Patent Publication Number: US-2023133509-A1

Title: Electronic gaming machine reward system and method

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation of and claims priority to U.S. patent application Ser. No. 17/260,780, filed Jan. 15, 2021, which claims priority to International Application No. PCT/US/19/52846, filed Sep. 25, 2019, which claims priority to U.S. Provisional Patent Application No. 62/741,748, filed Oct. 5, 2018, each of which are incorporated by reference herein in their entireties. 
    
    
     TECHNICAL FIELD 
     The field of disclosure relates generally to electronic gaming, and more particularly, to systems and methods for enabling players to securely redeem digital rewards at an electronic gaming machine. 
     BACKGROUND 
     Electronic gaming machines (EGMs), or gaming devices, provide a variety of wagering games such as, for example, and without limitation, slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games, and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inserting or otherwise submitting money and placing a monetary wager (deducted from the credit balance) on one or more outcomes of an instance, or play, of a primary game, sometimes referred to as a base game. In many games, a player may qualify for secondary games or bonus rounds by attaining a certain winning combination or other triggering event in the base game. Secondary games provide an opportunity to win additional game instances, credits, awards, jackpots, progressives, etc. Awards from any winning outcomes are typically added back to the credit balance and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.” 
     Slot games are often displayed to the player in the form of various symbols arranged in a row-by-column grid, or “matrix,” which may define a plurality of symbol positions, and which may be generated by spinning a plurality of reels, each of which may correspond to a respective column of the matrix. Specific matching combinations of symbols along predetermined paths, or paylines, drawn through the matrix indicate the outcome of the game. The display typically highlights winning combinations and outcomes for ready identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” that is available to the player for reference. Often, the player may vary his/her wager to included differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, the frequency or number of secondary games, and/or the amount awarded. 
     Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player, referred to as return to player (RTP), over the course of many plays or instances of the game. The RTP and randomness of the RNG are fundamental to ensuring the fairness of the games and are therefore highly regulated. The RNG may be used to randomly determine the outcome of a game and symbols may then be selected that correspond to that outcome. Alternatively, the RNG may be used to randomly select the symbols whose resulting combinations determine the outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random. 
     For game play itself, many EGMs are configured to enable players registered in a loyalty program to use their rewards to play additional wagering games on EGMs. However, a growing number of people enjoy playing mobile or web-based games. Many of these people are infrequent visitors to a casino or a physical establishment, such as a bar or a restaurant environment where EGMs are used. Hence, because a number of mobile or web-based games are available for play on a mobile device, some people may prefer playing such games on their mobile devices as opposed to visiting a physical establishment, such as a casino, to play wagering games on EGMs. Unfortunately, for those who play such games on their mobile devices, they may not be able to receive the awards or benefits that a person playing on an EGM at a casino may receive. Accordingly, a system that enables players to securely redeem digital rewards accrued via mobile or web-based games at an EGM is desirable. 
     SUMMARY 
     In one embodiment, a reward system is provided. The reward system comprises a tangible, non-transitory, computer-readable storage medium having instructions stored thereon and a processor. The at least one processor is in communication with a mobile computing device of a player and an electronic gaming machine. The at least one processor is configured to execute instructions stored in the storage medium, which, when executed by the at least one processor, causes the at least one processor to: (i) receive, from the mobile computing device, mobile game activity information of the player associated with a mobile game on the mobile computing device; (ii) award the player a first awarded prize based upon the mobile game activity information; (iii) store a first awarded prize entry in a player account associated with the player for subsequent redemption at the electronic gaming machine, the first awarded prize entry identifies the first awarded prize; (iv) detect a presence of the player at the electronic gaming machine, and (v) instruct the electronic gaming machine to display the first awarded prize when the player accesses the electronic gaming machine. 
     In another embodiment, an electronic gaming machine is provided. The electronic gaming machine includes at least one display device, a player input interface configured to receive player input from a player, a credit input mechanism, and a game controller. The credit input mechanism is configured to receive a credit wager. The game controller is configured to execute instructions stored in a tangible, non-transitory, computer-readable storage medium, which, when executed by the game controller, cause the game controller to at least: (i) receive, from the player, a player input requesting carding into the electronic gaming machine under a loyalty account of the player, (ii) identify one or more unredeemed awarded prize entries associated with the player, the one or more unredeemed awarded prize entries including a first awarded prize entry, (iii) determine, from the first awarded prize entry, a first awarded prize available for redemption at the electronic gaming machine, and (iv) display the first awarded prize on the at least one display device. 
     In yet another embodiment, a computer-implemented method of providing prizes associated with a mobile game at an electronic gaming machine is provided. The method includes: (i) receiving, from a mobile computing device, mobile game activity information of a player associated with the mobile game, (ii) awarding the player a first awarded prize based upon the mobile game activity information, (iii) storing a first awarded prize entry in a player account associated with the player for subsequent redemption at the electronic gaming machine, the first awarded prize entry identifies the first awarded prize, and (iv) instructing the electronic gaming machine to display the first awarded prize when the player accesses the electronic gaming machine. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       An example embodiment of the subject matter disclosed will now be described with reference to the accompanying drawings. 
         FIG.  1    is an exemplary diagram showing several EGMs networked with various gaming-related servers; 
         FIG.  2    is a block diagram showing various functional elements of an exemplary EGM; 
         FIG.  3    is a schematic diagram showing an exemplary gaming reward system including an EGM networked with a player tracking (PT) system server for redeeming digital rewards won by playing mobile or web-based games at an EGM; 
         FIGS.  4 A and  4 B  are diagrams respectively illustrating the mobile environment for winning a digital reward and the EGM environment for redeeming a digital reward; 
         FIG.  5    is flow diagram of an exemplary method of awarding digital rewards for gameplay of a mobile or web-based wagering game; 
         FIG.  6    is a flow diagram of an exemplary method of redeeming the rewards won from a mobile or web-based wagering game at an EGM; and 
         FIGS.  7 A- 7 D  are various screenshots of winning a digital reward in a mobile environment and redeeming the digital reward at an EGM environment, as shown in  FIGS.  4 A and  4 B . 
     
    
    
     DETAILED DESCRIPTION 
     The present disclosure describes an electronic gaming machine (EGM) reward system (also referred to herein as a “reward system”) for enabling digital rewards won on mobile or web-based games to be redeemed at an electronic gaming machine (EGM). The player&#39;s mobile gaming account has information from both the player&#39;s social gaming profile (e.g., player account profile) and the player&#39;s loyalty rewards profile associated with a physical establishment (venue) where EGMs are used, such as, for example, a casino. The reward system links the player&#39;s loyalty rewards account with the player&#39;s mobile gaming account associated with a mobile or web-based game. In the example embodiment, the player plays a mobile or web-based game on their mobile computing device. The system awards the player one or more swag bags during remote gameplay. The swag bags are digital rewards (e.g., prizes) that may only be redeemed at the physical venue. The system enables a player to securely card into (e.g., log into) an EGM using their mobile computing device or a physical player card, such as, for example, a loyalty rewards card. A player can cardlessly connect to the EGM with their mobile computing device by using a one-time code (OTC) generated by the system and/or a unique beacon identifier broadcast by a wireless beacon in the EGM. Digital rewards (e.g., prizes) accrued in a player&#39;s mobile gaming account, such as casino vouchers, free play credits, and virtual currency credits, are displayed at the EGM for redemption. Accordingly, a player is able to redeem digital rewards at the EGM that were accrued via remote gameplay. 
       FIG.  1    illustrates several different models of EGMs which may be networked to various gaming related servers. Shown is a system  100  in a gaming environment including one or more server computers  102  (e.g., slot servers of a casino) that are in communication, via a communications network, with one or more gaming devices  104 A- 104 X (EGMs, slots, video poker, bingo machines, etc.) that can implement one or more aspects of the present disclosure. The gaming devices  104 A- 104 X may alternatively be portable and/or remote gaming devices such as, but not limited to, a smart phone, a tablet, a laptop, or a game console, although such devices may require specialized software and/or hardware to comply with regulatory requirements regarding devices used for wagering or games of chance in which monetary awards are provided. 
     Communication between the gaming devices  104 A- 104 X and the server computers  102 , and among the gaming devices  104 A- 104 X, may be direct or indirect, such as over the Internet through a web site maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks, and the like. In other embodiments, the gaming devices  104 A- 104 X may communicate with one another and/or the server computers  102  over RF, cable TV, satellite links and the like. 
     In some embodiments, server computers  102  may not be necessary and/or preferred. For example, in one or more embodiments, a stand-alone gaming device such as gaming device  104 A, gaming device  104 B or any of the other gaming devices  104 C- 104 X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers  102  described herein. 
     The server computers  102  may include a central determination gaming system server  106 , a ticket-in-ticket-out (TITO) system server  108 , a player tracking system server  110 , a progressive system server  112 , and/or a casino management system server  114 . Gaming devices  104 A- 104 X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server  106  and then transmitted over the network to any of a group of remote terminals or remote gaming devices  104 A- 104 X that utilize the game outcomes and display the results to the players. 
     Gaming device  104 A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device  104 A often includes a main door  154  which provides access to the interior of the cabinet. Gaming device  104 A typically includes a button area or button deck  120  accessible by a player that is configured with input switches or buttons  122 , an access channel for a bill validator  124 , and/or an access channel for a ticket-out printer  126 . 
     In  FIG.  1   , gaming device  104 A is shown as a Relm XL™ model gaming device manufactured by Aristocrat® Technologies, Inc. As shown, gaming device  104 A is a reel machine having a gaming display area  118  comprising a number (typically 3 or 5) of mechanical reels  130  with various symbols displayed on them. The reels  130  are independently spun and stopped to show a set of symbols within the gaming display area  118  which may be used to determine an outcome to the game. 
     In many configurations, the gaming machine  104 A may have a main display  128  (e.g., video display monitor) mounted to, or above, the gaming display area  118 . The main display  128  can be a high-resolution LCD, plasma, LED, or OLED (organic light emitting diode) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor. 
     In some embodiments, the bill validator  124  may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device  104 A (e.g., in a cashless ticket (“TITO”) system). In such cashless embodiments, the gaming device  104 A may also include a “ticket-out” printer  126  for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are well known in the art and are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer  126  on the gaming device  104 A. The gaming machine  104 A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming machine, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device  104 A. 
     In some embodiments, a player tracking card reader  144 , a transceiver for wireless communication with a player&#39;s smartphone, a keypad  146 , and/or an illuminated display  148  for reading, receiving, entering, and/or displaying player tracking information is provided in EGM  104 A. In such embodiments, a game controller within the gaming device  104 A can communicate with the player tracking system server  110  to send and receive player tracking information. 
     Gaming device  104 A may also include a bonus topper wheel  134 . When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel  134  is operative to spin and stop with indicator arrow  136  indicating the outcome of the bonus game. Bonus topper wheel  134  is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game. 
     A candle  138  may be mounted on the top of gaming device  104 A and may be activated by a player (e.g., using a switch or one of buttons  122 ) to indicate to operations staff that gaming device  104 A has experienced a malfunction or the player requires service. The candle  138  is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed. 
     There may also be one or more information panels  152  which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some embodiments, the information panel(s)  152  may be implemented as an additional video display. 
     Gaming devices  104 A have traditionally also included a handle  132  typically mounted to the side of main cabinet  116  which may be used to initiate game play. 
     Many or all the above described components can be controlled by circuitry (e.g., a gaming controller) housed inside the main cabinet  116  of the gaming device  104 A, the details of which are shown in  FIG.  2   . 
     Note that not all gaming devices suitable for implementing embodiments of the present disclosure necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or table tops and have displays that face upwards. 
     An alternative example gaming device  104 B illustrated in  FIG.  1    is the Arc™ model gaming device manufactured by Aristocrat® Technologies, Inc. Note that where possible, reference numerals identifying similar features of the gaming device  104 A embodiment are also identified in the gaming device  104 B embodiment using the same reference numbers. Gaming device  104 B does not include physical reels and instead shows game play functions on main display  128 . An optional topper screen  140  may be used as a secondary game display for bonus play, to show game features or attraction activities while a game is not in play, or any other information or media desired by the game designer or operator. In some embodiments, topper screen  140  may also or alternatively be used to display progressive jackpot prizes available to a player during play of gaming device  104 B. 
     Example gaming device  104 B includes a main cabinet  116  including a main door  154  which opens to provide access to the interior of the gaming device  104 B. The main or service door  154  is typically used by service personnel to refill the ticket-out printer  126  and collect bills and tickets inserted into the bill validator  124 . The main or service door  154  may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations. 
     Another example gaming device  104 C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device  104 C includes a main display  128 A that is in a landscape orientation. Although not illustrated by the front view provided, the landscape display  128 A may have a curvature radius from top to bottom, or alternatively from side to side. In some embodiments, display  128 A is a flat panel display. Main display  128 A is typically used for primary game play while secondary display  128 B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some embodiments, example gaming device  104 C may also include speakers  142  to output various audio such as game sound, background music, etc. 
     Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices  104 A- 104 C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class , etc. 
       FIG.  2    is a block diagram depicting exemplary internal electronic components of a gaming device  200  connected to various external systems. All or parts of the example gaming device  200  shown could be used to implement any one of the example gaming devices  104 A-X depicted in  FIG.  1   . The games available for play on the gaming device  200  are controlled by a game controller  202  that includes one or more processors  204  and a game that may be stored as game software or a program  206  in a memory  208  coupled to the processor  204 . The memory  208  may include one or more mass storage devices or media that are housed within gaming device  200 . Within the mass storage devices and/or memory  208 , one or more databases  210  may be provided for use by the program  206 . A random number generator (RNG)  212  that can be implemented in hardware and/or software is typically used to generate random numbers that are used in the operation of game play to ensure that game play outcomes are random and meet regulations for a game of chance. 
     Alternatively, a game instance (i.e. a play or round of the game) may be generated on a remote gaming device such as a central determination gaming system server  106  (not shown in  FIG.  2    but see  FIG.  1   ). The game instance is communicated to gaming device  200  via the network  214  and then displayed on gaming device  200 . Gaming device  200  may execute game software, such as but not limited to video streaming software that allows the game to be displayed on gaming device  200 . When a game is stored on gaming device  200 , it may be loaded from a memory  208  (e.g., from a read only memory (ROM)) or from the central determination gaming system server  106  to memory  208 . The memory  208  may include RAM, ROM or another form of storage media that stores instructions for execution by the processor  204 . Note that embodiments of the present disclosure represent an improvement in the art of EGM software and provide new technology in that they connect mobile gaming accounts of mobile games played on mobile computing devices with loyalty reward accounts associated with wagering games played on EGMs at brick-and-mortar establishments by enabling digital rewards won on mobile games to be securely redeemed at EGMs. These embodiments are thus not merely new game rules or simply a new display pattern. 
     The gaming device  200  may include a topper display  216  or another form of a top box (e.g., a topper wheel, a topper screen, etc.) which sits above cabinet  218 . The cabinet  218  or topper display  216  may also house a number of other components which may be used to add features to a game being played on gaming device  200 , including speakers  220 , a ticket printer  222  which prints bar-coded tickets or other media or mechanisms for storing or indicating a player&#39;s credit value, a ticket reader  224  which reads bar-coded tickets or other media or mechanisms for storing or indicating a player&#39;s credit value, and a player tracking interface  232 . The player tracking interface  232  may include a key pad  226  for entering information, a player tracking display  228  for displaying information (e.g., an illuminated or video display), a card reader  230  for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking. Ticket printer  222  may be used to print tickets for a TITO system server  108 . The gaming device  200  may further include a bill validator  234 , player-input buttons  236  for player input, cabinet security sensors  238  to detect unauthorized opening of the cabinet  218 , a primary game display  240 , and a secondary game display  242 , each coupled to and operable under the control of game controller  202 . 
     Gaming device  200  may be connected over network  214  to player tracking system server  110  and a social casino server  250 . Player tracking system server  110  may be, for example, an OASIS® system manufactured by Aristocrat® Technologies, Inc. Player tracking system server  110  is used to track play (e.g. amount wagered, games played, time of play and/or other quantitative or qualitative measures) for individual players so that an operator may reward players in a loyalty program. Player tracking system server  110  may also be in communication with social casino server  250  to track gameplay of mobile games. Social casino server  250  may provide a casino application (“app”) that may be downloaded by players to play mobile games (e.g., social games, wagering games) or interact with other player functionality (e.g., digital wallet, loyalty program, messaging, funds management) on their mobile computing device. 
     When a player is at gaming device  200  in a gaming establishment, the player may use the player tracking interface  232  to access his/her account information, activate free play, and/or request various information. Player tracking or loyalty programs seek to reward players for their play and help build brand loyalty to the gaming establishment. The rewards typically correspond to the player&#39;s level of patronage (e.g., to the player&#39;s playing frequency and/or total amount of game plays at a given casino). Player tracking rewards (e.g., prizes) may be complimentary and/or discounted meals, lodging, entertainment and/or additional play. Player tracking information may be combined with other information that is now readily obtainable by a casino management system. 
     Gaming devices, such as gaming devices  104 A- 104 X,  200 , are highly regulated to ensure fairness and, in many cases, gaming devices  104 A- 104 X,  200  are operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices  104 A- 104 X,  200  that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices  200  is not simple or straightforward because of: 1) the regulatory requirements for gaming devices  200 , 2) the harsh environment in which gaming devices  200  operate, 3) security requirements, 4) fault tolerance requirements, and 5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, hardware components and software. 
     When a player wishes to play the gaming device  200 , he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator  234  to establish a credit balance on the gamine machine. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader  230 . During the game, the player views the game outcome on one or more of the primary game display  240  and secondary game display  242 . Other game and prize information may also be displayed. 
     For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons  236 , the primary game display  240  which may be a touch screen, or using some other device which enables a player to input information into the gaming device  200 . 
     During certain game events, the gaming device  200  may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers  220 . Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device  200  or from lights behind the information panel  152  ( FIG.  1   ). 
     When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer  222 ). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play. 
       FIG.  3    is a schematic diagram showing an exemplary reward system  300  that enables digital rewards (e.g., prizes) to be won from games played on a mobile computing device  302  and to be redeemed by a player  304  at gaming device  200  in a physical venue. In the example embodiment, player  304  plays a social game (e.g., a mobile game) on mobile computing device  302 . During remote gameplay, player  304  can achieve one or more swag bags through in-game accomplishments, time played, or other award triggers. Swag bags are digital rewards, including but are not limited to, free play credits, casino vouchers, free food or beverages, free merchandise, and virtual currency credits. Reward system  300  enables player  304  to redeem a reward or a prize (e.g., a swag bag) won from a mobile game (e.g., a social wagering game, a mobile wagering game) while physically present at gaming device  200 . 
     In the example embodiment, the mobile game is a social game or a wagering game that can be played remotely on mobile computing device  302  via a software application (“app”), such as a casino gaming app or a web browser. The mobile game may be, for example, a game executed locally on mobile computing device  302  or may be a web-based game executed within a web browser on mobile computing device  302 . In the example embodiment, player  304  has a mobile gaming account (e.g., a player account profile) associated with the mobile game. For example, player  304  may download a mobile gaming app associated with a slot game or a video poker game, for example, for remote gameplay on mobile computing device  302 . The mobile gaming account of player  304  may be stored at database  308  or at social casino server  250 . 
     In the example embodiment, mobile computing device  302  is in communication with web server  306 , which is in communication with PT system server  110 . In some embodiments, player  304  may play a web-based version of the mobile game hosted by web server  306 . In various embodiments, social casino server  250  may collect data associated with plays, rewards, purchases, playing frequency, and/or gaming level from mobile computing device  302 , and transmit the collected data to PT system server  110 . In some embodiments, social casino server  250  transmits the collected data to PT system server  110  via web server  306 . The mobile gaming account includes information, such as, but not limited to, login credentials (to access the mobile game), rewards, gaming history (e.g., data associated with the games played and the time/date played), purchase history (e.g., time/date virtual currency credits and/or items were purchased), and billing information. 
     In the example embodiment, player  304  is also registered with a loyalty reward program of a gaming operator (e.g., a casino). As such, player  304  also has a loyalty club account (or just “loyalty account”) associated with the gaming operator. For example, the loyalty account may be associated with a loyalty program of a single casino, a chain of casinos, or some other physical establishment (e.g., physical venue), such as a bar or a restaurant, where wagering games, such as gaming device  200 , are provided. As described above, loyalty programs typically seek to reward players  304  for their play and help build brand loyalty to the gaming operator. The rewards typically correspond to the level of patronage of player  304  (e.g., playing frequency, total amount of game plays or such) at a given casino. In some embodiments, player  304  may be a first-time visitor or an infrequent visitor who has registered for a loyalty account or may establish a new loyalty account through rewards system  300 . PT system server  110  is used to track play (e.g., amount wagered, games played, time of play and/or other quantitative or qualitative measures) for individual players  304 , track rewards (e.g., accumulated and redeemed rewards) for each player  304  who plays wagering games on gaming device  200 . In particular, PT system server  110  is used to manage loyalty accounts for players  304  in the loyalty program. 
     In the example embodiment, rewards are earned through the mobile gaming account (e.g., social gaming account) associated with the player  304 . The mobile gaming account is linked to the loyalty account of player  304  hosted by the operator. Reward system  300  includes gaming device  200  networked with PT system server  110 . PT system server  110  is in communication, via a communications network (not shown in  FIG.  3   ), with gaming device  200  and a web server  306 . Web server  306  is in communication with social casino server (e.g., online gaming server)  250  and mobile computing device  302 . Social casino server  250  is in communication with web server  306  and mobile computing device  302 . Mobile computing device  302  may be, for example, a smart phone, a tablet, a laptop, or such. 
     In the example embodiment, when player  304  wins a swag bag during remote gameplay, social casino server  250  may transmit a player award message to PT system server  110  indicating that player  304  has won a swag bag. PT system server  110  may retrieve a player profile associated with player  304  from database  308  and update the player profile to create an entry that player  304  has won a swag bag, or may store an award record in an awards database and link that record with the loyalty account of player  304 . When player  304  visits the physical venue and cards in at gaming device  200 , gaming device  200  may communicate with PT system server  110  to access any stored awards of player  304  and present the swag bag on gaming device  200  for player  304  to select and redeem. In particular, once player  304  is carded into gaming device  200 , the swag bag may be displayed in an overlay window (service window  458 , shown in  FIG.  4 B ) on gaming device  200 . Player  304  may view and select their awards and may select which awards they wish to redeem. Upon player  304  selecting a swag bag for redemption, gaming device  200  transmits an award redemption request to PT system server  110 . PT system server  110  may update the player profile of player  304  accordingly. Thus, player  304  has an incentive to redeem rewards won from mobile games at the physical venue. 
       FIGS.  4 A and  4 B  illustrate an example award and redemption process for swag bags as provided by reward system  300 . In particular,  FIG.  4 A  illustrates an example mobile gaming environment  400  in which player  304  accumulates one or more swag bags  406 A- 406 N (collectively, “swag bags  406 ”) while playing a mobile game. As shown in  FIG.  4 A , player  304  accumulates prizes (e.g., swag bags  406 ) when they play a mobile game on mobile computing device  302 . In the example embodiment, player  304  is awarded swag bags when he or she satisfies a qualifying event. Qualifying events may include making qualifying purchases within the mobile game, such as purchases of virtual currency credits or items. For example, player  304  may satisfy a qualifying event for one or more swag bags when player  304  purchases a threshold quantity of virtual currency credits and/or items within the mobile game. Additionally or alternatively, qualifying events may be events that occur during mobile gameplay, such as, for example, when player  304  exceeds a certain number of plays, unlocks game features, and/or plays for a certain period of time. Qualifying events may also include in-game accomplishments (e.g., achieving a predetermined score, game-specific tasks or accomplishments, in-game purchases, level, or status) and participation accomplishments (e.g., participating in a multi-player tournament, exceeding an amount of time playing the game, achieving a daily play time for a predetermined number of days, inviting a number of new players into the game). In some embodiments, player  304  may be awarded swag bags  406  when he or she enters an invited geofenced area. 
     In the example embodiment, awards provided in swag bags  406  can include any of free plays, casino vouchers, and virtual currency credits. Free plays may be redeemed for gameplay on gaming machine  200  (e.g., as free play credits or free spins). Casino vouchers may include coupons that may be redeemed at the physical venue (e.g., for merchandise, food and beverage, free table game plays). Virtual currency credits may be credits for remote gameplay of mobile game on mobile computing device  302 . In embodiments where player  304  is not a frequent visitor of the physical venue, player  304  may be awarded free play credits and/or casino vouchers instead of virtual currency credits to encourage player  304  to play at gaming machine  200  and experience gameplay at the physical venue. In various embodiments, a reward is predetermined based on factors such as, for example, the player&#39;s previous play on mobile computing device  302 , the player&#39;s loyalty status (e.g., whether the player a frequent patron of the establishment), and the player&#39;s spending history at the establishment (e.g., how much money, on average, the player spends at the establishment). 
     In various embodiments, a swag bag may be determined from a selection of predetermined rewards (e.g., a fixed set of prizes). In these embodiments, the factors described above are used to determine which reward, from the selection of available rewards, to award the player. Rewards may include, but are not limited to, free play credits, casino vouchers, and virtual currency credits. In one embodiment, free play credits are provided to a player as a redeemable swag bag. Free play credits may be for a specific game or a type of game, such as, for example, a mobile game that player frequently plays on mobile computing device  302 . Additionally or alternatively, free play credits may enable a player to play up to a predetermined number of rounds or for a predetermined period of time. In other embodiments, the swag bag may be a free play credit to play the player&#39;s favorite (or frequently played) mobile game on gaming device  200  for a chance to win real money instead of virtual currency credits. 
     Similar to the free play credits, the type and number of casino vouchers awarded to player  304  can be predetermined (based on the factors described above), fixed, or randomly determined from a range of pre-established voucher types and voucher quantities. Similar to the free play credits and the casino vouchers discussed above, the quantity of virtual currency credits may be predetermined (based on one or more of the factors described above), fixed, or randomly determined from a range of predetermined quantities (e.g., for example, virtual currency credits may only be awarded in amounts of  5 ,  10 , or  100  currency credits). 
     In the example embodiment, social casino server  250  is configured to generate reward alert messages for display on mobile computing device  302  each time player  304  makes a purchase within the mobile game. In embodiments where a swag bag  406  is awarded while playing a web-based version of the mobile game, web server  306  may be configured to instruct mobile computing device  302  to display a reward alert message. Reward alert messages may direct player  304  to card into (e.g., log into) an electronic gaming machine (EGM), such as gaming device  200 , to redeem the awarded swag bag  406  at a particular physical venue. For example, social casino server  250  may instruct mobile computing device  302  to display a reward alert message that states, “please go to Casino X at address Y to redeem your swag bag.” As shown in  FIG.  4 A , player  304  may view the rewards won within the mobile game on mobile computing device  302 . Reward entries are stored in the mobile gaming account of player  304  for subsequent redemption at an EGM. Player  304  may accumulate rewards over a period of time in his or her mobile gaming account. 
     In the example embodiment, mobile computing device  302  is in communication with social casino server  250  via a network  404 , such as the Internet, a local area network (LAN), a cellular phone connection, or other such communication network. Social casino server  250  determines when a qualifying event is satisfied (e.g., when to award a swag bag), and determines the reward(s) in the swag bag to award to player  304 . When player  304  satisfies a qualifying event during play of the mobile game, social casino server  250  may transmit a swag bag notification message to mobile computing device  302  to notify player  304 . Social casino server  250  may also transmit, to PT system server  110 , a swag bag award message including an account identifier associated with the player&#39;s mobile gaming account (e.g., player account profile) and a swag bag identifier associated with the awarded swag bag. PT system server  110  may retrieve player account profile of player  304  from database  308  and create a swag bag entry for the awarded swag bag in the player account profile, thereby updating player account profile of player  304  to reflect the awarded swag bag. 
     PT system server  110  is communicatively coupled to database  308 . In the example embodiment, both the mobile gaming account and loyalty account of player  304  are stored at database  308 . In other embodiments, the mobile gaming account of player  304  may be stored at a database separate from database  308 . In these embodiments, PT system server  110  is in communication with both databases. In certain embodiments, player  304  only has a mobile gaming account. In various embodiments, PT system server  110  generates a player profile associated with each player  304  in the loyalty program, and stores the player profile at database  308 . In these embodiments, the player profile includes data as to their loyalty account, such as, for example, login credentials associated with their loyalty account, games played at the physical establishment, rewards, and billing information. The player profile may also include data associated with their mobile gaming account, such as, for example, their account name and credentials, avatar icon and avatar name, and mobile game play data. 
     In the example embodiment, PT system server  110  links the loyalty account of player  304  with their mobile gaming account at database  308 . PT system server  110  may link both accounts of player  304  together by matching the login credentials (e.g., account name, username) of the loyalty account to the login credentials of the mobile gaming account. In other embodiments, PT system server  110  links both accounts together by using account identifiers and/or player information. For example, PT system server  110  may link two accounts together by matching one or more details within the accounts, such as an email address, mailing address, phone number, and/or billing information to each other. In certain embodiments, PT system server  110  detects that a mobile gaming account and a loyalty account are both associated with player  304 , and transmits a verification message via email and/or text message to player  304 , requesting confirmation. Linking loyalty accounts with mobile gaming accounts of players  304  enables PT system server  110  to track and manage swag bags won by players  304 . 
       FIG.  4 B  illustrates an example gaming establishment environment  450  in which player  304  redeems swag bags  406  won from gameplay of the mobile game at an electronic gaming machine (EGM), such as gaming device  200 . As shown in  FIG.  4 B , in the example embodiment, player  304  visits the physical venue associated with swag bags  406  and cards into (e.g., logs into) gaming device  200  to redeem swag bags  406 . 
     In particular, player tracking interface  232  is in communication with PT system server  110  via network  214 . In the example embodiment, player tracking interface  232  includes a player reward module  454  that is configured to award and redeem swag bags  406  won from mobile games played on mobile computing device  302 . Player tracking interface  232  also includes a player tracking display  456  (e.g., similar to player tracking display  228 , shown in  FIG.  2   ) and a service window  458  within player tracking display  456 . In the example embodiment, service window  458  is an overlay window that is displayed on top of player tracking display  456  when a player has a swag bag  406 . Swag bags  406  are displayed within service window  458 . In the example embodiment, after player  304  is carded into gaming device  200 , player reward module  454  prompts service window  458  to open and display swag bags  406  won by player  304 . Player tracking interface  232  further includes card reader  230  and key pad  226 . 
     In some embodiments, player  304  can use a physical player card  452 , such as, for example, a loyalty club card (e.g., loyalty rewards card) associated with their loyalty account. For example, player  304  can use card reader  230  (shown in  FIG.  2   ) to swipe or insert their loyalty club card into gaming device  200 . In some embodiments, player  304  can cardlessly connect to gaming device  200  using mobile computing device  302 . For example, player  304  can card in with mobile computing device  302  by using a one-time code (OTC) provided at gaming device  200 . In these embodiments, player  304  selects a “mobile login” option displayed on player tracking display  228  to initiate login while physically present at gaming device  200 . Player tracking interface  232  transmits a request for a one-time code to PT system server  110 , and receives the one-time code generated by PT system server  110  in return. In certain embodiments, player tracking interface  232  of gaming device  200  generates the one-time code for display. Player tracking interface  232  displays the one-time code on player tracking display  228 . Player  304  then enters the displayed one-time code on mobile computing device  302 . More specifically, player  304  logs into a player app on mobile computing device  302 , and subsequently enters the displayed one-time code in a designated area within the player app. The mobile computing device  302  transmits a login request to web server  306  via a public network  460  (e.g., the Internet, a WiFi network, or a mobile phone network). The login request includes authentication request information that identifies a user of mobile computing device  302  (e.g., player  304 ) and the inputted one-time code. 
     In cardless embodiments, PT system server  110  may authenticate the player by verifying that the one-time code received from mobile computing device  302  matches the one-time code generated by PT system server  110  or by gaming device  200 . In certain embodiments, PT system server  110  has a time-out (e.g., log out) period associated with the one-time codes. In these embodiments, if player  304  does not input the generated one-time code into mobile computing device  302  within the designated time-out period, the login session ends and player  304  is required to initiate login again. If the received one-time code and the generated one-time code match, PT system server  110  transmits a login command to player tracking interface  232 , prompting player tracking interface  232  to card player  304  in (e.g., log player  304  in). The login command may additionally include player authentication information (e.g., user name, password, device ID). 
     In an alternative embodiment, player  304  can card in with mobile computing device  302  by using wireless beacons, such as BLUETOOTH™-based or near-field communications (NFC) beacons. In these embodiments, gaming device  200  is equipped with an NFC beacon  440 . A player selects a “mobile login” option in the player app and places their mobile computing device  302  near beacon  440  to initiate login. Initially, NFC beacon  440  is in an unpaired state and broadcasts a default beacon ID. Upon detection of a pairing attempt (e.g., by mobile computing device  302 ), gaming device  200  requests a custom ID from PT server system  110 . PT server system  110  generates a custom ID, transmits the custom ID to gaming device  200 , and stores it in database  308 . Upon receipt, beacon  440  broadcasts the custom beacon identifier to mobile computing device  302 . In various embodiments, player tracking interface  232  continuously broadcasts the unique beacon identifier. 
     In these embodiments, the mobile gaming app detects the custom beacon identifier broadcast by beacon  440 , and transmits a login request to PT system server  110  via public network  460 . The login request may include information, such as, but not limited to, the player&#39;s authentication information and the detected custom beacon identifier of beacon  440 . PT system server  110  authenticates the player by verifying whether the received custom beacon identifier matches the transmitted unique beacon identifier. Upon successful authentication, PT system server  110  transmits an authentication success message to player tracking interface  232 , allowing player tracking interface  232  to card the player in (e.g., begin rated session play). In some embodiments, player tracking interface  232  changes the custom beacon identifier for each new pairing attempt. In some embodiments, player  304  is required to complete one or more additional steps to complete the login process. For example, gaming device  200  may require player  304  to complete an additional step of entering a one-time code displayed on player tracking display  228  into mobile computing device  302  prior to carding the player in. 
     After player  304  cards into gaming device  200 , PT system server  110  retrieves player activity information from the player&#39;s mobile gaming account in database  308 . PT system server  110  detects, from the retrieved information, that player  304  has one or more rewards (e.g., swag bags  406 ) eligible for redemption in their mobile gaming account. In the example embodiment, PT system server  110  displays the one or more swag bags  406  at service window  458 . More specifically, service window  458  is displayed as an overlay window on top of player tracking display  228 . For example, upon carding into gaming device  200 , service window  458  may open within player tracking display  228 , and swag bags  406  may be displayed within service window  458 . In other embodiments, PT system server  110  displays swag bags  406  at player tracking display  228  rather than overlaying service window  458  on top of player tracking display  228 . In the example embodiment, player reward module  454  processes the swag bags  406 . Player  304  can opt to redeem a reward at gaming device  200  by using, for example, key pad  226  to select the reward to be redeemed. 
     The free play credits are displayed at service window  458 . In other embodiments, the free play credits are displayed at player tracking display  228 . In other embodiments, the quantity of credits are fixed or are randomly determined from a range of established credit quantities (e.g., for example, credits may only be awarded in amounts of  5 ,  25 , or  100  free play credits). If player  304  decides to redeem the free play credits and play a wagering game on gaming machine  200 , PT system server  110  transfers the free play credits to gaming device  200  via player tracking interface  232 . 
     In embodiments where player  304  redeems free play credits for play on gaming machine  200 , player reward module  454  applies the free play credit and plays a wagering game selected by the player. In some embodiments, player reward module  454  instructs service window  458  to display the selected game. In some embodiments, swag bags  406  may include casino vouchers. If a player decides to redeem a casino voucher, “ticket-out” printer  126  (shown in  FIG.  1   ) can print a casino voucher when the player redeems the reward. In some embodiments, rewards may include virtual currency credits. Virtual currency credits are credits that can be used to play games or purchase items within a mobile game played on mobile computing device  302 . If player  304  decides to redeem the virtual currency credits, PT system server  110  transfers the redeemed credits to the mobile gaming account of player  304 . 
     In the example embodiment, after player  304  redeems one or more swag bags  406  at gaming machine  200 , the redeemed swag bag  406  of player  304  is updated as redeemed. Gaming machine  200  may transmit a redemption notification message to PT system server  110  via operative network  214 , notifying PT system server  110  that swag bag  406  has been redeemed. The redemption notification message may include a player identifier associated with player  304 , a machine identifier associated with gaming machine  200  at which swag bag  406  was redeemed, and other information regarding the swag bag redeemed. In response, PT system server  110  may retrieve the player account profile of player  304  from database  308  and update the player account profile to reflect the redeemed swag bag  406 . 
       FIG.  5    illustrates an exemplary method  500  of awarding digital rewards for remote gameplay of a mobile or web-based game. In particular, method  500  is implemented in mobile gaming environment  400  (shown in  FIG.  4 A ). As shown in  FIG.  5   , method  500  includes receiving  502 , by PT server system  110 , mobile game activity information associated with a mobile game played on mobile computing device  302  associated with a player, such as player  304  (all shown in  FIG.  4 A ). PT server system  100  may receive mobile game activity information from social casino server  250 , which is in communication with the player&#39;s mobile computing device  302  (both shown in  FIG.  4 A ). Method  500  also includes determining  504 , from the received mobile game activity information, a qualifying event. As described above, a qualifying event may include a qualifying purchase made by the player in the mobile game and/or an event that occurs during remote gameplay of the mobile game. Method  500  also includes determining  506 , by PT server system  110 , a first awarded prize to award the player based upon the qualifying event. Prizes (e.g., swag bags  406 A- 406 N, shown in  FIG.  4 A ) may be predetermined based upon factors, including, for example, the player&#39;s historical play activity of the mobile game. 
     In some embodiments, prizes may be randomly determined. In other embodiments, prizes may be determined based upon the player&#39;s activity at a physical gaming establishment. For example, if PT server system  110  detects that the player does not have a loyalty rewards account to link with the player&#39;s mobile game account, PT server system  110  may determine that the player is an infrequent visitor of physical gaming establishments, such as casinos. In this example, when the player satisfies a qualifying event in the mobile game, PT server system  110  may award the player free play credits and/or casino vouchers instead of virtual currency credits to encourage the player to play at an EGM, such as gaming device  200 . Method  500  also includes storing  508 , by PT server system  110 , a first awarded prize entry in an account associated with the player. The first awarded prize entry identifies the first awarded prize. For example, PT server system  110  may retrieve a mobile game account associated with the player from database  308  and create an entry in the player&#39;s account for the awarded swag bag. Method  500  also includes instructing  510  mobile computing device  302  to display a message to notify the player to redeem the awarded prize at an electronic gaming machine. 
       FIG.  6    illustrates an exemplary method  600  of enabling a player, such as player  304  (shown in FIG. 3 ), to redeem digital rewards won on a mobile or web-based game at an electronic gaming machine (EGM), such as gaming machine  200  (shown in  FIG.  2   ). In particular, method  600  is implemented in gaming establishment environment  450  (shown in  FIG.  4 B ). As shown in  FIG.  6   , method  600  includes detecting  602 , by the EGM, a presence of the player. The EGM may detect the presence of the player by receiving a player input from the player (e.g., the player inserting a physical loyalty card into the EGM) or by detecting the player&#39;s mobile computing device  302  (e.g., pairing with the player&#39;s mobile computing device). If the player is detected via mobile computing device  302  (shown in  FIG.  3   ), the EGM may initiate a mobile login process to authenticate the player, as described above. More specifically, the EGM may display a one-time code or broadcast a custom beacon identifier associated with the EGM. The player may input the displayed one-time code into mobile computing device  302  and transmit a login request message including the one-time code to PT server system  110 . In embodiments where the EGM broadcasts a custom beacon identifier, mobile computing device  302  may pair or otherwise establish a connection with the EGM. In these embodiments, mobile computing device  302  may transmit, to PT server system  110 , a login request message that includes the detected custom beacon identifier. After the player is authenticated, the player may be carded into (e.g., logged into) the EGM. In some embodiments, the EGM can detect the presence of the player using facial recognition (e.g., via a camera device built into the EGM and/or associated with the mobile computing device), fingerprint scanning (e.g., via a fingerprint sensor associated with the EGM and/or the mobile computing device), retinal scanning (e.g., via a retinal scanning device built into the EGM and/or associated with the mobile computing device), voice recognition (e.g., via audio input captured by a microphone on the EGM and/or the mobile computing device), additional types of DNA scanning, verification by an employee associated with the gaming operator (e.g., casino personnel), and/or verification by government ID (e.g., driver&#39;s license, passport). 
     Method  600  also includes retrieving  604  mobile game activity information associated with the player from the player&#39;s mobile gaming account in database  308 . The retrieved mobile game activity information may include information regarding the one or more swag bags  406  (shown in  FIG.  4 A ) accumulated by the player from remote gameplay of the mobile game on mobile computing device  302 . Method  600  further includes displaying  606  the one or more swag bags detected from the retrieved mobile game activity information in an overlay window on the EGM. Method  600  also includes receiving  608  a player selection of one or more swag bags to redeem at the EGM. 
       FIGS.  7 A- 7 D  are example screenshots of winning a digital reward in a mobile environment and redeeming the digital reward at an EGM environment, as shown in  FIGS.  4 A and  4 B . In particular,  FIGS.  7 A- 7 C  illustrate various screenshots displayed on a user interface  702  of mobile computing device  302  during an example award process, as described in  FIG.  4 A .  FIG.  7 A  illustrates an example screenshot  700 A of the user interface  702  for purchasing a variety of packs of virtual currency credits. As shown in  FIG.  7 A , some of the virtual currency packs are accompanied by a swag bag icon (or just “swag bag”)  704 . The player  304  may select a virtual currency pack for purchase that includes a swag bag  704 .  FIG.  7 B  illustrates an example screenshot  700 B of the user interface  702  displaying a swag bag message to the player  304  when the player performs a purchase or otherwise achieves a swag bag  704 . As shown in  FIG.  7 B , the swag bag message directs the player  304  to visit a physical venue, such as a casino, to redeem the swag bag  704  (e.g., “Get Your Loot Box at Winnabunch Casino”).  FIG.  7 C  illustrates an example screenshot  700 C of the user interface  702  displaying a purchase confirmation message. The purchase confirmation message may appear after the player  304  purchases a virtual currency pack with a swag bag. 
       FIG.  7 D  illustrates an example screenshot  700 D of an example swag bag message displayed on gaming device  200  (shown in  FIG.  2   ) when the player  304  visits the physical venue to redeem the swag bag  704 , as described in  FIG.  4 B . Once the player  304  visits the physical venue associated with the swag bag  704  and cards into (e.g., logs into) gaming device  200  to redeem the swag bag  704 , a swag bag redemption button (not shown) may be displayed on gaming device  200 . In some embodiments, when the player  304  presses the swag bag button, an interactive prize wheel (not shown) may be displayed on gaming device  200 . The interactive prize wheel may be divided into various wedge sections that are associated with different types of swag bags, as described above. The interactive prize wheel also includes an arrow or pointer. The player  304  may spin the interactive prize wheel to determine a swag bag to redeem. When the interactive prize wheel stops spinning, the arrow lands on a wedge section, and the player  304  is awarded the swag bag associated with the wedge section. In other embodiments, the contents of the swag bag  704  may be predetermined and may be displayed to the player  304  upon redemption. In still other embodiments, the player  304  may be allowed to select from multiple award options, or the player  304  may be awarded randomly from a pool of potential awards (e.g., based on RNG output). 
     While the invention has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the invention. Any variation and derivation from the above description and figures are included in the scope of the present invention as defined by the claims.