved actual and perceived access that derives from increased personalization. As a result, additional features for marketing and product differentiation are provided.  
      In a presently preferred embodiment, the “store-and-forward” patron messaging system  200  provides increased personalization also promotes membership in a property&#39;s loyalty program (e.g., “your card keeps you connected”). The messaging system  200  provides product differentiation as well as a platform that enables future expansion of this feature as a new method of contacting patrons. Further, with this individualized messaging system  200 , alerts and other notifications generated by the system can be combined with various degrees of personalization so that the player receives additional attention. Moreover, other applications also including by way of example only, and not by way of limitation: specialized messages for slot tournaments, special offers, event notification, and the like.  
      In one presently preferred embodiment, the patron messaging system  200  is a store-and-forward messaging system that enables specific personalized messages to be created, stored on a system-side server, and forwarded to an Enhanced Player Interface panel (or iView-type player tracking device) where a given patron is engaged in slot play (or other gaming play). This is typically initiated when the player inserts a (loyalty) club card into a card reader at a gaming device  210 . Specifically, in one embodiment, a message entry and management component of the “store-and-forward” patron messaging system  200  is a lightweight application that is installed at one or more central locations, (e.g. one or more cages, a loyalty club booth, a front desk, a concierge, and the like). Typically, the messaging system  200  enables an operator to (1) enter a short message intended for a specific loyalty club member, or (2) review and accept an incoming short message intended for a specific loyalty club member. In one embodiment, such a message is stored on a system server (often, but not necessarily, a back-end server system), and then is forwarded to the specified patron at the gaming device  210  when the system detects the player card in use on the casino floor.  
      In a presently preferred embodiment, the patron messaging system  200  preferably, but not necessarily, utilizes a PIN (personal identification number) system to help ensure that these personalized messages reach only the intended recipient, since these messages are typically more individualized and/or private than normal (standardized) system messages. In one embodiment, the patron messaging system  200  system is implemented as an extension of a player loyalty system. Additionally the patron messaging system  200  may also support other group targeted messaging, third party marketing, paging services, patron-to-patron messaging, and the like. In another aspect of one embodiment, specific types of functionality, such as patron-to-patron paging, are offered as an additional pay service; possibly as part of an “a la carte” type of optional feature. In still another aspect of one embodiment, patrons are offered financial incentives (e.g., free credits; store, restaurant, or hotel room discounts, enhanced game odds or bonuses, and the like) for accepting marketing messages (e.g., casino marketing message, third party marketing, and the like).  
      In one presently preferred embodiment, the “store-and-forward” patron messaging system  200  is a closed, internal messaging system for sending personalized messages to casino patrons that may be read and acknowledged (including possibly responding thereto) using an Enhanced Player Interface panel or iView-type player tracking device as an interface terminal. Additionally such a message, since it is necessarily brief, could be printed on a ticket printer. The issuing of a return receipt to the sender that confirms receipt of message is another component in a preferred embodiment of the patron messaging system  200 .  
      In another presently preferred embodiment, the “store-and-forward” patron messaging system  200  also includes support for “externally originating” messages and/or e-mails. These “externally originating” store and forward messages may be sent from individuals via outside e-mail accounts, mobile phones, and/or PDAs. For example, if someone knows that their friend (John Smith) likes to play at Harrah&#39;s casino, they could send John a message at the e-mail address of: jsmith@harrahs.player.com. Such a message might read, “John, give me a call when you get this message. Bob.” The “store-and-forward” patron messaging system  200  would then store this message, and forward the message to John Smith when it detected his “card-in.” 
      In another aspect of a presently preferred embodiment, a “store-and-forward” patron messaging system  200  that enables “externally originating” store and forward messages also utilizes a filter system for spam or other undesirable e-mails. Examples of filter systems include, by way of example only, and not by way of limitation: a “white list” of approved individuals and/or e-mail addresses; CAPTCHAS (Completely Automated Public Turing test to tell Computers and Humans Apart) or other optical recognition tests designed to distinguish computers from humans; and/or a Challenge and Response test that responds to incoming e-mail messages by sending a challenge to the claimed sender of the e-mail. The Challenge and Response filter then requires the sender to perform some action outlined in the challenge message to assure delivery of their message, which otherwise will typically not be delivered.  
      As described above, in one specific embodiment, the “store-and-forward” patron messaging system  200  is implemented as a feature of a GMU (e.g., the MC300 GMU, or other suitable player tracking device  215 ). Typically, the patron messaging system  200  works in concert with a server-side system, specifically a loyalty or player tracking systems. In this regard, the patron messaging system  200  is programmable to relay or forward stored, personal messages to individual patrons. Other possible uses of the messaging system  200  include, by way of example only, and not by way of limitation: (1) notification to a patron that his table is ready at the restaurant (enabling him to continue slot play while waiting), (2) a directed alert to one or more players that the airport shuttle has arrived (enabling continued slot play rather than standing outside to wait), (3) personal paging (rather than using the public address system), and (4) delayed paging of a patron who is expected to arrive later.  
      As explained above, in one embodiment, the patron messaging system  200  functions as an extension of a loyalty club system (e.g. CMS/CMP). Typically, a CMS/CMP (casino management personnel/system) system performs casino player tracking and collects regular casino floor and player activity data. The patron messaging system  200  stores a message (typically text, but as game-side user interface progress, graphics and other multimedia contents may also be included in the message) until the player&#39;s card is detected on the casino floor (e.g., by a card reader in a gaming device  210 ). In one embodiment, the message text itself is entered using a message entry and management system that enables an operator to (1) identify the loyalty club member, (2) enter a brief message, and (3) enter any other relevant processing particulars (auto-delete on delivery, require PIN entry to read message, delete if not read in 5 days, or other options as adopted in the design). Further, in another aspect of one embodiment, the receipt of such a message triggers other processes including, by way of example only, and not by way of limitation: issuing bonuses, sending a server to the patron&#39;s gaming station, complementary drinks, and the like.  
      In one presently preferred embodiment, the “store-and-forward” patron messaging system  200  has three components: (1) a message entry and management system  220  through which an operator enters and manages message texts intended for individuals or groups of individuals, (2) a patron message database  230 , which is typically integrated into the casino loyalty system&#39;s server-side application, and (3) a message response system  240  that is typically incorporated into the code of the player tracking device  215  (e.g., MC300 GMU code) to handle delivery and response interaction with the player at the game terminal itself.  
      Additionally, in one embodiment, the GMU  215  (other player tracking device in which the patron messaging system  200  is incorporated) does not communicate directly with the loyalty/player tracking system servers (e.g., CMS/CMP) but rather depends on a SDS server (or other suitable interfacing network infrastructure) to bridge those components. Thus, in such a network configuration, a protocol extension is utilized between SDS and the CMS/CMP servers (e.g., or other message protocol modification at the GMU  215 ).  
      In one presently preferred embodiment, the message entry and management system  220  is integrated into the player tracking software. In another presently preferred embodiment, the message entry and management system  220  is implemented as a stand-alone application that is installed at stations normally without requiring access player tracking data. In such an environment, entering a personalized message presents a naturally well suited feature (e.g., concierge functions) to player tracking and player loyalty systems and programs.  
      In another aspect of a presently preferred embodiment, messages are optionally classified as: (1) private (created for viewing by one person only, requiring a PIN for access), (2) group (a limited broadcast for people waiting for a shuttle, a group waiting for a restaurant reservation, and the like), or (3) public (broadcast to all or most of the patrons currently playing slots; other casino games; or games of a particular theme, denomination, wager amount, location, or the like). In still another aspect of one embodiment, messages have additional parameters including, by way of example only, and not by way of limitation: (1) the ability to be marked for automatic deletion once they have been confirmed as read, (2) the ability to be set to expire if not read within a certain number of days, or (3) the ability to have messages marked as important, with an optional notification to the originator if the message is not picked up within a given period of time.  
      In one aspect of a presently preferred embodiment, once the loyalty (player tracking) system detects a card insertion by a player who has a stored message waiting, an alert is sent to the player informing him of waiting message. This alert is added to any other messages that my be normally sent to a player at the start of game play (depending upon the details of the particular loyalty system). In one embodiment, after the player responds to the alert (confirming that he&#39;s ready to receive the message), the message is transmitted (typically, but not necessarily, via a SDS server) to the GMU  215  (or other suitable player tracking device). The GMU  215  (or other suitable player tracking device) in turn sends the message to an attached display device  250 . In one embodiment, the player then acknowledges that he has read the message. Once the player acknowledges that the message has been read: (1) the message can be saved, (2) the message can be printed, (3) the message can be automatically deleted, or (4) the player can be prompted with message deletion options, depending on that message&#39;s settings.  
      Continuing, in another aspect of a presently preferred embodiment, after confirmation has been obtained that the player has read the message, the GMU  215  notifies the SDS server that the message had been read. At this point the SDS server forwards this message to the loyalty server (e.g., CMS/CMP server) for final processing. Typically, but not necessarily, for messages marked as “private,” the loyalty system transmits the expected PIN along with the message so that the GMU  215  may authenticate the player&#39;s identity before releasing the message text. Alternatively, in another embodiment, the PIN query is formulated as a separate message and sent back to the loyalty system for authentication. However, this method does result in somewhat increased network traffic.  
      Currently, some display devices  250  employed by many casino gaming devices  210  are a two-line VFD (EPI) unit, with a line width of  20  characters. Therefore, in these type of gaming embodiments, it is efficient to limit the message to a length that is manageable in such a short display device  250 . As larger display devices  250  with more capabilities are deployed (e.g., iView-type multi-media-enabled screens) the length limit may be extended. As such, in a presently preferred embodiment, the message length limit is configurable. Similarly, since some EPI (enhanced player interface) input devices are numeric keypads, responses are typically limited to yes/no or multiple choice lists in these embodiments. For input devices that are deployed with touch-screen capabilities, the possible kinds of response are expanded to include short reply messages.  
      Although the disclosed embodiments has been described in language specific to computer structural features, methodological acts, and by computer readable media, it is to be understood that the disclosed embodiment defined in the appended claims is not necessarily limited to the specific structures, acts, or media described. Therefore, the specific structural features, acts and mediums are disclosed as exemplary embodiments implementing the disclosed embodiment.  
      Furthermore, the various embodiments described above are provided by way of illustration only and should not be construed to limit the disclosed embodiment. Those skilled in the art will readily recognize various modifications and changes that may be made to the disclosed embodiment without following the example embodiments and applications illustrated and described herein, and without departing from the true spirit and scope of the disclosed embodiment, which is set forth in the following claims.