Patent Publication Number: US-9430907-B2

Title: Incorporating a secondary game with a loyalty program

Description:
RELATED APPLICATIONS 
     This application claims the priority benefit of U.S. Provisional Application No. 61/822,202 filed May 10, 2013. 
     LIMITED COPYRIGHT WAIVER 
     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 disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2014, WMS Gaming, Inc. 
    
    
     TECHNICAL FIELD 
     Embodiments of the inventive subject matter relate generally to wagering game systems and networks that, more particularly, wagering-game, customer loyalty programs. 
     BACKGROUND 
     Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play. 
     Wagering game providers and operators provide customer loyalty programs to reward patrons for using their products and services. For example, a casino may reward a patron for playing at their casino by offering a complimentary (“comp”). Comps are typically funded by the operator and include free games, free dining, free hotel stay, etc. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWING(S) 
       Embodiments are illustrated in the Figures of the accompanying drawings in which: 
         FIG. 1  is an illustration of incorporating a secondary game with a customer loyalty program, according to some embodiments; 
         FIG. 2  is a flow diagram  200  illustrating providing customer-loyalty awards for attainment of community-game objectives associated with wagering game achievements, according to some embodiments; 
         FIG. 3  is an illustration of a game board for a community game, according to some embodiments; 
         FIG. 4  is an illustration of associating wagering game achievements to game spaces on a game board, according to some embodiments; 
         FIG. 5  is an illustration of detecting attainment of a wagering game achievement, according to some embodiments; 
         FIG. 6  is an illustration of assigning a game space on a game board in response to attainment of a wagering-game achievement, according to some embodiments; 
         FIG. 7  is an illustration of providing a customer-loyalty award for completion of a community-game objective, according to some embodiments; 
         FIG. 8  is an illustration of providing multiple customer-loyalty awards for simultaneous completion of multiple community-game objectives, according to some embodiments; 
         FIG. 9  is an illustration of configuration of a community game associated with a customer loyalty program, according to some embodiments; 
         FIG. 10  is an illustration of a wagering game system architecture  1000 , according to some embodiments; 
         FIG. 11  is an illustration of a wagering game machine architecture  1100 , according to some embodiments; and 
         FIG. 12  is an illustration of a wagering game system  1200 , according to some embodiments. 
     
    
    
     DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS 
     This description of the embodiments is divided into five sections. The first section provides an introduction to embodiments. The second section describes example operations performed by some embodiments while the third section describes additional embodiments. A fourth section describes example operating environments. A fifth section presents some general comments. 
     INTRODUCTION 
     This section provides an introduction to some embodiments. 
     Wagering games are expanding in popularity. Many wagering game enthusiasts are demanding greater access to wagering games and content related to wagering games. As stated previously, some wagering game providers and operators provide customer loyalty programs to reward customers for use of their products and services. Some embodiments of the inventive subject matter include conducting a secondary game associated with one or more wagering games. For example, the secondary game can be a community game that tracks player activity at a group (e.g., a bank) of wagering game machines. Some embodiments further include incorporating the secondary game with the customer loyalty program to provide customer-loyalty rewards to players in direct response to activity (e.g., game outcomes) via the one or more wagering games. 
       FIG. 1  is a conceptual diagram that illustrates an example of incorporating a secondary game with a customer loyalty program, according to some embodiments. In  FIG. 1 , a wagering game system (“system”)  100  includes a plurality of wagering game machines  160 ,  161 ,  162 , and  163  (“wagering game machines  160 - 163 ”). The wagering game machines  160 - 163  are grouped together in a bank. The wagering game machines  160 - 163  can be linked together in a local network for coordinated presentations, gaming functionality, or other reasons. In some embodiments, the bank is grouped by game type, machine type, or some other commonality. For example, each of the wagering game machines  160 - 163  is a multi-game type of wagering game machine that provides options to select one of many different types of wagering games to play. Each of the wagering games can have a different theme from each other, different functionality, different game rules, etc. For instance, the wagering game machine  160  presents, via a display  110 , a user interface for a player to select one of various graphics  101 ,  102 , and  103 . The same graphics  101 ,  102 , and  103  can be presented via any one of the wagering game machines  161 ,  162 , and  163 . When a first of the graphics is selected, (e.g., graphic  101 ) a first wagering game (e.g., the “Zeus” game  111 ) is presented. Wagering game machine  161  presents the Zeus game  111 . The Zeus game  111  may also be referred to as the first wagering game. When a second of the graphics is selected, (e.g., graphic  102 ) a second wagering game (e.g., the “Sea of Tranquility” game  112 ) is presented. Wagering game machine  162  presents the Sea of Tranquility game  112 . The Sea of Tranquility game  112  may also be referred to as the second wagering game. When a third of the graphics is selected, (e.g., graphic  103 ) a third wagering game (e.g., the “Voyages of Sinbad” game  113 ) is presented. Wagering game machine  163  presents the Voyages of Sinbad game  113 . The Voyages of Sinbad game  113  may also be referred to as the third wagering game. 
     The system  100  also includes a wagering game server  150  connected to the wagering game machines  160 - 163  via a communications network  125 . The system  100  also includes an account server  170  and an online gaming server  180  connected via the communications network  125 . Wagering game players that use the wagering game machines  160 - 163  can have wagering game player accounts (e.g., accounts  172 ,  174 , and  176 ) stored on the account server  170 . For example, a first player (e.g., Marcus Miller) uses a first account  172  to logon to the wagering game machine  161 . The wagering game machine  161  uses the first account  172  to conduct a wagering game session for the first player. For example, the first account  172  includes an account balance of credits that the player can use in the wagering game session to transact wagers. The first account  172  is also associated with a customer loyalty program to track loyalty points for the first player. The customer loyalty program can include levels of status for the player to attain (e.g., silver, gold, diamond, etc.). The first player earns the points by performing certain wagering activities via the system  100 . A customer loyalty program can provide prizes that are not part of a wagering game and/or that are different from prizes or awards that are offered via the wagering game. In some embodiments, the prizes can be monetary or non-monetary, such as cash prizes, event tickets, merchandise, goods, services, customer loyalty points, invitations, exclusive game content, coupons, accommodations, complimentary items, status enhancers, privileges, downloads, etc. In some instances, the prizes are not funded by wagers from the wagering game, and are instead funded by marketing funds. In some instances, the prizes for a customer loyalty program may be referred to as “customer-loyalty prizes,” or “promotional prizes”. Accounts  174  and  176  are similar to the account  172  and can be used in similar ways. In one example, a second player (e.g., “Amy Sanchez”) uses the second account  174  to logon to the wagering game machine  162 . A third player (e.g., John Brown) uses the third account  176  to logon to the wagering game machine  163 . 
     In some embodiments, the wagering game server  150  controls a secondary game. The secondary game is different from any of the wagering games presented via any of the wagering game machines  160 - 163  (e.g., the secondary game has different rules, different outcomes, different objectives, different functionality, etc. than the wagering games). However, the secondary game uses information from the wagering games (e.g., game outcomes, achievements, scores, specific events, etc.) to complete game objectives for the secondary game. The secondary game can be associated with one or more of the wagering game machines  160 - 163 . For example, the secondary game can be associated with only one of the wagering game machines  160 - 163  and can utilize information from any of the wagering games provided by the one of the wagering game machines  160 - 163 . In other embodiments, however, such as that shown in  FIG. 1 , the secondary game is associated with a group game (“community game”) that involves more than one of the wagering game machines  160 - 163  used by multiple players. Many of the examples described herein are related to a community game, however, it should be understood that a community game is only one type of secondary game. Other types of secondary game may include, but not be limited to, secondary wagering games, bonus games, social games, online games, etc. 
     One or more elements of the community game is presented for view by the participants of the community game. For example, a community game board (“game board”)  141  is presented on signage  140 . The signage  140  is presented within viewing distance of the wagering game machines  160 - 163  and is related to activity performed by the players via the wagering game machines  160 - 163 . The game board  141  includes game spaces  143  and prize indicators  144 . The game spaces  143  are directly related to activities performed via the wagering game machines  160 - 163 . The game spaces  143  can have an appearance of logos for any of the wagering games offered via the wagering game machines  160 - 163 . The game spaces  143  can be claimed, or attained, by the players by achieving accomplishments via the different wagering games presented on the wagering game machines  160 - 163 . Each of the game spaces  143  on the game board  141  can represent a different achievement in the different wagering games. In some embodiments, the achievement is an outcome of the wagering game (e.g., a specific reel stop configuration, a specific card hand, etc.). The appearance of the game spaces  143  are visual indicators that a given game space is directly associated with a particular wagering game. For instance, a game space that looks like the logo  131  can only be attained in the community game by accomplishing an achievement from the Zeus game  111 . Likewise, a game space that looks like the logo  132  can only be attained by accomplishing an achievement from the Sea of Tranquility game  112 . Further, a game space that looks like the logo  133  can only be attained by accomplishing an achievement from the Voyages of Sinbad game  113 . 
     In some embodiments, the system  100  detects when a player attains an achievement in one of the wagering games. In response to detecting the attainment of the achievement, the system  100  highlights an entry on the game board  141  associated with the achievement, and associates the achievement with the player who accomplished the achievement. The wagering game server  150  keeps track of the achievements and the game spaces  143  attained by the players. 
     When a game objective of the community game is completed, the system  100  provides one or more prizes to any of the players who have attained one or more of the game spaces  143  on the game board  141  associated with that game objective. The one or more prizes can be an award for the customer loyalty program. The system  100  can assign the one or more prizes to any of the player accounts  172 ,  174 , and  176  associated with the any of the players who have attained the one or more of the game spaces  143 . In other examples, the system  100  prints a ticket for a player, which ticket the player can redeem at a kiosk in the casino or at other locations associated with the prize. The game objective of the community game may include completing a specific pattern of the game spaces  143  on the game board  141 , such as completing a row, a column, a diagonal, or some other geometric shape. 
     Although  FIG. 1  describes some embodiments, the following sections describe many other features and embodiments. 
     Further, some embodiments of the inventive subject matter describe examples of incorporating a secondary game with a customer loyalty program in a network wagering venue (e.g., an online casino, a wagering game website, a wagering network, etc.) using a communication network, such as the communications network  125  in  FIG. 1 . Embodiments can be presented over any type of communications network that provides access to wagering games, such as a public network (e.g., a public wide-area-network, such as the Internet), a private network (e.g., a private local-area-network gaming network), a file sharing network, a social network, etc., or any combination of networks. Multiple users can be connected to the networks via computing devices. The multiple users can have accounts that subscribe to specific services, such as account-based wagering systems (e.g., account-based wagering game websites, account-based casino networks, etc.). 
     Further, for purposes of the present detailed description, a user may be referred to as a player (i.e., of wagering games), and a player may be referred to interchangeably as a wagering game player account, or player account. Account-based wagering systems utilize player accounts when transacting and performing activities, at the computer level, that are initiated by players. Therefore, a “player account” represents the player at a computerized level. The player account can perform actions via computerized instructions. For example, in some embodiments, a player account may be referred to as performing an action, controlling an item, communicating information, etc. Although a player, or person, may be activating a game control or device to perform the action, control the item, communicate the information, etc., the player account, at the computer level, can be associated with the player, and therefore any actions associated with the player can also be associated with the player account. Therefore, for brevity, to avoid having to describe the interconnection between player and player account in every instance, a “player account” may be referred to herein in either context. Further, in some embodiments herein, the word “gaming” is used interchangeably with “gambling.” 
     Furthermore, for purposes of the present detailed description, the terms “wagering games,” “gambling,” “slot game,” “casino game,” and the like include games in which a player places at risk a sum of money or other representation of value, whether or not redeemable for cash, on an event with an uncertain outcome, including without limitation those having some element of skill. In some embodiments, the wagering game may involve wagers of real money, as found with typical land-based or on-line casino games. In other embodiments, the wagering game may additionally, or alternatively, involve wagers of non-cash values, such as virtual currency, and therefore may be considered a social or casual game, such as would be typically available on a social networking web site, other web sites, across computer networks, or applications on mobile devices (e.g., phones, tablets, etc.). When provided in a social or casual game format, the wagering game may closely resemble a traditional casino game, or it may take another form that more closely resembles other types of social/casual games. 
     Example Operations 
     This section describes operations associated with some embodiments. In the discussion below, some flow diagrams are described with reference to block diagrams presented herein. However, in some embodiments, the operations can be performed by logic not described in the block diagrams. 
     In certain embodiments, the operations can be performed by executing instructions residing on machine-readable storage media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform more or less than all the operations shown in any flow diagram. 
       FIG. 2  is a flow diagram (“flow”)  200  illustrating providing customer-loyalty awards for attainment of community-game objectives associated with wagering game achievements, according to some embodiments.  FIGS. 3 through 8  are conceptual diagrams that help illustrate the flow of  FIG. 2 , according to some embodiments. This description will present  FIG. 2  in concert with  FIGS. 3 through 8 . 
     In  FIG. 2 , the flow  200  begins at processing block  202 , where a wagering game system (“system”) provides a game board for presentation in a community game associated with a bank of wagering game machines. The game board has a plurality of game spaces, and each of the plurality of game spaces on the game board corresponds to at least one of a set of achievements attainable via wagering games. The wagering games are available for play via the bank of wagering game machines. In some embodiments, a plurality of wagering game player accounts, associated with the bank of wagering game machines, compete to attain the plurality of achievements in the community game. In some embodiments, at least some of the wagering games are different from each other (e.g., differently themed, different in functionality, different in content, different in type, different in rules, etc.). Thus, in some embodiments, at least one of the set of achievements that is attainable from a first wagering game, is not attainable from a second wagering game, and vice versa. In some examples, the game spaces have identifiers that uniquely identify differing ones of the plurality of wagering games (e.g., unique logos for the different wagering games, graphics of unique characters of the different wagering games, etc.). In some examples, each of the wagering game machines in the bank has “multi-game” functionality to permit a player to select any of the different wagering games related to game spaces on the game board.  FIG. 1  illustrated one example of a game board  141 .  FIG. 3  illustrates the game board  141  in more detail. In  FIG. 3 , a first type of game space (e.g., game space  331 ) is associated with (e.g., has a substantially similar appearance to) the logo  131  for the first wagering game  111 , a second type of game space (e.g., game space  332 ) is associated with the logo  132  for the second wagering game  112 , and a third type of game space (e.g., game space  333 ) is associated with the logo  133  for the third wagering game  113 . 
     The game board  141  includes prize indicators for one or more prizes of the community game. The prize indicators can be associated with different prizes. A first prize indicator  321  is associated with a first type of loyalty-program prize (e.g., an amount of “free play” of one or more wagering games). A second prize indicator  322  is associated with a second type of loyalty-program prize (e.g., an amount of “dining credits” for complimentary food or drinks). A third prize indicator  323  is associated with a third type of loyalty-program prize (e.g., a number of “show tickets,” for a complimentary show, or form of entertainment available at a casino or other entertainment venue). A fourth prize indicator  324  is associated with a fourth type of loyalty-program prize (e.g., a “hotel package” that includes complimentary accommodation credits or discounts). 
     The prize indicators are associated with the one or more objectives for the community game. Objectives of the community game include completing, or filling in, more than one of the plurality of games spaces  143  in a specific geometric configuration, or pattern, on the game board  141 . 
     For example, the game board  141  is a square-shaped array with a 4×4 matrix of the game spaces  143  aligned in rows and columns. Completion of a game objective may include completing a row, a column, and/or an diagonal, as well as a specific shape that may involve multiple vectors of the array (e.g., a “T” shape or cross, an “X” shape, an “L” shape, a square shape, a blackout, etc.). The game board  141  includes objective indicators to highlight game spaces that are connected into a specific pattern that would result in a win, or prize payout. For example, a row connector  365  connects game spaces in a top row of the game board  141  to prize indicator  366 . The row connector  365  indicates that as soon as the game spaces in the top row are attained, then the top row is completed, and the prize associated with the prize indicator  366  can be awarded. The specific patterns that indicate a completion of a game objection may be referred to as a “payline pattern,” a “payout pattern” or a “prize pattern” because the pattern, once completed, is associated with the payout of the one or more prizes. The objective indicators, such as the row connector  365 , may be referred to as payout pattern indicators, or payline indicators. Each of the payout patterns can be associated with different prizes 
     The system further associates each of the game spaces  143  with a different potential achievement from different wagering games. For example, in  FIG. 4 , the wagering game server  150  includes community game module  451  that accesses community game rules  452 . The community game rules  452  include a rule set that specifies the objectives and functionality of the community game. The community game module  451  has access to game rules for the first wagering game (e.g., the Zeus game rules  411 ) which specify a first set of potential achievements that can occur in the first wagering game. The community game module  451  also has access to game rules for the second wagering game (e.g., the Sea of Tranquility game rules  412 ), which specify a second set of potential achievements that can occur in the second wagering game. The community game module  451  also has access to game rules for the third wagering game (e.g., the Voyages of Sinbad game rules  413 ), which specify a third set of potential achievements that can occur in the third wagering game. The first set of potential achievements, second set of potential achievements, and third set of potential achievements are all different from each other. For example, referring back to  FIG. 1 , the Zeus game  111  has four columns and three rows of game symbols. Therefore, for any given payline of the Zeus game  111 , there can only be, at most, four of the same type of symbol arranged horizontally. Further, there can only be twelve symbols displayed at any given time. In contrast, the Sea of Tranquility game  112  has five columns and five rows of game symbols. Therefore, there can be up to five of the same type of symbol arranged horizontally on a payline and twenty-five symbols can be displayed. The Voyages of Sinbad game  113  has a four-by-four array of game symbols. Therefore, there can be only four of the same type of symbol arranged horizontally on a payline and sixteen symbols can be displayed. Each of the different games may also have different numbers of game symbols available for any given column (e.g., different numbers of reel symbols per reel, different numbers of winning reel-stop configurations, etc.). In some instances, depending on game rules, some symbols are unique and cannot be repeated more than one in any given game play (e.g., in a poker-type game there are 52 unique cards in a deck of 52 cards and only one given unique symbol can be displayed in any given round of play). Therefore, according to game mechanics, numbers of symbols, numbers of pay-table entries, numbers of potential winning outcomes, and odds for placement of given symbols on the game arrays for each individual game, each game can be uniquely different. Therefore, the potential achievements associated with each of the different wagering games are different. 
     The system can select from the rule sets and associate any of the game spaces  143  on the game board  141  with the particular achievements from the different wagering games. For instance, still referring to  FIG. 4 , for the game space  332 , the system selects, from the Sea of Tranquility game rules  412 , an achievement that indicates a winning outcome, during a bonus round for the Sea of Tranquility game  112 , that equates to fifty times the bet that was made immediately prior to entering the bonus round. For the game space  333 , the system selects, from the Voyages of Sinbad game rules  413 , an achievement that indicates a wagering game outcome of any four of the same symbol arranged in a payline. For the game space  331 , the system selects, from the Zeus game rules  411 , an achievement that indicates a “big win” outcome, which, for the Zeus game  111 , may require occurrence of a symbol configuration with very low odds of occurrence as well as a payout above a given threshold. 
     The system can select only specific ones of the achievements that meet threshold requirements (e.g., have odds of attainment above and/or below a given level). In some embodiments, the system can select, and associate, an achievement to a particular game space at a certain location of the game board  141  based on the odds of occurrence of the achievement and the advantageousness of the particular game space on the game board  141 . For instance, if a game space is eligible to win multiple prizes in the community game, the system can assign an achievement with lower odds of occurrence to that game space. For example, the game space  331  may be a highly advantageous game space because, in some embodiments, and in given game conditions for the community game (e.g., see  FIG. 8 ), the game space  331  it is eligible to potentially win up to three different prizes simultaneously. For instance, if the game space  331  is the last game space to be completed for the top row, the far right column, and the diagonal associated with objective indicator  466  (“the diagonal”), then the game space  331  can potentially win show tickets, a free play, and a hotel package. The same scenario is possible for any of the game spaces associated with the diagonal. Therefore, for the game space  331 , the system selects an achievement from the Zeus game  111  that has lower odds of occurrence in the Zeus game  111  than other achievements, of the Zeus game  111 , assigned to other game spaces that are not in the diagonal. In some embodiments, for game spaces in the diagonal associated with other games (e.g., the Sea of Tranquility game  112  and the Voyages of Sinbad game  113 ), the system can select achievements that have a similar odds of occurrence as the odds of occurrence of the achievement assigned to game space  331  associated with the Zeus game  111 . In other embodiments, for game spaces in the diagonal associated with other games (e.g., the Sea of Tranquility game  112  and the Voyages of Sinbad game  113 ), the system can select achievements that have a similar relative odds of occurrence, relative to other achievements in the same game, as the relative odds of occurrence of the achievement assigned to game space  331 , in the Zeus game  111 , are to other achievements in the Zeus game  111 . 
     In some embodiments, the system can select only achievements from games currently being played in the bank. For instance if the Zeus game  111 , the Sea of Tranquility game  112 , and the Voyages of Sinbad game  113  are the only games being played at the bank of wagering game machines  160 - 163 , at the start of the community game, then the system may select only achievements from only those three games to include on the game board  141 . 
     In other embodiments, however, the system can select achievements for all possible games available in the bank. For instance, if in addition to the Zeus game  111 , the Sea of Tranquility game  112 , and the Voyages of Sinbad game  113 , there are other games available for play (e.g., via a “multi-play” feature of the wagering game machines  160 - 163 ), then the system may select other achievements from the other games to assign to the game board  141  even if those other games are not being played at the start of the community game. To attain those achievements, a game player playing one of the Zeus game  111 , the Sea of Tranquility game  112 , and/or the Voyages of Sinbad game  113 , would have to log out of the Zeus game  111 , the Sea of Tranquility game  112 , and/or the Voyages of Sinbad game  113 , and login to one of the other games for which a game space has been assigned on the game board  141 . 
     In some embodiments, an online game can be incorporated into the community game. For example, in some embodiments, the online game can be a non-cash wagering game presented via the online gaming server  180  mentioned in  FIG. 1 . The system can access game rules from the online game server to incorporate achievements from the online game. The system can also provide non-monetary prizes for attainment of achievements in non-cash wagering games, or for non-wagering games. 
     Referring back to  FIG. 2 , the flow  200  continues at processing block  204 , where the system detects attainment of an achievement from one of the wagering games. For example, as illustrated in  FIG. 5 , a player initiates a playing round for the Zeus game  111  by initiating a spin operation for reels  507  presented via a display  510  of the wagering game machine  161 . For example, the player sets a desired wager amount per payline and a number of desired paylines, and then presses a “spin” button. In response to the spin operation, the system transacts a wager based on the wager amount per payline and the number of desired payline. The system generates a random number and arranges symbols on the reels  507  according to the random number. In  FIG. 5 , when the reels  507  stop spinning, a winning outcome is revealed that qualifies as the “big win” achievement indicated in  FIG. 4  for the game space  331  (e.g., four of the reel symbols  508  align horizontally along a central payline  509 ). 
     Returning momentarily to  FIG. 2 , the flow  200  continues at processing block  206 , where the system indicates the attainment of the achievement via a game space, of the plurality of game spaces. The game space corresponds to the achievement attained. For example, in  FIG. 6 , after the “big win” outcome occurs in the Zeus game  111 , the system selects and highlights the game space  331 . In some embodiments, the system removes the logo that was on the game space  331  and replaces it with a completion indicator (e.g., a blank image, a shaded image, a marked-out image, etc.). In some embodiments, the system presents a completion indicator that identifies a player. For example, in  FIG. 6 , the system indicates a personal identifier (e.g., avatar  616 ) of the player named Marcus Miller, who logged into the wagering game machine  161  and accomplished the achievement associated with the game space  331 . The avatar  616  is only one way to identify a player. Other embodiments may include other unique graphical, numerical, textual, etc. identifiers associated with the player. The system also presents a secondary game board  641  game on the display  510  to indicate progress in the community game that is specific to the game player (e.g., specific to Marcus Miller). The system can minimize a view of the Zeus game  111  on the display  510  to show the secondary game board  641  (e.g., in response to an event in the community game and/or when the secondary game board  641  is selected by the player). Shortly after presenting the avatar  616  on the game space  331 , the system may remove the appearance of the avatar  616  from the game board  141 , leaving a blank space, or some completion indicator other than the avatar  616 , to show that the achievement was completed and that the game space was claimed by the player. However, because the secondary game board  641  is player specific, the system leaves the instance of the avatar  616  on the secondary game board  641  as a persistent marker that identifies that the game space  331  is claimed, or earned, by the player. In some embodiments, no other player can attain the game space  331  for the duration of the community game. In some embodiments, the system can make suggestions to a player regarding what games to play given any remaining number of unattained game spaces left on the game board  141 . 
     Returning momentarily to  FIG. 2 , the flow  200  continues at processing block  208 , where the system detects completion of one or more game objectives for the community game based on the attainment of the achievement from the wagering game. For example, in  FIG. 7 , the system detects an achievement, via the Zeus game  111 , which corresponds to game space  717  (e.g., four game symbols  708  arrange in a payline  709 ). The system, therefore, assigns the game space  717  to the player. The attainment of the game space  717  completes the far-right column  794  (i.e., game spaces  331 ,  716 , and  718  had previously been attained in the community game). A game objective for the community game may be to complete a row, column, or diagonal, which then triggers an award of a prize associated with the row, column, or diagonal. 
     Returning momentarily to  FIG. 2 , the flow  200  continues at processing block  210 , where the system provides a customer-loyalty award to a wagering game player account associated with the game space, in response to the completion of the objective for the community game. For example, when a payout pattern is completed on the game board, the system awards the prize, or prizes, associated with a payout pattern. The prize, or prizes, can be awarded to any, or all, player accounts that have a game space in the payout pattern. As described previously, the prizes can be sponsored by the casino and, therefore, do not need to be tied directly into the math of the game. 
     In one example, the system awards a prize to only the player account that completes the last remaining game space needed to complete the payout pattern. 
     In one example, when the payout pattern is completed, the system awards a prize to each player account that possesses a game space in the payout pattern. 
     In one example, when the payout pattern is completed, the system awards to a player account a number of the prizes associated with the payout pattern proportional to a number of game spaces that the player account possesses in the payout pattern. 
     In  FIG. 7 , for example, with the attainment of the game space  717 , the far-right column  794  is completed, and the prize associated with prize indicator  719  is awarded to the player. In some embodiments, the prize is also awarded to any other player that has attained any of the other game spaces  331 ,  716 , and  718  in the far-right column  794 . In some embodiments, the prize associated with the prize indicator  719  includes two tickets to a specific show. The secondary game board  641  shows that, in the far-right column  794 , the player has attained two game spaces (e.g., marked by the avatar  616 ). Therefore, in some embodiments, the system provides double the prize (e.g., as indicated in the congratulatory message  720 , the system provides four tickets to the specific show, instead of only two tickets). The system can store an electronic indicator of the prize in the player&#39;s wagering game player account. For example, the system can store a redeemable electronic coupon with a unique identifier (e.g., a barcode) for the tickets, which the player can print out later (e.g., via a personal computer) and present at the entertainment venue. The system can also print out a physical, redeemable form of the prize, such as a paper coupon printed from a wagering game machine. The player can take the paper coupon to a kiosk at the casino to obtain the tickets. 
     Further, when the prize is awarded during the community game, the system highlights the entire far-right column  794  to indicate that that particular game objective has been completed for the community game. For instance, the system makes the far-right column  794  look shaded or dimmed in the secondary game board  641  to indicate that the prize, or prizes, have been awarded for the far-right column  794 . The system also makes the far-right column  794  on the game board  141  to appear completed. For example, after the system presents the avatar  616  in the game space  717 , the system causes the game space  717 , to appear blank, as for the other game spaces,  331 ,  716 , and  718  in the far-right column  794 . The system also causes the prize indicator  719  to appear completed (e.g., after awarding the show ticket, the system causes the prize indicator  719  to appear blank). 
     In some examples, the system can detect simultaneous completion of multiple objectives for the community game and, in response, award multiple prizes. For example, the system can award multiple prizes when multiple payout patterns are simultaneously completed by the attainment of one game space. In  FIG. 8 , for example, a game space  817  is a final game space on the game board  141 . The game space  817  is at an intersection of column  895 , row  896 , and diagonal  897 . The player, who was previously playing the Zeus game  111  via wagering game machine  161  has, in this example, switched to playing the Voyages of Sinbad game  113  via the wagering game machine  161  and, therefore, the Voyages of Sinbad game  113  is now presented via the display  510 . During play of the Voyages of Sinbad game  113 , the player attains an achievement in that game that matches the achievement assigned to the game space  817 . Therefore, the system assigns the game space  817  to the player, or, in other words, the player attains the game space  817 . The attainment of the game space  817  causes simultaneous completion of the column  895 , the row  896 , and the diagonal  897 . Column  895  is associated with prize indicator  825 , row  896  is associated with prize indicator  826 , and diagonal  897  is associated with prize indicator  827 . The game spaces in the diagonal  897  have a chance of winning three prizes. Therefore, as mentioned previously, the achievements associated with the diagonal  897  have lower odds of completion (i.e., are less likely to occur and therefore harder to attain) in the corresponding wagering games than achievements assigned to other games spaces that are not in the diagonal  897 . Upon simultaneous completion of the column  895 , the row  896 , and the diagonal  897 , the system awards the player the three prizes associated with the prize indicator  825 , the prize indicator  826 , and the prize indicator  827 . 
     The system indicates the three prizes via congratulatory messages  830 . Further, the system indicates completion of the game space  817  by presentation of the avatar  616  in a corresponding game space on the secondary game board  641 . The system also shows attainment indicators  888  of game spaces that were previously attained and/or awarded in the community game. Upon completion of the final game space  817 , the game can provide a top prize, or grand prize, (e.g., 10,000 loyalty points) to the player who attained the final game space  817 . In other embodiments, when the final game space  817  is completed, the system can distribute some portion of the grand prize, or provide additional prizes, proportional to a number of game spaces that each of the players attained during the community game. For example, the system can detect the number of attainment indicators  888  for the player and award additional loyalty points or other loyalty program awards. When the game board  141  is completed, the system can reset the game board  141  and restart the community game. 
     Additional Example Embodiments 
     According to some embodiments, a wagering game system (“system”) can provide various example devices, operations, etc., incorporate a secondary game with a loyalty program. The following non-exhaustive list enumerates some possible embodiments. 
     Persisting Community Game Progress in a Player Account. 
     In some examples, the system can award a prize, or portion of a prize, to a player in a community game when the player is not currently playing at a bank of wagering game machines associated with the community game. For example, a player may have attained a game space in a payout pattern before the payout pattern is completed. The player may log out of the wagering game machine before the payout pattern is completed. If the player has a player account, then the system stores in the player&#39;s account an indication of the attainment of the game space. In other words, the system causes progress that the player has made in the community game to persist in the player&#39;s account. Later, another player who is playing at the bank may attain an achievement that completes the payout pattern. If the game rules are such that all players who had attained a game space received a prize, or portion of the prize, associated with the payout pattern, then the system can store in the player account an indication of the prize, or portion of the prize. The system can notify the player via email, mobile device, etc. 
     Setting Conditions for Completion of Community Game Objectives. 
     In some embodiments, the system can set various conditions for completion of community game objectives and/or payout patterns other than, or in addition to, attainment of game outcomes. For example, the system may set social conditions, time or date based conditions, spending requirements, etc. For instance, the system can require that more than one player complete game spaces in the payout pattern. In another example, the system requires that multiple players complete separate achievements from different wagering games before a payout pattern can be completed. In another example, the system can require completion of a game objective within a given time period. 
     Setting a Value of Loyalty Program Prizes Based on Player Status. 
     In some embodiments, the system can modify a value of a prize awarded in the community game based on a status of a player in the loyalty program. For example, the system can provide a configuration tool to specify different levels of prize values to correspond with different levels of status.  FIG. 9  illustrates an example of a configuration tool. In  FIG. 9 , a configuration tool interface (“interface”)  901  is displayed that presents various features to configure prizes for a community game. The interface  901  includes first tabs  905  which can be selected to configure prizes for specific times, dates, events, themes, etc. When one of the tabs  905  is selected, a prize configuration panel  906  is displayed. The panel  906  is divided into two sections. 
     A first section  910  of the prize configuration panel  906  includes prize-type control panels  915 ,  916 ,  917 , and  918  (“prize-type control panels  915 - 918 ”). The prize-type control panels  915 - 918  are used to configure information about types of prizes offered in the community game. For instance, a first type “A” relates to prizes available for play of wagering games, such as free plays, access to exclusive gaming content, etc. A second type “B” relates to prizes for food and drinks, such as free or discounted meals, drinks, and so forth. A third type “C” relates to prizes for entertainment, such as free or discounted show tickets, concert tickets, movie tickets, etc. A fourth type “D” relates to prizes for accommodations and travel, such as free or discounted hotel stay, airfare, taxi services, etc. 
     Indicator-appearance controls  941 ,  942 ,  943 , and  944  (“indicator-appearance controls  941 - 944 ”) can be used to configure an appearance, or image, of prize indicators used in the community game to indicate specific prizes. For example, in the prize-type control panel  915 , an operator can select the first indicator-appearance control  941  to upload a graphical image (e.g., a custom graphic branded to the operator) to appear as the type of prize indicator associated with type “A” prizes (e.g., prize indicator  366  or  321  of  FIG. 3  which have the phrase “Free Play” on them). In another example, the operator can select the first indicator-appearance control  941  to enter text, upload videos, flash files, or any other media associated with prize indicators. 
     The prize-type control panels  915 - 918  also include prize-description boxes  945 ,  946 ,  947 , and  948  (“prize-description boxes  945 - 948 ”). For example, a first prize-description box  945  includes a description of the prize, such as a prize amount, a congratulatory message, etc. 
     The prize-type control panels  915 - 918  also include tabs  912  to select a specific player status level. In a customer loyalty program, players attain customer loyalty points at different rates based on their use of products and services. As a player&#39;s points increase, their loyalty status increases to indicate a level of loyalty. When any of the tabs  912  are selected, an operator can enter a different description of the prize, prize amount, etc. customized to the status level. For instance, at “Diamond” level, the prize-description box  945  reads “Congratulations! You win $100 in free play.” At a lower level, such as “Gold” level, the prize description box  945  could be configured to read “Congratulations! You win $50 in free play.” The amount of free play differs. Thus, if a first player with a customer loyalty status at Gold level attains a type “A” prize in the community game (e.g., a “Free Play” prize), then the system presents the congratulatory message “Congratulations! You win $50 in free play.” The system awards the first player $50 in free play of wagering games. On the other hand, if a second player with a customer loyalty status at Diamond level attains a type “A” prize in the same community game, then the system presents the congratulatory message “Congratulations! You win $100 in free play.” The system awards the player $100 in free play of wagering games. In some embodiments, the prize-type control panels  915 - 918  can have more than three tabs regarding customer loyalty status levels. In some embodiments, the system can automatically determine an amount of the free play to award (e.g., the system automatically awards an amount of free play proportional to status levels without requiring the operator to specify the amount in the prize-description boxes  945 - 948 ). 
     The prize-type control panels  915 - 918  also include a print control  914  configured to specify whether to physically print a ticket at the wagering game machine to indicate the prize. 
     A second, “L”-shaped section  920  includes indicator-placement controls  921 ,  922 ,  923 ,  924 ,  925 ,  926 ,  927 ,  928 , and  929  (“indicator-placement controls  921 - 929 ”). The indicator-placement controls  921 - 929  correspond to the type of prizes from the first section  910 . For example, a portion of the indicator-placement control  921  is selected to set a type of prize (e.g., type “A,” “B,” “C,” or “D”). When a type is specified for the indicator-placement control  921 , the system links the indicator-placement control  921  to a corresponding one of the prize-type control panels  915 - 918 . For example, if type “A” is selected via the indicator-placement control  921 , then the indicator-placement control  921  is linked to the prize-type control panel  915 . The indicator-placement control  921  inherits the properties of the prize-type control panel  915 . For instance, a prize indicator associated with the prize-type control panel  915  will appear, on a game board, as a “Free Play” graphic selected via use of the indicator-appearance control  941 . 
     Furthermore, the indicator-placement controls  921 - 929  are positioned in the second section  920  relative to positions at which prize indicators will subsequently be presented on a game board during a community game. For instance, in  FIG. 3 , when a community game begins, and the game board  141  is presented, the system uses the positions of the four indicator-placement controls  921 ,  922 ,  923 , and  924  ( FIG. 9 ) to position, in relative locations, the four prize indicators  935  ( FIG. 3 ) on the game board  141 . The system uses the positions of the four indicator-placement controls  925 ,  926 ,  927 , and  928  ( FIG. 9 ) to position, in relative locations, the prize indicators  936  ( FIG. 3 ) on the game board  141 . Finally, the system uses the position of the indicator-placement control  929  ( FIG. 9 ) to position, in a relative location, the prize indicator  324  ( FIG. 3 ) on the game board  141 . 
     The prize configuration panel  906  also includes a grand prize control  955  to specify a grand prize for the community game. 
     Regarding the tabs  905 , some of the tabs  905  indicate specific dates and/or times at which the system can automatically transition from a first configuration setting to a second, different configuration setting. For example, at 12 AM on Friday evening, the system can transition prizes available for community games from “Weekday” settings to “Weekend” settings. The “Weekend” settings may have higher prize values than those of “Weekday” settings. In some embodiments, if a community game at a particular bank, using the first configuration settings, has already assigned some game spaces to some players, but has not completed all game objectives at the time for automatic transition to the second configuration setting, the system can wait until all game objectives are completed for the community game before transitioning to the second configuration setting. For example, the system can wait until the game board  141  is cleared. In other embodiments, if the community game has already assigned some game spaces to some players, but has not completed all game objectives at the time for automatic transition to the second configuration setting, the system can automatically change prize values to match those of the second configuration settings as long as the prize values are higher and not lower in value than those indicated by the first configuration settings. In some embodiments, the system can maintain some prize values only for the player or players who have obtained game spaces prior to the transition. 
     Example Operating Environments 
     This section describes example operating environments, systems, networks, etc. and presents structural aspects of some embodiments. 
       FIG. 10  is a conceptual diagram that illustrates an example of a wagering game system architecture  1000 , according to some embodiments. The wagering game system architecture  1000  can include an account server  1070  configured to control user related accounts accessible via wagering game networks and social networking networks. The account server  1070  can store wagering game player account information, such as account settings (e.g., settings related to group games, etc., settings related to social contacts, etc.), preferences (e.g., player preferences regarding content presentable via an application of a mobile device, player preferences regarding award types, preferences related to virtual assets, etc.), player profile data (e.g., name, avatar, screen name, etc.), and other information for a player&#39;s account (e.g., financial information, account identification numbers, virtual assets, social contact information, etc.). The account server  1070  can contain lists of social contacts referenced by a player account. The account server  1070  can also provide auditing capabilities, according to regulatory rules. The account server  1070  can also track performance of players, machines, and servers. The account server  1070  can also track customer loyalty points, status information, etc. associated with a customer loyalty program. 
     The wagering game system architecture  1000  can also include a wagering game server  1050  configured to control wagering game content, provide random numbers, and communicate wagering game information, account information, and other information to and from a wagering game machine  1060 . The wagering game server  1050  can include a content controller  1051  configured to manage and control content for presentation on the wagering game machine  1060 . For example, the content controller  1051  can generate game results (e.g., win/loss values), including win amounts, for games played on the wagering game machine  1060 . The content controller  1051  can communicate the game results to the wagering game machine  1060 . The content controller  1051  can also generate random numbers and provide them to the wagering game machine  1060  so that the wagering game machine  1060  can generate game results. The wagering game server  1050  can also include a content store  1052  configured to contain content to present on the wagering game machine  1060 . The wagering game server  1050  can also include an account manager  1053  configured to control information related to player accounts. For example, the account manager  1053  can communicate wager amounts, game results amounts (e.g., win amounts), bonus game amounts, etc., to the account server  1070 . The wagering game server  1050  can also include a communication unit  1054  configured to communicate information to the wagering game machine  1060  and to communicate with other systems, devices and networks. The wagering game server  1050  can also include a secondary game module  1055  configured to incorporate a secondary game with a customer loyalty program. 
     The wagering game system architecture  1000  can also include the wagering game machine  1060  configured to present wagering games. The wagering game machine  1060  can include a content controller  1061  configured to manage and control content and presentation of content on the wagering game machine  1060 . The wagering game machine  1060  can also include a content store  1062  configured to contain content to present on the wagering game machine  1060 . The wagering game machine  1060  can also include an application management module  1063  configured to manage multiple instances of gaming applications. For example, the application management module  1063  can be configured to launch, load, unload and control applications and instances of applications. The application management module  1063  can launch different software players (e.g., a Microsoft® Silverlight™ player, an Adobe® Flash® player, etc.) and manage, coordinate, and prioritize what the software players do. The application management module  1063  can also coordinate instances of server applications in addition to local copies of applications. The application management module  1063  can control window locations on a wagering game screen or display for the multiple gaming applications. In some embodiments, the application management module  1063  can manage window locations on multiple displays including displays on devices associated with and/or external to the wagering game machine  1060  (e.g., a top display and a bottom display on the wagering game machine  1060 , a peripheral device connected to the wagering game machine  1060 , a mobile device connected to the wagering game machine  1060 , etc.). The application management module  1063  can manage priority or precedence of client applications that compete for the same display area. For instance, the application management module  1063  can determine each client application&#39;s precedence. The precedence may be static (i.e. set only when the client application first launches or connects) or dynamic. The applications may provide precedence values to the application management module  1063 , which the application management module  1063  can use to establish order and priority. The precedence, or priority, values can be related to tilt events, administrative events, primary game events (e.g., hierarchical, levels, etc.), secondary game events, local bonus game events, advertising events, etc. As each client application runs, it can also inform the application management module  1063  of its current presentation state. The applications may provide presentation state values to the application management module  1063 , which the application management module  1063  can use to evaluate and assess priority. Examples of presentation states may include celebration states (e.g., indicates that client application is currently running a win celebration), playing states (e.g., indicates that the client application is currently playing), game starting states (e.g., indicates that the client application is showing an invitation or indication that a game is about to start), status update states (e.g., indicates that the client application is not ‘playing’ but has a change of status that should be annunciated, such as a change in progressive meter values or a change in a bonus game multiplier), idle states (e.g., indicates that the client application is idle), etc. In some embodiments, the application management module  1063  can be pre-configurable. The system can provide controls and interfaces for operators to control screen layouts and other presentation features for the configuring of the application management module  1063 . The application management module  1063  can communicate with, and/or be a communication mechanism for, a base game stored on a wagering game machine. For example, the application management module  1063  can communicate events from the base game such as the base game state, pay line status, bet amount status, etc. The application management module  1063  can also provide events that assist and/or restrict the base game, such as providing bet amounts from secondary gaming applications, inhibiting play based on gaming event priority, etc. The application management module  1063  can also communicate some (or all) financial information between the base game and other applications including amounts wagered, amounts won, base game outcomes, etc. The application management module  1063  can also communicate pay table information such as possible outcomes, bonus frequency, etc. In some embodiments, the application management module  1063  can control different types of applications. For example, the application management module  1063  can perform rendering operations for presenting applications of varying platforms, formats, environments, programming languages, etc. For example, the application management module  1063  can be written in one programming language format (e.g., JavaScript, Java, C++, etc.) but can manage, and communicate data from, applications that are written in other programming languages or that communicate in different data formats (e.g., Adobe® Flash®, Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc.). The application management module  1063  can include a portable virtual machine capable of generating and executing code for the varying platforms, formats, environments, programming languages, etc. The application management module  1063  can enable many-to-many messaging distribution and can enable the multiple applications to communicate with each other in a cross-manufacturer environment at the client application level. For example, multiple gaming applications on a wagering game machine may need to coordinate many different types of gaming and casino services events (e.g., financial or account access to run spins on the base game and/or run side bets, transacting drink orders, tracking player history and player loyalty points, etc.). 
     The wagering game machine  1060  can also include a secondary game module  1064  configured to incorporate a secondary game with a customer loyalty program. 
     The wagering game system architecture  1000  can also include the secondary content server  1040  configured to provide content and control information for secondary games and other secondary content available on a wagering game network (e.g., secondary wagering game content, promotions content, advertising content, player tracking content, web content, etc.). The secondary content server  1040  can provide “secondary” content, or content for “secondary” games presented on the wagering game machine  1060 . “Secondary” in some embodiments can refer to an application&#39;s importance or priority of the data. In some embodiments, “secondary” can refer to a distinction, or separation, from a primary application (e.g., separate application files, separate content, separate states, separate functions, separate processes, separate programming sources, separate processor threads, separate data, separate control, separate domains, etc.). Nevertheless, in some embodiments, secondary content and control can be passed between applications (e.g., via application protocol interfaces), thus becoming, or falling under the control of, primary content or primary applications, and vice versa. In some embodiments, the secondary content can be in one or more different formats, such as Adobe® Flash®, Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc. In some embodiments, the secondary content server  1040  can provide and control content for community games, including networked games, social games, competitive games, or any other game that multiple players can participate in at the same time. In some embodiments, the secondary content server  1040  can control and present an online website that hosts wagering games. The secondary content server  1040  can also be configured to present multiple wagering game applications on the wagering game machine  1060  via a wagering game website, or other gaming-type venue accessible via the Internet. The secondary content server  1040  can host an online wagering website and/or a social networking website. The secondary content server  1040  can include other devices, servers, mechanisms, etc., that provide functionality (e.g., controls, web pages, applications, etc.) that web users can use to connect to a social networking application and/or website and utilize social networking and website features (e.g., communications mechanisms, applications, etc.). The secondary content server  1040  can also be configured to provide content presentable via an application of the mobile device  1030 . In some embodiments, the secondary content server  1040  can also host social networking accounts, provide social networking content, control social networking communications, store associated social contacts, etc. The secondary content server  1040  can also provide chat functionality for a social networking website, a chat application, or any other social networking communications mechanism. In some embodiments, the secondary content server  1040  can utilize player data to determine marketing promotions that may be of interest to a player account. The secondary content server  1040  can also analyze player data and generate analytics for players, group players into demographics, integrate with third party marketing services and devices, etc. The secondary content server  1040  can also provide player data to third parties that can use the player data for marketing. In some embodiments, the secondary content server  1040  can provide one or more social networking communication mechanisms that publish (e.g., post, broadcast, etc.) a message to a mass (e.g., to multiple people, users, social contacts, accounts, etc.). The social networking communication mechanism can publish the message to the mass simultaneously. Examples of the published message may include, but not be limited to, a blog post, a mass message post, a news feed post, a profile status update, a mass chat feed, a mass text message broadcast, a video blog, a forum post, etc. Multiple users and/or accounts can access the published message and/or receive automated notifications of the published message. 
     The wagering game system architecture  1000  can also include the online gaming server  1080  configured to control and present a website that hosts gaming related content (e.g., monetary type wagering games, non-monetary type wagering games, social networking content related to gaming, etc.). The online gaming server  1080  can be configured to present multiple applications on the website via the Internet. The online gaming server  1080  can host a social network. The online gaming server  1080  can include other devices, servers, mechanisms, etc., that provide functionality (e.g., controls, web pages, applications, etc.) that web users can use to connect to a social networking application and/or website and utilize social networking and website features (e.g., communications mechanisms, applications, etc.). The online gaming server  1080  can also be configured to provide content presentable via an application of the mobile device  1030 . Furthermore, the online gaming server  1080  can include a secondary game module  1081 . The secondary game module  1081  can communicate with the secondary game module  1055  to detect achievements from online games and use those achievements in a community game controlled by the wagering game server  1050 . The wagering game server  1050  can further link together an online gaming account with a wagering game player account. 
     The wagering game system architecture  1000  can also include the mobile device  1030  configured to control mobile communications and applications. The mobile device  1030  may also be referred to as a handheld device, a handheld computer or simply handheld. In some embodiments, the mobile device  1030  is a pocket-sized computing device, having a display screen with touch input and/or a miniature keyboard. Some examples of the mobile device  1030  may include, but are not limited to, a smartphone, a personal digital assistant, a mobile computer, a mobile internet device, a portable media player, a mobile phone, a pager, a personal navigation device, etc. In some embodiments, the mobile device  1030  functions via a wireless application protocol (WAP). In some embodiments, the mobile device  1030  may include integrated data capture devices like barcode readers, radio frequency identification (RFID) readers, In-cell Optical LCD readers, and smart card readers. In some embodiments, the mobile device  1030  is configured to communicate with wagering game devices, such as the wagering game server  1050 , the wagering game machine  1060 , the online gaming server  1080 , the secondary content server  1040 , and the account server  1070 . In some embodiments the mobile device  1030  is personal (i.e., belongs to a user), which the user can carry on their person. 
     Each component shown in the wagering game system architecture  1000  is shown as a separate and distinct element connected via a communications network  1022 . However, some functions performed by one component could be performed by other components. For example, the wagering game server  1050  can also be configured to perform functions of the application management module  1063 , and other network elements and/or system devices. Furthermore, the components shown may all be contained in one device, but some, or all, may be included in, or performed by, multiple devices, as in the configurations shown in  FIG. 10  or other configurations not shown. For example, the account manager  1053  and the communication unit  1054  can be included in the wagering game machine  1060  instead of, or in addition to, being a part of the wagering game server  1050 . Further, in some embodiments, the wagering game machine  1060  can determine wagering game outcomes, generate random numbers, etc. instead of, or in addition to, the wagering game server  1050 . 
     The wagering game machines described herein (e.g., wagering game machine  1060 ) can take any suitable form, such as floor standing models, handheld mobile wagering game machines, bar-top models, workstation-type console models, surface computing machines, etc. Further, wagering game machines can be primarily dedicated for use in conducting wagering games. 
     In some embodiments, wagering game machines and wagering game servers work together such that wagering game machines can be operated as thin, thick, or intermediate clients. For example, one or more elements of game play may be controlled by the wagering game machines (client) or the wagering game servers (server). Game play elements can include executable game code, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets or the like. In a thin-client example, the wagering game server can perform functions such as determining game outcome or managing assets, while the wagering game machines can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines can determine game outcomes and communicate the outcomes to the wagering game server for recording or managing a player&#39;s account. 
     In some embodiments, either the wagering game machines (client) or the wagering game server(s) can provide functionality that is not directly related to game play. For example, account transactions and account rules may be managed centrally (e.g., by the wagering game server(s)) or locally (e.g., by the wagering game machines). Other functionality not directly related to game play may include power management, presentation of advertising, software or firmware updates, system quality or security checks, etc. 
     Furthermore, the wagering game system architecture  1000  can be implemented as software, hardware, any combination thereof, or other forms of embodiments not listed. For example, any of the network components (e.g., the wagering game machines, servers, etc.) can include hardware and machine-readable storage media including instructions for performing the operations described herein. 
     Wagering Game Machine Architecture 
       FIG. 11  is a conceptual diagram that illustrates an example of a wagering game machine architecture  1100 , according to some embodiments. In  FIG. 11 , the wagering game machine architecture  1100  includes a wagering game machine  1106 , which includes a central processing unit (CPU)  1126  connected to main memory  1128 . The CPU  1126  can include any suitable processor, such as an Intel® Pentium processor, Intel® Core 2 Duo processor, AMD Opteron™ processor, or UltraSPARC processor. The main memory  1128  includes a wagering game unit  1132 . In some embodiments, the wagering game unit  1132  can present wagering games, such as video poker, video black jack, video slots, video lottery, reel slots, etc., in whole or part. 
     The CPU  1126  is also connected to an input/output (“I/O”) bus  1125 , which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus  1125  is connected to a payout mechanism  1108 , primary display  1110 , secondary display  1112 , value input device  1114 , player input device  1116 , information reader  1118 , and storage unit  1130 . The player input device  1116  can include the value input device  1114  to the extent the player input device  1116  is used to place wagers. The I/O bus  1125  is also connected to an external system interface  1124 , which is connected to external systems  1104  (e.g., wagering game networks). The external system interface  1124  can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.) 
     The I/O bus  1125  is also connected to a location unit  1138 . The location unit  1138  can create player information that indicates the wagering game machine&#39;s location/movements in a casino. In some embodiments, the location unit  1138  includes a global positioning system (GPS) receiver that can determine the wagering game machine&#39;s location using GPS satellites. In other embodiments, the location unit  1138  can include a radio frequency identification (RFID) tag that can determine the wagering game machine&#39;s location using RFID readers positioned throughout a casino. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the wagering game machine&#39;s location. Although not shown in  FIG. 11 , in some embodiments, the location unit  1138  is not connected to the I/O bus  1125 . 
     In some embodiments, the wagering game machine  1106  can include additional peripheral devices and/or more than one of each component shown in  FIG. 11 . For example, in some embodiments, the wagering game machine  1106  can include multiple external system interfaces  1124  and/or multiple CPUs  1126 . In some embodiments, any of the components can be integrated or subdivided. 
     In some embodiments, the wagering game machine  1106  includes a secondary game module  1137 . The secondary game module  1137  can process communications, commands, or other information, where the processing can incorporate a secondary game with a loyalty program. 
     Furthermore, any component of the wagering game machine  1106  can include hardware, firmware, and/or machine-readable storage media including instructions for performing the operations described herein. 
     Wagering Game System 
       FIG. 12  is a conceptual diagram that illustrates an example of a wagering game system  1200 , according to some embodiments. In  FIG. 12 , the wagering game system  1200  includes a wagering game machine  1260  similar to those used in gaming establishments, such as casinos. The wagering game machine  1260  may, in some examples, be referred to as a gaming terminal or an electronic gaming machine. The wagering game machine  1260  may have varying structures and methods of operation. For example, the wagering game machine  1260  may include electromechanical components configured to play mechanical slots. In another example, the  1260  includes electronic components configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. The wagering game machine  1260  is depicted as a floor-standing model. However, other examples of wagering game machines include handheld mobile units, bartop models, workstation-type console models, etc. Further, the wagering game machine  1260  may be primarily dedicated for use in conducting wagering games, or may include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. Exemplary types of wagering game machines are disclosed in U.S. Pat. No. 6,517,433 and Patent Application Publication Nos. US2010/0062196 and US2010/0234099, which are incorporated herein by reference in their entireties. 
     The wagering game machine  1260  illustrated in  FIG. 12  comprises a cabinet  1211  that may house various input devices, output devices, and input/output devices. By way of example, the wagering game machine  1260  includes a primary display area  1212 , a secondary display area  1214 , and one or more audio speakers  1216 . The primary display area  1212  or the secondary display area  1214  may include one or more of a cathode ray tube (CRT), a high resolution liquid crystal display (LCD), a plasma display, a light emitting diode (LED) display, a three-dimensional (3D) display, a video display, or a combination thereof. In some examples, the primary display area  1212  or the secondary display area  1214  includes mechanical reels to display a wagering game outcome. In some example, the primary display area  1212  or the secondary display area  1214  present a transmissive video display disposed in front of a mechanical-reel display to portray a video image superimposed upon the mechanical-reel display. In  FIG. 12 , the wagering game machine  1260  is a “slant-top” version in which the primary display  1212  is slanted (e.g., at about a thirty-degree angle toward the player of the wagering game machine  1260 ). Another example of wagering game machine  1260  is an “upright” version in which the primary display  1214  is oriented vertically relative to the player. The display areas may variously display information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts, announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the wagering game machine  1260 . The wagering game machine  1260  includes a touch screen(s)  1218  mounted over the primary or secondary areas, buttons  1250  on a button panel, bill validator  1252 , information reader/writer(s)  1254 , and player-accessible port(s)  1256  (e.g., audio output jack for headphones, video headset jack, USB port, wireless transmitter/receiver, etc.). It should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a wagering game machine in accord with the present concepts. 
     Input devices, such as the touch screen  1218 , buttons  1250 , a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual input device, accept player input(s) and transform the player input(s) to electronic data signals indicative of the player input(s), which correspond to an enabled feature for such input(s) at a time of activation (e.g., pressing a “Max Bet” button or soft key to indicate a player&#39;s desire to place a maximum wager to play the wagering game). The input(s), once transformed into electronic data signals, are output to a CPU for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element. 
     Embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, embodiments of the inventive subject matter may take the form of a computer program product embodied in any tangible medium of expression having computer readable program code embodied in the medium. The described embodiments may be provided as a computer program product that may include a machine-readable storage medium having stored thereon instructions, which may be used to program a computer system to perform a process according to embodiments(s), whether presently described or not, because every conceivable variation is not enumerated herein. A machine-readable storage medium includes any mechanism that stores information in a form (e.g., software, processing application) readable by a machine (e.g., a computer). For example, machine-readable storage media includes magnetic storage medium (e.g., floppy diskette), read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media (e.g., CD-ROM), magneto-optical storage media, flash memory, erasable programmable memory (e.g., EPROM and EEPROM), or other types of media suitable for storing electronic instructions. In addition, embodiments may be embodied in a machine-readable signal media, such as any media suitable for transmitting software over a network. 
     General 
     This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.