Patent Publication Number: US-10789805-B2

Title: Casino machine having emotive lighting structures

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation of U.S. patent application Ser. No. 15/215,384, filed on Jul. 20, 2016, which is continuation-in-part of U.S. patent application Ser. No. 14/735,931, now U.S. Pat. No. 10,019,868, filed on Jun. 10, 2015, for a “Casino Machine Having Emotive Lighting Structures.” both of which are incorporated by reference in their entireties. 
    
    
     COPYRIGHT 
     A portion of the disclosure of this patent document contains material which 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. 
     FIELD OF THE INVENTION 
     The present invention relates generally to gaming apparatus and methods and, more particularly, to a casino machine having an emotive lighting structure for creating a masked area between an active area and a diffused lighting area. 
     BACKGROUND OF THE INVENTION 
     Gaming 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 with players is dependent 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 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 gaming machine manufacturers to continuously develop new games and improved gaming enhancements that will attract frequent play through enhanced entertainment value to the player. 
     SUMMARY OF THE INVENTION 
     According to one aspect of the present invention, a gaming machine includes a gaming cabinet having a cabinet enclosure with a peripheral edge, and an electronic display device within the cabinet enclosure. The electronic display device has an active area with an image surface, the image surface being defined by a plurality of active edges and configured to display images of a casino wagering game. The gaming machine also includes a masked area adjacent to the active area and lacking any display of the images of the casino wagering game, and a light source concealed from view relative to a player position in front of the gaming cabinet and emitting an initial light. The gaming machine further includes a diffused lighting area adjacent to the masked area and extending to overlap the adjacent peripheral edge of the cabinet enclosure, the diffused lighting area including a single diffuser that receives the initial light and transmits it towards the player. 
     According to another aspect of the invention, a gaming machine includes a gaming cabinet with a peripheral edge, and an electronic display device within the cabinet. The display device includes an active area configured to display images of a casino wagering game. The gaming machine also includes a masked area immediately adjacent to the active area and forming at least in part an imageless, opaque border around the active area. A glass component has a common surface overlapping both the active area and the masked area. The gaming machine further includes a single diffuser forming a diffused lighting area and extending between the glass component and the adjacent peripheral edge of the gaming cabinet, the single diffuser having a first surface that extends in an overlapping manner below the glass component and a second surface that is at least in part elevated relative to the common surface of the glass component. 
     Additional aspects of the invention will be apparent to those of ordinary skill in the art in view of the detailed description of various embodiments, which is made with reference to the drawings, a brief description of which is provided below. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a perspective view of a free-standing gaming machine, according to an embodiment of the present invention. 
         FIG. 2  is a schematic view of a gaming system, according to an embodiment of the present invention. 
         FIG. 3  is an image of an exemplary basic-game screen of a wagering game displayed on a gaming machine, according to an embodiment of the present invention. 
         FIG. 4A  is a partial front view of a gaming machine with an electronic display device adjacent to lighting areas, according to an embodiment of the present invention. 
         FIG. 4B  is an enlarged view of a vertical lighting area illustrated in  FIG. 4A . 
         FIG. 4C  is an enlarged view of a horizontal lighting area illustrated in  FIG. 4A . 
         FIG. 4D  is a partial perspective view illustrating rear lighting of the gaming machine of  FIG. 4A . 
         FIG. 5A  is a top view illustration of the vertical lighting area illustrated in  FIG. 4B . 
         FIG. 5B  is a top view illustration of features illustrated in  FIG. 5A . 
         FIG. 6  is an exploded front-perspective view illustration of the vertical lighting area of  FIG. 5  and other display components. 
         FIG. 7  is an exploded side-perspective view of the illustration of  FIG. 6 . 
         FIG. 8A  is a side cross-sectional view along lines “8-8” of  FIG. 9  illustrating a contour lighting area, according to one embodiment of the present invention. 
         FIG. 8B  is a side cross-sectional illustration representative of an alternative configuration of a contour lighting area, according to one embodiment of the present invention. 
         FIG. 9  is an exploded perspective view of components illustrated in  FIG. 8A . 
         FIG. 10  is a top view illustration of a two-way lighting area, according to an embodiment of the present invention. 
         FIG. 11A  is a partial front view of a gaming machine with an electronic display device and having a seamless integrated emotive lighting area, according to an embodiment of the present invention. 
         FIG. 11B  is an enlarged view of the emotive lighting area of  FIG. 11A  illustrating lighting directly adjacent to an active area of the electronic display device. 
         FIG. 11C  is an enlarged view of the emotive lighting area of  FIG. 11A  illustrating components of the emotive lighting area. 
         FIG. 12  is a top view illustration of the emotive lighting area of  FIG. 11A . 
         FIG. 13A  is a perspective view of a display for a gaming machine, according to another embodiment of the present invention. 
         FIG. 13B  is an enlarged view showing an emotive lighting area of the display shown in  FIG. 13A . 
         FIG. 14  is a front view of the display shown in  FIG. 13A . 
         FIG. 15  is a side view of the display shown in  FIG. 13A . 
         FIG. 16  is a top view of the display shown in  FIG. 13A . 
         FIG. 17  is a right partial cross-sectional illustration of the display shown in  FIG. 13A . 
         FIG. 18  is a left partial cross-sectional illustration of the display shown in  FIG. 13A . 
         FIG. 19A  is a front view illustration of a portion of the display shown in  FIG. 13A  having a printed pattern, according to a further embodiment of the present invention. 
         FIG. 19B  is an enlarged cross-sectional illustration of the portion of the display shown in  FIG. 19A . 
     
    
    
     While the invention is susceptible to various modifications and alternative forms, specific embodiments have been shown by way of example in the drawings and will be described in detail herein. It should be understood, however, that the invention is not intended to be limited to the particular forms disclosed. Rather, the invention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the invention as defined by the appended claims. 
     DETAILED DESCRIPTION 
     While this invention is susceptible of embodiment in many different forms, there is shown in the drawings and will herein be described in detail preferred embodiments of the invention with the understanding that the present disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the broad aspect of the invention to the embodiments illustrated. For purposes of the present detailed description, the singular includes the plural and vice versa (unless specifically disclaimed); the words “and” and “or” shall be both conjunctive and disjunctive; the word “all” means “any and all”; the word “any” means “any and all”; and the word “including” means “including without limitation.” 
     For purposes of the present detailed description, the terms “wagering game,” “casino wagering game,” “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 involves wagers of real money, as found with typical land-based or online casino games. In other embodiments, the wagering game additionally, or alternatively, involves 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. 
     Referring to  FIG. 1 , there is shown a gaming machine  10  similar to those operated in gaming establishments, such as casinos. With regard to the present invention, the gaming machine  10  may be any type of gaming terminal or machine and may have varying structures and methods of operation. For example, in some aspects, the gaming machine  10  is an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming machine is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. The gaming machine  10  may take any suitable form, such as floor-standing models as shown, handheld mobile units, bartop models, workstation-type console models, etc. Further, the gaming machine  10  may be primarily dedicated for use in playing wagering games, or may include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. Exemplary types of gaming machines are disclosed in U.S. Pat. Nos. 6,517,433, 8,057,303, and 8,226,459, which are incorporated herein by reference in their entireties. 
     The gaming machine  10  illustrated in  FIG. 1  comprises a gaming cabinet  12  that securely houses various input devices, output devices, input/output devices, internal electronic/electromechanical components, and wiring. The cabinet  12  includes exterior walls, interior walls and shelves for mounting the internal components and managing the wiring, and one or more front doors that are locked and require a physical or electronic key to gain access to the interior compartment of the cabinet  12  behind the locked door. The cabinet  12  optionally forms an alcove configured to store one or more beverages or personal items of a player. A notification mechanism, such as a candle or tower light, is optionally mounted to the top of the cabinet  12 . It flashes to alert an attendant that change is needed, a hand pay is requested, or there is a potential problem with the gaming machine  10 . The gaming cabinet  12  optionally includes a rear wing  13  having a front surface  14  that is positioned rearward of a primary display  18 . 
     The input devices, output devices, and input/output devices are disposed on, and securely coupled to, the cabinet  12 . By way of example, the output devices include the primary display  18 , a secondary display  20 , and one or more audio speakers. The primary display  18  or the secondary display  20  may be a mechanical-reel display device, a video display device, or a combination thereof in which a transmissive video display is disposed in front of the mechanical-reel display to portray a video image superimposed upon the mechanical-reel display. The displays 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 gaming machine  10 . The gaming machine  10  includes a touch screen(s)  24  mounted over the primary or secondary displays, one or more buttons  26  on a button panel and/or other player-input devices, a bill/ticket acceptor  28 , a card reader/writer and/or ticket dispenser  32 , and player-accessible ports (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 gaming machine in accord with the present concepts. 
     The player input devices, such as the touch screen  24 , buttons  26 , a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual-input device, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs, which correspond to an enabled feature for such inputs 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 inputs, once transformed into electronic data signals, are output to game-logic circuitry 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. 
     The gaming machine  10  includes one or more value input/payment devices and value output/payout devices. The value input devices are used to deposit cash or credits onto the gaming machine  10 . The cash or credits are used to fund wagers placed on the wagering game played via the gaming machine  10 . Examples of value input devices include, but are not limited to, a coin acceptor, the bill/ticket acceptor  28 , the card reader/writer  30 , a wireless communication interface for reading cash or credit data from a nearby mobile device, and a network interface for withdrawing cash or credits from a remote account via an electronic funds transfer. The value output devices are used to dispense cash or credits from the gaming machine  10 . The credits may be exchanged for cash at, for example, a cashier or redemption station. Examples of value output devices include, but are not limited to, a coin hopper for dispensing coins or tokens, a bill dispenser, the card reader/writer  30 , the ticket dispenser  32  for printing tickets redeemable for cash or credits, a wireless communication interface for transmitting cash or credit data to a nearby mobile device, and a network interface for depositing cash or credits to a remote account via an electronic funds transfer. 
     Turning now to  FIG. 2 , there is shown a block diagram of the gaming-machine architecture. The gaming machine  10  includes game-logic circuitry  40  securely housed within a locked box inside the gaming cabinet  12  (see  FIG. 1 ). The game-logic circuitry  40  includes a central processing unit (CPU)  42  connected to a main memory  44  that comprises one or more memory devices. The CPU  42  includes any suitable processor(s), such as those made by Intel and AMD. By way of example, the CPU  42  includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor. Game-logic circuitry  40 , as used herein, comprises any combination of hardware, software, or firmware disposed in or outside of the gaming machine  10  that is configured to communicate with or control the transfer of data between the gaming machine  10  and a bus, another computer, processor, device, service, or network. The game-logic circuitry  40 , and more specifically the CPU  42 , comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry  40 , and more specifically the main memory  44 , comprises one or more memory devices which need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry  40  is operable to execute all of the various gaming methods and other processes disclosed herein. The main memory  44  includes a wagering-game unit  46 . In one embodiment, the wagering-game unit  46  causes wagering games to be presented, such as video poker, video black jack, video slots, video lottery, etc., in whole or part. 
     The game-logic circuitry  40  is also connected to an input/output (I/O) bus  48 , which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus  48  is connected to various input devices  50 , output devices  52 , and input/output devices  54  such as those discussed above in connection with  FIG. 1 . The I/O bus  48  is also connected to a storage unit  56  and an external-system interface  58 , which is connected to external system(s)  60  (e.g., wagering-game networks). 
     The external system  60  includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system  60  comprises a player&#39;s portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external-system interface  58  is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine  10 , such as by a near-field communication path operating via magnetic-field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.). 
     The gaming machine  10  optionally communicates with the external system  60  such that the gaming machine  10  operates as a thin, thick, or intermediate client. The game-logic circuitry  40 —whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine  10 —is utilized to provide a wagering game on the gaming machine  10 . In general, the main memory  44  stores programming for a random number generator (RNG), game-outcome logic, and game assets (e.g., art, sound, etc.)—all of which obtained regulatory approval from a gaming control board or commission and are verified by a trusted authentication program in the main memory  44  prior to game execution. The authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compare it to a trusted code stored in the main memory  44 . If the codes match, authentication is deemed a success and the game is permitted to execute. If, however, the codes do not match, authentication is deemed a failure that must be corrected prior to game execution. Without this predictable and repeatable authentication, the gaming machine  10 , external system  60 , or both are not allowed to perform or execute the RNG programming or game-outcome logic in a regulatory-approved manner and are therefore unacceptable for commercial use. 
     When a wagering-game instance is executed, the CPU  42  (comprising one or more processors or controllers) executes the RNG programming to generate one or more pseudo-random numbers. The pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU  42  when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game. The resultant outcome is then presented to a player of the gaming machine  10  by accessing the associated game assets, required for the resultant outcome, from the main memory  44 . The CPU  42  causes the game assets to be presented to the player as outputs from the gaming machine  10  (e.g., audio and video presentations). Instead of a pseudo-RNG, the game outcome may be derived from random numbers generated by a physical RNG that measures some physical phenomenon that is expected to be random and then compensates for possible biases in the measurement process. Whether the RNG is a pseudo-RNG or physical RNG, the RNG uses a seeding process that relies upon an unpredictable factor (e.g., human interaction of turning a key) and cycles continuously in the background between games and during game play at a speed that cannot be timed by the player, for example, at a minimum of 100 Hz (100 calls per second) as set forth in Nevada&#39;s New Gaming Device Submission Package. Accordingly, the RNG cannot be carried out manually by a human. 
     The gaming machine  10  may be used to play central determination games, such as electronic pull-tab and bingo games. In an electronic pull-tab game, the RNG is used to randomize the distribution of outcomes in a pool and/or to select which outcome is drawn from the pool of outcomes when the player requests to play the game. In an electronic bingo game, the RNG is used to randomly draw numbers that players match against numbers printed on their electronic bingo card. 
     The gaming machine  10  may include additional peripheral devices or more than one of each component shown in  FIG. 2 . Any component of the gaming-machine architecture includes hardware, firmware, or tangible machine-readable storage media including instructions for performing the operations described herein. Machine-readable storage media includes any mechanism that stores information and provides the information in a form readable by a machine (e.g., gaming terminal, computer, etc.). For example, machine-readable storage media includes read only memory (ROM), random access memory (RAM), magnetic-disk storage media, optical storage media, flash memory, etc. 
     Referring now to  FIG. 3 , there is illustrated an image of a basic-game screen  80  adapted to be displayed on the primary display  18  or the secondary display  20 . The basic-game screen  80  portrays a plurality of simulated symbol-bearing reels  82 . Alternatively or additionally, the basic-game screen  80  portrays a plurality of mechanical reels or other video or mechanical presentation consistent with the game format and theme. The basic-game screen  80  also advantageously displays one or more game-session credit meters  84  and various touch screen buttons  86  adapted to be actuated by a player. A player can operate or interact with the wagering game using these touch screen buttons or other input devices such as the buttons  26  shown in  FIG. 1 . The game-logic circuitry  40  operates to execute a wagering-game program causing the primary display  18  or the secondary display  20  to display the wagering game. 
     In response to receiving an input indicative of a wager, the reels  82  are rotated and stopped to place symbols on the reels in visual association with paylines such as paylines  88 . The wagering game evaluates the displayed array of symbols on the stopped reels and provides immediate awards and bonus features in accordance with a pay table. The pay table may, for example, include “line pays” or “scatter pays.” Line pays occur when a predetermined type and number of symbols appear along an activated payline, typically in a particular order such as left to right, right to left, top to bottom, bottom to top, etc. Scatter pays occur when a predetermined type and number of symbols appear anywhere in the displayed array without regard to position or paylines. Similarly, the wagering game may trigger bonus features based on one or more bonus triggering symbols appearing along an activated payline (i.e., “line trigger”) or anywhere in the displayed array (i.e., “scatter trigger”). The wagering game may also provide mystery awards and features independent of the symbols appearing in the displayed array. 
     In accord with various methods of conducting a wagering game on a gaming system in accord with the present concepts, the wagering game includes a game sequence in which a player makes a wager and a wagering-game outcome is provided or displayed in response to the wager being received or detected. The wagering-game outcome, for that particular wagering-game instance, is then revealed to the player in due course following initiation of the wagering game. The method comprises the acts of conducting the wagering game using a gaming apparatus, such as the gaming machine  10  depicted in  FIG. 1 , following receipt of an input from the player to initiate a wagering-game instance. The gaming machine  10  then communicates the wagering-game outcome to the player via one or more output devices (e.g., primary display  18  or secondary display  20 ) through the display of information such as, but not limited to, text, graphics, static images, moving images, etc., or any combination thereof. In accord with the method of conducting the wagering game, the game-logic circuitry  40  transforms a physical player input, such as a player&#39;s pressing of a “Spin Reels” touch key, into an electronic data signal indicative of an instruction relating to the wagering game (e.g., an electronic data signal bearing data on a wager amount). 
     In the aforementioned method, for each data signal, the game-logic circuitry  40  is configured to process the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with stored instructions relating to such further actions executed by the controller. As one example, the CPU  42  causes the recording of a digital representation of the wager in one or more storage media (e.g., storage unit  56 ), the CPU  42 , in accord with associated stored instructions, causes the changing of a state of the storage media from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage media or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage media, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM, etc.). The noted second state of the data storage media comprises storage in the storage media of data representing the electronic data signal from the CPU  42  (e.g., the wager in the present example). As another example, the CPU  42  further, in accord with the execution of the stored instructions relating to the wagering game, causes the primary display  18 , other display device, or other output device (e.g., speakers, lights, communication device, etc.) to change from a first state to at least a second state, wherein the second state of the primary display comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, an outcome of the game sequence, or any combination thereof, wherein the game sequence in accord with the present concepts comprises acts described herein. The aforementioned executing of the stored instructions relating to the wagering game is further conducted in accord with a random outcome (e.g., determined by the RNG) that is used by the game-logic circuitry  40  to determine the outcome of the wagering-game instance. In at least some aspects, the game-logic circuitry  40  is configured to determine an outcome of the wagering-game instance at least partially in response to the random parameter. 
     In one embodiment, the gaming machine  10  and, additionally or alternatively, the external system  60  (e.g., a gaming server), means gaming equipment that meets the hardware and software requirements for security and predictability as established by at least one state&#39;s gaming control board or commission. Prior to commercial deployment, the gaming machine  10 , the external system  60 , or both and the casino wagering game played thereon may need to satisfy minimum technical standards and require regulatory approval from a gaming control board or commission (e.g., the Nevada Gaming Commission, Alderney Gambling Control Commission, National Indian Gaming Commission, etc.) charged with regulating casino and other types of gaming in a defined geographical area, such as a state. By way of non-limiting example, a gaming machine in Nevada means a device as set forth in NRS 463.0155, 463.0191, and all other relevant provisions of the Nevada Gaming Control Act, and the gaming machine cannot be deployed for play in Nevada unless it meets the minimum standards set forth in, for example, Technical Standards 1 and 2 and Regulations 5 and 14 issued pursuant to the Nevada Gaming Control Act. Additionally, the gaming machine and the casino wagering game must be approved by the commission pursuant to various provisions in Regulation 14. Comparable statutes, regulations, and technical standards exist in other gaming jurisdictions. 
     Referring generally to  FIGS. 4A-4D , a gaming machine  100  (partially shown) is primarily dedicated to playing at least one casino wagering game, and includes a gaming cabinet  102  and a display area  104 . The display area  104  includes at least one electronic display device  105  and a plurality of emotive lighting areas, including a vertical lighting area  106  and a horizontal lighting area  108 . The gaming machine  100  is similar to or identical with the gaming machine  10  illustrated and described above in reference to  FIGS. 1-3 . Although, for clarity and ease of understanding, the description below refers to a single electronic display device  105 , it is understood that in other embodiments the display area  104  includes three electronic display devices (e.g., located adjacent to each other, as illustrated in  FIG. 4A , and forming a unified image to show the appearance of a seamless electronic display device). 
     The electronic display device  105  is located within a display housing of the cabinet  102  and is configured to display the casino wagering game. The electronic display device  105  is defined by a plurality of display edges that includes a left display edge  105   a , a top display edge  105   b , a right display edge  105   c , and a bottom display edge  105   d . The left display edge  105   a  and the top display edge  105   b  are symmetrical, respectively, to the right display edge  105   c  and the bottom display edge  105   d , and are further illustrated in  FIG. 6 . 
     The electronic display device  105  includes an active area  114  with an image surface in which images of the casino wagering game are displayed, and an inactive bezel area  116  (shown in  FIG. 5 ) that lacks any display of images. The active area  114  is defined by a plurality of active edges that includes a left active edge  114   a , a top active edge  114   b , a right active edge  114   c , and a bottom active edge  114   d . The inactive bezel area  116  is directly adjacent to the active area  114  and is generally viewable as an imageless border surrounding the active area  114  when images are displayed by the electronic display device  105 . 
     Referring more specifically to  FIG. 4B , the vertical lighting area  106  is within the gaming cabinet  102  and includes a diffused lighting area  120  and a bright lighting area  122 . The diffused lighting area  120  is directly adjacent to the active area  114 , and the bright lighting area  122  is directly adjacent to the diffused lighting area  120 . As described in more detail below, the diffused lighting area  120  forms a border with diffused light adjacent to and in seamless transition with the active area  114  of the electronic display device  105 . In a similar manner, the bright lighting area  122  forms a border with bright light adjacent to and in seamless transition with the diffused lighting area  120 . The bright light is viewable, from a player position P in front of the gaming machine  100 , as light that is brighter than the diffused light. 
     Referring more specifically to  FIG. 4C , the horizontal lighting area  108  is within the gaming cabinet  102  and includes a bright lighting area  130  directly adjacent to a masked area  132  of the electronic display device  105 . The masked area  132  forms a horizontal band lacking images along the top display edge  105   b  of the electronic display device  105 . Thus, the masked area  132  is a horizontal counterpart of the (vertical) inactive bezel area  116 . A symmetrical masked area  132  is formed along the bottom display edge  105   d  of the electronic display device  105 . 
     The horizontal lighting area  108  further includes a diffused lighting area  134  that is directly adjacent to the bright lighting area  130 . The bright lighting area  130  forms a border of bright light between and directly adjacent to the masked area  132  and the diffused lighting area  134 . Similar to the lighting areas of the vertical lighting area  106 , the light of the bright lighting area  130  is viewable as light that is brighter than diffused light of the diffused lighting area  134 . However, in contradistinction to the vertical lighting area  106  (and in accordance with this exemplary embodiment), the bright lighting area  130  of the vertical lighting area  106  is located between the active area  114  and the diffused lighting area  134 . 
     Although the above general description above describes for brevity purposes a left vertical lighting area  106  and a top horizontal lighting area  108 , the gaming machine  100  includes at least two additional lighting areas. The additional lighting areas are respectively and symmetrically located along a right edge and a bottom edge of the electronic display device  105 . The vertical lighting areas form vertical borders that extend across the full width W of the display area  104 . 
     Referring more specifically to  FIG. 4D , the gaming cabinet  102  includes a rear wing  140  having a front surface  142  for receiving rear light RL emitted from within the display housing of the electronic display device  105 , as described below in the exemplary embodiment of  FIG. 10 . Optionally, the rear wing  140  and the front surface  142  are identical or similar to the rear wing  13  and the front surface  14 , respectively, illustrated in  FIG. 1 . The rear wing  140  is positioned rearward of the electronic display device  105  relative to the player position P. The front surface  142  receives the rear light RL and reflects at least a portion of it towards the player position P as back ambience light AL. 
     Referring generally to  FIGS. 5A-7 , the vertical lighting area  106  forms a housing for the electronic display device  105  and includes a front glass  150 , a diffuser  152 , a very high bond (VHB) tape  154 , a mounting bracket  156 , a light-emitting diode (LED) board bracket  158 , an LED board  160 , an LED light source  161 , a front light pipe  162 , a rear light pipe  164 , and a shell  166 . The front glass  150  is the component closest to the player position P and covers internal components, including the diffuser  152  and the electronic display device  105 . As such, the front glass  150 , which is attached to the electronic display device  105  via the VHB tape  154 , extends across the width W of the display area  104 , including overlapping both the electronic display device  105  and the diffuser  152 . The diffuser  152  is mounted behind the front glass  150  (as viewed from the player position P) and overlaps in part with the electronic display device  105 , which is mounted rearward of the diffuser  152  relative to the player position P. 
     The LED light source  161  is mounted on the LED board  160 , which is mounted via the LED board bracket  158  rearward of the electronic display device  105 . Thus, the LED light source  161  is a light source that is concealed from view relative to the player position P, which is in front of the gaming cabinet  102 . The LED light source  161  is physically and optically coupled with the front light pipe  162  via which emitted light is transmitted towards the diffuser  152 . The rear light pipe  164  receives light either from the LED light source  161  or from a different light source, and transmits the light as the rear light RL illustrated in  FIG. 4D , as discussed above. 
     Referring more specifically to  FIG. 5B , the three illuminated areas are more clearly illustrated adjacent to each other, with the active area  114  being generally centrally located and directly adjacent to the diffused lighting area  120 , which is directly adjacent to the bright lighting area  122 . Although each of these three areas appear co-planar, as viewed from the player position P along the surface of the front glass  150 , different components (which are not necessarily co-planar with each other) contribute to the images viewed from the player position P along the front glass  150 . By way of example, the front glass  150  is positioned forward of (or, in a different plane) than the diffuser  152 , which is positioned forward of the electronic display device  105 . 
     The diffused lighting area  120  has a front diffused surface  120   a  that is adjacent to an image surface  114   e  of the active area  114 . For illustration purposes, both the front diffused surface  120   a  and the image surface  114   e , are represented along a front surface of the front glass  150  (which overlaps the electronic display device  105  and the diffuser  152 ). However, it is understood that the image surface  114   e  of the active area  114  is in actuality behind the front glass  150  along a front surface of the electronic display device  105 . The front diffused surface  120   a  overlaps the inactive bezel area  116  and is defined by an inner diffused edge  120   b  and an outer diffused edge  120   c , with the inner diffused edge  120   b  being coincident with the left active edge  114   a  to form a seamless transition between images (such as simulated symbol-bearing reels) displayed on the image surface  114   e  and indirect light NL of the front diffused surface  102   a , as described below in more detail. The edges are deemed to be coincident when viewed from the player position P, regardless of whether respective components are co-planar with each other. 
     As explained in more detail below, the diffused lighting area  120  receives at least some of emitted initial light IL and transmits it through the front diffused surface  120   a  towards the player position P as indirect (or, non-direct) light NL at an oblique angle O relative to the image surface  114   e  of the active area  114 . The indirect light NL is viewed as the diffused (or less-bright) ambient light. 
     By way of further example, the bright lighting area  122  has a front bright surface  122   a  that is adjacent to and generally co-planar with the front diffused surface  120   a . As explained in more detail below, the bright lighting area  122  receives at least some of the initial light IL and transmits it through the front bright surface  122   a  towards the player position P as direct light DL at an angle generally perpendicular to the image surface  114   e  of the active area  114 . In other words, the direct light DL is generally parallel to the line of sight L between the player position P and the image surface  114   e . The front bright surface  122   a  is defined by an inner bright edge  122   b  and an outer bright edge  122   c , the inner bright edge  122   b  being coincident with the outer diffused edge  120   c  to form a seamless transition between the indirect light NL of the front diffused surface  120   a  and the direct light DL of the front bright surface  122   a . According to the illustrated exemplary embodiment, the front bright surface  122   a  has a smaller width than the front diffused surface  120   a    
     To facilitate the transmission of the initial light IL, the diffuser  152  has a front planar surface  152   a  with an edge adjoining a front angled surface  152   b , which is oriented at the oblique angle O towards the player position P. The front planar surface  152   a  is generally perpendicular to a line of sight L between the player position P and the image surface  114   e  of the active area  114 . The front planar surface  152   a  is further mounted flush with a rear surface of the front glass  150 . The diffuser  152  further has a rear surface  152   c  with an edge adjoining the front angled surface  152   c . The front planar surface  152   a  and the front angled surface  152   b  define, in part, an internal area  152   d  of the diffuser. Optionally, the rear surface  152   c  includes a reflector film that receives and reflects at least some internal light XL of the initial light IL (which bounces within the internal area  152   d ) by re-directing the internal XL light as re-directed light YL towards the front planar surface  152   a . Optionally, yet, the internal area  152   d  consists of a material that includes microspheres  153  that facilitate the re-direction of the internal light XL towards the rear surface  152   c  and/or the front planar surface  152   a.    
     The LED light source  161  emits the initial light IL that is transmitted towards the diffuser  152  for being viewed as ambient light in both the diffused lighting area  120  and the bright lighting area  122 . The initial light IL is transmitted via the front light pipe  162  which has a front end  162   a , a light-receiving area  162   b , and a pipe section  162   c  extending there-between. The light-receiving area  162   b  is positioned adjacent to the LED light source  161  to directly receive the initial light IL emitted by the LED light source  161 . The initial light IL travels through the front light pipe  162  from the light-receiving area  162   b , through the pipe section  162   c  and exits through the front end  162   a  into the diffuser  152 . 
     The front angled surface  152   b  of the diffuser  152  directs at least some of the initial IL light as re-directed light passing through the internal area  152   d  of the diffuser  152 . The re-directed light is transmitted through the front planar surface  152   a  towards the player position P as the indirect light NL. The indirect light NL is optionally transmitted at the oblique angle O or at some other oblique relative to the image surface of the active area  114 . 
     Referring to  FIGS. 8A and 9 , the horizontal lighting area  108  illustrated in  FIG. 4A  optionally or alternatively has contour lighting that follows a top curve formed by the display area  104 , such as, for example, when the display area  104  includes three electronic display device  105 . The contour lighting is achieved by using a spacer  170 , a left LED board  172 , a middle LED board  173 , a right LED board  174 , a contour light pipe  176 , a diffuser  178 , and an LED light source  180  (which is located at a distance X from a front diffuser surface  178   a ). 
     The contour lighting includes three sections, generally referred to as the left, middle, and right sections, which are, respectively, in accordance with the left, middle, and right LED boards  172 - 174 . The contour light pipe  176 , the diffuser  178 , and the LED light source  180  provides emotive lighting that follows the contour of each section. In other words, each section along LED boards  172 - 174  is designated to follow the contour of a respective electronic display device  105  and to provide illumination that includes a diffused lighting area  182 . 
     The diffused lighting area  182  is formed with light that is emitted by LEDs of the LED boards  172 - 174  and that is communicated via the contour light pipe  176  to the diffuser  178 . Furthermore, the spacer  170  is configured to provide a desired non-illuminated area  184 , which is located between the diffused lighting area  182  and a top area of the electronic display device  105 . Optionally, the diffused lighting area  182  is similar or identical to the diffused lighting area  134  illustrated in  FIG. 4C , and the contour light pipe  176  and the diffuser  178  are configured and function similar to the respective components described above, e.g., the front light pipe  162 , the rear light pipe  164 , and the diffuser  152 . 
     Referring to  FIG. 8B , instead of the contour lighting illustrated in  FIG. 8A , the horizontal lighting area  108  optionally or alternatively has an alternative configuration that includes one or more modified LED boards  173 ′, a modified contour light pipe  176 ′, a modified diffuser  178 ′, and a modified LED light source  180 ′. The modified configuration has a geometry in which the modified diffuser  178 ′, in particular, has a slimmer and more contoured profile than the diffuser  178  illustrated in the embodiment shown in  FIG. 8A . Additionally, the contact between the modified diffuser  178 ′ and the modified contour light pipe  176 ′ includes a notched area  179 ′ that facilitates an enhanced interface between these two components. The enhanced interface has two contact surfaces, which include a lower contact surface  182 ′ and an upper contact surface  183 ′. 
     Furthermore, the modified LED light source  180 ′ is positioned at a distance X′ from a front diffuser surface  178   a ′. The distance X′ is greater than the distance X by which the LED light source  180  is positioned from the front diffuser surface  178   a  in the embodiment illustrated in  FIG. 8A . In general, the geometry of the alternative contour lighting helps achieve a more diffuse and blended ambient light than the contour lighting of  FIG. 8A . 
     Referring to  FIG. 10 , according to an alternative embodiment, the vertical lighting area  106  has a configuration in which the front light pipe  162  and the rear light pipe  164  have been replaced by a single light pipe  190 , and in which the single LED light source  161  has been replaced by a front LED light source  192  and a rear LED light source  194 . The front glass  150 , the diffuser  152  and the electronic display device  105  remain generally the same in both embodiments. 
     The front LED light source  192  and the rear LED light source  194  are both concealed from view relative to the player position and emit, respectively, a front initial light F-IL and a rear initial light R-IL. The front initial light F-IL emitted from the front LED light source  192  is optically communicated to the diffuser  152  and is transmitted towards the player position P as the direct light DL and the indirect light NL, as described in more detail above in reference to  FIG. 5B . 
     The rear initial light R-IL is emitted from the rear LED light source  194  into a rear light-receiving area  195  and is optically communicated to a rear end  196  of the light pipe  190  via a rear pipe section  197 . The rear initial light R-IL is, then, transmitted as rear light RL onto a front surface  198  of a rear structure  199 . The front surface  198 , which is optionally similar or identical to the front surface  142  of the rear wing  140 , reflects the rear light RL to be visible as back ambience light AL from the player position P. The rear structure  199  is at least in part overlapping with the vertical lighting area  106 . 
     The front LED light source  192  is mounted on a front LED board  193 , and the rear LED light source  194  is mounted on a rear LED board  200 . Either or both of the LED boards  193 ,  200  are printed circuit boards (PCBs) on which side-firing LEDs are mounted as the respective LED light sources  192 ,  194 . Optionally, the side-firing LEDs of the front LED light source  192  are mounted at a first pitch along the front LED PCB  193 , and the side-firing LEDs of the rear LED light source  194  are mounted at a second pitch along the rear LED PCB  200 . Optionally, yet, the first pitch is smaller than the second pitch to facilitate a brighter and focused front ambient light than a dimmer and unfocused rear ambient light. 
     Referring to  FIGS. 11A-11C , the active area  114  and the vertical lighting area  106  are configured to achieve a seamless integration between images displayed in the active area  114  by the electronic display device  105  and the emotive lighting formed by the vertical lighting area  106 . Referring specifically to  FIG. 11B , the seamless integration is achieved along a line  210 , which in accordance with some embodiments is invisible (or barely visible) when the images and the emotive lighting are displayed. Referring specifically to  FIG. 11C , the diffuser  152  extends to and is directly adjacent with the active area  114 , with the inactive bezel area  116  being overlapped by the diffuser  152  in a position forward of the electronic display device  105 . 
     Referring to  FIG. 12 , according to an alternative embodiment, the vertical lighting area  106  has an alternative configuration that includes a modified diffuser  210  and a modified light pipe  212 . The modified diffuser  210  has a single front planar surface  210   a , lacking a front angled surface similar to the front angled surface  152   b  illustrated in  FIG. 5B . The modified diffuser  210  is not directly adjacent to the VHB tape  154 , but is offset by a small distance. Regardless, the modified diffuser  210  is positioned to overlap the inactive bezel area  116  of the electronic display device  105  similar to the position of the diffuser  152  illustrated in  FIGS. 5A and 5B . 
     The modified light pipe  212  has a cantilevered configuration in which the LED light source  161  is generally suspended and detached over the mounting bracket  156 . The LED light source  161  is further mounted on an LED board  214 , which receives power and/or signals from a power/signal connector  216 . The LED light source  161  emits the initial light IL which is viewable, via the modified diffuser  210 , as both direct light DL and indirect light NL. 
     Referring to  FIGS. 13A-16 , a display  200  is configured for use in a gaming machine having a gaming cabinet, such as the gaming machine  10  and gaming cabinet  12  described above in reference to  FIGS. 1-3 . The display  200  includes an electronic display device  202  that is within a cabinet enclosure  204  and has an active area  206 . The cabinet enclosure  204  has a peripheral edge  208  that generally surrounds the electronic display device  202 . According to the illustrated embodiment, the cabinet enclosure  204  forms a portion of the display  200 . 
     The active area  206  shows images of a casino wagering game, such as the images described above in reference to  FIG. 3  (e.g., the image of a basic-game screen  80 ). The active area  206  is generally defined by a plurality of active edges  207  and is adjacent to a masked area  210 , which lacks any display of the images of the casino wagering game. The display  200  further includes a diffused lighting area  212  that is adjacent to the masked area  210  and which extends to overlap the adjacent peripheral edge  208  of the cabinet enclosure. Together, the diffused lighting area  212  and the masked area  210  form an emotive lighting area. 
     Referring to  FIGS. 17 and 18 , the diffused lighting area  212  includes a light source  214  that is concealed from view relative to a player position  216  in front of the gaming cabinet to which the display  200  is mounted. The light source  214 , which optionally includes one or more light-emitting diodes (LEDs), emits an initial light  218  that is received by a single diffuser  220 . 
     The single diffuser  220  is shaped such that it wraps around at least two non-parallel surfaces. According to the illustrated embodiment, the single diffuser  220  has a first top surface  222  that extends below the masked area  210  and a second top surface  224  that extends away from a common edge  226 , which is between the masked area  210  and the diffused lighting area  212 . 
     The single diffuser  220  further has an external side  228  that extends perpendicularly from the second top surface  224  towards the adjacent peripheral edge  208  of the cabinet enclosure  204 . According to one example, the external side  228  forms a seamless connection with the adjacent peripheral edge  208  of the cabinet enclosure  204 . 
     According to one embodiment, the second top surface  224  is generally flush (or coplanar) with the masked area  210 . According to an alternative embodiment, the second top surface  224  is elevated, at least in part, relative to the masked area  210 . 
     The display  200  further includes a glass  230 , a liquid crystal display  232 , a printed circuit board (PCB)  234 , and a plurality of electronic components  236 . The glass  230  defines a top surface  238  of the active area  206  that provides a continuous glass surface overlapping both the active area  206  and the masked area  210 . Thus, for example, if the second top surface  224  of the single diffuser  220  is elevated relative to the masked area  210 , in effect the second top surface  224  is elevated relative to the top surface  238 . The images of the casino wagering game, which, according to one example, are displayed via the liquid crystal display  232 , are visible through the glass  230  that overlaps the liquid crystal display  232 . As such, the active area  206  has an image surface that can include either of the top surface  238  (through which the images are visible) or a top surface of the liquid crystal display  232  (via which the images are transmitted and which represents the visible screen portion of the liquid crystal display  232 ). 
     The glass  230  has a bottom printed surface  240  along the masked area  210 , which provides a masked effect in which light is completely prevented from passing through the glass  230  along the masked area  210  (e.g., to provide an opaque black border surrounding the active area  206 ), or in which various light patterns pass through the glass  230  along the masked area  210  (e.g., to provide a half-tone gradation consisting of black and transparent, black-and-translucent white and/or opaque and translucent color border patterns surrounding the active area  206 ). Thus, the initial light  218  emitted by LEDs  214  is either completely blocked by the bottom printed surface  240  along the masked area  210  or is partially blocked to provide a pattern light effect. 
     Referring to  FIGS. 19A and 19B , the bottom printed surface optionally includes one or more layers  240   a ,  240   b , with each layer having a different printed pattern. The pattern combinations provide various emotive lighting effects and visual effect interplay in the masked area  210  and the diffused lighting area  212 . According to one example, the printed pattern includes one or more of a gradated pattern, a black-and-white pattern, and a color pattern. According to another example, the printed pattern is opaque black with an inner border that is solid and which forms a frame around the active area  206 , segregating images of the casino wagering game from lighting effects of the diffused lighting area  212 . According to yet another example, the printed pattern has a gradation pattern that extends completely between the active area  206  and the diffused lighting area  212 , with colors including a silver-mirror pattern, a translucent pattern, and a tinted pattern. The printed pattern optionally interacts with various colors of the light  218 . By way of example, images displayed on the active area  206  match the lighting color viewed through the masked area  210  and/or the diffused lighting area  212  for a borderless lighting effect. 
     Alternative to the wrap-around effect achieved by the diffuser  220 , with light emitted both through the second top surface  224  and the external side  228 , an opaque trim  250  is positioned adjacent to the glass  230 , in addition to or instead of the diffuser  220 . The opaque trim  250  prevents light being emitted through the side, i.e., light that would otherwise be transmitted parallel to the image surface  238  such as through the external side  228  of the diffuser  220 . 
     One benefit of the diffused lighting area  212 , including the diffuser  220 , is that it provides a larger perimeter lighting area, relative to the active area  206 , creating a multi-sided object with surfaces that wrap around changing directions and increasing a viewable angle range of the lighting features. For example, the initial light  218  is transmitted through both the second top surface  224  and the external side  228  of the diffuser  220  to provide a multi-sided viewable effect. 
     Each of these embodiments and obvious variations thereof is contemplated as falling within the spirit and scope of the claimed invention, which is set forth in the following claims. Moreover, the present concepts expressly include any and all combinations and sub-combinations of the preceding elements and aspects.