Patent Publication Number: US-11386744-B2

Title: Centralized mobile wagering and video presentation

Description:
CROSS-REFERENCES 
     This patent application is a continuation-in-part of patent application Ser. No. 16/744,125 entitled CENTRALIZED MOBILE PROMOTIONAL BINGO GAME AND VIDEO PRESENTATION, filed on Jan. 15, 2020; 
     this patent application is a continuation-in-part of patent application Ser. No. 16/659,469 entitled CENTRALIZED MOBILE WAGERING AND VIDEO PRESENTATION, filed on Oct. 21, 2019; 
     this patent application is a continuation-in-part of patent application Ser. No. 16/677,366 entitled CENTRALIZED TOURNAMENT GAME, filed on Nov. 7, 2019; 
     this patent application is a continuation-in-part of patent application Ser. No. 15/419,008 entitled CENTRALIZED TOURNAMENT GAME, filed on Jan. 30, 2017 that claims the benefit of provisional patent application 62/287,922, filed on Jan. 28, 2016 which is entitled MOBILE WAGERING AND ENTERTAINMENT SYSTEM AND METHOD; and 
     this patent application is a continuation-in-part of patent application Ser. No. 15/418,985 entitled CENTRALIZED MOBILE WAGERING AND VIDEO PRESENTATION, filed on Jan. 30, 2017 that claims the benefit of provisional patent application 62/287,922, filed on Jan. 28, 2016 which is entitled MOBILE WAGERING AND ENTERTAINMENT SYSTEM AND METHOD; 
     the above patent applications are hereby incorporated by reference in this patent application. 
    
    
     FIELD 
     A method and system for operating a centralized promotional tournament game and shared bonus game session is described. More particularly, a centralized promotional tournament game is described that includes a centralized mobile gaming system and a video presentation module that accesses gaming activity on those devices and prepares informational content for display on television screens in retail outlets, arenas, or other venues which host the tournament game. 
     BACKGROUND 
     Typical wagering devices include slot machines and video lottery terminals and are normally managed by various types of computer systems which monitor and control their activities. Such wagering devices are typically located in casinos, racetracks, tribal gaming locations or other authorized locations. These are generally capital-intensive operations where the high amount of play justifies a significant capital expenditure. 
     Smaller gaming venues, including charitable gaming venues, are challenged by such devices for several reasons: 1) play volume may not generate enough revenue to make expensive, proprietary devices cost-effective; 2) small locations cannot afford dedicated maintenance staffs to keep complex devices working; 3) considerable expertise is needed to coordinate effective operations; and, 4) such gaming devices require considerable space. 
     While gaming is still a popular and generally profitable enterprise, the popularity of gaming activity is not high among younger elements of the population. Indeed, most casinos and large gaming operations report an ever-increasing average age of players. This is an industry concern and results in a constant search for new ways to appeal to a younger age-group. 
     One long standing method of increasing player interest is to provide a promotional or sweepstakes type game, thereby lowering the barrier to entry for potential players. However, promotional games effectively increase the cost burden on the establishments or venues offering them. This cost is such that amortization of the cost of the promotional game over multiple venues is usually necessary to allow any one establishment or venue to afford the costs of offering such promotional games. This amortization is all the more necessary for smaller gaming venues. 
     The systems and methods presented herein are directed to mobile devices, in combination with a video transmission system to produce a flexible, secure, low-cost gaming alternative. Additionally, the systems and methods presented herein support games which are socially-centered and may appeal to younger players. This system will be valuable as a secure low-cost method of bringing gaming systems to players in diverse retail environments, including but not limited to bars, taverns, restaurants, etc. Since this system lower costs associated with gaming, it will facilitate the provision of promotional games, such as promotional tournament games. It is anticipated that the systems will be especially valuable to charitable gaming operation in jurisdictions where such activity is permitted, as well as lotteries or other gaming organizations. 
     SUMMARY 
     A centralized gaming system and method for operating a promotional bingo tournament are described. The centralized gaming system for a promotional bingo tournament includes a plurality of authorized mobile devices, a plurality of unique player registrations, at least one venue, a mobile promotional gaming sub-system, a wireless network, a promotional bingo tournament session prize, a video presentation sub-system, and a stationary monitor. The promotional bingo tournament includes a promotional bingo tournament session that is played at a scheduled time for a duration of time, a promotional bingo tournament result, a plurality of promotional bingo game sessions, and a head-to-head animation. Each promotional bingo game session includes a promotional bingo game session result. Each authorized mobile device includes a user interface and is associated with at least one promotional bingo game session and a unique player registration. Each player registration includes a plurality of player selected avatar characteristics. The mobile promotional gaming sub-system is communicatively coupled to each of the authorized mobile devices over the wireless network. The mobile promotional gaming sub-system selects a promotional bingo game session result associated with a first player registration and a promotional bingo game session result associated with a second player registration. The mobile promotional gaming sub-system then generates the head-to-head animation from the promotional bingo game session result associated with the first player, the first player registration player selected plurality of avatar characteristics, the promotional bingo game session result associated with the second player, and the second player registration player selected plurality of avatar characteristics. The promotional bingo tournament session prize is awarded by the mobile promotional gaming sub-system when at least one promotional bingo game session result satisfies a promotional bingo tournament requirement. The video presentation sub-system is communicatively coupled to the mobile promotional gaming sub-system. The user interface of each authorized mobile device displays at least one promotional bingo game session result and the head-to-head animation. The stationary monitor client is communicatively coupled to the video presentation sub-system and displays the head-to-head animation. 
     The centralized gaming method for operating the promotional bingo tournament proceeds by associating a unique player registration with one of a plurality of authorized mobile device by a mobile promotional gaming sub-system. Each authorized mobile device includes a user interface and is communicatively coupled to the mobile promotional gaming sub-system. Each unique player registration includes a plurality of player selected avatar characteristics. The promotional gaming sub-system enables the plurality of authorized mobile devices to participate in the promotional bingo tournament by operating a promotional bingo tournament session that is played at a scheduled promotional bingo tournament time for a promotional bingo tournament duration of time. The promotional bingo tournament session includes at least one promotional bingo game session, a promotional bingo game session result, a promotional bingo tournament result, and a head-to-head animation. Further, each promotional bingo game session includes a promotional bingo game session result. The mobile promotional gaming sub-system associates each authorized mobile device with at least one promotional bingo game session and generates a promotional bingo game result for each promotional bingo game session. The mobile promotional gaming sub-system selects a promotional bingo game session result associated with a first player registration and a promotional bingo game session result associated with a second player registration. The mobile promotional gaming sub-system then generates the head-to-head animation from the promotional bingo game session result associated with the first player, the first player registration player selected plurality of avatar characteristics, the promotional bingo game session result associated with the second player, and the second player registration player selected plurality of avatar characteristics. The mobile promotional gaming sub-system then communicates each promotional bingo game result to the associated authorized mobile device over the wireless network. The mobile promotional gaming sub-system awards a promotional bingo tournament session prize when at least one promotional bingo game session result satisfies a promotional bingo tournament requirement. The method proceeds by communicatively coupling a video presentation sub-system to the mobile promotional gaming sub-system. The method concludes by communicatively coupling a stationary monitor client to the video presentation sub-system and displaying by the stationary monitor client the head-to-head animation. 
     In another embodiment, the centralized gaming system for a promotional bingo tournament includes a plurality of authorized mobile devices, a plurality of unique player registrations, at least one venue, a mobile promotional gaming sub-system, a wireless network, a promotional bingo tournament session prize, a bonus prize, a video presentation sub-system, and a stationary monitor. The promotional bingo tournament includes a promotional bingo tournament session that is played at a scheduled time for a duration of time, a promotional bingo tournament result, a plurality of promotional bingo game sessions, at least one bonus game session, and a triggering event that initiates a bonus game event. Each promotional bingo game session includes a promotional bingo game session result. Each authorized mobile device includes a user interface and is associated with at least one promotional bingo game session and a unique player registration. Each bonus game session includes a plurality of bonus game events, and each bonus game event includes a bonus game event animation. The mobile promotional gaming sub-system is communicatively coupled to each of the authorized mobile devices over the wireless network. The promotional bingo tournament session prize is awarded by the mobile promotional gaming sub-system when at least one promotional bingo game session result satisfies a promotional bingo tournament requirement. The bonus prize is awarded by the mobile promotional gaming sub-system to each authorized mobile device when the bonus game event satisfies a bonus requirement. The video presentation sub-system is communicatively coupled to the mobile promotional gaming sub-system and generates an integrated broadcast announcement about the promotional bingo tournament session. The integrated broadcast announcement combines at least one promotional bingo game session result and a commentary about the at least one promotional bingo game session result. The user interface of each authorized mobile device displays at least one promotional bingo game session result, the bonus game event animation, and the integrated broadcast announcement. The stationary monitor client is communicatively coupled to the video presentation sub-system and displays the bonus game event animation and the integrated broadcast announcement. 
     In a further embodiment, the centralized gaming method for operating the promotional bingo tournament proceeds by associating a unique player registration with one of a plurality of authorized mobile device by a mobile promotional gaming sub-system. Each authorized mobile device includes a user interface and is communicatively coupled to the mobile promotional gaming sub-system. The promotional gaming sub-system enables the plurality of authorized mobile devices to participate in the promotional bingo tournament by operating a bonus game session and a promotional bingo tournament session that is played at a scheduled promotional bingo tournament time for a promotional bingo tournament duration of time. The promotional bingo tournament session includes a plurality of promotional bingo game sessions and a promotional bingo tournament session result. Further, each promotional bingo game session includes a promotional bingo game session result. The bonus game session includes a plurality of bonus game events that are each associated with a unique bonus game event animation. The mobile promotional gaming sub-system associates each authorized mobile device with at least one promotional bingo game session and generates a promotional bingo game result for each promotional bingo game session. The mobile promotional gaming sub-system then communicates each promotional bingo game result to the associated authorized mobile device over the wireless network. The mobile promotional gaming sub-system communicates a bonus game event animation to each authorized mobile device and the video presentation sub-system when at least one promotional bingo game result triggers a bonus game event. When the bonus game event satisfies a bonus game requirement, the mobile promotional gaming sub-system awards a bonus prize to each authorized mobile device participating in the promotional bingo tournament session. The mobile promotional gaming sub-system awards a promotional bingo tournament session prize when at least one promotional bingo game session result satisfies a promotional bingo tournament requirement. The method proceeds by communicatively coupling a video presentation sub-system to the mobile promotional gaming sub-system. The video presentation sub-system generates an integrated broadcast announcement about the promotional bingo tournament session that includes the bingo tournament result and a commentary about the promotional bingo tournament session. The method concludes by communicatively coupling a stationary monitor disposed at the at least one venue to the video presentation sub-system and displaying by the stationary monitor the integrated broadcast announcement and the bonus game event animation. 
    
    
     
       FIGURES 
       The present invention will be more fully understood by reference to the following drawings which are presented for illustrative, not limiting, purposes. 
         FIG. 1  shows an illustrative centralized promotional gaming system. 
         FIG. 2  shows an illustrative authorized mobile device. 
         FIG. 3  shows detail of the mobile gaming sub-system. 
         FIG. 4  shows an illustrative Video Presentation System. 
         FIG. 5  shows a more detailed view of an illustrative video presentation sub-system (VPS) client. 
         FIG. 6  shows an illustrative centralized promotional gaming method that describes the various steps performed by a player interacting with the promotional gaming system and the various steps simultaneously performed by the VPS during the player interaction. 
         FIG. 7  shows an illustrative bonusing method for promotional bingo tournaments. 
         FIGS. 8A-8C  show exemplary game screens displaying a virtual puzzle embodiment of a bonus game session in different states of completion. 
         FIG. 9  shows an illustrative method for providing a direction competition representation in a promotional tournament bingo session. 
         FIGS. 10A-10C  shows exemplary game screens displaying avatars competing in a head-to-head dance off corresponding to bingo game results. 
         FIG. 11  shows an illustrative menu of games. 
         FIGS. 12A through 12D  show a plurality of screen shots for illustrative electronic pull-tab games. 
         FIG. 13A  shows a screenshot of an illustrative high speed bingo game. 
         FIG. 13B  shows further detail of the results summary line. 
         FIG. 14A  shows an illustrative lobby with an icon labeled “MegaSota Game Nite,” which identifies access to a Linked Bingo Tournament (LBT). 
         FIG. 14B  shows the schedule of tournaments presented to the player that correspond to the MegaSota Game in  FIG. 14A . 
         FIG. 15  shows a list of recent tournament winners associated with linked bingo tournaments (LBT). 
         FIG. 16  shows a tournament login screen. 
         FIG. 17  shows a screen where a player chooses a screen name for a tournament. 
         FIG. 18  shows an avatar selection screen. 
         FIG. 19  shows a sign-up screen for a linked bingo tournament. 
         FIG. 20  shows a successful sign-up screenshot. 
         FIG. 21  shows a tournament start screenshot. 
         FIG. 22  shows an illustrative screenshot for an LBT game called Top Dogs. 
         FIG. 23A  shows a tournament play screenshot in which all players have completed their allotted number of pays or the tournament time expires. 
         FIG. 23B  shows a screenshot that the tournament has ended and that the player has been awarded a prize. 
         FIG. 24  shows a summary screenshot of players who won prizes. 
         FIG. 25  shows an illustrative screenshot for a VPS broadcast of a Flash Bingo tournament that is presented on the venue based VPS video monitor. 
         FIG. 26  shows an image reflecting the player experience at an illustrative venue. 
         FIG. 27  shows an illustrative bingo game enrollment screen for an illustrative bingo game. 
         FIG. 28  shows a screenshot of bingo game play. 
         FIG. 29  shows an illustrative screenshot of bingo game play with multiple bingo cards. 
         FIG. 30  shows an illustrative screenshot for a winning bingo pattern. 
         FIG. 31  shows an illustrative winner summary screenshot indicating that all prizes have been awarded for the bingo game. 
         FIG. 32  shows an illustrative VPS broadcast for the bingo game. 
         FIG. 33  shows an illustrative screenshot of graphics for a large VPS stationary display. 
         FIG. 34  shows an illustrative Gaming League Website (GLW) main screen. 
         FIG. 35  shows an illustrative GLW screenshot of player standings in a regional or system competition. 
         FIG. 36  shows an illustrative GLW portion of the player profile. 
         FIG. 37  shows illustrative GLW past events and future events. 
         FIG. 38  shows a GLW web page that includes gaming venues that are communicatively coupled to the mobile gaming sub-system locations. 
         FIG. 39  shows an illustrative GLW screenshot of a player&#39;s available virtual rewards. 
         FIG. 40  shows an illustrative GLW screenshot of news, blogs and tweets. 
         FIG. 41  shows an illustrative GLW embodiment of MGS game libraries presented to players. 
     
    
    
     DESCRIPTION 
     Persons of ordinary skill in the art will realize that the following description is illustrative and not in any way limiting. Other embodiments of the claimed subject matter will readily suggest themselves to such skilled persons having the benefit of this disclosure. The various illustrative embodiments will now be described more fully with reference to the accompanying drawings. It should be understood that this disclosure and the claims may be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. Additionally, those familiar with computing systems shall appreciate that there are many variants possible for the described systems, depending on the nature of the available networks, legal frameworks, which can open or restrict the types of locations in which the system can be operated, advances in server and networking technologies, etc. 
     The gaming systems and methods presented herein include a mobile gaming and entertainment system that is designed to be used in promotional gaming applications within legal frameworks and thus termed promotional gaming systems or promotional mobile gaming systems or sub-systems. More specifically, the gaming systems and methods presented herein support centralized control of promotional gaming that takes place in one venue or multiple venues and provides an integrated broadcast capability so that an entertaining complement to the promotional gaming can be presented on television screens in the one or more venues. Registration for the promotional games is also processed centrally, enabling virtually any number of disparately located mobile devices to register for a promotional game or promotional tournament game through the centralized gaming system. 
     A venue for the promotional gaming includes a charity, a casino, a stadium, a sports venue, a church, hotel, bar, restaurant, convenience store or other such locations that may support licensed gaming activity. Note, that the term “gaming” refers to games of chance or games that include a chance component, in which any prize awarded is dependent on the outcome of the game of chance or of the chance component. 
     As described in further detail herein, the gaming system and method includes a Mobile Gaming Sub-system (MGS) and a Video Presentation Sub-system (VPS). In addition to the functions and structure of the MGS described herein, the MGS may be embodied as a mobile wagering sub-system as described in the above cross-referenced applications. The gaming system may be comprised of a remote server or a distributed network of servers. Thus, each element of the gaming system (i.e., the MGS and the VPS) may comprise one or more sub-routines or software programs operating on a single server, or individual servers networked together. The aforementioned elements, sub-routines, software programs, and individuals servers may include a Bingo Display Enhancement Sub-System, a Promotional Bingo Gameplay Sub-System, and a Promotional Multiplier Sub-System. The gaming system is communicatively coupled to a plurality of remote venues, in which each remote venue has at least one mobile client device that supports customer gaming. Additionally, each remote gaming venue may include one or more Point-of-Sale stations that manage player funds. Furthermore, each remote venue may include one or more television monitor that broadcasts content complementary to gaming activities. In the illustrative embodiments presented herein, the various elements of the gaming system are communicatively and operatively coupled to one another with a network structure that includes the Internet as the backbone and at least one secure Wi-Fi network within each venue. 
     Referring to  FIG. 1 , there is shown an illustrative centralized gaming system. The centralized gaming system  100  includes a mobile gaming sub-system  102  and a video presentation sub-system  104 . The mobile gaming sub-system  102  and the video presentation sub-system  104  are communicatively coupled to one another. Additionally, the mobile gaming sub-system  102  and the video presentation sub-system  104  are communicatively coupled to a Wide Area Network  106 , e.g. Internet, which is communicatively coupled to a plurality of venues, namely, illustrative Venue A  108   a , Venue B  108   b  and other such venues as represented by Venue N  108   c . The venues  108   a - c  may include casinos, bars, restaurants, stadiums, arenas, bingo halls, and similar locations. Each of the plurality of venues  108   a ,  108   b  and  108   c  include at least one stationary monitor  110   a ,  110   b  and  110   c , respectively. Each stationary monitor  110   a ,  110   b  and  110   c  is communicatively coupled to the video presentation client  116   a ,  116   b  and  116   c , respectively. The video presentation clients  116  are also communicatively coupled to the video presentation subsystem  104 . The combination of the stationary monitor  110  and the video presentation client  116  may also be referred as a “stationary monitor client,” and as such reference to “stationary monitor client” refers to the combination of the stationary monitor  110  and the video presentation client  116 . 
     Within the system architecture each venue may be associated with a sponsoring organization, e.g. a charity, and an additional business entity, e.g. a distributor. The types of venues, sponsoring organizations and other business entities will vary according to jurisdictional statutes and/or regulations. 
     Additionally, each of the venues  108   a ,  108   b  and  108   c  support promotional gaming include a plurality of authorized mobile devices  112   a ,  112   b  and  112   c , respectively. Further still, each of the gaming venues may include a Point-of-Sale (POS) device  114   a ,  114   b  and  114   c . The illustrative authorized mobile devices  112  and the POS devices  114  are client devices configured to communicate with each other and the mobile gaming subsystem  102 . In operation, the authorized mobile devices  112  and POS devices  114  are registered with the mobile gaming sub-system  102 , which includes a database (not shown) that associates the authorized mobile devices  112  and POS devices  114  with a designated venue  108 . Thus, authorized mobile devices  112  and POS devices  114  may not be allowed to interact with the centralized gaming system  100  when the client devices are not located at the designated gaming venue. 
     The illustrative authorized mobile devices  112  operate as wireless client devices that are communicatively coupled to the centralized gaming system  100 . Additionally, the centralized gaming system  100  may be communicatively coupled to authorized non-mobile clients. Furthermore, other client devices such as non-mobile clients may be disposed in the venues and these non-mobile clients may be communicatively coupled to the centralized gaming system  100 . These authorized non-mobile client devices include, but are not limited to, wired devices such as gaming machines, slot machines, PCs, stationary monitors, Internet appliances, Internet of Things (IOT) devices and other such non-mobile devices with hardwire connections or wireless connections to the Wide Area Network  106 . The non-mobile client devices may be configured to participate in the games presented herein including, but not limited to, the tournament games described hereinafter. 
     Operationally, client devices must comply with the system-centric gaming requirements in which all gaming and accounting activity are controlled by the mobile gaming sub-system  102  servers, and have the communications infrastructure, directly or by proxy, to interact with the server in a manner consistent with the operations of the authorized mobile devices  112  described herein. This may for example require the mobile gaming sub-system  102  to have a database record associating a player, a unique registration, and a particular authorized mobile device  112 . In one example, the association of a player, a player registration, and a particular mobile device may be required for the mobile device to qualify as an authorized mobile device. Each player registration may be unique from all other registrations, and unique to a particular player. 
     The illustrative gaming system  100  includes a plurality of server applications that are configured to provide high-availability and redundancy, process all inputs and generates outputs. The illustrative gaming system  100  includes three different types of network communications. Firstly, there are network communications between the internal server components, namely, the mobile gaming sub-system  102  and the video presentation sub-system  104 . Secondly, there are network communications between the server components, e.g. the mobile gaming sub-system  102  and the video presentation sub-system  104 , and the remote venues  108   a ,  108   b  and  108   c , as well as the Gambling League Website server  120 . Thirdly, there are network communications within the venues  108   a ,  108   b , and  108   c.    
     With respect to network communications between the internal server components, the illustrative server components operate as a single network, in which the servers can communicate with one another using service requests. By way of example and not of limitation, the illustrative internal server components have two internet protocol addresses, namely, a Private IP used to maintain the server network and ensuring secure server-to-server communication, and a Public IP that is bound to the Internet and that provides access to server services through high security communications such as HTTPS. The internal server components use their private IPs for server-to-server communication so that these services are not exposed to the Internet, the game application running on the authorized mobile devices and the POS devices. 
     By way of example and not of limitation, each server is configured with an SSL certificate which supports HTTPS calls. The illustrative server is configured to forward some requests it receives through HTTPS to a local port, and the requests that are allowed to pass are only those available to authorized “Game” and “POS” devices. This illustrative configuration ensures that only very specific requests are allowed from the public IP. 
     By way of example and not of limitation the servers are implemented using the Linux operating system using Restful programming techniques using Java as the programming language with Jersey RS support. Database structures are contained in a MySQL database. 
     Communication between the server components, namely, the mobile gaming sub-system  102  and the video presentation sub-system  104 , and the remote client devices is performed over a wide-area network  106 . As described above, these network communications are performed using secure SSL communications over the Internet. 
     The authorized mobile devices  112   a ,  112   b  and  112   c  are also referred to as a “player interface unit.” An illustrative authorized mobile device is presented in  FIG. 2 . Operationally, each authorized mobile device  112  in an illustrative embodiment is associated with a player account. 
     By way of example and not of limitation, the player account is described as a short-term, anonymous entity tied to the client device being used by the player, and which expires when the fund balance drops to zero. However it is possible in other embodiments to have player accounts which may exist for longer time periods and be tied to a player. 
     Additionally, it should be noted that while the illustrative embodiments presented herein generally describe financial transactions such as adding funds or cashing out at the POS device  114 , in different regulatory environments or with different technology, such player accounts can have financial transactions originating at the player device or any other client device that may be configured to support POS transaction. Also, the financial transactions may be supported at a system level with a server component or server module that provides a web portal functions for financial transactions. Thus, the financial transactions may be performed by the client device, a server component, a server module, or any combination thereof. Depending on regulatory issues and available technology, financial transactions may be based on cash, credit cards, debit cards, digital currency or other mediums of finance. 
     Referring now to  FIG. 2 , there is shown an illustrative player interface unit  200 . The player interface unit  200  can comprise the authorized mobile device  112 , the point-of-sale device  114 , and any combination thereof. For example, the illustrative player interface unit  200  may be one of the plurality of authorized mobile devices  112  that are associated with each venue. The illustrative player interface unit  200  includes a central computing element  202  with a processor  204  and memory storage  206 . One or more games may be pre-installed on the player interface unit  200  before the player interface units are deployed in a gaming venue or other such production environment. Alternatively, the illustrate game title files may be stored in a remote server, e.g. an “App” store, and the player interface unit  200  may be configured to download the game title file, run the game title file and enable the user to interact with the corresponding game title. The player interface unit  200  may comprise a tablet, cell phone, smart phone, or other mobile gaming device. 
     The player interface unit  200  also includes a color display with a touch-screen  208  and a network interface component  210 , which provides network access to a local area network, a wide area network or any combination thereof. By way of example and not of limitation the network interface component supports a wireless local area network such as a Wi-Fi network, which is based on IEEE 802.11 standards. Additionally, the player interface unit  200  may communicate with the wide area network  106  via the illustrative Wi-Fi network. The communication between the player interface unit  200  and the mobile gaming sub-system  102  may be performed using the illustrative HTTPS protocol or other such secure networking protocol that allows game session inputs, commands and outputs to be communicated securely across the Wide Area Network. 
     In an illustrative embodiment, the player interface unit  200  may be a tablet computing device running iOS or Android operating systems. The illustrative player interface unit may also include a Funds Access Device module  212  that may be configured to have a custom locked profile to evade security-bypassing attempts. The Funds Access Devices (FAD)  212  may also provide alternative methods for starting play sessions or adding funds to existing sessions. By way of example and not of limitation, the Funds Access Device module  212  may include currency readers and debit/credit card readers such as a magnetic stripe reader, a smart-card reader, an infra-red reader, a Near-Field-Communications reader and other such financial transaction readers. 
     The player interface unit  200  may also include an audio system component  214  that enhances the game-playing experience for the players. The audio system component  214  may also include a standard audio jack so that a player can use wired or wireless headphones  216  to improve the game audio environment without disturbing others. 
     In one illustrative embodiment, the player interface unit  200  may include a printer  218  and a code reader  220 . By way of example and not of limitation, the printer  218  generates vouchers. The illustrative code reader  220  may be embodied as a bar-code reader that is configured to read vouchers generated by the printer. 
     By way of example and not of limitation, the player interface unit  200  may be configured to include a “HELP” button in the game client that also dispatches a signal to the POS to notify the operator that the player is requesting assistance. The player interface unit  200  may also be configured to include a text-to-speech functionality to aid a visually impaired player. Additionally, the player interface unit  200  may include a gaming application that downloads files, decompresses the downloaded files if they have been compressed, and caches all assets inside the player interface unit  200 . The player interface unit  200  supports dynamic updates without the need to update the game client itself. 
     Referring now to  FIG. 1  and  FIG. 2 , the mobile gaming sub-system  102  is communicatively coupled to a plurality of authorized mobile devices  112  such as illustrative player interface unit  200  presented in  FIG. 2 . In one illustrative embodiment, the mobile gaming sub-system  102  receives a registration input for a game session from the illustrative player interface unit  200 . In another illustrative embodiment, the mobile gaming sub-system  102  receives the registration input for a game session from a plurality of authorized mobile devices  112 , which may be disposed at one or more venues as presented in  FIG. 1 . 
     Registration input may be a player input in the form of a code input by the player at the player interface unit  200 . The code may be associated with a ticket providing entry to a stadium venue or event occurring at the stadium venue, such as a football game, baseball game, soccer game, hockey game, basketball game, monster truck rally, music concert, or any other similar event. The ticket code may also be scanned/read by the player interface unit  200 , thereby automating player registration. 
     In other embodiments, registration input may be generated by a tournament game application operating on a player interface unit  200  that is automatically transmitted to the centralized gaming system  100 . In these embodiments, the player registration code is inherent to the tournament game application or the particular player interface unit  200  operated by the player, such as through login information collected by the player interface unit  200  or the tournament game application. The registration information collected by the mobile gaming sub-system or the centralized gaming system from the tournament game application running on the player interface unit  200  may include player account information, such as a player loyalty account associated with a venue or a casino property. 
     The illustrative player interface unit  200  presents a user interface on touch screen  208  that shows a plurality of game content associated with different types of game sessions. In the illustrative embodiment, the player interface unit  200  may also accept player inputs that are associated with a game session. The game session may perform various operations as described in further detail below. 
     In the illustrative embodiment, the video presentation sub-system  104  is communicatively coupled to the mobile gaming sub-system  102 , the video presentation client  116 , and the stationary monitors  110  disposed in the different venues. The video presentation sub-system  104  generates entertainment output associated with ongoing activity in the mobile gaming system. 
     One or more of the stationary monitors  110  then receives the entertainment output generated by the video presentation sub-system  104 . The stationary monitors  110   a ,  110   b  and  110   c  then proceed to display the entertainment output generated by the video presentation sub-system  104 . 
     In the illustrative embodiment, a first plurality of authorized devices  112   a  associated with a first venue  108   a  includes a first stationary monitor  110   a  and first video presentation client  116   a . Additionally, a second plurality of authorized mobile devices  112   b  associated with a second venue  108   b  includes a second stationary monitor  110   b  and second video presentation client  116   b . The first stationary monitor  110   a  and the second stationary monitor  110  are both communicatively coupled to video presentation sub-system  104 . The video presentation sub-system  104  may have stored thereon an entertainment output, such as a video, that is associated with gaming activity. The video presentation sub-system  104  communicates the output, e.g. video, to the first stationary monitor  110   a  and the second stationary monitor  110   b  via the video presentation client  116   a  and  116   b , respectively. 
     By way of example and not of limitation, for an illustrative bingo tournament game that includes a bingo game session, the various stationary monitors  110   a ,  110   b  and  110   c  may present a bingo video related to the bingo tournament game. Thus, a plurality of different authorized mobile devices  112  from different venues  108  can participate in the bingo tournament game and share a similar video experience. The bingo tournament game may be a blackout bingo tournament game comprising a tournament game session, where the tournament game session includes a game session for each registered player, such as a single bingo card. In blackout or coverall bingo, each game session continues until all spaces on the bingo card are covered by called numbers. A player wins when the last number of their bingo card is called. More specifically, a player wins a blackout bingo tournament when all other player&#39;s bingo cards are covered by called bingo numbers and the single remaining player has at least one space of their bingo card uncovered. 
     Referring to  FIG. 3 , there is shown further detail for the mobile gaming sub-system  102  communicatively coupled to different venues. In an illustrative embodiment, the mobile gaming system functionality is distributed on multiple servers, including those that provide database  314  functionality. The illustrative mobile gaming sub-system  102  includes a centralized resource server  302  or centralized manufacturer server that performs as a coordinating entity for system operation and maintains authority over game operations controlled by the centralized gaming system  100 . The mobile gaming sub-system  102  also includes a distributor server  304  that is communicatively coupled to the centralized resource server  302 . 
     In the illustrative embodiment presented in  FIG. 3 , a first distributor server  304   a  and second distributor server  304   b  are also communicatively coupled to the centralized resource server  302 . Each of the illustrative distributor servers is configured to manage and control the game operations and cashier operations performed at a set of venues that are associated with a distributor who is responsible for sales and support of a multiplicity of venues. 
     For example, a first set of venues  306  and  308  are configured to communicate with first distributor server  304   a , which manages and controls the game operations at venues  306  and  308 . Additionally, for a second set of venues  310  and  312  are configured to communicate with the illustrative second distributor server  304   b  that manages and controls the game operations at venues  310  and  312 . Thus, multiple venues may require additional distributor servers. 
     A variety of tasks may be performed by the centralized resource server  302 . For example, one of the tasks performed by the centralized resource server  302  includes providing a central routing operation for each of the authorized mobile devices  112  so that each authorized mobile device  112  is routed to the proper distributor server  304   a  or  304   b  upon activation of each authorized mobile device. By way of example and not of limitation, the first request generated by a player interface unit  200  may direct the player interface unit  200  to an illustrative distributor of the player interface unit  200 . 
     Additionally, the centralized resource server  302  may be configured to provide a central routing operation for cashier authentication. Thus, a cashier device may be authenticated by the appropriate distributor server  304 , which may then forward an authentication to an illustrative mobile device distributor. 
     The centralized resource server  302  may also be configured to operate as a central authority for generation of finite decks of predetermined electronic pull-tab results. 
     Furthermore, the centralized resource server  302  may be configured to manage and control financial information. The centralized resource server  302  may include a centralized database  314  that stores data generated by the cashiers, authorized mobile devices, and the various venues. The centralized database  314  provides a central repository for accounting data, game play data, system configuration data, and other such data types. 
     The illustrative distributor servers  304  are communicatively coupled to the centralized resource server  302 . Each of the distributor servers  304  may be configured to manage finances for the player accounts that are associated with the authorized mobile devices. Additionally, the illustrative distributor servers  304  may be responsible for generating logs and reports required for the POS devices. Furthermore, the illustrative distributor servers  304  may be configured to manage game play operations, wagers and prizes. Further still, the illustrative distributor servers  304  may manage cashier operations including customer sales and redemptions. Further yet, the distributor servers  304  may be configured to maintain the financial status for the authorized mobile devices, including the actual credit balance on each player device. 
     In an alternative embodiment, the operations performed by the centralized resource server  302  and the distributor server  304  may be performed by a centralized resource software module (not shown) and a distributor software module (not shown) that may be associated with a client-server architecture, a distributed architecture, a peer-to-peer architecture, a hierarchical architecture, a “cloud” architecture or any combination thereof. 
     The mobile gaming sub-system  102  may also include an illustrative web portal server  316 . The web portal server  316  provides a web interface to access system accounting and operational data, as well as to maintain and configure the system. The web portal server  316  is configured to support creating, editing and removing entities like distributors, operators, venues, cashiers, devices, game parameters and others as required. All actions performed on the portal are logged for auditing purposes. This action log can be access on the portal itself if the user has the necessary system privilege. 
     By way of example and not of limitation, the web portal server may be accessed from personal computers or tablet devices  318  over the internet. Authorized users having “administrator” privileges may access system reports and controls based upon their operational needs and organizational affiliation. The web portal server  316  supports a variety of different authorized users having different roles with different levels of access to the mobile gaming sub-system  102 . For example, the web portal server may be configured to support the following roles: regulator, manufacturer, distributor with access to multiple operators, operator with access to multiple venues, a particular venue, a particular cashier and other such preconfigured roles. 
     An illustrative router  320  is disposed within the mobile gaming sub-system  102 . The router  320  is communicatively coupled to a wide area network  322 , e.g. Internet, which is communicatively coupled to the various venues and authorized users. Additionally, the illustrative router  320  is communicatively coupled to the portal server  316 , the video presentation sub-system  104 , each distributor server  304  and the centralized resource server  302 . The router  320  forwards data packets to the appropriate server, network, internet appliance, sub-system and other such destination. Additionally, the router  320  may include a firewall that supports secure communications with the mobile gaming sub-system  102 . 
     Referring to  FIG. 4 , there is shown an illustrative Video Presentation System (VPS). In the illustrative embodiment, the video presentation system (VPS)  104  delivers television content to venues communicatively coupled to the centralized gaming system  100  shown in  FIG. 1 . The illustrative VPS  104  is communicatively coupled to a VPS client  116 , which is also shown in  FIG. 5  below. 
     By way of example and not limitation, the VPS  104  may be associated with linked bingo tournament (LBT) games. This content presented on illustrative monitors  110  (shown in  FIG. 1 ) complements the game experience on the authorized mobile devices  112 . Additionally, the content presented on monitors  110  is configured to involve other patrons at participating venues who are not participating in the games. This may create a social gaming environment that may appeal to a broad spectrum of players. 
     The illustrative VPS  104 , shown in  FIG. 4 , includes a plurality of inputs that the system may incorporate into broadcast content. For example, communications with the mobile gaming sub-system  102  may include a data feed generated by the mobile gaming sub-system  102 , which provides real time data on the status of an illustrative tournament. The illustrative data feed may include player names, player scores, remaining plays for player game sessions, time remaining in the tournament, prize values and other such tournament information. 
     A broadcast preparation software module  402  is configured to integrate a plurality of inputs into a broadcast data stream. In the illustrative embodiment, the integration is performed by a suite of commercial products such as Open Broadcaster™, Quicktime™ and proprietary software products. The tasks performed by the broadcast preparation software module  402  includes formatting an illustrative mobile gaming sub-system data feed  404 . Note, the mobile gaming sub-system data feed  404  is generated by the mobile mobile gaming sub-system sub-system  102 . The mobile mobile gaming sub-system sub-system data feed  404  includes information such as the tournament leader information, which can be converted into an easily readable display format. 
     For example, the mobile gaming sub-system data feed  404  may be transmitted over the Internet to a Real Time Messaging Protocol (RTMP) host  406 , which may then transmit the data signal from the illustrative RTMP host  406  using an RTMP protocol over the Internet to the illustrative VPS client  116 . 
     The broadcast preparation software module  402  may also be configured to interface with an illustrative audio mixer  408 , which accepts a variety of audio feeds. The illustrative audio feeds received by the audio mixer  408  include host microphones and audio from selected live game play; a wide variety of such devices are commercially available. Additionally, the broadcast preparation software module  402  is configured to provide live field reporting  410  from game locations using a tool such as Facetime™. Live field reporting  410  may add excitement to the broadcast. Furthermore, the broadcast preparation software module  402  is configured to interface with various video signals that include studio video cameras  412  and live images corresponding to those displayed on the illustrative authorized mobile device, which are replayed as feed  414  and feed  416 . 
     Referring to  FIG. 5 , there is shown a more detailed view of an illustrative video presentation sub-system (VPS) client  116 . In the illustrative embodiment, the VPS client  116  is communicatively coupled to the video presentation sub-system  104  via an illustrative wide area network, e.g. Internet, and a local wireless connection, e.g. local Wi-Fi. The illustrative RTMP feed  502 , which is generated by the RTMP host  406 , is received by the VPS client  116 . The VPS client is also operationally coupled to the illustrative stationary monitor  110 . 
     The RTMP feed  502  is received at an illustrative venue and the RTMP feed  502  is routed to the VPS client  116 . By way of example and not of limitation, the RTMP feed  602  is communicated using a dedicated and secure Wi-Fi channel. In the illustrative embodiment, the RTMP feed  502  includes a streaming video data stream, which is converted to a video display signal. For example, the RTMP feed may be converted to an HDMI video signal with an RTMP/HDMI converter  504 . For example, the RTMP/HDMI converter  504  may be implemented with special purpose firmware inside an embedded computing element, such as a Raspberry PI™. The resulting video signal generated by the RTMP/HDMI converter  504  is then sent directly to a compatible television or sent to the television using a commercial 2×1 switch  507 , such as the Fosman 8024™, which may also be coupled to an existing HDTV data source such as receiver  506 . 
     The illustrative converted HDMI video signal is then presented on the stationary monitor  110 . This allows for a variety of installation models. Where there is a television dedicated to use with the VPS the output of the special purpose RTMP/HDMI converter  504  may be left permanently connected to the television or stationary monitor  110 . If the television is used for different purposes at different times the data feed to the television can be switched on or off with the introduction of the 2×1 HDMI switch  507 , allowing normal use of the television when the VPS data feed is not in use. 
     The centralized gaming system  100  described in  FIG. 1  through  FIG. 5  supports a variety of different types of games and game play. For the illustrative mobile gaming sub-system  102 , a game session is initiated after a player registration is received and the game session ends when game play is completed, when a prize is awarded, or according to any other predetermined game mechanic that reflects the game session has ended. 
     A variety of different game mechanics may be associated with each game session. For example, a tournament game awarding a limited number or prizes may present player rankings for prizes awarded to the ranked players. 
     The player rankings may then be presented on one or more of the authorized mobile devices  112 . Additionally, the player rankings may result in the video presentation sub-system  104  generating a player rankings game session output that is presented on the stationary monitors  110 . 
     Referring to  FIG. 6 , there is shown an illustrative centralized gaming method comprising a series of game play steps  601  that describe the various steps performed by a player interacting with the centralized gaming system and a series of broadcast steps  602  that describe the steps performed by the centralized gaming system during game play. The illustrative centralized gaming method  600  begins with the game play steps  601  at block  604  where an illustrative player enters one of the venues and uses an illustrative player interface unit  200  to register for a tournament game session with the centralized gaming system  100 . Player registration may require player input in the form of a code input by the player at the player interface unit  200 . The code may be associated with a ticket providing entry to a stadium venue or event occurring at the stadium venue, such as a football game, baseball game, soccer game, hockey game, basketball game, monster truck rally, music concert, or any other similar event. The ticket code may also be scanned/read by the player interface unit  200 , thereby automating player registration. 
     In other embodiments, player registration may occur automatically when the player opens a tournament game application on the player interface unit  200 . In these embodiments, the player registration code is inherent to the tournament game application or the particular player interface unit  200  operated by the player, such as through login information collected by the player interface unit  200  or the tournament game application. The registration information collected by the mobile gaming sub-system or the centralized gaming system from the tournament game application running on the player interface unit  200  may include player account information, such as a player loyalty account associated with a venue or a casino property. 
     Player registration for the tournament game session may be limited to a registration time period, such as prior to the scheduled start time for event occurring at the venue, i.e. scheduled kickoff for a football game, scheduled puck drop for a hockey game, scheduled tip off for a basketball game, etc. The registration time period may also include a starting time, such as a time at which the venue opens for the event or for the business day. 
     Upon completing player registration for a tournament game, the method then proceeds to block  606  where one or more tournament games are presented to the player on the player interface unit  200 . The player may then select the tournament game(s) which the player desires to enter, such as a stadium wide blackout bingo game. The player selection of a tournament game type may require player input, such as selecting an icon on a touch screen of the player interface unit  200 , or may be automated where only a single tournament game type is available to the player based on location or player registration. 
     At block  608 , the tournament game session is initiated and an associated game session is displayed on the player interface unit that is specific to that player interface unit  200 . Thus, the tournament game session comprises a plurality of game sessions that are each particular to a registered player and their player interface unit  200 . Further, each game session may comprise a bonus game session that is triggered during the game session, or the bonus game session may be a prize awarded to a player as a result of game play during the game session, and therefore occurs after the game session. In the blackout bingo embodiment, the game session displayed on the player interface unit includes a bingo card. The bingo card displayed on a given player interface unit  200  corresponds to a bingo card issued to the associated authorized mobile device  112  by the mobile gaming sub-system  102 . The mobile gaming sub-system generates all bingo cards and associates at least one bingo card with each registered player. The game displayed may further include a list of previously called bingo numbers, a currently called bingo number, a number of players entered in the tournament game, a number of players remaining in the tournament game session, a time remaining in the tournament game session, and a prize structure for the tournament game session. 
     By way of example and not of limitation, the player may initiate the tournament game session by pressing a PLAY button, which is an illustrative game input received by the authorized mobile device  112 . 
     At block  610 , game outcomes for each game session associated with each player interface unit  200  are determined centrally by the mobile gaming sub-system  102  or the centralized gaming system  100 , and communicated from the mobile gaming sub-system  102  to each player interface unit  200 , i.e. the illustrative authorized mobile devices  112 . In the exemplary blackout bingo tournament game session, the mobile gaming sub-system randomly generates a bingo number, communicates that bingo number to each authorized mobile device  112  associated with a registered player remaining in the bingo tournament game session. In some embodiments, the mobile gaming sub-system  102  also updates each registered player&#39;s bingo card and communicates the update to each authorized mobile device so that each player interface unit  200  presents the updated bingo card to the player associated with the bingo card. In other embodiments, the mobile gaming sub-system  102  simply communicates each called bingo number to a plurality of authorized mobile devices  112 , which each update the bingo card(s) associated with the registered player using the particular authorized mobile device and communicate these updated bingo cards to the mobile gaming sub-system. 
     In the illustrative blackout bingo example, the mobile gaming sub-system periodically communicates randomly determined bingo numbers to each authorized mobile device associated with a registered player. Thus, the mobile gaming sub-system  102  may communicate a randomly determined bingo number every minute, 5 minutes, 10 minutes, 30 minutes, hour, or other appropriate time. When the blackout bingo tournament game is provided at a stadium venue, the mobile gaming sub-system  102  may communicate a randomly determined bingo number at the end of each song played by an event performer, during each commercial break of a televised professional sporting event, or during any other pause/break during the event occurring at the stadium. 
     In other embodiments, the authorized mobile device  112  is configured to present animations and other results associated with the tournament game session. The authorized mobile device  112  may also include an updated accounting of prize amounts awarded. 
     At block  612 , after communicating the game outcomes to each authorized mobile device associated with the registered players the mobile gaming sub-system determines a tournament result and presents that result to the registered players. The tournament result may be communicated to the VPS  104  and displayed on a stationary monitor  110  at the stadium venue  108 . Simultaneously, or alternatively, to communication and display of the tournament results by the VPS, the tournament results may be communicated to each authorized mobile device  112  and presented on the authorized mobile devices to the associated registered player. After the tournament game session is completed, the player can return to the game menu at any time and select a different game to play. The tournament game session may complete/terminate at the conclusion of a set time, at the occurrence of an event at the venue, i.e. expiration of game time (such as the end of the fourth quarter of a football game, or at the end of over time), upon completion of all game sessions, upon occurrence of a particular game event, or some other appropriate occurrence. Thus, the tournament game session is active/operable for a duration of time that may be defined by a starting time/event and a terminating time/event. In the blackout bingo tournament game embodiment, the tournament game session terminates when only a single game session remains active, or in the event of a tie (more than one game session reaches blackout/covers all bingo card spaces upon the calling of one bingo number) when no game sessions remain active. In another embodiment, the tournament game session terminates when all prizes have been awarded. 
     At block  614 , one or more prizes may be awarded to one or more registered players according to the tournament results. The tournament results may satisfy a tournament requirement, such as all but one game sessions terminated, i.e. only one remaining active game session. The tournament results may include where one player has the greatest number of game points or a specified number game points. The prize(s) may be awarded according to a prize structure. The prize structure may include a single prize to be awarded to a winner of the tournament game session, or multiple prizes of tiered value to be awarded to more than a single winner of the tournament game session based upon a player ranking in the tournament game. The player ranking may be accumulated points or length of gameplay, such as for the blackout bingo tournament game session. For example, the last remaining player in a blackout bingo tournament session may receive the highest tiered prize, while one or more players that blacked out their bingo cards on the last called bingo number receive a second highest tiered prize, and one or more other players that blacked out their bingo cards on the second to last called bingo number receive a third highest tiered prize. 
     In one embodiment, the mobile gaming subsystem  102  determines a prize result and a graphic representation (or representations) of the prize result. Additionally, the mobile gaming sub-system  102  logs the transaction, updates database game information, and updates an accounting module to reflect the player winnings corresponding to the tournament game session. Furthermore, the mobile gaming sub-system  102  sends a response message (or messages) to the authorized mobile device specifying the information to be displayed and the new value of an associated player account. 
     Simultaneous with the game play steps  601 , the broadcast steps  602  are performed by the centralized gaming system  100 . Beginning with player registration, at block  616  the mobile gaming sub-system  102  communicates game content, such as player names, to the video presentation sub-system  104 , which organizes the received name information to compile a leader board and thus provide game play topics for commentators to discuss. At block  618 , this discussion and organized player/game information, such as the leader board, are combined into an integrated broadcast as described above. At block  620 , the integrated broadcast is communicated to the authorized mobile devices  112  and stationary monitor  116  via a private network, where the integrated broadcast is subsequently displayed. 
     As described above a stationary monitor  110  is communicatively coupled to the video presentation sub-system  104  via the video presentation client  116 . The stationary monitor client is configured to receive and present the game session output generated by the video presentation sub-system. In one illustrative embodiment, the video content is designed to provide enhanced content to the players and to increase the interaction between the players and the games. Additionally, the video content adds interest and excitement to the games. In addition to game-specific content, such as broadcasting a live tournament, the system can be used for a multitude of purposes, including, but not limited to, announcements and pictures of winners, informational videos about sponsoring charities, announcements of new games and upcoming events, advertising, etc. 
     Game content and information, such as an updated leader board, number of players remaining, time to next calling of a bingo number are communicated from the mobile gaming sub-system  102  to the VPS  104  at each step of game play. This continual communication pipeline between the mobile gaming sub-system  102  and the video presentation sub-system  104  allows for continual updating of the integrated broadcast and provides dynamic game play/content for commentators to discuss. 
     Referring now to  FIG. 7  there is shown a flow chart for an illustrative bonusing method  700  for promotional bingo tournaments. The method  700  begins at block  702  when one or more players begin play of a base game in a bingo tournament and one of the players triggers a bonus game event based upon a bingo game session result, i.e. a triggering event occurs. The bonus game event is one element of a bonus game session shared by all players participating in the promotional bingo tournament. The bonus event may comprise the player receiving a virtual puzzle piece that is part of a virtual puzzle, as shown and described in more detail below in  FIGS. 8A-C . In this embodiment, the bonus game session begins with an entirely unrevealed virtual puzzle and ends with either the revelation of all portions of the virtual puzzle or completion of the bingo tournament session. However, in other embodiments, the bonus game session continues from one tournament bingo session to another tournament bingo session so long as at least one portion of the virtual puzzle remains unrevealed. Each portion of a virtual puzzle corresponds to one (1) virtual puzzle piece. The virtual puzzle is a shared bonus element where the virtual puzzle pieces received by each player in the promotional bingo tournament are applied to the shared virtual puzzle. 
     At block  704  a Promotional Bonus Multiplier Server (PBMS) selects the virtual puzzle piece from a pool of virtual puzzle pieces. The selection may be made according to a weighted random draw, where each puzzle piece may have the same likelihood of being drawn as every other puzzle piece, each puzzle piece may have a different likelihood of being drawn from every other puzzle piece, or any combination thereof. The following table provides exemplary weighted averages for eight (8) virtual puzzle pieces that form a cohesive image and an eight-piece virtual puzzle. 
     
       
         
           
               
               
               
             
               
                   
                   
               
               
                   
                 Virtual Puzzle Piece ID 
                 Weighted Average 
               
               
                   
                   
               
             
            
               
                   
               
            
           
           
               
               
               
            
               
                   
                 Piece 0 
                 10 
               
               
                   
                 Piece 1 
                 10 
               
               
                   
                 Piece 2 
                 15 
               
               
                   
                 Piece 3 
                 15 
               
               
                   
                 Piece 4 
                 15 
               
               
                   
                 Piece 5 
                 15 
               
               
                   
                 Piece 6 
                 10 
               
               
                   
                 Piece 7 
                 5 
               
               
                   
                 Piece 8 
                 5 
               
               
                   
                   
               
            
           
         
       
     
     In the illustrative embodiment, each time a player triggers the bonus game event, a virtual puzzle piece is pulled from the virtual pool based on the weighted averages presented in the table above. The weighted averages provided above indicate that during each random selection there is a 10% chance of selecting Piece 0, a 10% chance of selecting Piece 1, a 15% chance of selecting Piece 2, a 15% chance of selecting Piece 3, a 15% chance of selecting Piece 4, a 15% chance of selecting Piece 5, a 10% chance of selecting Piece 6, a 5% chance of selecting Piece 7, and a 5% chance of selecting Piece 8. All virtual puzzle pieces are always available/possible for selection, and selecting/removing a virtual puzzle piece in response to a triggering event does not alter or change the odds of selecting either that same virtual puzzle piece or a different virtual puzzle piece in a future selection event. 
     In another embodiment, an alternate virtual puzzle piece selection algorithm is employed that causes virtual puzzle pieces to be selected based in part upon the portions of the virtual puzzle that have already been revealed. A straight weighted average as described above may not result in exciting play as the bonus game session proceeds and fewer portions of the virtual puzzle remain hidden or unrevealed. For example, when there is only one (1) piece left to reveal, many bonus events will select and show a virtual puzzle piece that has already been revealed. This potential for repetition of a failure to reveal a new virtual puzzle piece may be unappealing to players. In the alternate selection algorithm, upon the occurrence of a triggering event in a base game session the PBMS performs an initial determination of whether the virtual puzzle piece to be selected and revealed will be selected from a pool of previously revealed virtual puzzle pieces or from a pool of unrevealed virtual puzzle pieces. This initial determination is made according to a weighted random event, the weighting of this random event can change or be modified based upon the number of virtual puzzle pieces previously revealed, the number of virtual puzzle pieces remaining hidden, or the number of previous selection events that did not reveal a new virtual puzzle piece and thereby advance the bingo game session. The table below provides exemplary weights for selecting from the pool of unrevealed virtual puzzle pieces based upon the number of virtual puzzle pieces previously revealed. 
     
       
         
           
               
               
               
             
               
                   
               
               
                   
                   
                 Probability of revealing 
               
               
                 Pieces Revealed 
                 Pieces available 
                 a new piece 
               
               
                   
               
             
            
               
                 0 
                 8 
                 100%  
               
               
                 1-2 
                 6 or 7  
                 50% 
               
               
                  3+ 
                 5 or less 
                 25% 
               
               
                   
               
            
           
         
       
     
     In an exemplary embodiment of this alternate virtual puzzle piece selection algorithm, the virtual puzzle comprises eight (8) virtual puzzle pieces. When the virtual puzzle is completely hidden and none of the eight (8) virtual puzzle pieces have been revealed, the algorithm may weight the random determination of whether a virtual puzzle piece is selected from the pool of unrevealed virtual puzzle pieces or from the pool of revealed pieces so that a virtual puzzle piece is selected from the pool of unrevealed virtual puzzle pieces, i.e. 100% weighting for the pool of unrevealed virtual puzzle pieces and 0% for the pool of revealed virtual puzzle pieces. When there are six (6) or seven (7) virtual puzzle pieces still unrevealed, the algorithm may weight the random determination so that there is 50% chance of selecting from the pool of six (6) or seven (7) unrevealed virtual puzzle pieces thereby revealing a new portion of the virtual puzzle, and there is a 50% chance of selecting from the pool of one (1) or two (2) previously revealed virtual puzzle pieces thereby not revealing a new portion of the virtual puzzle. When there are five (5) or fewer virtual puzzle pieces still unrevealed, the algorithm may weight the random determination so that there is a 25% chance of selecting from the pool of five (5) or fewer unrevealed virtual puzzle pieces thereby revealing a new portion of the virtual puzzle, and there is a 75% chance of selecting from the pool of three (3) or more previously revealed virtual puzzle pieces thereby not revealing a new portion of the virtual puzzle. 
     When a player triggers a bonus game event based on the result of that player&#39;s bingo game session, the PBMS or MGS  102  communicates the updated virtual puzzle to every participating authorized mobile device  112 . Additionally, the PBMS or MGS  102  may communicate the updated virtual puzzle to the VPS  104  and to the stationary monitor  110  for display. The stationary monitor  110  and/or each authorized mobile device  112  displays the full puzzle, an animation highlighting the portions of the virtual puzzle that correspond to the virtual puzzle pieces, and either a reveal animation showing where a newly received virtual puzzle piece fits into the virtual puzzle or a separate animation when the newly received virtual puzzle piece is a duplicate of a previously received virtual puzzle piece. This public display of the virtual puzzle in real-time on the stationary monitor  110  provides everyone (both players and non-players) in one or more venues with the ability to participate in the excitement of a bonus game session and each bonus game event. 
     In some embodiments, the reveal animation includes a cyclic animation where each portion of the virtual puzzle is highlighted by outlining a virtual puzzle piece border on the virtual puzzle with a new color, such as yellow outlining. This highlighting action occurs on only one virtual puzzle piece at a time, pausing on each virtual puzzle piece for a short period of time, i.e. 0.1 seconds, 0.5 seconds, 1 second, 2 seconds, etc. The cyclic animation may highlight each portion of the virtual puzzle corresponding to each virtual puzzle piece in a clockwise sequence or a counterclockwise sequence, thereby simulating a wheel-spin-type animation that creates suspense before the selected virtual puzzle piece is revealed to the players in the animation. 
     At decision diamond  706 , upon selection of a virtual puzzle piece, the PBMS or MGS  102  determines whether the newly selected virtual puzzle piece reveals a previously unrevealed portion of the virtual puzzle or if the virtual puzzle piece is a duplicate of a virtual puzzle piece previously received by any one of the players participating in the promotional bingo tournament. When the PBMS determines that the newly selected virtual puzzle piece is a duplicate, the method proceeds to block  708  where the bonus game event ends and the player returns to the base bingo game session. When the PBMS determines that the newly selected virtual puzzle piece corresponds to an unrevealed portion of the virtual puzzle, the method proceeds to block  710  where the PBMS communicates the identity and location within the virtual puzzle of the new virtual puzzle piece to each authorized mobile device  112  and the VPS  104 . The VPS  104  may further communicate the identity and location within the virtual puzzle of the new virtual puzzle piece to the stationary monitor  110 . The information communicated among the PBMS, authorized mobile devices  112 , VPS  104 , and stationary monitor  110  can include an animation of the virtual puzzle, an animation of the virtual puzzle piece(s), and an animation revealing the location within the virtual puzzle of the new virtual puzzle piece. 
     After communicating the above virtual puzzle and virtual puzzle piece information from the PBMS to the authorized mobile devices  112  and the VPS  104 , and from the VPS  104  to the stationary monitor  110 , the method proceeds to decision diamond  712  where the PBMS determines whether the newly received virtual puzzle piece completes the virtual puzzle by fully revealing all portions of the virtual puzzle. When the PBMS determines that the newly received virtual puzzle piece does not complete the virtual puzzle, i.e. because one or more portions of the virtual puzzle remain hidden or unrevealed, the method proceeds to block  714  where the bonus game event ends and the player returns to the base bingo game session. When the PBMS determines that the newly received virtual puzzle piece does complete the virtual puzzle by fully revealing all portions of the virtual puzzle, i.e. by revealing the last remaining hidden or unrevealed portion of the virtual puzzle, the method proceeds to block  716  where the PBMS awards a mystery point multiplier to each game session associated with the bingo tournament session. 
     An element of the award process is revealing the value of the mystery point multiplier to each participating authorized mobile device  112 . The value may be any value greater than 1, such as a 2×, 3×4×, 5×, 10×, or greater multiplier. While the above listed multipliers are all integer values, these are only exemplary and non-limiting multiplier values. The multiplier values may be non-integer values or any other real number value. The PBMS may apply the revealed mystery point multiplier to a database of points recorded by the PBMS where each record in the database of points corresponds to an authorized mobile device  112 , a player, a bingo game session, bingo tournament session, or any combination thereof. Alternatively, the PBMS may issue the revealed mystery point multiplier award to each authorized mobile device  112  participating in the bingo tournament session, and each authorized mobile device  112  then applies the mystery point multiplier bonus award to the points associated with that authorized mobile device  112 , player, bingo game session, or any combination thereof. The mystery point multiplier bonus award does not modify the payouts or awards of the tournament bingo session because they are determined by the rank order of the points earned by the participating players in the tournament bingo session, which rank order is not altered by application of the mystery point multiplier bonus award. The mystery point multiplier is applied to all player point totals, increasing those player point totals proportionally. The mystery point multiplier bonus may have the effect of raising the total points earned in a tournament bingo session when the virtual puzzle is completed as compared to a tournament bingo session when the virtual puzzle is not completed and the mystery point multiplier bonus is not awarded. 
     After awarding the mystery point multiplier, the method proceeds to block  718  where an animation of the virtual puzzle completion and mystery point multiplier bonus award are presented on each participating authorized mobile device  112  and/or the stationary monitor  110 . 
     Since the virtual puzzle may take several tournament bingo sessions to complete and award the mystery point multiplier bonus, this bonus may entice players to enter a tournament bingo session as the virtual puzzle is approaching completion, i.e. being fully revealed. Each tournament bingo session may follow a previous tournament bingo session immediately, after a short break on the order of minutes or hours, or after a more significant break lasting one or more days, or one or more weeks. As the break period between each tournament bingo session increases, potential players are provided time to analyze the status of the current virtual puzzle, i.e. the percent or portion of the virtual puzzle revealed. Providing this analysis time may entice potential players to enter an upcoming tournament bingo session. 
     When the virtual puzzle is completed by being fully revealed and the mystery point multiplier bonus has been awarded and applied, the bonus game session ends. A new bonus game session may begin immediately after completion of the previous bonus game session, after a predetermined cool down period, or upon a player participating in an active tournament bingo session triggering a bonus game event. The cool down period may be on the order of minutes, hours, days, or weeks. 
     The above illustrative bonusing method provides a method of triggering and displaying a bonus result or bonus award across a plurality of authorized mobile devices  112  and/or the VPS  104 , and/or a stationary monitor  110 . The above illustrative bonusing method further provides a method of awarding all players participating in a tournament bingo session a point multiplier as a result of one or more participating players triggering multiple bonus events. The mystery point multiplier bonus award may be awarded to participating players as a result of one or more participating players triggering multiple bonus events, where the combination of several or all bonus events completes a bonus task, such as fully revealing a virtual puzzle, and where those triggering events may be in the same bingo game session or spread across multiple bingo game sessions. 
     Referring to  FIGS. 8A-C  there are shown exemplary game screens displaying the virtual puzzle in different states of completion. In  FIG. 8A , the displayed game screen  800  shows the exemplary virtual puzzle  802  in an incomplete state above the display of the base bingo game. An exemplary unrevealed virtual puzzle piece  804  or portion of the virtual puzzle is shown as a transparent, semi-transparent, translucent, or opaque element. When the unrevealed virtual puzzle piece  804  is shown as transparent, semi-transparent, or translucent, the unrevealed virtual puzzle piece  804  may appear as or present the background screen behind the virtual puzzle  802 . An exemplary revealed virtual puzzle piece  806  or portion of the virtual puzzle is shown as displaying a corresponding portion of a picture or other image. 
     In  FIG. 8B , the displayed game screen  810  shows the reveal animation for a virtual puzzle piece. In the animation, a previously unrevealed virtual puzzle piece  812  has changed from the translucent presentation of the background to a green opaque display. 
     In  FIG. 8C , the displayed game screen  820  shows a completed virtual puzzle  822  where each portion of the virtual puzzle has been revealed so that the virtual puzzle  822  shows a cohesive/complete image. The displayed game screen  820  further shows the award of a 4× mystery point multiplier bonus  824  upon completion of the virtual puzzle  822 . 
     Referring now to  FIG. 9 , there is shown a flow chart  900  for an illustrative method for providing a direct competition representation in a promotional tournament bingo session. This direct competition representation for a promotional tournament bingo session provides an alternative to the largely anonymous experience of a typical bingo game where players are paired up with one another, balls are drawn one at a time, and the first player to obtain a predefined pattern wins the bingo game without any players knowing who the other player(s) in the game are. 
     The method  900  begins at block  902 , where players input selections on their authorized mobile devices  112  that do not affect the outcome of any ensuing bingo game sessions or tournament bingo sessions. Since these player selections are not necessary for standard game play, they are merely elective and can be bypassed by the player(s). The player input selections may relate to the appearance of an avatar representing the player. The player may select an avatar, one or more pieces of clothing for the avatar, an animation, a player name, an avatar name, and any other identifying characteristics of the avatar. In an exemplary embodiment, optional player selections may be made through a software or application interface on the authorized mobile device  112 . The interface receives player input regarding avatar details such as a gender (male, female, other), skin color (white, brown, black, etc.), body type (slim, normal, heavy). Upon making avatar selections, the player may then be prompted to select a particular color or design for shirts, pants, dresses, shoes, etc. from a variety of standard designs and logos. Further, the software application may accept custom requests where players upload particular designs or request the generation of particular designs. The uploaded designs and design requests may be in the form of digital pictures or 3-D models. The 3-D models are particular useful for the submission of a player&#39;s likeness. The player may then be prompted to select one or more animations for their avatar. The potential animations that players can select may include dance animations or other animation actions that correspond to the player winning, losing, scoring low, scoring medium, or scoring high in a bingo game. These other animation actions may be celebratory, sport related, race related, or some other action desired by the player. The determination of whether a player scores low, medium, or high in a given bingo game may be made according to a predetermined score range for each category (low, medium, and high), or according to a comparison between one player&#39;s score and an opposing player&#39;s score, such as in a head-to-head game. Thus, the avatar animation may be termed a head-to-head animation. The user interface may require the player to enter a player name as an element of player registration. Additionally, the user interface may allow the player to enter an avatar name for presentation during the tournament bingo session, during a head-to-head dance off, during a bingo game session, or generally during game play. The avatar name may be the same or different from the player name. 
     Upon completing the optional pre-game selections, the method proceeds to block  904  where the player begins their bingo game session. The player&#39;s bingo game session may begin at the same time as a tournament bingo session begins, or the player may join an on-going tournament bingo session. The tournament bingo session may include head-to-head competitions among players participating in the tournament to increase interest in each bingo game session of the tournament bingo session. In a head to head game, two or more players can play in competition, cooperation or openly against each other. Players are selected for head-to-head competition randomly by the MGS  102  from a pool of players enrolled in the tournament bingo session. During game play, the method proceeds to block  906  where bingo results for a bingo game session are sent to the authorized mobile device  112  associated with the particular bingo game session. The bingo results may include a point total for the bingo game session, a win or a lose determination for the bingo game session, or other information relating to the bingo game session. At block  908 , the bingo results for a bingo game session as well as the player avatar selections are sent by the authorized mobile device  112  to a Bingo Display Enhancement Sub-System (BDES), MGS  102 , VPS  104 , or any combination thereof. This element of the method is repeated by every authorized mobile device  112  participating in the tournament bingo session, so that the BDES, MGS  102 , VPS  104 , or any combination thereof receives bingo results and player avatar selections from every authorized mobile device  112  participating in the tournament bingo session. 
     In an illustrative embodiment, each player participating in the tournament bingo session only receives a subset of tournament information relating to that player&#39;s bingo game session result, such as information about that player&#39;s bingo card, the balls drawn for the bingo game session, and any prizes won by that player. In the illustrative example, if there are two or more players in the tournament bingo session, each player may not receive information about the other players in the game. This may occur by having each authorized mobile device  112  sends each player&#39;s complete bingo game session data set to the BDES. The bingo game session data set may include bingo game outcome determining information: that player&#39;s bingo game session result and that player&#39;s bingo card; and non-outcome determining information: the player&#39;s avatar selections, random selections of player avatar elements such as an avatar dance from the available avatar dances. Each player&#39;s data set may further include a serial number that is unique to each tournament bingo session so that the BDES can associate various bingo game session results with a single tournament session. Each player&#39;s data set may further still include a serial number unique to that player&#39;s bingo game session so that the BDES may associate all data in a player&#39;s data set with this unique serial number. In one embodiment, the authorized mobile device  112  may make the random determination of which avatar dance to select and provide to the BDES. 
     Upon receiving complete data sets, i.e. bingo results and player avatar selections, from every authorized mobile device  112  participating in the tournament bingo session, the method proceeds to block  910  where the BDES combines the bingo game session results with associated player avatar selections to create aggregate bingo game data. The BDES combines the bingo game session results with associated player avatar selections by collating these items, such as by the unique bingo game session serial number, the tournament session serial number, or any combination thereof. The method then proceeds to block  912  where the BDES transmits the bingo game aggregate data to every participating authorized mobile device  112 , the BDES, the MGS  102 , the VPS  104 , a stationary monitor  110 , or any combination thereof. Once the BDES has received complete data sets from each player, the BDES prepares animations based upon the bingo game session results and avatar customizations, i.e. pairs certain players&#39; bingo game session results, avatars, and avatar dances for head-to-head competitions. In a head-to-head flash bingo game embodiment, the aggregate bingo game data may comprise combining bingo results from one player&#39;s bingo game session, bingo results from an opposing player&#39;s bingo game session, and avatar selections corresponding to both players to produce a dance-off animation presenting the bingo results of both players, avatars of both players, avatar names of both players, dance animations for both player&#39;s avatars to provide an entertaining dance-off between the two avatars, and a serial number identifying the aggregate bingo game data for a particular head-to-head match-up of tournament players. The dance-off may include a sequential dance animation where first one player&#39;s avatar dances according to that player&#39;s bingo game result, then the opposing player&#39;s avatar dances according to the opposing player&#39;s bingo game result. The dance-off may alternatively occur where both player&#39;s avatars dance simultaneously, and the avatar dance performed corresponds to each player&#39;s bingo game result or to a comparison of one player&#39;s bingo game result to the opposing player&#39;s bingo game result. The dance-off animations may then be displayed via the VPS  104  on the stationary monitor  110 , and/or via the MGS  102  on every player&#39;s authorized mobile device  112  so that players not competing in a particular dance-off animation receive a display of the dance-off animation on their authorized mobile device  112 . 
     The method then proceeds to block  914  where the collated/aggregate data are displayed to players and non-players on every participating authorized mobile device  112 , the stationary monitor  110 , or any combination thereof. Upon displaying the collated/aggregate data the method  900  terminates at block  916  when game play ends. 
     Referring to  FIGS. 10A-C , there are shown exemplary game screens displaying collated/aggregate data represented as avatars competing in a head-to-head dance off corresponding to bingo game results. In  FIG. 10A , the game screen  1000  shows a highlighted avatar  1002  corresponding to a first player participating in a tournament bingo session and a shadowed avatar  1004  corresponding to a second player participating in the tournament bingo session. In  FIG. 10B , the game screen  1010  shows the avatar  1002  corresponding to the first player in shadow, and the avatar  1004  corresponding to the second player as highlighted. Avatar  1004  is animated to perform a low-score dance. In  FIG. 10C , the game screen  1020  shows an animation of avatar  1002  performing a high-score dance and highlighted. 
     Referring to  FIG. 11  there is shown an illustrative menu of games. In the illustrative screenshot  1100 , an array of icons  1104   a  through  1104   e  representing the menu of available games is presented. The player can then touch or select one of the game icons before beginning a game session. The game session may differ depending on the class or type of game selected. Types of games that can be supported include electronic pull-tabs, bingo, electronic high-speed bingo, electronic high-speed bingo tournaments and other such games of chance. Each game session involves communications with the mobile gaming sub-system  102 , which determines the prizes awarded and selects the winners. 
     The illustrative screenshot  1102  also includes a “Help” button  1106  which is used to alert a venue employee managing the centralized gaming system  100  that some assistance is required. 
     The session balance  1108  or player account balance output is presented as a “cash” balance; however, “cash” is not stored on the authorized mobile device. The “cash” balance presented in the session balance  1108  output represents credit or monetary value that is available for collection by the player, depending on jurisdictional requirements. If required, the credits may then be converted to fungible cash or other type of financial proceeds, e.g. chips or tickets. 
     The illustrative screenshot  1100  also includes a jackpot value  1110 , which may correspond to a progressive prize. Progressive prizes are prizes that grow in real time as a function of game play. Some progressive prizes may accumulate based upon the games played within a venue. More generally, progressive prizes accumulate prizes from multiple play locations. 
     By way of example and not of limitation, the types of games supported by the centralized gaming system  100  include electronic pull-tab games, bingo, electronic high-speed bingo, electronic high-speed bingo tournaments, blackout bingo or coverall bingo, blackout bingo tournaments, and other such games of chance. 
     Electronic pull-tab games are finite pool games that comply with jurisdictional rules limiting prize values and restricting types of permissible video animation. Typically, electronic pull-tab games have small finite-pool sizes, low wager denominations and low prize values compared to casino slot machines. Each game/denomination combination is associated with a different pull-tab deck. Electronic pull-tab games include at least one deck that is always open for each available game. Additionally, electronic pull-tab games include a deck serial number which is displayed on the client game screen as well as in an illustrative Game Information Screens. Available prize limits are generally controlled by jurisdictional regulations. Operators are able to select which games are active for each venue and to be able to close any deck. 
     Referring to  FIGS. 12A through 12D  there is shown a plurality of screen shots for an illustrative electronic pull-tab game. A variety of control buttons provide player inputs that are received by the authorized mobile device  112 . 
     The player inputs shown in the  FIG. 12A  screen shot  1200  include a “Menu” control button  1202 , a “Game Info” control button  1204 , a “Cash” credit counter  1206 , a “Win” credit counter  1208 , a “Play” control button  1210 . 
     More specifically, the “Menu” control button  1202  allows the player to return to the game selection menu screen. The “Game Info” control button  1204  provides access to screens which define prizes and rules of play. The “Cash” credit counter  1206  displays the available cash credit balance that is available for withdraw by the player. The “Win” credit counter  1208  displays the amount won in the prior game session. For the illustrative pull-tab game, the “Play” control button  1210  initiates a game session. 
     Referring now to  FIG. 12B  there are shown two screen shots associated with an illustrative game session. Screen shot  1220  shows an unrevealed state corresponding to the pull-tab game before the authorized mobile device receives the “Play” game input. After receiving the “Play” game input, the illustrative game session is initiated and then the pull-tab game outcome is presented in a fully-revealed state as shown in screen shot  1222 . 
     As stated throughout, the mobile gaming sub-system  102  determines the outcome that is presented in the fully-revealed state presented in screen shot  1222 . 
     The pull-tab games presented herein include an auto-close option that may be selected by the operator, for any game played at a particular venue. The auto-close option automatically replaces a finite game pool with a new pool when all prizes exceeding a predetermined value for the deck have been exhausted and the game may no longer be desirable by players. When the auto-close option is turned “ON,” a deck may automatically close and be replaced by a new deck when prizes over a game specific value set in the portal are gone. For example, a game may have 3 large value prizes and when the last prize is awarded, the deck may close and a new deck may open. By way of example and not of limitation, the auto close option is identified in the client game information when it is active, so players may know that it is active. A notification may also be given to all active clients when a new deck is open. This feature is attractive to players because they are always assured that there are always some valuable prizes remaining in a deck they may be playing. 
     There are a variety of other game features for the illustrative pull-tab games that include providing a reveal mechanism that displays the symbols in portions of the screen to create player anticipation. Another game feature includes background music that is unique to the game theme. Another game feature may include a sound that is triggered when each symbol is revealed; and the sound may be different for each game. A further game feature includes a prize rollup sound which is common to all games. Yet another game feature includes a celebration sound on all big wins. Additionally, game features may include a change in music during bonus rounds. Another game feature may include a prize rollup on the base game screen after a bonus round. A still further game feature may include symbols that slide in from the side or other such animated presentation. Yet another game feature includes game specific math that complies with jurisdictional Rules and Statutes. 
     Referring to  FIG. 12C  there is shown some illustrative screenshots of electronic pull-tab games that include EASY MONEY™  1232 , PERSIAN DREAMS™  1234 , ROCK&#39;N&#39;GOLD™  1236 , BOOKOO BUCK$™  1240 , ACES HIGH™  1242  and WILD WALLEYE™  1244 . Other titles include ANCIENT PHARAOH™, BIG PHAT CASH™ and VEGAS VEGAS™. 
     Referring to  FIG. 12D  there is shown some illustrative screenshots where the background graphics change based on seasonal changes in the weather. For example, in the illustrative WILD WALLEYE™ shown in  FIG. 12D , the graphic background presentation changes based on the seasonal changes in the calendar. Screenshots  1244  and  1246  present background graphics associated with a calendar period between November 1 and April 1, which depict ice-fishing graphics. Screenshots  1248  and  1250  are associated with the remainder of the year, and the graphics reflect summer boat fishing. 
     Referring to  FIG. 13A  there is shown a screenshot of an illustrative high speed bingo game  1300 . The screen shot  1300  is for an illustrative high speed bingo game that may be referred to as FLASH BINGO™. The panel displayed on the game screen is similar to the one displayed for the pull-tab games, with the addition of a Jackpot Display  1302 , which presents the current value of a progressive game jackpot. In the illustrative embodiment, the jackpot size increases every play for the bingo game. 
     Additionally, the screenshot includes an image of a bingo card  1304  that is assigned to the player by the mobile gaming sub-system  102 . The illustrative bingo card  1304  includes twenty-four (24) numbers, a free space in the middle and four (4) randomly located bonus squares. The panel also has a space for displaying ball draw results, termed the bingo display area  1306 , from a set of 75 bingo numbers. Additionally, the panel includes a results display area, termed the results summary line  1308 , for displaying bingo game results. The largest portion of the illustrative screenshot  1300  includes an entertainment display which is animated and displays the results of the bingo game in an entertaining format. In the embodiment shown the entertainment display portion includes a symbol matrix display  1310 , where matching sets of symbols are used to equate to prize values generated from the bingo game. 
     The illustrative high-speed bingo game is played between players across the network who desire to play the game at approximately the same time. The illustrative high-speed bingo game is played by having the authorized mobile device  112  communicate with the mobile gaming sub-system  102 , and the results generated by the mobile gaming sub-system  102  are communicated to the authorized mobile device  112 , which presents the bingo game results in an entertaining manner that awards a prized that matches the bingo win. 
     In the illustrative embodiment, the high-speed bingo game includes two winning patterns, a Four Corner pattern, which is won by the first player (or players) to get all four corners of their bingo card called, and a Small Frame, which is won by the first player (or players) to complete the set of eight squares surrounding the center square. The illustrative game session for a high-speed game is initiated when a player touches the PLAY button to initiate the game session. The next game event includes having the bingo display area  1306  “drop down” and shows a blank bingo card and draw. A message is sent to the mobile gaming sub-system  102  requesting the initiation of a game session. The mobile gaming sub-system  102  determines if other players have made a similar request. If no other player is found in a specified time period then the initial play request is aborted and the cash balance in the player account is refunded the play amount. 
     If at least one other player is found within a specified wait time, then a bingo card is assigned to each player and the game is played rapidly by the mobile gaming sub-system  102 . As an example, the total time for the MGS  102  to process player input or registration input may be under one second. The mobile gaming sub-system  102  then sends game information and results to each participating client. The game information broadcast by the mobile gaming sub-system  102  may include bingo card numbers, the location of bonus squares, color coded ball draw results (green for completion of the Four Corner (4C) game and blue for completion of the Small Frame (SF) game), results summary lines, prize value for each authorized mobile device and other such bingo game information. 
     Referring to  FIG. 13A , the illustrative mobile application running on the authorized mobile device  112  displays the bingo card and bonus squares. Additionally, the illustrative mobile application displays the ball draw in sequence and indicates squares on the bingo card image that have been called. The authorized mobile device also displays the results summary line  1308 , which shows the results of the illustrative four corner competition and the status of the small frame competition. 
     Referring to  FIG. 13B  there is shown further detail of the results summary line. By way of example and not of limitation, the results summary line  1308  includes a) an abbreviation for the pattern type (4C or SF). Additionally, the results summary line  1308  includes b) the number of balls that it took to win the pattern. Furthermore, the summary results line  1308  includes c) the number of bonus squares that were in the winning pattern and the venue name(s) of all the participants(s). Note that fields a, b, c are color coded. Green means that this player was a winner. Red means that another player was the winner and yellow means that the player was tied with another player or players for the win. 
     The illustrative authorized mobile device  112  includes a touch sensitive display with visual elements that can be pulled or retracted or retracted from the touch sensitive display. For example, a tab may be “up” and not visible as it moves down during the game session to enable the player to see the bingo play and then automatically moves upwards and out of sight when the entertainment display begins. If the player touched the tab to “pull down” the display it may remain down during all phases of the play cycle. 
     Referring to  FIG. 14A  there is shown an illustrative lobby with an icon labeled “MegaSota Game Nite,” which identifies access to a Linked Bingo Tournament (LBT). The MegaSota icon  1402  identifies the data and time of the next scheduled tournament. If the next scheduled tournament is close then the timer may perform a count-down to the actual game start. 
     A Linked Bingo Tournament (LBT) is a variation of high-speed electronic bingo, in which players win prizes based on a series of bingo games played against other players for prize points during a predetermined interval. In some embodiments, the LBT is a blackout bingo tournament. In the illustrative linked bingo tournament (LBT), players are charged a fee to enter the tournament. Similarly to the high-speed bingo game described above, all bingo games in the tournament are played against other tournament players. In the LBT bingo game winners may be awarded points, instead of cash. At the end of the predefined tournament play period, cash prizes may be given out to the players that have achieved the highest and/or lowest point scores during the course of the tournament. 
     In the illustrative embodiment, the linked bingo tournament (LBT) sessions are held on scheduled days of the week at specific times. For example, Tuesday evenings between 7:00 and 9:00 may be the schedule time slot for the LBT sessions. Using the Tuesday example, LBT games could begin at 7:00, 7:30, 8:00 and 8:30. The dates and times are scheduled using portal functions that create schedule files in the database of the central system and may be changed from time to time. Notifications of upcoming LBT times may be given to players on their game client devices. 
     With reference to  FIG. 14A , when a player touches the LBT icon, labeled MegaSota Game Nite  1402  in the illustrative example, the schedule of games shown in  FIG. 14B  may be shown to the player. This schedule may be available at all participating venues on all enabled devices. Players can participate in a common game experience across a wide geography. In one example, participating venues can be located all across the state of Minnesota, so many participants may be able to compete in real-time. 
     With reference to  FIG. 14B , a player may select a scheduled tournament. The menu item shows the date and time that the LBT is scheduled for. If the LBT is scheduled in the current business day, then the time is shown in the form of a countdown. If the LBT is in the pre-scheduled enroll period then the color of the time changes. The menu description also includes a name for the LBT, the name of the game theme being played, and the entry requirements. Another item on the LBT Menu screen is the WINNERS icon  1420 . Touching the Winner icon brings up a list of recent tournament winners as shown in  FIG. 15 . This may include LBTs and/or Bingo games. 
     When the player selects a menu item  1410  as shown on  FIG. 14B , the player is presented with the enrollment screen shown in  FIG. 16 . More specifically,  FIG. 16  includes a Menu button  1610  that allows the player to return to the tournament menu screen. The Game Info button  1620  takes the player to descriptive information describing the play of the electronic high-speed bingo game, the points that can be won, rules for play, and the prizes available for final point score rankings. The screen also may have alternative buttons for logging in as a member of a group (PGL) or as an unaffiliated player (Non PGL). In either case, the player may be taken to a player profile screen as shown in  FIG. 17 . The player may be asked to enter a screen name, using an iOS or Android pop-up keypad and also to use the Edit button to bring up the avatar selection screen illustrated in  FIG. 18 . With reference to  FIG. 19  once the player has selected an avatar and screen name they may be presented with the opportunity to sign up for the LBT using the SIGN UP button  1910  as shown in  FIG. 19 . In addition to those requirements the LBT must be in its pre-scheduled enrollment period. 
     When the player sign up is successful  FIG. 20  may be shown until the tournament starts. In one implementation the player may leave this screen using the Menu button and play other games, such as electronic pull-tab games or Flash Bingo games until the tournament starts. If a player is enrolled in an upcoming tournament and is playing another game a special icon may appear on those games, similar to the one shown as  2020 . Touching that icon may bring the player back to the tournament. 
     The screen shown in  FIG. 21  may appear when the tournament starts. It shows the number of players in the tournament in all venues  2130 . The Play button  2110  may take the player to the tournament game screen. 
       FIG. 22  is an illustrative LBT game screen. The displayed game is TopDogs, but many game themes are possible. As with Flash Bingo all prize wins are determined by the result of a high-speed electronic bingo game  2270 . In the case of the LBT the prizes are expressed in points. After the bingo game is complete the screen may be animated with symbols and the final position of the symbols may have values that add up to the total points awarded in the bingo game. The graphic entertainment is intended to make the game more interesting and entertaining for the player. The play count  2210  shows the number of plays left that the player has which decrements with each play from the starting point which is a predefined play total that is determined when the tournament is scheduled. The Points meter  2220  shows the total points accumulated by the player in the tournament. The Win meters  2230  show the points won by winning the bingo patterns and by winning bonus points. The clock  2240  shows tournament time left and ticks downward from the starting value which is the prescheduled length of the tournament. On the left and right side of the screen are sets of screen names. Points, avatars and locations  2250  and  2260 . These are a critical element in establishing the social nature of the competition. They give the screen names of the players they are playing against and in which venue each player is located. The icons on the left  2250  are the 3 highest point earners. If the player on the device is not one of the top 3 point getters then the players position may be shown in the 3 icons on the right  2260 , which may show the player&#39;s position and the players nearest to him or her. 
     Tournament play continues until all players have completed their allotted number of pays or the tournament time expires, at which time a screen appears as shown in  FIG. 23A . More specifically,  FIG. 23A  provides a screenshot  2300  associated with having completed the player&#39;s rounds and an instruction to wait until the end of the tournament to obtain the tournament results.  FIG. 19B  provides an illustrative screenshot  2302  that the tournament has ended and that the player has been awarded a prize. 
     A special provision may be made to cover the case where a player is trying to play a game and cannot complete it because bingo requires a competitor, and all other players may have completed their allotted games. In one illustrative embodiment, the player in that condition receives a predetermined allotment of points. 
       FIG. 24  illustrates an implementation of a final screenshot  2000  showing all participating players a summary of all players who won prizes, including their screen name, point totals, prizes won, and location. For example, the top prize winner is “jon,” and jon was playing at the Muppet Muffin Inn where he achieved 13,425 points in tournament play and won a prize of $30.00. 
     If the player interacting with the authorized mobile device  112  is a winner, the prize amount may normally be added to the players Cash, unless jurisdictional or IRS rules require special handling. After the tournament game session is completed, the player may cash-out to redeem their prize, or continue playing any offered games. Note, large prizes may be subject to reporting and claim procedures to comply with federal or jurisdictional reporting requirements. 
     Excitement and player enthusiasm for the illustrative linked bingo tournament (LBT) games are greatly enhanced when the basic game is combined with the video presentation sub-system (VPS)  104 , a VPS monitor or stationary monitor  110  and broadcast content that includes player ranking information during the LBT game session or game sessions. For example, the video presentation sub-system  104  may be configured to combine output from the mobile gaming sub-system  102  with commentary from a broadcaster and visual images of the games in play. The video generated by the VPS  104  and presented on the venue VPS monitor or stationary monitor  110  converts an individual bingo gaming experience to a group bingo experience, in which many people in a venue can watch and/or participate. It may be expected that when a player in a venue is doing very well and competing against players in the same or other venues in other towns in a visible way, that the local players/viewers may enthusiastically support the local player. Expanding the degree of involvement provides a significant way of converting individual game play into a social event that attracts other players. 
     By way of example and not of limitation, linked bingo tournament (LBT) games have a short duration, e.g. 15 minutes. LBT game count-downs may be shown on the authorized mobile device  112  and the venue&#39;s VPS monitor or stationary monitor  110 . In the illustrative embodiment, the venue&#39;s VPS monitor or stationary monitor  110  may be activated at least 30 minutes before the LBT game session begins and through the duration of the LBT session and for at least 30 minutes after the completion of each LBT game session. 
     In operation, LBT tournaments may be identified by a specific game icon on the game client Menu screen. Activation of the game requires that the player have sufficient credits to play according to the game rules. Also, a minimum number of participating players entering into the prize pool may be required to initiate a linked bingo tournament game. In the illustrative embodiment, each bingo tournament game session includes of at least two (2) players playing modified Flash Bingo with a standard 24 number bingo card numbered 1 through 75, B-1-N-G-O with a FREE space in the middle. Games are activated by a player pressing PLAY, which initiates play and selects auto-daubing for each round. During the roll-up period prior to the commencement of a linked bingo tournament (LBT) game session, information regarding the total number of player participants and total prize pool for that specific tournament may be exhibited on the player screen and VPS video monitor as shown in  FIG. 25  and  FIG. 26 . 
     Referring to  FIG. 25 , there is shown an illustrative screenshot for coverage of a tournament game as implemented on the VPS and is presented on the VPS video monitor in one or more of the venues. The video screenshot  2500  includes a host  2502  that is presenting the tournament event, an updated leader board  2504 , a banner with local site data  2506 , and a background screen  2508  showing an illustrative tournament game from selected devices playing at selected venues. 
     The illustrative screenshot  2500  may be presented on a VPS monitor or stationary monitor  110 . During the illustrative tournament game the venue based VPS video monitor or stationary monitor  110  may be configured to present a leader board  2504  to players on a real-time basis. The VPS output may also be configured to show the point totals for leading players and identifies the city and venues where the players are playing  2504 . Additionally, the VPS video monitor or stationary monitor  110  may display the time remaining in the tournament. In the illustrative embodiment, leading players are identified by a chosen screen name and player selected avatars. The centralized gaming system  100  incorporates a commercially available software filter to avoid use of improper names or initials on the leader board. As described above, the leader board may also be available on player&#39;s client devices. 
     In another illustrative embodiment the video presentation sub-system  104  provides streaming content to support mobile gaming sub-system  102  games, including Tournament Bingo. The video presentation sub-system  104  may be broadcasting 60 minutes, for example, prior to the illustrative linked bingo tournament (LBT) and 30 minutes following the conclusion of tournament sessions. By way of example and not of limitation, the content presented on the VPS video monitor may include: games, promotional games, promotional videos, streaming Flash Bingo Jackpot information, charity promotional videos, advertising and the actual sports-style coverage of the LBT games and bingo games themselves. It should be understood that the time period for a broadcast may be determined by the producers and can be any suitable length of time. 
     Referring now to  FIG. 22  there is shown is an image reflecting the player experience at an illustrative venue. The VPS broadcast is shown on an illustrative TV monitor  2200 , identified also in  FIG. 5  as item  506 , and gaming clients  2202  and  2204  are shown on a counter. An objective of the VPS  104  is to provide a social interaction that greatly enhances the interest and enjoyment in the play of the games. In addition, since the broadcast is designed for a large-format visual representation in the gaming venue, it is also visible by non-players and may advertise the game and in many cases find non-players in the venue rooting for the success of the active players in their location. This interactivity is a major component of generating a social quality to the game which may be especially attractive to desirable younger-generation players. 
     During the linked bingo tournament game session, the leader board information may scroll to show the top scores in the network on a “real-time” basis. This leader board information may be expected to cover a state, or more, depending on the jurisdiction hosting the game. The leader board updates may occur frequently, e.g. every 10 seconds. At the end of the LBT game, the winners, the venue where they played and the prizes won may be broadcast. This information may scroll and could remain on a split screen for a period of time. The top winner(s) may be celebrated. As described above, the prize meter indicates the total prize pool for an upcoming game based on the volume of players enrolling in the LBT. 
     By way of example and not of limitation, for an illustrative Tournament Bingo games the player is advised in real-time of information about the status of the tournament, including size of a jackpot, number of players, leaders (identified by a “handle” and location), and time remaining in the tournament. This data may be enhanced with visual representations and comments from a moderator and field reports. Thus, the player obtains a sense of community and competition which cannot be gained from the client game interface itself. 
     Another game style related to the Linked Bingo Tournament is Bingo. This is a more traditional style of bingo as compared to the high-speed bingo that is the basis for Flash Bingo and the Linked Bingo Tournaments. 
     Bingo games may be scheduled in the tournament menus interspersed with linked bingo tournaments. In one example, a tournament series may be scheduled that has four (4) events, namely, two (2) Flash Bingo Tournaments and two (2) bingo games. Each event may take 30 minutes, so the entire session, supported by the VPS would be a two hour session. 
     The following describes an illustrative implementation of a bingo tournament session. From the tournament menu illustrated in  FIG. 10B  a player may select a bingo game. 
     Referring to  FIG. 27  there is shown an illustrative bingo game enrollment screen for an illustrative bingo game. An illustrative embodiment may present a broad array of bingo variations, distinguished by graphic theme, jackpot possibilities, winning patterns, wagering denomination and prize structures. In the illustrative embodiment, different customizable bingo games may be scheduled and configured through the management system portal. The illustrative enrollment screen  2700  requires that a player select a screen name in space  2710 , which is performed with a pop-up keypad. A jackpot value, if appropriate to the bingo variant, is displayed in space  2720 . Space  2730  indicates a countdown to the game start. 
     Referring now to  FIG. 28 , there is shown a screenshot  2800  of bingo game before the player initiates game play. In the illustrative embodiment, the player may be required to touch the PLAY button  2810  to enter the game after the game countdown goes to zero. When it is time for the game to start, the number of players enrolled in the game  2830  may be displayed on the right side of screenshot  2800 . Additional game information including rules and prizes may be provided by having the player touch the “Game Info” button  2840 . When the bingo game play is occurring, the status  2850  indicates that the bingo game is being played and the player should press the PLAY button  2810  to join the game. When the game is joined,  FIG. 28  illustrates the main game screen which may display up to 5 cards. If the player has more than 5 cards in play the screen can be scrolled or moved to show the additional cards, 8 to a screen. 
     Referring still to  FIG. 29 , there is shown an illustrative screenshot of bingo game play with multiple bingo cards. In the illustrative embodiment, the large card on the first screen is always the one that is closest to getting the next winning pattern. Each card face at the bottom says AWAY X, where X is the number of spaces that need to be filled on the card to get the next winning pattern. 
     In operation, the central system  100  sends down messages with the ball draws. As each ball draw is revealed the ball is shown on the screen in space  2910 . The game board  2920  displays all called numbers and all player cards are marked on the screen as each ball is called. Balls are called at a settable rate in the central system  100 . A typical rate may be one ball each 10 seconds, which is similar to the familiar rate that a ball “caller” in a traditional bingo hall might announce balls as they are drawn. A jackpot value may be displayed in space  2930  and the winning patterns and associated prizes are displayed in area  2940 . During the ball call the game client may include audio simulating the voice of a caller calling the balls. In the illustrative embodiment, the game displayed has three winning patterns—a straight line, a large M, and a coverall or “blackout”, meaning that all 24 fillable spaces are called. 
     Referring to  FIG. 30  there is shown an illustrative screenshot for a winning bingo pattern. In the illustrative screenshot  3000 , the winning bingo pattern is a large M and the awarded prize  3020  is $4.00. As each prize is awarded, the corresponding authorized mobile device presents the awarded prize, e.g. $4.00. If a player is not awarded a prize, then the corresponding authorized mobile device presents a message indicating that another player has been awarded the prize, including the amount, player screen name, and location. 
     Referring to  FIG. 31 , there is shown an illustrative winner summary screenshot indicating that all prizes have been awarded for the bingo the game. In the illustrative embodiment, the illustrative bingo game continues until all patterns are complete. At the end of the bingo game, a list of prize winners is presented to each participating player as shown in the winner summary screenshot  3100 . The location, player screen name and amount for each prize awarded are presented in the winner summary screenshot  3100 . Prizes may be directly added to the player account balance, except where regulatory or IRS regulation require specific processes. 
     Referring to  FIG. 32  there is shown an illustrative VPS broadcast  3200  as it might be shown during a bingo game. The player enjoyment of the bingo games is significantly enhanced by the associated presentation on the VPS broadcast. Not only is there the human interest supplied by live hosts, but a competitive element is supplied by listing cards that are getting close to a winning pattern. In a blackout bingo tournament embodiment, the individual bingo cards representing separate game sessions may be listed that remain active in the tournament. The VPS broadcast may also display the number of open or covered spaces on each player&#39;s bingo card. 
     Referring to  FIG. 33 , there is shown an illustrative screenshot of a VPS broadcast focusing on winner data during a bingo game. The screenshot  3300  provides an increased awareness of the winner or winners because the large screen identifies the winning players, their venue and location in real-time during bingo game play. 
     Referring to  FIG. 34 , there is shown an illustrative main screen  3400  for a Gaming League Website. The system and methods presented herein support a Gambling or Gaming League Website (GLW), which is a web-based sub-system that interfaces with and is complementary to the Mobile Gaming Sub-System  102  shown in  FIG. 1 . In the illustrative embodiment, the illustrative gambling league website is commercially identified as the PILOT GAMBLING LEAGUE™ (PGL). The illustrative PILOT GAMBLING LEAGUE™ provides functionality intended to promote player competition between players playing the same game, but in a multiplicity of venues that could be separated by hundreds of miles, and thereby enhancing the feelings of a community event and increasing interest in the associated wagering activity. 
     Referring back to  FIG. 1 , there are two technical components of the illustrative Gambling League Website. The first component is referred to as a GLW website server  120 , which is accessed with a common browser, e.g. Internet Explorer, Chrome, Safari, or other such browser. Additionally, the GLW website server  120  may be accessed using a computing device  130  that is configured to run a custom Android or iOS “APP.” The computing device may be wired or wireless and includes, by way of example, a PC, tablet or other such computing device that provides Internet access. 
     The illustrative GLW website server  120  includes a SOL Server database and a software architecture based on .NET, C # and other such computing languages. The illustrative GLW website server  120  is also communicatively coupled to the mobile gaming sub-system (MGS)  102  with an interface that allows players to log into the GLW  120  or the MGS  102  with the same screen name and password. Additionally, the GLW  120  and MGS  102  both support the common use of player-chosen avatars. Note, in the illustrative embodiment there is no requirement for players on the MGS  102  to login with a password, so that anonymous play is fully supported. However if players do desire to identify themselves to the MGS  102  with their GLW  120  screen name and password, then they can have the benefit of having aspects of their play transferred to their GLW account. Information that may be transferred from the GLW  120  to the MGS  102  includes scores of tournament, prize winnings, play totals, play locations, number of play sessions, and other such game information. 
     In operation, periodic tournament scores may be tracked based on the results from the MGS  102  activity. Additionally, the periodic tournament scores are also available to each player that accesses the GLW website server  120 . The type of data collected and corresponding data attributes may vary based upon jurisdictional regulations. In the illustrative embodiment, players may be identified by their chosen screen name and general location. The illustrative website server  120  presents the top players in each region and their corresponding scores and home town. 
       FIG. 35  shows an illustrative screenshot of player standings in a regional or system competition. The illustrative screenshot  3500  includes the top players in a particular region. 
     Referring to  FIG. 36  there is shown a screenshot  3600  of an illustrative portion of the player profile. The screenshot includes the particular player&#39;s ranking and additional profile information including profiles, standings, history and notification settings. 
     Referring to  FIG. 37  there is shown illustrative screenshot  3700  of past events and future events. By way of example and not of limitation, the past and future events are tournament events as described above. 
     Referring to  FIG. 38  there is shown a web page that includes gaming venues that are communicatively coupled to the mobile gaming sub-system locations. The players may access this “locations” web page  3800  to locate venues for game play that support the systems and method presented herein. 
     Referring to  FIG. 39  there is shown an illustrative screenshot  3900  of a player&#39;s virtual rewards. For example, players may also qualify for “vanity awards.” These vanity awards may be granted based on player performance. The vanity awards may provide an expanded choice of avatars, a graphic trophy or trophies that are associated with their screen names, and other such virtual items or awards. The vanity awards may be presented in at least one of the GLW website server  120 , the mobile gaming sub-system  102  and the Video Presentation System  104 . For example, if a player has won a regional virtual gold trophy prize, then the virtual gold trophy prize may be displayed on the VPS television when the player plays in a new tournament. The player&#39;s chosen screen name, avatar and the virtual gold trophy may be displayed on the various VPS television, which may be located in hundreds of participating venues. 
     Referring to  FIG. 40  there is shown an illustrative screenshot  4000  of news, blogs and tweets for the Gaming League Website. The illustrative screenshot  4000  may be used to periodically invite GLW members to a regional promotional tournament awarding promotional prizes at a venue in the region. Furthermore, winners of regional tournaments may be invited to a Tournament of Champions, which will take place at a premium location. Further still, a Grand Prize winner may also be selected for a promotional cash or merchandise prize. These competitions or events may be shown live or on video to all players in their normal gaming venues using the Video Presentation System  104 . 
     Referring to  FIG. 41  there is shown an illustrative screenshot of the MGS  102  game libraries presented to players. The screenshot  4100  shows that there are three different game types, namely, tournament bingo games, coverall/blackout bingo and pull tab games. 
     The GLW  120  and MWS  102  systems are communicatively coupled to the VPS  104 , which is communicatively coupled to the VPS video display as shown in  FIG. 1 . The VPS display provides the opportunity to highlight GLW players and the GLW events. The VPS display may be used to highlight regional standings, announce regional winners, show live or video clips of regional events, show live or video clips of the Tournament of Champions, show Interviews with PGL players, and other such GLW information. This close interaction between the VPS  104 , MGS  102  and GLW  120  creates a social atmosphere, a spirit of competition, a sense of accomplishment, and improve the success of the wagering enterprise. 
     The illustrative gaming systems and methods presented above may include a plurality of server applications that configured to provide high-availability and redundancy, processes all inputs, generates outputs, and maintains a central database for accounting, game play, system configuration data, and other such data types. By way of example and not of limitation, critical system data regarding clients may be maintained a repository associated with the illustrative gaming system. Historical games results and leader board information may be maintained. Printable versions of this information may be available on the portal. 
     The illustrative client devices described in the illustrative embodiments are communicatively coupled to a gaming system database, which stores client device data. Additionally, the illustrative gaming system database is configured to be secure. Furthermore, the illustrative gaming system database manages the data that is received from client devices in geographically dispersed venues. 
     The illustrative centralized gaming system may be disposed in a central site as described herein. The illustrative centralized gaming system may process information received over the internet backbone from client devices such as mobile devices, management terminals and other such client devices. 
     The illustrative MGS sub-system manages the funding of game play and operation of wagering games and overall system management. All gaming messaging between servers and client devices is sent and received over a secure internet network that directs network traffic to the appropriate server elements. A Portal service receives messages from management terminals and provides functionality to authorized users to control the system and access real-time and historical data. All server applications are structured to be deployable in a virtual server environment, configured for high availability with fail-over capabilities on hardware components and database structures that keep a multiplicity of all data records. 
     By way of example and not of limitation, the games supported by the gaming system include electronic pull-tabs, linked bingo, high-speed linked bingo with entertainment, bingo tournaments, slot games, video poker, multi-player poker, blackjack, roulette, and other casino or entertainment games. 
     Many game types, including electronic pull-tabs and the entertainment aspect of linked bingo have bonus modes that award prizes based on a theme-specific animation. Often these features take more play time than a conventional game. While these features are entertaining, many players who have played the games for some period of time find the time spent in animation wasteful. Therefore this system features a unique option at the beginning of any potentially long bonus animation. The player is presented with a screen announcing the bonus and then is presented with an option to proceed with the bonus animation or bypass the animation and go directly to the prize award at the end of the animation. 
     It is clear that the infrastructure of the MGS with the added capabilities of the VPS can support a wide variety of game types, in addition to the ones described herein. Those games include slot machine games, video lottery games, poker, blackjack, skill-based games, among others. 
     It should be noted that in jurisdictions that allow gaming outside of physically licensed areas some of the above-mentioned security considerations may be relaxed or replaced by more appropriate mechanisms. 
     It is to be understood that the detailed description of illustrative embodiments are provided for illustrative purposes. Thus, the degree of software modularity for the transactional system and method presented above may evolve to benefit from the improved performance and lower cost of the future hardware components that meet the system and method requirements presented. The scope of the claims is not limited to these specific embodiments or examples. Therefore, various process limitations, elements, details, and uses may differ from those just described, or be expanded on or implemented using technologies not yet commercially viable, and yet still be within the inventive concepts of the present disclosure. The scope of the invention is determined by the following claims and their legal equivalents.