Patent Publication Number: US-2015072752-A1

Title: Electronic gaming system with universal player tracking

Description:
FIELD 
     The subject matter disclosed herein relates to an electronic gaming systems and methods for providing a player tracking system, which is universal to one or more different gaming entities. More specifically, the disclosure relates to systems, devices, and methods, which provide universal player tracking for one or more distinct gaming entities. 
     INFORMATION 
     The gaming industry has numerous casinos located both worldwide and in the United States. A client of a casino or other gaming entity can gamble via various games of chance. For example, craps, roulette, baccarat, blackjack, and electronic or electromechanical games (e.g., a slot machine, a video poker machine, and the like) where a person may gamble on an outcome. 
     Historically, electronic gaming systems comprise a significant portion of a casino offering, and are therefore very important to the industry. Typically, a player must have more than one player tracking card to obtain player points (e.g., rewards for game play) at more than one distinct gaming entity. The need for more than one player tracking card is inconvenient to the player and limits the player&#39;s ability to increase their player&#39;s point&#39;s balance when visiting more than one distinct gaming entity. More rewards and greater prizes may be obtained by the player if one or more gaming entities employ a player tracking card that works in a few, a plurality, and/or all of the gaming entities where the player makes one or more wagers. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
       Non-limiting and non-exhaustive examples will be described with reference to the following figures, wherein like reference numerals refer to like parts throughout the various figures. 
         FIG. 1  is an illustration of the electronic gaming device, according to one embodiment. 
         FIG. 2  is an illustration of an electronic gaming system, according to one embodiment. 
         FIG. 3  is a block diagram of the electronic gaming device, according to one embodiment. 
         FIG. 4  is another block diagram of the electronic gaming device, according to one embodiment. 
         FIG. 5  is a diagram of an exemplary gaming device, according to one embodiment. 
         FIG. 6  is a diagram of an exemplary mobile device, according to one embodiment. 
         FIG. 7  is a diagram of an exemplary gaming device, according to one embodiment. 
         FIG. 8  is an illustration of an exemplary universal player tracking program, according to one embodiment. 
         FIG. 9  is a flow diagram for the universal registration procedure, according to one embodiment. 
         FIG. 10  is a flow diagram for a verification procedure, according to one embodiment. 
         FIG. 11  is a flow diagram for modifying a player&#39;s balance, according to one embodiment. 
         FIG. 12  is another flow diagram for modifying a player&#39;s balance, according to one embodiment. 
         FIG. 13  is a flow diagram for storing player information, according to one embodiment. 
         FIG. 14  is a flow diagram for game play, according to one embodiment. 
         FIG. 15  is another flow diagram for game play, according to one embodiment. 
         FIG. 16  is another flow diagram for a registration procedure, according to one embodiment. 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 1  is an illustration of an electronic gaming device  100 . Electronic gaming device  100  may include a multi-media stream  110 , a first display screen  102 , a second display screen  104 , a third display screen  106 , a side display screen  108 , an input device  112 , a credit device  114 , a device interface  116 , an identification device  118 , one or more cameras  120 , and/or one or more sensors  122 . Electronic gaming device  100  may display one, two, a few, or a plurality of multi-media streams  110 , which may be obtained from one or more gaming tables, one or more electronic gaming devices, a central server, a video server, a music server, an advertising server, another data source, and/or any combination thereof. 
     Multi-media streams may be obtained for an entertainment event, a wagering event, a promotional event, a promotional offering, an advertisement, a sporting event, any other event, and/or any combination thereof. For example, the entertainment event may be a concert, a show, a television program, a movie, an Internet event, and/or any combination thereof. In another example, the wagering event may be a poker tournament, a horse race, a car race, and/or any combination thereof. The advertisement may be an advertisement for a casino, a restaurant, a shop, any other entity, and/or any combination thereof. The sporting event may be a football game, a baseball game, a hockey game, a basketball game, any other sporting event, and/or any combination thereof. These multi-media streams may be utilized in combination with the gaming table video streams. 
     Input device  112  may be mechanical buttons, electronic buttons, mechanical switches, electronic switches, optical switches, a slot pull handle, a keyboard, a keypad, a touch screen, a gesture screen, a joystick, a pointing device (e.g., a mouse), a virtual (on-screen) keyboard, a virtual (on-screen) keypad, biometric sensor, or any combination thereof. Input device  112  may be utilized to make a wager, to obtain player&#39;s point balances, to obtain universal player&#39;s point balances, to obtain any player point data, to control any object, to select one or more pattern gaming options, to obtain data relating to historical payouts, to select a row and/or column to move, to select a row area to move, to select a column area to move, to select a symbol (or image) to move, to modify electronic gaming device  100  (e.g., change sound level, configuration, font, language, etc.), to select a movie or song, to select live multi-media streams, to request services (e.g., drinks, slot attendant, manager, etc.), to select two-dimensional (“2D”) game play, to select three-dimensional (“3D”) game play, to select both two-dimensional and three-dimensional game play, to change the orientation of games in a three-dimensional space, to move a symbol (e.g., wild, multiplier, etc.), and/or any combination thereof. These selections may occur via any other input device (e.g., a touch screen, voice commands, etc.). Input device  112  may be any control panel. 
     Credit device  114  may be utilized to collect monies and distribute monies (e.g., cash, vouchers, etc.). Credit device  114  may interface with a mobile device to electronically transmit money and/or credits. Credit device  114  may interface with a player&#39;s card to exchange player points. 
     Device interface  116  may be utilized to interface electronic gaming device  100  to a bonus game device, a local area progressive controller, a wide area progressive controller, a progressive sign controller, a peripheral display device, signage, a promotional device, network components, a local network, a wide area network, remote access equipment, a slot monitoring system, a slot player tracking system, the Internet, a server, and/or any combination thereof. 
     Device interface  116  may be utilized to connect a player to electronic gaming device  100  through a mobile device, card, keypad, identification device  118 , and/or any combination thereof. Device interface  116  may include a docking station by which a mobile device is plugged into electronic gaming machine  100 . Device interface  116  may include an over the air connection by which a mobile device is connected to electronic gaming machine  100  (e.g., Bluetooth, Near Field technology, and/or Wi-Fi technology). Device interface  116  may include a connection to identification device  118 . 
     Identification device  118  may be utilized to determine an identity of a player. Based on information obtained by identification device  118 , electronic gaming device  100  may be reconfigured. For example, a player may prefer to utilize gaming options, which support their universal player&#39;s card. In one example, a first gaming machine may provide points for an individual utilizing their universal player&#39;s card. Whereas, a second gaming machine only provides points for a casino specific player&#39;s card. In a further example, a third gaming machine may have a first game type, which provides points for the universal player&#39;s card and a second game type, which does not provide points for the universal player&#39;s card (e.g., only provides points (e.g., rewards) for a casino specific player&#39;s card). In various examples, the gaming machine may reconfigure itself to support universal players&#39; cards. This reconfiguration may include modifying the payout ratio, changing the game type, modifying the game type, and/or modifying any other gaming characteristics. For example, the casino may have a first payout ratio for a player that utilizes a casino specific player&#39;s card and a second payout ratio when a player utilizes the universal player&#39;s card. In one example, the first payout ratio is higher than the second payout ratio to encourage a player to utilize the casino specific player&#39;s card. In another example, the second payout ratio is higher than the first payout ratio to encourage a player to utilize the universal player&#39;s card. In another example, the second payout ratio is lower than the first payout ratio to recover the additional expenses (e.g., cashing in points not earn at this casino, etc.) associated with the usage of the universal player&#39;s card. In one example, the payout ratio may be the rate that the player points may be earned (e.g., 100 points for every $5 average bet over an hour, 250 points for every $10 average bet over ½ an hour, etc.). In another example, the payout ratio may be the winning percentage target (e.g., 96% payback, 90% payback, etc.) on the gaming machine. For example, a 90% payback would mean that for every $1 bet that the average returned to the player over some time period would be $0.9. In another example, the language, sound level, music, placement of multi-media streams, one or more game functionalities (e.g., game type 1, game type 2, game type 3, etc.) may be presented, a repeat payline gaming option may be presented, a pattern gaming option may be presented, historical gaming data may be presented, a row rearrangement option may be presented, a column rearrangement option may be presented, a row area rearrangement option may be presented, a column area rearrangement option may be presented, a two-dimensional gaming option may be presented, a three-dimensional gaming option may be presented, and/or the placement of gaming options may be modified based on player preference data. For example, the player may only want to play games that include pattern gaming options only. Therefore, only games which include pattern gaming options would be presented to the player. In another example, the player may only want to play games that include historical information relating to game play. Therefore, only games which include historical gaming data would be presented to the player. These examples may be combined. 
     Identification device  118  may utilize biometrics (e.g., thumb print, retinal scan, or other biometric). Identification device  118  may include a card entry slot into input device  112 . Identification device  118  may include a keypad with an assigned pin number for verification. Identification device  118  may include multiple layers of identification for added security. For example, a player could be required to enter a player tracking card, and/or a pin number, and/or a thumb print, and/or any combination thereof. Based on information obtained by identification device  118 , electronic gaming device  100  may be reconfigured. For example, the language, sound level, music, placement of video streams, placement of images, and the placement of gaming options utilized may be modified based on a player&#39;s preference data. For example, a player may have selected baseball under the sporting event preferences; electronic gaming device  100  will then automatically display the current baseball game onto side display screen  108  and/or an alternate display screen as set in the player&#39;s options. 
     First display screen  102  may be a liquid crystal display (“LCD”), a cathode ray tube display (“CRT”), organic light-emitting diode display (“OLED”), plasma display panel (“PDP”), electroluminescent display (“ELD”), a light-emitting diode display (“LED”), or any other display technology. First display screen  102  may be used for displaying primary games or secondary (bonus) games, to display that the electronic gaming machine supports universal player cards, to display one or more warnings relating to game security, advertising, player attractions, electronic gaming device  100  configuration parameters and settings, game history, accounting meters, events, alarms, and/or any combination thereof. Second display screen  104 , third display screen  106 , side display screen  108 , and any other screens may utilize the same technology as first display screen  102  and/or any combination of technologies. 
     First display screen  102  may also be virtually combined with second display screen  104 . Likewise second display screen  104  may also be virtually combined with third display screen  106 . First display screen  102  may be virtually combined with both second display screen  104  and third display screen  106 . Any combination thereof may be formed. 
     For example, a single large image could be partially displayed on second display screen  104  and partially displayed on third display screen  106 , so that when both display screens are put together they complete one image. Electronic gaming device  100  may stream or play prerecorded multi-media data, which may be displayed on any display combination. 
     One or more cameras  120  and/or one or more sensors  122  may be utilized as one or more depth image sensing devices, which may be located in various locations, including but not limited to, above the base display, above second display, in one or more locations on gaming cabinet front, on a side of the gaming cabinet other than gaming cabinet front, and/or any other location. 
     In one embodiment, electronic gaming device  100  may not include separate one or more input devices, but instead may only utilize one or more depth image sensing devices. In another embodiment, a player may utilize one or more input devices and/or may utilize gestures that electronic gaming device  100 , via one or more depth image sensing devices, recognizes in order to make inputs for a play of a game. A player may interact with electronic gaming device  100  via one or more depth image sensing devices for a plurality of various player inputs. 
     In one embodiment, one or more depth image sensing devices may include at least two similar devices. For example, each of the at least two similar devices may independently sense depth and/or image of a scene. In another example, such similar depth image sensing devices may then communicate information to one or more processors, which may utilize the information from each of the similar depth image sensing devices to determine the relative depth of an image from a captured scene. 
     In another embodiment, one or more depth image sensing devices may include at least two different devices. For example, and discussed in more detail below, one of the at least two different devices may be an active device and/or one of the at least two different devices may be a passive device. In one example, such an active device may generate a wave of measurable energy (e.g., light, radio, etc.). In another example, such a passive device may be able to detect reflected waves generated by such an active device. In another example, such an active device and such a passive device may each communicate data related to their respective activity to a processor, and such processor may translate such data in order to determine the depth and/or image of a scene occurring near electronic gaming device  100 . 
     In  FIG. 2 , an electronic gaming system  200  is shown. Electronic gaming system  200  may include a video/multimedia server  202 , a gaming server  204 , a player tracking server  206 , a voucher server  208 , an authentication server  210 , and an accounting server  212 . 
     Electronic gaming system  200  may include video/multimedia server  202 , which may be coupled to network  224  via a network link  214 . Network  224  may be the Internet, a private network, and/or a network cloud. One or more video streams may be received at video/multimedia server  202  from other electronic gaming devices  100 . Video/multimedia server  202  may transmit one or more of these video streams to a mobile phone  230 , electronic gaming device  100 , a remote electronic gaming device at a different location in the same property  216 , a remote electronic gaming device at a different location  218 , a laptop  222 , and/or any other remote electronic device  220 . Video/multimedia server  202  may transmit these video streams via network link  214  and/or network  224 . 
     For example, a remote gaming device at the same location may be utilized at a casino with multiple casino floors, a casino that allows wagering activities to take place from the hotel room, a casino that may allow wagering activities to take place from the pool area, etc. In another example, the remote devices may be at another location via a progressive link to another casino, and/or a link within a casino corporation that owns numerous casinos (e.g., MGM, Caesars, etc.). 
     Gaming server  204  may generate gaming outcomes. Gaming server  204  may provide electronic gaming device  100  with game play content. Gaming server  204  may provide electronic gaming device  100  with game play math and/or outcomes. Gaming server  204  may provide one or more of a payout functionality, a game play functionality, a game play evaluation functionality, other game functionality, and/or any other virtual game functionality. 
     Player tracking server  206  may track a player&#39;s betting activity, a player&#39;s preferences (e.g., language, font, sound level, drinks, etc.). Based on data obtained by player tracking server  206 , a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.). Player tracking server  206  may be utilized for both the universal player tracking card system and/or one or more casino specific player tracking card systems. Player tracking server  206  may be utilized to provide debits and credits to one or more gaming entities. For example, a first player earns 30,000 points at a first casino and earns another 1,000 points at a second casino. The first player then decides to utilize the 31,000 points at the second casino to purchase a watch (e.g., retail value equals $3,100−actual cost to the second casino=$1,000). In one example, the first casino may owe the second casino the cost of the 30,000 points (e.g., $3,000). In another example, the first casino may owe the second casino a percentage of the actual cost. For example, $1,000×30,000/31,000=$967.75. These debits and credits may be offset and paid out during a specific time period (e.g., monthly, quarterly, annually, etc.). Further, these transactions may be audited by a third party and/or any party. In another example, no payments from a first casino to a second casino may be made. In this example, each casino would be responsible for their own cost. In another example, the rate of points earned may be different at various casinos (e.g., for a $5 bet on average for an hour a player earns 100 points at a first casino but earns 200 points at a second casino). In another example, the points may be worth the same value at all casinos (e.g., $0.01 per point). In another example, the points may be worth different values at different casinos (e.g., $0.01 per point at a first casino, $0.02 per point at a second casino, $0.25 per point at an Nth casino). 
     Voucher server  208  may generate a voucher, which may include data relating to gaming. Further, the voucher may include payline structure option selections. In addition, the voucher may include player point data (e.g., balances, etc.), game play data (or similar game play data), repeat payline data, pattern data, historical payout data, column data, row data, and/or symbols that were modified. 
     Authentication server  210  may determine the validity of player cards, universal player cards, vouchers, player&#39;s identity, and/or an outcome for a gaming event. 
     Accounting server  212  may compile, track, and/or monitor cash flows, voucher transactions, winning vouchers, losing vouchers, and/or other transaction data. Transaction data may include the number of wagers, the size of these wagers, the date and time for these wagers, the identity of the players making these wagers, and/or the frequency of the wagers. Accounting server  212  may generate tax information relating to these wagers. Accounting server  212  may generate profit/loss reports for players&#39; tracked outcomes. Accounting server  212  may generate one or more expense reports for the universal player tracking system and/or any other report (e.g., player&#39;s point balances, player point rankings, frequency of use, etc.). 
     Network connection  214  may be used for communication between dedicated servers, thin clients, thick clients, back-office accounting systems, etc. 
     Laptop computer  222  and/or any other electronic devices (e.g., mobile phone  230 , electronic gaming device  100 , etc.) may be used for downloading new gaming device applications or gaming device related firmware through remote access. 
     Laptop computer  222  and/or any other electronic device (e.g., mobile phone  230 , electronic gaming device  100 , etc.) may be used for uploading accounting information (e.g., cashable credits, non-cashable credits, coin in, coin out, bill in, voucher in, voucher out, etc.). 
     Network  224  may be a local area network, a casino premises network, a wide area network, a virtual private network, an enterprise private network, the Internet, or any combination thereof. Hardware components, such as network interface cards, repeaters and hubs, bridges, switches, routers, firewalls, or any combination thereof may also be part of network  224 . 
     A statistics server may be used to maintain data relating to historical game play for one or more electronic gaming devices  100 . This historical data may include winning amounts, winning data (e.g., person, sex, age, time on machine, amount of spins before winning event occurred, etc.), fastest winning event reoccurrence, longest winning event reoccurrence, average frequencies of winning events, average winning amounts, highest winning amount, lowest winning amount, locations for winning events, winning event dates, winning machines, winning game themes, and/or any other data relating to game play. 
       FIG. 3  shows a block diagram  300  of electronic gaming device  100 . Electronic gaming device  100  may include a processor  302 , a memory  304 , a smart card reader  306 , a printer  308 , a jackpot controller  310 , a camera  312 , a network interface  314 , an input device  316 , a display  318 , a credit device  320 , a device interface  322 , an identification device  324 , and a voucher device  326 . 
     Processor  302  may execute program instructions of memory  304  and use memory  304  for data storage. Processor  302  may also include a numeric co-processor, or a graphics processing unit (or units) for accelerated video encoding and decoding, and/or any combination thereof. 
     Processor  302  may include communication interfaces for communicating with electronic gaming device  100 , electronic gaming system  200 , and user interfaces to enable communication with all gaming elements. For example, processor  302  may interface with memory  304  to access a player&#39;s mobile device through device interface  322  to display contents onto display  318 . Processor  302  may generate a voucher based on a wager confirmation, which may be received by an input device, a server, a mobile device, and/or any combination thereof. A voucher device may generate, print, transmit, or receive a voucher. Memory  304  may include communication interfaces for communicating with electronic gaming device  100 , electronic gaming system  200 , and user interfaces to enable communication with all gaming elements. For example, the information stored on memory  304  may be printed out onto a voucher by printer  308 . Videos or pictures captured by camera  312  may be saved and stored on memory  304 . Memory  304  may include a confirmation module, which may authenticate a value of a voucher and/or the validity of the voucher. Processor  302  may determine the value of the voucher based on generated voucher data and data in the confirmation module. Electronic gaming device  100  may include a player preference input device. The player preference input device may modify a game configuration. The modification may be based on data from the identification device. For example, a player may prefer to utilize gaming options, which support their universal player&#39;s card. In one example, a first gaming machine may provide points for an individual utilizing their universal player&#39;s card. Whereas, a second gaming machine only provides points for a casino specific player&#39;s card. In a further example, a third gaming machine may have a first game type, which provides points for the universal player&#39;s card and a second game type, which does not provide points for the universal player&#39;s card (e.g., only provides points (e.g., rewards) for a casino specific player&#39;s card). In various examples, the gaming machine may reconfigure itself to support universal players&#39; cards. This reconfiguration may include modifying the payout ratio, changing the game type, modifying the game type, and/or modifying any other gaming characteristics. For example, the casino may have a first payout ratio for a player that utilizes a casino specific player&#39;s card and a second payout ratio when a player utilizes the universal player&#39;s card. In one example, the first payout ratio is higher than the second payout ratio to encourage a player to utilize the casino specific player&#39;s card. In another example, the second payout ratio is higher than the first payout ratio to encourage a player to utilize the universal player&#39;s card. In another example, the second payout ratio is lower than the first payout ratio to recover the additional expenses (e.g., cashing in points not earn at this casino, etc.) associated with the usage of the universal player&#39;s card. In one example, the payout ratio may be the rate that the player points may be earned (e.g., 100 points for every $5 average bet over an hour, 250 points for every $10 average bet over ½ an hour, etc.). In another example, the payout ratio may be the winning percentage target (e.g., 96% payback, 90% payback, etc.) on the gaming machine. For example, a 90% payback would mean that for every $1 bet that the average returned to the player over some time period would be $0.9. 
     Memory  304  may be non-volatile semiconductor memory, such as read-only memory (“ROM”), erasable programmable read-only memory (“EPROM”), electrically erasable programmable read-only memory (“EEPROM”), flash memory (“NVRAM”), Nano-RAM (e.g., carbon nanotube random access memory), and/or any combination thereof. 
     Memory  304  may also be volatile semiconductor memory such as, dynamic random access memory (“DRAM”), static random access memory (“SRAM”), and/or any combination thereof. 
     Memory  304  may also be a data storage device, such as a hard disk drive, an optical disk drive such as, CD, DVD, Blu-ray, a solid state drive, a memory stick, a CompactFlash card, a USB flash drive, a Multi-media Card, an xD-Picture Card, and/or any combination thereof. 
     Memory  304  may be used to store read-only program instructions for execution by processor  302 , for the read-write storage for global variables and static variables, read-write storage for uninitialized data, read-write storage for dynamically allocated memory, for the read-write storage of the data structure known as “the stack,” and/or any combination thereof. 
     Memory  304  may be used to store the read-only paytable information for which symbol combinations on a given payline that result in a win (e.g., payout) which are established for games of chance, such as slot games and video poker. 
     Memory  304  may be used to store accounting information (e.g., cashable electronic promotion in, non-cashable electronic promotion out, coin in, coin out, bill in, voucher in, voucher out, electronic funds transfer in, etc.). 
     Memory  304  may be used to record error conditions on an electronic gaming device  100 , such as door open, coin jam, ticket print failure, ticket (e.g., paper) jam, program error, reel tilt, etc., and/or any combination thereof. 
     Memory  304  may also be used to record the complete history for the most recent game played, plus some number of prior games as may be determined by the regulating authority. 
     Smart card reader  306  may allow electronic gaming device  100  to access and read information provided by the player or technician, which may be used for setting the player preferences and/or providing maintenance information. For example, smart card reader  306  may provide an interface between a smart card (inserted by the player) and identification device  324  to verify the identity of a player. 
     Printer  308  may be used for printing slot machine payout receipts, slot machine wagering vouchers, non-gaming coupons, slot machine coupons (e.g., a wagering instrument with a fixed waging value that can only be used for non-cashable credits), drink tokens, comps, and/or any combination thereof. 
     Electronic gaming device  100  may include a jackpot controller  310 , which may allow electronic gaming device  100  to interface with other electronic gaming devices either directly or through electronic gaming system  200  to accumulate a shared jackpot. 
     Camera  312  may allow electronic gaming device  100  to take images of a player or a player&#39;s surroundings. In one example, this image may be utilized to verify that the player&#39;s identity matches to the universal player&#39;s tracking card being utilized (e.g., photo on file is compared to image to ensure that the correct person is using the universal player&#39;s tracking card). For example, when a player sits down at the machine their picture may be taken to include his or her image into the game play. A picture of a player may be an actual image as taken by camera  312 . A picture of a player may be a computerized caricature of the image taken by camera  312 . The image obtained by camera  312  may be used in connection with identification device  324  using facial recognition. Camera  312  may allow electronic gaming device  100  to record video. The video may be stored on memory  304  or stored remotely via electronic gaming system  200 . Videos obtained by camera  312  may then be used as part of game play, or may be used for security purposes. For example, a camera located on electronic gaming device  100  may capture videos of a potential illegal activity (e.g., tampering with the machine, crime in the vicinity, underage players, etc.). 
     Network interface  314  may allow electronic gaming device  100  to communicate with video/multimedia server  202 , gaming server  204 , player tracking server  206 , voucher server  208 , authentication server  210 , and/or accounting server  212 . 
     Input device  316  may be mechanical buttons, electronic buttons, a touch screen, and/or any combination thereof. Input device  316  may be utilized to make a wager, to select one or more game elements, to select one or more gaming options, to make an offer to buy or sell a voucher, to determine a voucher&#39;s worth, to cash in a voucher, to modify electronic gaming device  100  (e.g., change sound level, configuration, font, language, etc.), to select a movie or music, to select live video streams (e.g., sporting event  1 , sporting event  2 , sporting event  3 ), to request services (e.g., drinks, manager, etc.), and/or any combination thereof. 
     Display  318  may show video streams from one or more content sources. Display  318  may encompass first display screen  102 , second display screen  104 , third display screen  106 , side display screen  108 , and/or another screen used for displaying video content. 
     Credit device  320  may be utilized to collect monies and distribute monies (e.g., cash, vouchers, etc.). Credit device  320  may interface with processor  302  to allow game play to take place. Processor  302  may determine any payouts, display configurations, animation, and/or any other functions associated with game play. Credit device  320  may interface with display  318  to display the amount of available credits for the player to use for wagering purposes. Credit device  320  may interface via device interface  322  with a mobile device to electronically transmit money and/or credits. Credit device  320  may interface with a player&#39;s pre-established account, which may be stored on electronic gaming system  200 , to electronically transmit money, player points, and/or credits. For example, a player may have a credit card or other mag-stripe card on file with the location for which money and/or credits can be directly applied when the player is done. Credit device  320  may interface with a player&#39;s card to exchange player points. 
     Electronic gaming device  100  may include a device interface  322  that a user may employ with his or her mobile device (e.g., smart phone) to receive information from and/or transmit information to electronic gaming device  100  (e.g., watch a movie, listen to music, obtain verbal betting options, verify identification, transmit credits, etc.). This information may include QR codes, other codes, and/or any other player data. 
     Identification device  324  may be utilized to allow electronic gaming device  100  to determine an identity of a player. Based on information obtained by identification device  324 , electronic gaming device  100  may be reconfigured. For example, the language, sound level, music, placement of video streams, placement of images, placement of gaming options, and/or the tables utilized may be modified based on player preference data. For example, a player may prefer to utilize gaming options, which support their universal player&#39;s card. In one example, a first gaming machine may provide points for an individual utilizing their universal player&#39;s card. Whereas, a second gaming machine only provides points for a casino specific player&#39;s card. In a further example, a third gaming machine may have a first game type, which provides points for the universal player&#39;s card and a second game type, which does not provide points for the universal player&#39;s card (e.g., only provides points (e.g., rewards) for a casino specific player&#39;s card). In various examples, the gaming machine may reconfigure itself to support universal players&#39; cards. This reconfiguration may include modifying the payout ratio, changing the game type, modifying the game type, and/or modifying any other gaming characteristics. For example, the casino may have a first payout ratio for a player that utilizes a casino specific player&#39;s card and a second payout ratio when a player utilizes the universal player&#39;s card. In one example, the first payout ratio is higher than the second payout ratio to encourage a player to utilize the casino specific player&#39;s card. In another example, the second payout ratio is higher than the first payout ratio to encourage a player to utilize the universal player&#39;s card. In another example, the second payout ratio is lower than the first payout ratio to recover the additional expenses (e.g., cashing in points not earn at this casino, etc.) associated with the usage of the universal player&#39;s card. In one example, the payout ratio may be the rate that the player points may be earned (e.g., 100 points for every $5 average bet over an hour, 250 points for every $10 average bet over ½ an hour, etc.). In another example, the payout ratio may be the winning percentage target (e.g., 96% payback, 90% payback, etc.) on the gaming machine. For example, a 90% payback would mean that for every $1 bet that the average returned to the player over some time period would be $0.9. 
     For example, a player may have selected a specific baseball team (e.g., Atlanta Braves) under the sporting event preferences, the electronic gaming device  100  will then automatically (or via player input) display the current baseball game (e.g., Atlanta Braves vs. Philadelphia Phillies) onto side display screen  108  and/or an alternate display screen as set in the player&#39;s options. 
     A voucher device  326  may generate, print, transmit, or receive a voucher. The voucher may represent a wagering option, a wagering structure, a wagering timeline, a value of wager, a payout potential, a payout, player point data, universal player point data, and/or any other wagering data. A voucher may represent an award, which may be used at other locations inside of the gaming establishment. For example, the voucher may be a coupon for the local buffet or a concert ticket. 
       FIG. 4  shows a block diagram of memory  304 , which includes various modules. Memory  304  may include a validation module  402 , a voucher module  404 , a reporting module  406 , a maintenance module  408 , a player tracking preferences module  410 , an evaluation module  412 , a payout module  414 , a wild module  416 , a scatter module  418 , a bonus module  420 , a QR module  422 , a player tracking module  424 , and a verification module  436 . Further memory  304  may interact with one or more systems  401  and/or one or more mobile devices  403 . One or more systems  401  may include a player tracking system  426 , a player registration system  428 , a player balance system  430 , a QR code system  432 , a player verification system  434 , and a promotional system  438 . One or more mobile devices  403  may include QR code mobile device module  403 A, a balances module  403 B, and a mobile device verification module  403 C. 
     Validation module  402  may utilize data received from voucher device  326  to confirm the validity of the voucher. 
     Voucher module  404  may store data relating to generated vouchers, redeemed vouchers, bought vouchers, and/or sold vouchers. 
     Reporting module  406  may generate reports related to a performance of electronic gaming device  100 , electronic gaming system  200 , video streams, gaming objects, credit device  114 , and/or identification device  118 . 
     Maintenance module  408  may track any maintenance that is implemented on electronic gaming device  100  and/or electronic gaming system  200 . Maintenance module  408  may schedule preventative maintenance and/or request a service call based on a device error. 
     Player tracking preferences module  410  may compile and track data associated with a player&#39;s preferences. 
     Evaluation module  412  may evaluate one or more outcomes for one or more events relating to game play. 
     Payout module  414  may determine one or more payouts which may relate to one or more inputs received from the player, electronic gaming device  100 , and/or electronic gaming system  200 . 
     Wild module  416  may generate a wild game, evaluate the results of the wild game, trigger wild game presentations, generate wild game payouts, and/or display any data relating to the wild game. Further, wild module  420  may determine one or more outcomes of one or more interactions (e.g., collisions of one or more symbols). 
     Scatter module  418  may generate a scatter game, evaluate the results of the scatter game, trigger scatter game presentations, generate scatter game payouts, and/or display any data relating to the scatter game. 
     Bonus module  420  may generate a bonus game, evaluate the results of the bonus game, trigger bonus game presentations, generate bonus game payouts, and/or display any data relating to the bonus game. 
     QR module  422  may compile, generate, obtain, receive, and/or transmit one or more QR codes from one or more computing devices (e.g., mobile devices, servers, etc.). These QR codes may be utilized (e.g., via a smartphone, server, etc.) to obtain and verify the universal player&#39;s card information. Further, one or more QR codes may be generated and utilized to obtain tournament information, cash in prizes, sign-up for additional tournaments, schedule another tournament, book a hotel room, receive one or more advertisements and/or offers, obtain a credit line, book a restaurant reservation, and/or obtain any other service. In addition, any other codes may be utilized in combination with the QR codes and/or as a standalone option. For example, bar codes may be utilized by the player via one or more devices to obtain more tournament information, cash in their prize, sign-up for additional tournaments, schedule another tournament, book a hotel room, receive one or more advertisements and/or offers, obtain a credit line, book a restaurant reservation, and/or obtain any other service. The QR code may be unique and encrypted for each individual user. In one example, using QR codes for player tracking, player rewards/bonus, lotteries, and TITO (“ticket in-ticket out”) may allow for a player to have only 1 personalized and unique QR code assigned to them that is usable at any casino, player tracking system, and/or online gaming site. In one example, a player may register with a special system (e.g., player tracking system, etc.) to obtain their own personal QR code (e.g., version 10, version 40, etc.). The QR code may be stored on a smart phone and/or any other device that can hold a picture or print out a QR code. In one example, upon arrival at a casino and/or at an online gaming site, the player could register their personal QR code with that casino&#39;s system and/or specialized tracking system, which allows the player to have only 1 tracking number for all systems. Further, slot machines and/or other gaming devices may contain a camera to scan the QR codes and register the player with the game. Online gaming site can use a user&#39;s camera and/or upload a JPEG of the QR code image. In another example, an additional method for using the QR code would be for TITO. Where instead of inserting a ticket, the personal QR code would be scanned into the device to transfer the player&#39;s funds and/or to manage the player&#39;s funds (e.g., debits, credits, transfers, etc.). The QR code is registered with the casino backend system and funds are associated with the QR code are transparent. Further, security information can be encrypted and added to the QR code, such as, a personal pin number that may be required to cash in the funds on the QR code and/or any other action necessary that requires a security transaction. In addition, photo data, biometric data, partial key information for finger prints, and/or any other security data may be stored on the QR codes. 
     In various examples, QR codes were utilized on a mobile device to implement the universal player card tracking system. However, this disclosure is not limited to the type of media utilized and/or any type of coding. For example, a piece of paper (e.g., with some coding, etc.) which provides a unique code for a player may be utilized and inputted into the electronic universal player card tracking system. Further, a plastic card (e.g., player card, credit card, etc.) which provides a unique code for a player may be utilized and inputted into the electronic universal player card tracking system. Further, any other electronic device (and/or non-electronic device (e.g., paper, etc.)) may be inputted into one or more of a ticket scanner, a card scanner, an IR device, a camera, etc.). Further, any format for the coding (e.g., QR, Serial, encrypted string) may be utilized. The coding may be unique to an individual and may not be duplicated. All of the examples for QR coding in this disclosure may be utilized with any of the items (e.g., paper, plastic card, ticket scanner, card scanner, an IR device, camera, serial code, encrypted string, etc.) by replacing the QR coding and/or working in combination with the QR coding. In addition, biometric data (e.g., finger print, face recognition data, etc.) may be utilized to identify the player in combination with any of the above devices and/or as a sole identification source. 
     Player tracking module  424  may track a player&#39;s betting activity on this specific electronic gaming machine. This information may be generated, compiled, and transmitted to one or more servers. Based on data generated by player tracking module  424 , a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.). Player tracking module  424  may be utilized for both the universal player tracking card system and one or more casino specific player tracking card systems. Player tracking module  424  via player tracking server  206  may be utilized to provide debits and credits to one or more gaming entities. For example, a first player earns 30,000 points at a first casino and earns another 1,000 points at a second casino. The first player then decides to utilize the 31,000 points at second casino to purchase a watch (e.g., retail value equals $3,100−actual cost to second casino=$1,000). In one example, the first casino may owe the second casino the cost of the 30,000 points (e.g., $3,000). In another example, the first casino may owe the second casino a percentage of the actual cost. For example, $1,000×30,000/31,000=$967.75. These debits and credits may be offset and paid out during a specific time period (e.g., monthly, quarterly, annually, etc.). Further, these transactions may be audited by a third party and/or any party. 
     Verification module  436  may generate, store, and transmit one or more universal player tracking card verification signals (e.g., data). For example, verification module  436  may communicate with player verification system  434  located at a remote server and/or mobile device verification module  403 C located on a mobile device to confirm/verify the codes associated with the player&#39;s universal tracking card. 
     Player tracking system  426  may track a player&#39;s betting activity, a player&#39;s preferences (e.g., language, font, sound level, drinks, etc.). Based on data obtained by player tracking system  426 , a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.). Player tracking system  426  may be utilized for both the universal player tracking card system and one or more casino specific player tracking card systems. Player tracking system  426  may be utilized to provide debits and credits to one or more gaming entities. For example, a first player earns 30,000 points at a first casino and earns another 1,000 points at a second casino. The first player then decides to utilize the 31,000 points at second casino to purchase a watch (e.g., retail value equals $3,100−actual cost to second casino=$1,000). In one example, the first casino may owe the second casino the cost of the 30,000 points (e.g., $3,000). In another example, the first casino may owe the second casino a percentage of the actual cost. For example, $1,000×30,000/31,000=$967.75. These debits and credits may be offset and paid out during a specific time period (e.g., monthly, quarterly, annually, etc.). Further, these transactions may be audited by a third party and/or any party. 
     Player registration system  428  may generate, compile, receive, and/or transmit data relating to registering one or more players for the universal player card system. For example, a first player may provide personal data to generate their universal player&#39;s card number. 
     Player balance system  430  may generate, compile, receive, and/or transmit data relating to a player universal player&#39;s card&#39;s balance. Player balance system  430  may communicate with balances module  403 B on mobile device to track, verify, and/or modify a player&#39;s universal card balance. 
     QR code system  432  may generate, compile, receive, and/or transmit data relating to one or more QR codes. QR code system  432  may communicate with QR code mobile device module  403 A to track, verify, and/or modify one or more QR codes associated with the player&#39;s universal player card. 
     Promotional system  438  may generate, compile, store, and/or transmit data relating to one or more promotions for one or more universal player tracking card systems. 
     It should be noted that one or more modules may be combined into one module. Further, there may be one evaluation module where the determined payout does not depend on whether there were any wild symbols, scatter symbols, platform based game play, and/or any other specific symbols. Further, any module, device, and/or logic function in electronic gaming device  100  may be present in electronic gaming system  200 . In addition, any module, device, and/or logic function in electronic gaming system  200  may be present in electronic gaming device  100 . 
     In  FIG. 5 , a diagram of an exemplary gaming device  500  is shown, according to one embodiment. Electronic gaming device  502  may include a first display screen  504 , a second display screen  506 , a third display screen  508 , a first speaker  510 A, a second speaker  5108 , one or more input/output devices  514 , one or more input devices  516 , a voucher device  512 , and/or one or more visual devices  505 . One or more visual devices  505  (e.g., camera, etc.) may be utilized to transmit and/or receive data from (and/or to) electronic gaming device  502  to (and/or from) one or more mobile devices. 
     In  FIG. 6 , a diagram of an exemplary mobile device  600  is shown, according to one embodiment. In one example, mobile device  602  may include a screen  604  with one or more codes  606  (e.g., QR code, bar code, etc.). In one example, one or more codes  606  may be transmitted to electronic gaming device  502  to initiate the player&#39;s universal player tracking card via one or more visual devices  505 . This initiation may be verification via one or more security procedures. Further, the initiation and/or verification may be based on one or more data signals in combination with the above and/or as a standalone option. 
     In  FIG. 7 , a diagram of an exemplary gaming device  700  is shown, according to one embodiment. In this example, mobile device  702  is positioned by player  720  to be within the optical range (e.g., perceived range, etc.) of the one or more visual devices  728  (e.g., cameras, sensors, etc.). The optical range may include a first range line  729 , a second range line  731 , and a range angle  730 . 
     In  FIG. 8 , an illustration of an exemplary universal player tracking program  800  is shown, according to one embodiment. In various examples, a player via a mobile device may transmit a QR code  806  to initiate their universal player&#39;s card account on a first gaming device  804  at a first casino  802 , a second gaming device  810  at a second casino  808 , an Nth gaming device  816  at an Nth casino, and/or a remote gaming device  822  (and/or remote gaming site via camera  826 ). In these various examples, the universal player tracking system utilizes the QR codes and/or any other information (e.g., player picture, finger print, etc.) to verify the authentication of the universal player tracking number and the identity of the player. 
     In  FIG. 9 , a flow diagram for the universal registration procedure  900  is shown, according to one embodiment. The universal registration procedure  900  may include starting the universal registration process (step  902 ). The method may include generating a personal QR code (step  904 ). The method may include storing the personal QR code on one or more devices and/or one or more servers (step  906 ). In one example, the QR code may be replaced and/or supplemented by bar codes, other codes, signals, and/or any other validation data (e.g., finger print, photo, etc.). In another example, a first player may register for the universal player card tracking system via a gaming terminal, a gaming machine, an online site, a casino terminal, a casino host site, and/or any other computing device. In addition, the first player may be required to enter personal data (e.g., birth date, name, address, etc.) to obtain the universal player tracking card. In addition, an anchor site (e.g., host casino, casino where the player signed up, etc.) may be tagged to the player&#39;s universal card number. The anchor site may be utilized as the location where promotions are sent out from, where account balance statements are sent from, and/or for any other purpose. In one example, an anchor site may be selected by the player. In another example, an anchor site may be related to where the player&#39;s home address is. Further, an anchor site may be based on where the player gambles the most. 
     In  FIG. 10 , a flow diagram for verification procedure  1000  is shown, according to one embodiment. The method may include obtaining identification data from a mobile device (and/or any other computing device) (step  1002 ). The method may include one or more processors (e.g., electronic gaming device  100  and/or electronic gaming system  200 ) determining whether a verification process needs to be implemented (step  1004 ). If a verification process needs to be implemented, then the method may include obtaining one or more verification data (step  1010 ). The method may then via one or more processors determine whether the identification data has been confirmed (step  1012 ). If the identification data has not been confirmed, then the method may generate one or more error messages (step  1014 ). If the identification data has been confirmed and/or no verification process was needed, then the method may include obtaining credit balances, player preferences, and/or any other player data from one or more computing devices (e.g., servers, computer, gaming devices, etc.) (step  1006 ). The method may include utilizing the credit balances, player preferences, and/or any other player data on the electronic gaming machine (step  1008 ). 
     In one example, a first player&#39;s information may not need to be validated based on the player frequency of game play on the electronic gaming device and/or at the gaming entity. In another example, no validation may be required based on the game mode (e.g., tournament mode, base mode, bonus mode, etc.). In another example, no validation procedure may be utilized at all. 
     In another example, a validation procedure may be utilized, such as, a photo validation via the electronic gaming device. In another example, biometric data (e.g., finger print, eye scan, etc.) may be utilized to validate the universal player tracking card. 
     In another example, if the validation procedure fails, then a message may be sent to the player, to security, to the host, and/or any other party. Further, a credit balance for game play may be sent to the electronic gaming device to allow the player to initiate game play on the electronic gaming device. For example, a player may have a dollar balance of $100 and a player&#39;s point balance of 10,000 points. In one example, the $100 dollar balance may be transferred into electronic gaming device for game play. In another example, the electronic gaming device may ask whether the player would like to convert any and/or all of the 10,000 player&#39;s point balance into playable credits. In one example, a player may receive a penny for every player point. Therefore, in the above-referenced example, the player could convert the 10,000 player point into another $100 of game play. 
     In  FIG. 11 , a flow diagram for modifying a player&#39;s balance  1100  is shown, according to one embodiment. The method may include starting game play (step  1102 ). The method may include obtaining a player balance via a mobile device (and/or any other computing device) (step  1104 ). The method may include modifying a player balance based on one or more game plays (step  1106 ). The method may include transmitting the modified player balance to one or more computing devices based on the game play period ending (step  1108 ). For example, a player may have a player&#39;s point balance of 50,000 points before game play starts on a first gaming device. During game play on the first gaming device, the player may have generated another 500 player points. Therefore, at the end of game play on the first gaming device, a computing device (e.g., server, gaming device, etc.) may modify the player&#39;s point balance from 50,000 to 50,500. The player may then move to a second gaming device with the 50,500 point balance. During game play on the second gaming device, the player may have generated another 1,500 player points but utilized 500 player points to receive a dinner coupon (which was transferred to their mobile device). Therefore, at the end of game play on the second gaming device, the computing device may modify the player&#39;s point balance from 50,500 to 51,500 (e.g., 50,500+1,500−500=51,500). In one example, the player points may be earned at different rates on different machines (e.g., for the same bet a first gaming machine awards 100 points, a second gaming machine awards 110 points, etc.). 
     In  FIG. 12 , another flow diagram for modifying a player&#39;s balance  1200  is shown, according to one embodiment. The method may include completing one or more game plays (step  1202 ). The method may include modifying a first casino player points, a second casino player points, an Nth casino player points, and/or an universal player points based on the completed one or more game plays (step  1204 ). The method may include transmitting one or more modified player points to one or more computing devices (step  1206 ). 
     In one example, a player may be playing an electronic gaming device at a first casino that has both a casino specific player&#39;s card and the universal player&#39;s card. The electronic gaming device may include both universal player card supported game types and non-universal player card supported game types (e.g., game types that do not support the utilization of the universal player card system). During a game play session, the player plays both the universal player card supported game types and non-universal player card supported game types. In this example, the player generates 1,000 points on the universal type games and 500 points on the non-universal type games. Therefore, at the end of game play the universal player card&#39;s balance would be increased by 1,000 points. Whereas, at the end of game play the non-universal player card&#39;s balance would be increased by 500 points. In another example, both universal player points and non-universal player points may be earned at the same time. For example, on a first gaming device a player may earn 100 non-universal player points and 50 universal player points for betting $5 on a machine for 1 hour. 
     In  FIG. 13 , a flow diagram for storing player information  1300  is shown, according to one embodiment. The method may include starting the universal registration process (step  1302 ). The method may include generating a personal QR code (step  1304 ). The method may include storing the personal QR code on one or more computing devices and/or one or more servers (step  1306 ). The method may include registering the personal QR code at one or more casinos and/or online gaming sites (step  1308 ). 
     For example, once the player has registered for one or more universal player tracking systems, this information may be transmitted to one or more gaming entity to register this player&#39;s universal player tracking data (e.g., card number, player preferences, etc.). 
       FIG. 14  is a process flowchart of one example of a primary game play  1400  on an electronic gaming system, according to one embodiment. The method may include the step of a player adding credit to the electronic gaming system (step  1402 ). It is contemplated that a player can do this by inserting cash, coins, a ticket representative of a cash value, a credit card, a player card, requesting an electronic funds transfer (“EFT”), otherwise requesting access to an account having monetary funds, and/or any combination thereof. 
     At step  1404 , the player selects the number of paylines to play. In one embodiment, the player can select from a plurality of different paylines to play. In a further embodiment, the player can only play a predetermined number of paylines. An example of this embodiment may be the instance where the gaming system only allows a player to play forty paylines, and cannot select to play more or less paylines. In another embodiment, the gaming system does not offer paylines, but rather offers a different way to evaluate the game play. One example of a different way may be sometime referred to as a 243-ways evaluation, where symbols may be evaluated based on the existence of like-symbol clusters on adjacent reels, starting with the left-most reel and continuing right, instead of how many paylines run through the like-symbol clusters. 
     At step  1406 , the player makes a wager on the game. In one embodiment, the wager may be a multiple of the number of paylines selected at step  1404 . In another embodiment, the wager may not be a multiple of the number of paylines selected at step  1404 . In a further embodiment, the wager may include a side-wager (e.g., ante bet), which may, in one example of such an embodiment, be used to make the player eligible to be awarded the extra functionality discussed above. It should be appreciated that in some embodiments, the order of steps  1404  and  1406  may be not critical, and so for example, a player can select the wager they wish to place, and then select the number of paylines they want it applied to, and that these embodiments are expressly contemplated as being within the scope of the present disclosure. 
     Continuing to step  1408 , the gaming system pulls random numbers from a random number generator (“RNG”). In one embodiment, the system pulls one random number for each reel. In another embodiment, the system pulls one random number which may be utilized to determine the stop positions for each reel. In another embodiment, the random numbers determined by the RNG may be based on the time that the numbers may be pulled. In another embodiment, the random numbers determined by the RNG may be based on the prior numbers pulled. 
     At steps  1410  and  1412 , the gaming system utilizes the random numbers pulled at step  1408  to determine the primary game symbols to display in the play of the primary game, which in turn both determines the presentation of the game to the player and evaluates the game outcome. In one embodiment, the random numbers pulled determine the stopping positions for the reels, which may be then caused to stop at those associated positions, and then the gaming system evaluates the displayed primary game symbols to determine the game outcome. In another embodiment, the gaming system determines the game outcome based on the pulled random numbers, and then causes the game to present an associated outcome to the player. 
     At step  1414 , the win or loss outcome may be identified for the player. In one embodiment, this step can include additional messaging, which provides information related to the win or loss, such as why the player won or lost. In another embodiment, this step can include identification of the amount of any award earned by the player. 
       FIG. 15  is a process flowchart of one example of a combined primary and secondary game play  1500  on an electronic gaming system, according to one embodiment. The method may include the step of a player adding credit to the electronic gaming system (step  1502 ). It is contemplated that a player can do this by inserting cash, coins, a ticket representative of a cash value, a credit card, a player card, requesting an electronic funds transfer (“EFT”), otherwise requesting access to an account having monetary funds, and/or any combination thereof. 
     At step  1504 , the player selects the number of paylines to play. In one embodiment, the player can select from a plurality of different paylines to play. In a further embodiment, the player can only play a predetermined number of paylines. An example of this embodiment may be the instance where the gaming system only allows a player to play forty paylines, and cannot select to play more or less paylines. In another embodiment, the gaming system does not offer paylines, but rather offers a different way to evaluate the game play. One example of a different way may be sometime referred to as a 243-ways evaluation, where symbols may be evaluated based on the existence of like-symbol clusters on adjacent reels, starting with the left-most reel and continuing right, instead of how many paylines run through the like-symbol clusters. 
     At step  1506 , the player makes a wager on the game. In one embodiment, the wager may be a multiple of the number of paylines selected at step  1504 . In another embodiment, the wager may not be a multiple of the number of paylines selected at step  1504 . In a further embodiment, the wager may include a side-wager, which may, in one example of such an embodiment, be used to make the player eligible to be awarded the extra functionality discussed above. It should be appreciated that in some embodiments, the order of steps  1504  and  1506  may be not critical, and so for example, a player can select the wager they wish to place, and then select the number of paylines they want it applied to, and that these embodiments may be expressly contemplated as being within the scope of the present disclosure. 
     Continuing to step  1508 , the gaming system pulls random numbers from a random number generator “RNG”. In one embodiment, the system pulls one random number for each reel. In another embodiment, the system pulls one random number which may be utilized to determine the stop positions for each reel. In another embodiment, the random numbers determined by the RNG may be based on the time that the numbers may be pulled. In another embodiment, the random numbers determined by the RNG may be based on the prior numbers pulled. 
     At step  1510 , the gaming system utilizes the random numbers pulled at step  1508  to evaluate the game outcome. In one embodiment, the random numbers pulled determine the stopping positions for the reels, which may be then caused to stop at those associated positions, and then the gaming system evaluates the displayed primary game symbols to determine the game outcome. In another embodiment, the gaming system determines the game outcome based on the pulled random numbers, and then causes the game to present an associated outcome to the player. 
     At step  1512 , the gaming system determines if a secondary or bonus game may be triggered. In one embodiment, the bonus game is triggered by the display of a plurality of matching symbols at a plurality of predetermined symbol positions within a play of the primary game. In one example, the bonus game may be triggered if a plurality of matching symbols is displayed on the 2 nd , 3 rd  and 4 th  reel. In another example, the bonus game may be triggered if matching symbols are displayed on the 1 st , 2 nd  and 3 rd  reels. In a further example, the bonus game may be triggered if matching symbols occur at predetermined symbol positions that include consecutive and non-consecutive reels. In another example, a bonus game (e.g., secondary game) may be triggered in any way (e.g., one special symbols in any locations, one special symbol in one or more predetermined locations, two special symbols in any locations, two special symbols in one or more predetermined locations, three special symbols in any locations, three special symbols in one or more predetermined locations, etc.). 
     If it is determined that a bonus or secondary game was not triggered, the process continues to step  1514 , where the base game may be fully presented to the player. As discussed above, the orders of step  1510 ,  1512 , and  1514  can be changed without affecting the novel concepts disclosed herein. 
     At step  1516 , the win or loss outcome of the primary game may be identified for the player. In one embodiment, this step can include additional messaging, which provides information related to the win or loss, such as why the player won or lost. In another embodiment, this step can include identification of the amount of any award earned by the player 
     If it is determined at step  1512  that a bonus or secondary game was triggered, then process  1500  continues to step  1518 , where the secondary game may be presented to the player. As discussed above, there are numerous ways to present the secondary or bonus game to the player. 
     At steps  1520  and  1522 , the outcome of the secondary game may be evaluated and presented to the player. In one embodiment, the outcome of the bonus game will always be a winning outcome. In another embodiment, the outcome of the secondary game will cause a significant award to be provided to the player. In one example of such an embodiment, the award may not be provided by the gaming system, as a casino operator may need to verify tax information before allowing such an award to be provided to the player. In one embodiment, instead of the process  1500  ending after step  1522 , the process continues to step  1514  so as to finalize the primary game outcome presentation to the player. 
     In  FIG. 16 , another flow diagram for a registration procedure  1600  is shown, according to one embodiment. The method may include transferring data from a mobile device (and/or any other computing device) to electronic gaming device  100  and/or electronic gaming system  200  (step  1602 ). The method may include one or more processors determining whether the player&#39;s personal QR code is registered (step  1604 ). If the player&#39;s personal QR code is registered, then the method may include transferring the player&#39;s data and starting one or more game plays (step  1612 ). If the player&#39;s personal QR code is not registered, then the method may include requesting that the player register their QR code and/or personal data (step  1606 ). The method may include one or more processors determining whether the player wants to register their QR code and/or personal data (step  1608 ). If the player does not want to register their QR code and/or personal data, then the method may end (step  1614 ). If the player wants to register their QR code and/or personal data, then the method may include registering the player&#39;s data and/or the player&#39;s QR code (step  1610 ). 
     In one embodiment, the electronic gaming device may include a memory, one or more processors, and a plurality of reels. The plurality of reels may include one or more areas. The memory may include an universal player tracking module. The processor may generate one or more symbols to be located in the one or more areas. Further, the processor may validate one or more universal player tracking numbers based on data received from an external device. 
     In another example, the universal player tracking number may be utilized at one or more gaming entities. In one example, the one or more gaming entities include a first gaming entity and a second gaming entity where the first gaming entity and the second gaming entity are distinct and non-related entities. In one example, a distinct and non-related entity means two different locations and not owned by the same entity. In an example, the external device is a player&#39;s mobile device. In one example, the electronic gaming device includes a non-universal player tracking module. In another example, the non-universal player tracking module may receive a non-universal player tracking number where the non-universal player tracking number is only utilized at related gaming entities. In one example, related gaming entities means that the entities are owned by the same entity. In one example, the processor may validate the one or more universal player tracking numbers via at least one of photo data and biometric data. 
     In another embodiment, a method of providing game play via an electronic gaming device may include: obtaining via one or more processors an universal player tracking number; transferring player data based on the universal player tracking number; and/or initiating via the one or more processors one or more game plays. 
     In another example, the method may include validating the universal player tracking number via data received from an external device. In one example, the universal player tracking number is utilized at one or more gaming entities. In one example, the one or more gaming entities include a first gaming entity and a second gaming entity where the first gaming entity and the second gaming entity are distinct and non-related entities. 
     In another embodiment, the electronic gaming system may include a server including a server processor, a server memory, and a display device including a plurality of reels. The plurality of reels including one or more areas. The server memory including one or more universal player tracking numbers. The server processor may validate one or more universal player tracking numbers based on data received from an external device. 
     In another example, the universal player tracking number is utilized at one or more gaming entities. In one example, the one or more gaming entities include a first gaming entity and a second gaming entity where the first gaming entity and the second gaming entity are distinct and non-related entities. In an example, the external device is a player&#39;s mobile device. In another example, the system may include a non-universal player tracking module. Further, the non-universal player tracking module is configured to receive a non-universal player tracking number where the non-universal player tracking number is only utilized at related gaming entities. In addition, the server processor may validate the one or more universal player tracking numbers via at least one of photo data and biometric data. 
     Gaming system may be a “state-based” system. A state-based system stores and maintains the system&#39;s current state in a non-volatile memory. Therefore, if a power failure or other malfunction occurs, the gaming system will return to the gaming system&#39;s state before the power failure or other malfunction occurred when the gaming system may be powered up. 
     State-based gaming systems may have various functions (e.g., wagering, payline selections, reel selections, game play, bonus game play, evaluation of game play, game play result, steps of graphical representations, etc.) of the game. Each function may define a state. Further, the gaming system may store game histories, which may be utilized to reconstruct previous game plays. 
     A state-based system may be different than a Personal Computer (“PC”) because a PC is not a state-based machine. A state-based system has different software and hardware design requirements as compared to a PC system. 
     The gaming system may include random number generators, authentication procedures, authentication keys, and operating system kernels. These devices, modules, software, and/or procedures may allow a gaming authority to track, verify, supervise, and manage the gaming system&#39;s codes and data. 
     A gaming system may include state-based software architecture, state-based supporting hardware, watchdog timers, voltage monitoring systems, trust memory, gaming system designed communication interfaces, and security monitoring. 
     For regulatory purposes, the gaming system may be designed to prevent the gaming system&#39;s owner from misusing (e.g., cheating) via the gaming system. The gaming system may be designed to be static and monolithic. 
     In one example, the instructions coded in the gaming system are non-changeable (e.g., static) and are approved by a gaming authority and installation of the codes are supervised by the gaming authority. Any change in the system may require approval from the gaming authority. Further, a gaming system may have a procedure/device to validate the code and prevent the code from being utilized if the code is invalid. The hardware and software configurations are designed to comply with the gaming authorities&#39; requirements. 
     As used herein, the term “mobile device” refers to a device that may from time to time have a position that changes. Such changes in position may comprise of changes to direction, distance, and/or orientation. In particular examples, a mobile device may comprise of a cellular telephone, wireless communication device, user equipment, laptop computer, other personal communication system (“PCS”) device, personal digital assistant (“PDA”), personal audio device (“PAD”), portable navigational device, or other portable communication device. A mobile device may also comprise of a processor or computing platform adapted to perform functions controlled by machine-readable instructions. 
     The methodologies described herein may be implemented by various means depending upon applications according to particular examples. For example, such methodologies may be implemented in hardware, firmware, software, or combinations thereof. In a hardware implementation, for example, a processing unit may be implemented within one or more application specific integrated circuits (“ASICs”), digital signal processors (“DSPs”), digital signal processing devices (“DSPDs”), programmable logic devices (“PLDs”), field programmable gate arrays (“FPGAs”), processors, controllers, micro-controllers, microprocessors, electronic devices, other devices units designed to perform the functions described herein, or combinations thereof. 
     Some portions of the detailed description included herein are presented in terms of algorithms or symbolic representations of operations on binary digital signals stored within a memory of a specific apparatus or a special purpose computing device or platform. In the context of this particular specification, the term specific apparatus or the like includes a general purpose computer once it is programmed to perform particular operations pursuant to instructions from program software. Algorithmic descriptions or symbolic representations are examples of techniques used by those of ordinary skill in the arts to convey the substance of their work to others skilled in the art. An algorithm is considered to be a self-consistent sequence of operations or similar signal processing leading to a desired result. In this context, operations or processing involve physical manipulation of physical quantities. Typically, although not necessarily, such quantities may take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared or otherwise manipulated. It has proven convenient at times, principally for reasons of common usage, to refer to such signals as bits, data, values, elements, symbols, characters, terms, numbers, numerals, or the like. It should be understood, however, that all of these or similar terms are to be associated with appropriate physical quantities and are merely convenient labels. Unless specifically stated otherwise, as apparent from the discussion herein, it is appreciated that throughout this specification discussions utilizing terms such as “processing,” “computing,” “calculating,” “determining” or the like refer to actions or processes of a specific apparatus, such as a special purpose computer or a similar special purpose electronic computing device. In the context of this specification, therefore, a special purpose computer or a similar special purpose electronic computing device is capable of manipulating or transforming signals, typically represented as physical electronic or magnetic quantities within memories, registers, or other information storage devices, transmission devices, or display devices of the special purpose computer or similar special purpose electronic computing device. 
     Reference throughout this specification to “one example,” “an example,” “embodiment,” and/or “another example” should be considered to mean that the particular features, structures, or characteristics may be combined in one or more examples.