Patent ID: 12223797

DETAILED DESCRIPTION

Embodiments of the present disclosure provide for a gaming chair (“chair”) (e.g., chair, stool, seat, etc.) that can be movably positioned with respect to a device such as an electronic gaming machine (EGM), as described herein. The chair allows a user to position themselves with respect to the other device to interact with the other device. In the example embodiment, the chair may be slidable and/or otherwise positionable along its base to adjust to be closer to or further from the other device. In some embodiments, the base can couple to, be inserted into, snap against, and/or otherwise be positioned in and/or abut the other device. In some embodiments, wires and/or other connections can extend from the other device to the chair and be covered and/or otherwise camouflaged by the base of the chair. The wires and/or other connections enable the chair and/or input devices coupled to the chair to electronically communicate with the other device, and in some cases, allows for game play input from a player sitting on the chair to the game being played on the EGM.

In the example embodiment, the gaming chair includes a return to home feature (e.g., chair returns to a starting position when a patron sitting in the chair exits the chair) such that, when a patron is not sitting in the gaming chair, the gaming chair automatically returns to a predetermined home position along the base. In some embodiments, the home position may be defined as a center position on the base of the chair. For example, a motor coupled to the chair for returning the chair to the home position may be automatically turned off or placed in an idle position when a patron is sitting in the chair and/or has manually slid the chair forward/backward along the base (e.g., the base of the chair may provide approximately 10 lbs. of drag force to keep the chair in place once the patron has stopped adjusting the position of the chair). At least one sensor may be included in the chair and in communication with the motor to detect when a patron is seated in the chair, thus placing the motor in the off or idle position. Further, at least one other sensor (e.g., position sensor) may be included in the base of the chair to detect a position of the chair along the base relative to the home position.

In response to at least one sensor detecting that a patron is no longer seated in the chair, the chair is controlled to be returned to the predefined home position. For example, the motor may be coupled to a linear actuator that may be configured to automatically be turned on to move the chair using the linear actuator along the slidable base until the at least one position sensor detects that the chair has returned to the predefined home position (e.g., the center of the base, or any predefined position along the base).

Accordingly, the chair disclosed herein provides many benefits over known gaming chairs. Known gaming chairs (e.g., a four-legged chair) are moved about freely by patrons playing and leaving gaming machines. Personnel are required to move the known gaming chairs back in toward a gaming machine once a patron leaves (e.g., having chairs pushed away from gaming machines causes a safety hazard and other inconveniences). Accordingly, the gaming chair disclosed herein is configured to automatically return to a home position on its base upon determining that no patron is seated in the chair, eliminating the need for personnel to monitor, as an example, a casino floor to constantly be pushing chairs back into position with respect to a gaming machine. In addition, by automatically returning to the home position, it makes it easier for patrons who want to play the EGM to more easily access the game since the chair is always in a position that is easy for any size player to access the chair. Players may then reposition the chair either closer to or further away from the EGM depending upon the size of the player. Further, the example chair described herein more-closely resembles a sports car style chair (e.g., providing more comfort and features) than a typical four-legged chair found in casinos.

In some embodiments, the chair may automatically adjust the chair position (e.g., forward/backward) according to a player's pre-defined preferences (e.g., stored in/associated with a player account—similar to predefined seating/mirror position settings in a car). For example, the seat may automatically be adjusted to the player's liking when the player inserts their player tracking card into an EGM to begin gameplay. Further, the seat may wirelessly communicate with a mobile device associated with a player (e.g., via NFC, Bluetooth, WiFi, UWB, etc.) to adjust to the player's preferred favorite seat position. When the player leaves the seat, the seat recognizes (e.g., via one or more sensors) that the player has left and automatically returns to the home position (e.g., after a predefined period of time).

FIG.1illustrates several different models of EGMs which may be networked to various gaming related servers. Shown is a system100in a gaming environment including one or more server computers102(e.g., slot servers of a casino) that are in communication, via a communications network, with one or more gaming devices104A-104X (EGMs, slots, video poker, bingo machines, etc.) that can implement one or more aspects of the present disclosure. The gaming devices104A-104X 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. Gaming devices104A-104X utilize specialized software and/or hardware to form non-generic, particular machines or apparatuses that comply with regulatory requirements regarding devices used for wagering or games of chance that provide monetary awards.

Communication between the gaming devices104A-104X and the server computers102, and among the gaming devices104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices104A-104X and the server computers102can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices104A-104X to communicate with one another and/or the server computers102using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.

In some implementation, server computers102may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device104A, gaming device104B or any of the other gaming devices104C-104X 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 computers102described herein.

The server computers102may include a central determination gaming system server106, a ticket-in-ticket-out (TITO) system server108, a player tracking system server110, a progressive system server112, and/or a casino management system server114. Gaming devices104A-104X 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 server106and then transmitted over the network to any of a group of remote terminals or remote gaming devices104A-104X that utilize the game outcomes and display the results to the players.

Gaming device104A 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 device104A often includes a main door which provides access to the interior of the cabinet. Gaming device104A typically includes a button area or button deck120accessible by a player that is configured with input switches or buttons122, an access channel for a bill validator124, and/or an access channel for a ticket-out printer126.

InFIG.1, gaming device104A is shown as a Relm XL™ model gaming device manufactured by Aristocrat® Technologies, Inc. As shown, gaming device104A is a reel machine having a gaming display area118comprising a number (typically 3 or 5) of mechanical reels130with various symbols displayed on them. The mechanical reels130are independently spun and stopped to show a set of symbols within the gaming display area118which may be used to determine an outcome to the game.

In many configurations, the gaming device104A may have a main display128(e.g., video display monitor) mounted to, or above, the gaming display area118. The main display128can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.

In some implementations, the bill validator124may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device104A may also include a “ticket-out” printer126for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems 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 printer126on the gaming device104A. The gaming device104A 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 device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device104A.

In some implementations, a player tracking card reader144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad146, and/or an illuminated display148for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device104A. In such implementations, a game controller within the gaming device104A can communicate with the player tracking system server110to send and receive player tracking information.

Gaming device104A may also include a bonus topper wheel134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel134is operative to spin and stop with indicator arrow136indicating the outcome of the bonus game. Bonus topper wheel134is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.

A candle138may be mounted on the top of gaming device104A and may be activated by a player (e.g., using a switch or one of buttons122) to indicate to operations staff that gaming device104A has experienced a malfunction or the player requires service. The candle138is 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 panels152which 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 implementations, the information panel(s)152may be implemented as an additional video display.

Gaming devices104A have traditionally also included a handle132typically mounted to the side of main cabinet116which may be used to initiate game play.

Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet116of the gaming device104A, the details of which are shown inFIG.2A.

An alternative example gaming device104B illustrated inFIG.1is the Arc™ model gaming device manufactured by Aristocrat® Technologies, Inc. Note that where possible, reference numerals identifying similar features of the gaming device104A implementation are also identified in the gaming device104B implementation using the same reference numbers. Gaming device104B does not include physical reels and instead shows game play functions on main display128. An optional topper screen140may 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 implementations, the optional topper screen140may also or alternatively be used to display progressive jackpot prizes available to a player during play of gaming device104B.

Example gaming device104B includes a main cabinet116including a main door which opens to provide access to the interior of the gaming device104B. The main or service door is typically used by service personnel to refill the ticket-out printer126and collect bills and tickets inserted into the bill validator124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.

Another example gaming device104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device104C includes a main display128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display128A is a flat panel display. Main display128A is typically used for primary game play while secondary display128B 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 implementations, example gaming device104C may also include speakers142to 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 devices104A-104C 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 Class2or Class3, etc.

FIG.2Ais a block diagram depicting exemplary internal electronic components of a gaming device200connected to various external systems. All or parts of the gaming device200shown could be used to implement any one of the example gaming devices104A-X depicted inFIG.1. As shown inFIG.2A, gaming device200includes a topper display216or another form of a top box (e.g., a topper wheel, a topper screen, etc.) that sits above cabinet218. Cabinet218or topper display216may also house a number of other components which may be used to add features to a game being played on gaming device200, including speakers220, a ticket printer222which prints bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, a ticket reader224which reads bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, and a player tracking interface232. Player tracking interface232may include a keypad226for entering information, a player tracking display228for displaying information (e.g., an illuminated or video display), a card reader230for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking.FIG.2also depicts utilizing a ticket printer222to print tickets for a TITO system server108. Gaming device200may further include a bill validator234, player-input buttons236for player input, cabinet security sensors238to detect unauthorized opening of the cabinet218, a primary game display240, and a secondary game display242, each coupled to and operable under the control of game controller202.

The games available for play on the gaming device200are controlled by a game controller202that includes one or more processors204. Processor204represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor204can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor204can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor204is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. AlthoughFIG.2Aillustrates that game controller202includes a single processor204, game controller202is not limited to this representation and instead can include multiple processors204(e.g., two or more processors).

FIG.2Aillustrates that processor204is operatively coupled to memory208. Memory208is defined herein as including volatile and nonvolatile memory and other types of non-transitory data storage components. Volatile memory is memory that do not retain data values upon loss of power. Nonvolatile memory is memory that do retain data upon a loss of power. Examples of memory208include random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, universal serial bus (USB) flash drives, memory cards accessed via a memory card reader, floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and/or other memory components, or a combination of any two or more of these memory components. In addition, examples of RAM include static random access memory (SRAM), dynamic random access memory (DRAM), magnetic random access memory (MRAM), and other such devices. Examples of ROM include a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other like memory device. Even thoughFIG.2Aillustrates that game controller202includes a single memory208, game controller202could include multiple memories208for storing program instructions and/or data.

Memory208can store one or more game programs206that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program206represents an executable program stored in any portion or component of memory208. In one or more implementations, game program206is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor204in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory208and run by processor204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory208and executed by processor204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory208to be executed by processor204.

Alternatively, game programs206can be set up to generate one or more game instances based on instructions and/or data that gaming device200exchanges with one or more remote gaming devices, such as a central determination gaming system server106(not shown inFIG.2Abut shown inFIG.1). For purpose of this disclosure, the term “game instance” refers to a play or a round of a game that gaming device200presents (e.g., via a user interface (UI)) to a player. The game instance is communicated to gaming device200via the network214and then displayed on gaming device200. For example, gaming device200may execute game program206as video streaming software that allows the game to be displayed on gaming device200. When a game is stored on gaming device200, it may be loaded from memory208(e.g., from a read only memory (ROM)) or from the central determination gaming system server106to memory208.

Gaming devices, such as gaming device200, are highly regulated to ensure fairness and, in many cases, gaming device200is 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 devices200that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices200is not simple or straightforward because of: (1) the regulatory requirements for gaming devices200, (2) the harsh environment in which gaming devices200operate, (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, game mechanics, hardware components, and software.

One regulatory requirement for games running on gaming device200generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices200satisfy a minimum level of randomness without specifying how a gaming device200should achieve this level of randomness. To comply,FIG.2Aillustrates that gaming device200could include an RNG212that utilizes hardware and/or software to generate RNG outcomes that lack any pattern. The RNG operations are often specialized and non-generic in order to comply with regulatory and gaming requirements. For example, in a slot game, game program206can initiate multiple RNG calls to RNG212to generate RNG outcomes, where each RNG call and RNG outcome corresponds to an outcome for a reel. In another example, gaming device200can be a Class II gaming device where RNG212generates RNG outcomes for creating Bingo cards. In one or more implementations, RNG212could be one of a set of RNGs operating on gaming device200. More generally, an output of the RNG212can be the basis on which game outcomes are determined by the game controller202. Game developers could vary the degree of true randomness for each RNG (e.g., pseudorandom) and utilize specific RNGs depending on game requirements. The output of the RNG212can include a random number or pseudorandom number (either is generally referred to as a “random number”).

InFIG.2A, RNG212and hardware RNG244are shown in dashed lines to illustrate that RNG212, hardware RNG244, or both can be included in gaming device200. In one implementation, instead of including RNG212, gaming device200could include a hardware RNG244that generates RNG outcomes. Analogous to RNG212, hardware RNG244performs specialized and non-generic operations in order to comply with regulatory and gaming requirements. For example, because of regulation requirements, hardware RNG244could be a random number generator that securely produces random numbers for cryptography use. The gaming device200then uses the secure random numbers to generate game outcomes for one or more game features. In another implementation, the gaming device200could include both hardware RNG244and RNG212. RNG212may utilize the RNG outcomes from hardware RNG244as one of many sources of entropy for generating secure random numbers for the game features.

Another regulatory requirement for running games on gaming device200includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device200provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts). Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.

FIG.2Aillustrates that gaming device200includes an RNG conversion engine210that translates the RNG outcome from RNG212to a game outcome presented to a player. To meet a designated RTP, a game developer can set up the RNG conversion engine210to utilize one or more lookup tables to translate the RNG outcome to a symbol element, stop position on a reel strip layout, and/or randomly chosen aspect of a game feature. As an example, the lookup tables can regulate a prize payout amount for each RNG outcome and how often the gaming device200pays out the prize payout amounts. The RNG conversion engine210could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. The mapping between the RNG outcome to the game outcome controls the frequency in hitting certain prize payout amounts.

FIG.2Aalso depicts that gaming device200is connected over network214to player tracking system server110. Player tracking system server110may be, for example, an OASIS® system manufactured by Aristocrat® Technologies, Inc. Player tracking system server110is 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. The player may use the player tracking interface232to 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's level of patronage (e.g., to the player's playing frequency and/or total amount of game plays at a given casino). Player tracking rewards 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.

When a player wishes to play the gaming device200, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator234to establish a credit balance on the gaming device. 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 reader230. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display240and secondary game display242. 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 buttons236, the primary game display240which may be a touch screen, or using some other device which enables a player to input information into the gaming device200.

During certain game events, the gaming device200may 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 speakers220. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device200or from lights behind the information panel152(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 printer222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.

Additionally, or alternatively, gaming devices104A-104X and200can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown inFIGS.1and2A) that communicate (e.g., Bluetooth® or other near-field communication technology) with one or more mobile devices to perform a variety of wireless operations in a casino environment. Examples of wireless operations in a casino environment include detecting the presence of mobile devices, performing credit, points, comps, or other marketing or hard currency transfers, establishing wagering sessions, and/or providing a personalized casino-based experience using a mobile application. In one implementation, to perform these wireless operations, a wireless transmitter or transceiver initiates a secure wireless connection between a gaming device104A-104X and200and a mobile device. After establishing a secure wireless connection between the gaming device104A-104X and200and the mobile device, the wireless transmitter or transceiver does not send and/or receive application data to and/or from the mobile device. Rather, the mobile device communicates with gaming devices104A-104X and200using another wireless connection (e.g., WiFi® or cellular network). In another implementation, a wireless transceiver establishes a secure connection to directly communicate with the mobile device. The mobile device and gaming device104A-104X and200sends and receives data utilizing the wireless transceiver instead of utilizing an external network. For example, the mobile device would perform digital wallet transactions by directly communicating with the wireless transceiver. In one or more implementations, a wireless transmitter could broadcast data received by one or more mobile devices without establishing a pairing connection with the mobile devices.

AlthoughFIGS.1and2Aillustrate specific implementations of a gaming device (e.g., gaming devices104A-104X and200), the disclosure is not limited to those implementations shown inFIGS.1and2. For example, not all gaming devices suitable for implementing implementations 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 tabletops and have displays that face upwards. Gaming devices104A-104X and200may also include other processors that are not separately shown. UsingFIG.2Aas an example, gaming device200could include display controllers (not shown inFIG.2A) configured to receive video input signals or instructions to display images on game displays240and242. Alternatively, such display controllers may be integrated into the game controller202. The use and discussion ofFIGS.1and2are examples to facilitate ease of description and explanation.

FIG.2Bdepicts a casino gaming environment according to one example. In this example, the casino251includes banks252of EGMs104. In this example, each bank252of EGMs104includes a corresponding gaming signage system254(also shown inFIG.2A). According to this implementation, the casino251also includes mobile gaming devices256, which are also configured to present wagering games in this example. The mobile gaming devices256may, for example, include tablet devices, cellular phones, smart phones and/or other handheld devices. In this example, the mobile gaming devices256are configured for communication with one or more other devices in the casino251, including but not limited to one or more of the server computers102, via wireless access points258.

According to some examples, the mobile gaming devices256may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices256may be configured to receive game outcomes from another device, such as the central determination gaming system server106, one of the EGMs104, etc.

Some mobile gaming devices256may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices256may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices256may include a ticket reader and/or a ticket printer whereas some mobile gaming devices256may not, depending on the particular implementation.

In some implementations, the casino251may include one or more kiosks260that are configured to facilitate monetary transactions involving the mobile gaming devices256, which may include cash out and/or cash in transactions. The kiosks260may be configured for wired and/or wireless communication with the mobile gaming devices256. The kiosks260may be configured to accept monetary credits from casino patrons262and/or to dispense monetary credits to casino patrons262via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks260may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device256for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron262is ready to cash out, the casino patron262may select a cash out option provided by a mobile gaming device256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device256may send a “cash out” signal to a kiosk260via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk260may provide monetary credits to the casino patron262corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.

In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server108. For example, the TITO system server108may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device256and/or a kiosk260.

Some mobile gaming devices256may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices256may be configured for wireless communication with the player tracking system server110. Some mobile gaming devices256may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.

According to some implementations, a mobile gaming device256may be configured to provide safeguards that prevent the mobile gaming device256from being used by an unauthorized person. For example, some mobile gaming devices256may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices256may be configured to function only within a predetermined or configurable area, such as a casino gaming area.

FIG.2Cis a diagram that shows examples of components of a system for providing online gaming according to some aspects of the present disclosure. As with other figures presented in this disclosure, the numbers, types and arrangements of gaming devices shown inFIG.2Care merely shown by way of example. In this example, various gaming devices, including but not limited to end user devices (EUDs)264a,264band264care capable of communication via one or more networks417. The networks417may, for example, include one or more cellular telephone networks, the Internet, etc. In this example, the EUDs264aand264bare mobile devices: according to this example the EUD264ais a tablet device and the EUD264bis a smart phone. In this implementation, the EUD264cis a laptop computer that is located within a residence266at the time depicted inFIG.2C. Accordingly, in this example the hardware of EUDs is not specifically configured for online gaming, although each EUD is configured with software for online gaming. For example, each EUD may be configured with a web browser. Other implementations may include other types of EUD, some of which may be specifically configured for online gaming.

In this example, a gaming data center276includes various devices that are configured to provide online wagering games via the networks417. The gaming data center276is capable of communication with the networks417via the gateway272. In this example, switches278and routers280are configured to provide network connectivity for devices of the gaming data center276, including storage devices282a, servers284aand one or more workstations570a. The servers284amay, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices282a. The code may be subsequently loaded onto a server284aafter selection by a player via an EUD and communication of that selection from the EUD via the networks417. The server284aonto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers284a. Although only one gaming data center276is shown inFIG.2C, some implementations may include multiple gaming data centers276.

In this example, a financial institution data center270is also configured for communication via the networks417. Here, the financial institution data center270includes servers284b, storage devices282b, and one or more workstations286b. According to this example, the financial institution data center270is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users274a-274cmay maintain at least one financial account with the financial institution that is serviced via the financial institution data center270.

According to some implementations, the gaming data center276may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers284amay be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s)284amay be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s)284amay be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center270. The server(s)284amay, in some examples, be configured to maintain an audit record of such transactions.

In some alternative implementations, the gaming data center276may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center270and the gaming data center276include their own servers and storage devices in this example, in some examples the financial institution data center270and/or the gaming data center276may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center270and/or the gaming data center276may rely entirely on cloud-based servers.

One or more types of devices in the gaming data center276(or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs264and/or other information regarding authorized users of EUDs264(including but not limited to the authorized users274a-274c), may be stored on storage devices282and/or servers284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices282and/or servers284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center276) by authorized users.

In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center276. One or more other devices (such EUDs264or devices of the gaming data center276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.

FIG.3illustrates, in block diagram form, an implementation of a game processing architecture300that implements a game processing pipeline for the play of a game in accordance with various implementations described herein. As shown inFIG.3, the gaming processing pipeline starts with having a UI system302receive one or more player inputs for the game instance. Based on the player input(s), the UI system302generates and sends one or more RNG calls to a game processing backend system314. Game processing backend system314then processes the RNG calls with RNG engine316to generate one or more RNG outcomes. The RNG outcomes are then sent to the RNG conversion engine320to generate one or more game outcomes for the UI system302to display to a player. The game processing architecture300can implement the game processing pipeline using a gaming device, such as gaming devices104A-104X and200shown inFIGS.1and2, respectively. Alternatively, portions of the gaming processing architecture300can implement the game processing pipeline using a gaming device and one or more remote gaming devices, such as central determination gaming system server106shown inFIG.1.

The UI system302includes one or more UIs that a player can interact with. The UI system302could include one or more game play UIs304, one or more bonus game play UIs308, and one or more multiplayer UIs312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI304, bonus game play UI308, and the multiplayer UI312may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. UsingFIG.3as an example, the different UI elements are shown as game play UI elements306A-306N and bonus game play UI elements310A-310N.

The game play UI304represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system302could transition out of the base game to one or more bonus games. The bonus game play UI308represents a UI that utilizes bonus game play UI elements310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element306A-306N are similar to the bonus game play UI elements310A-310N. In other implementations, the game play UI element306A-306N can differ from the bonus game play UI elements310A-310N.

FIG.3also illustrates that UI system302could include a multiplayer UI312purposed for game play that differs or is separate from the typical base game. For example, multiplayer UI312could be set up to receive player inputs and/or presents game play information relating to a tournament mode. When a gaming device transitions from a primary game mode that presents the base game to a tournament mode, a single gaming device is linked and synchronized to other gaming devices to generate a tournament outcome. For example, multiple RNG engines316corresponding to each gaming device could be collectively linked to determine a tournament outcome. To enhance a player's gaming experience, tournament mode can modify and synchronize sound, music, reel spin speed, and/or other operations of the gaming devices according to the tournament game play. After tournament game play ends, operators can switch back the gaming device from tournament mode to a primary game mode to present the base game. AlthoughFIG.3does not explicitly depict that multiplayer UI312includes UI elements, multiplayer UI312could also include one or more multiplayer UI elements.

Based on the player inputs, the UI system302could generate RNG calls to a game processing backend system314. As an example, the UI system302could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine316could utilize gaming RNG318and/or non-gaming RNGs319A-319N. Gaming RNG318could corresponds to RNG212or hardware RNG244shown inFIG.2A. As previously discussed with reference toFIG.2A, gaming RNG318often performs specialized and non-generic operations that comply with regulatory and/or game requirements. For example, because of regulation requirements, gaming RNG318could correspond to RNG212by being a cryptographic RNG or pseudorandom number generator (PRNG) (e.g., Fortuna PRNG) that securely produces random numbers for one or more game features. To securely generate random numbers, gaming RNG318could collect random data from various sources of entropy, such as from an operating system (OS) and/or a hardware RNG (e.g., hardware RNG244shown inFIG.2A). Alternatively, non-gaming RNGs319A-319N may not be cryptographically secure and/or be computationally less expensive. Non-gaming RNGs319A-319N can, thus, be used to generate outcomes for non-gaming purposes. As an example, non-gaming RNGs319A-319N can generate random numbers for generating random messages that appear on the gaming device.

The RNG conversion engine320processes each RNG outcome from RNG engine316and converts the RNG outcome to a UI outcome that is feedback to the UI system302. With reference toFIG.2A, RNG conversion engine320corresponds to RNG conversion engine210used for game play. As previously described, RNG conversion engine320translates the RNG outcome from the RNG212to a game outcome presented to a player. RNG conversion engine320utilizes one or more lookup tables322A-322N to regulate a prize payout amount for each RNG outcome and how often the gaming device pays out the derived prize payout amounts. In one example, the RNG conversion engine320could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. In this example, the mapping between the RNG outcome and the game outcome controls the frequency in hitting certain prize payout amounts. Different lookup tables could be utilized depending on the different game modes, for example, a base game versus a bonus game.

After generating the UI outcome, the game processing backend system314sends the UI outcome to the UI system302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system302updates one or more game play UI elements306A-306N, such as symbols, for the game play UI304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements310A-310N (e.g., symbols) for the bonus game play UI308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.

FIG.4illustrates a perspective view of an exemplary slidable gaming chair system400. In the example embodiment, system400includes a chair401that can be movably positioned with respect to a device such as an EGM (e.g., EGMs104A-104X). System400includes an upper assembly402including chair401and a lower assembly404. In the example embodiment, upper assembly402includes a chair seat406and a chair back408wherein an upper end of a supporting structure410is coupled to seat406(e.g., structure410and seat406may be coupled to an understructure (not shown) beneath seat406). Supporting structure410is coupled to a movable plate412(e.g., movable plate412is contained within a fixed cover over/coupled to sliding components of lower assembly404) of lower assembly404. Lower assembly404also includes a floorplate414, wherein movable plate412(e.g., a carriage) is slidably coupled to floorplate414(e.g., along a groove, slot, track, or the like).

In the example embodiment, chair401allows a patron to position themselves with respect to an EGM (e.g., EGMs104A-104X, or any other electronic gaming device) and automatically returns to a home position when the patron is no longer seated in chair401. In some embodiments, the home position may be defined as a center position on floorplate414. In some embodiments, the home position may be defined as any position along floorplate414which is chosen (e.g., by an operator/manufacturer) to be the home position.

For example, a linear actuator system (e.g., controlled by any controller and/or electronics as described herein) including a motor may be coupled to lower assembly404. The motor of the linear actuator system (e.g., centering system) may be automatically turned off when a patron is sitting in the chair (e.g., as determined by at least one sensor) and/or has slid the chair forward/backward along the base (e.g., 10 lbs. of frictional drag force may be applied to keep the chair in place once the patron has stopped adjusting the position of chair401). At least one sensor may be included in seat406and/or back408to detect when a patron is seated in chair401. For example, a sensor and/or processor coupled to the sensor may detect when chair401is occupied or unoccupied (e.g., based upon a predetermined weight threshold, such as 25 pounds). In other words, it may be determined, based upon sensor readings, that the chair is occupied or unoccupied based upon the sensor readings/signals indicating that a weight in chair401is above or below a predefined threshold weight.

Further, at least one sensor may be included in lower assembly404to detect a position of chair401along floorplate414. In the example embodiment, the at least one sensor is utilized to determine when chair401has returned to a home position. Further, the at least one sensor may be utilized to determine a position of chair401along floorplate414at any time (e.g., indicating a length away from the front edge of floorplate414).

The linear actuator system described herein is configured to generate force to move chair401in both forward and backward directions. In some embodiments, any linear actuator may be used in the linear actuator system. In some embodiments, a system different from a linear actuator system may be utilized to implement the return to center functionality described herein. In the example embodiment, a linear actuator including a screw and an engagement mechanism (e.g., a screw shaft) is envisioned. For example, in the linear actuator system, a screw may be coupled to a motor, and an engagement mechanism may be coupled to the screw and/or actuator and at least a portion of chair401(e.g., a moveable plate coupled to a support structure of chair401). The motor is configured to turn and/or push/pull the screw in at least two directions: a first direction causing the engagement mechanism to move chair401in a first direction (e.g., away from an EGM) and a second direction causing the engagement mechanism to move chair401in a second direction (e.g., closer to an EGM). In some embodiments, the engagement mechanism and/or screw are configured to move freely and or nearly-freely (e.g., providing enough force to hold chair401at the home position) once chair401has returned to the home position in order to allow a patron to move chair401forward and/or backward to their liking.

As an example, a patron may find chair401positioned in a defined home position (e.g., centered on floorplate414). The patron may sit in chair401and move chair401forward/backward along floorplate414as they desire (e.g., freely because the linear actuator is powered off) in order to utilize a device proximate to and/or coupled to chair401. The patron may then stand up from the chair and walk away. In the example embodiment, chair401is configured to wait a predetermined amount of time (e.g., 10 seconds) before automatically moving to the home position (e.g., as controlled by a PCB logic module and/or other processor, as described herein). After the predetermined amount of time elapses, the motor of the linear actuator system is turned on in order to return chair401to the home position (e.g., as sensed by the at least one sensor/switch in floorplate414).

In some embodiments, chair401includes a removable seat cover enabling quick changing and/or maintenance of the seat cover. In some embodiments, chair401is configured for quick replacement/removal (e.g., only two screws may hold seat406in place so that only the two screws need to be removed in order to remove seat406).

Further, lower assembly404may include compatibility electronics416such that system400may be easily installed and compatible with current and future EGMs (e.g., EGMs104A-104X) and/or other devices (e.g., other gaming devices). For example, system400may include in-seat speakers and/or a subwoofer/base shaker configured to produce outputs according to a game being played on an EGM. Accordingly, via compatibility electronics416, system400is in communication with another device (e.g., an EGM) that may control at least a portion of chair401and/or system400(e.g., controllable electronic components such as speakers, subwoofers/shakers, screens, and/or back-side screens, etc.). For example, speakers and/or subwoofers/shakers, may cause at least a portion of chair401to move, shake, vibrate, etc. In some embodiments, system400may be communicatively coupled with another device via electronics416or any other means (e.g., Bluetooth® or other near-field communication technology).

In some embodiments, signals (e.g., related to a game played at an EGM) may be sent from system400to a device communicatively coupled to system400(e.g., a user input may be received at system400and transmitted to an EGM in communication with system400). As an example, at least one sensor in chair401may sense that a patron is no longer in chair401and transmit a signal to a connected device (e.g., an EGM) that causes the EGM to transition from a game play mode (e.g., wherein a game is being displayed) to an attract mode (e.g., wherein advertisements and/or other features are displayed at the EGM to encourage other patrons to play a game at the EGM, etc.). As another example, the EGM may transition from an attract mode to a game play mode when at least one sensor senses that a patron is seated in chair401(e.g., sensing that a weight in chair401is above a predefined threshold).

In some embodiments, system400may automatically adjust the position of chair401(e.g., forward/backward) according to a player's pre-defined preferences (e.g., stored in/associated with a player account (e.g., at server110)—similar to predefined seating/mirror position settings in a car). For example, chair401may automatically be adjusted to the player's liking when the player inserts their player tracking card into an EGM to begin gameplay. Further, chair401may wirelessly communicate with the player's cell phone (e.g., device256, via NFC, Bluetooth, WiFi, etc. techniques) to adjust to the player's preferred favorite seat position. When the player leaves seat401, seat401recognizes (e.g., via one or more sensors) that the player has left and automatically returns to the home position (e.g., after a predefined period of time).

FIG.5illustrates a side perspective view of exemplary slidable gaming chair system400including chair401shown inFIG.4.FIG.6illustrates a rear perspective view of exemplary slidable gaming chair system400including chair401shown inFIG.4. As shown inFIGS.5and6, in some embodiments chair401includes a back-side electronic screen418(e.g., a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor) that may be controlled to display pictures and/or animations/videos in accordance with a device in communication with system400(e.g., an EGM, a server, etc.).

FIG.7illustrates an exemplary perspective view of a linear actuator system700(e.g., a lower assembly) of exemplary slidable gaming chair system400.FIG.8illustrates another exemplary perspective view of linear actuator system700as enclosed by plate412.FIG.9illustrates an exemplary exploded view of linear actuator system700. In the example embodiment, system700includes at least floorplate414, actuator702(e.g., including a motor), screw704, receiving member706, side housing708, slide rail710, and slide rail housing712.

In some embodiments, actuator system700may include a linear actuator include a compact side by side design with a planetary gearbox, offering higher speeds, higher forces, and longer life than other similar units while being light enough to mount almost anywhere. The linear actuator may be operated by reversing polarity on an actuator's two leads. In some embodiments, the linear actuator includes end of stroke limit switches to that will turn the unit off if it runs into its end stop. These can be run with a DPDT switch, push button switch, wireless controller, relay or, for RC, a brushed reversible DC motor controller can be used. For example, the linear actuator may be a “P16-S” linear actuator offered by Actuonix (e.g., more details describing this example linear actuator provided at the following web address: https://www.actuonix.com/P16-S-Linear-Actuator-p/p16-s.htm).

In the example embodiment, actuator702is configured to turn screw704into and out of member706. As screw704moves into and out of member706, slide rail710moves into and out of side rail housing712and/or actuator702slides along bearings in order to move plate412(and therefore chair401) forwards and backwards. In the example embodiment, actuator702includes a back drive force configured to prevent back drive of screw704(e.g., greater than 500 newtons (500N) of back drive force).

For example, actuator702may turn screw704in a first direction, causing screw704to move out of member706. Accordingly, slide rail710moves out of housing712and/or actuator702moves on bearings in a first direction, causing plate412and chair401to also move in a first direction. Further, actuator702may turn screw704in a second direction, causing screw704to move out of member706. Accordingly, slide rail710moves into housing712and/or actuator702moves on bearings in a second direction, causing plate412and chair401to also move in a second direction.

Further, in some embodiments, at least actuator702, screw704, and rail710are configured to move freely and/or nearly-freely (e.g., providing enough force to hold chair401at the home position before a patron sits down) once chair401has returned to the home position in order to allow a patron to move chair401forward and/or backward to their liking. The patron may then stand up from chair401and walk away. In the example embodiment, chair401is configured to wait a predetermined amount of time (e.g., 10 seconds) before automatically moving to the home position. After the predetermined amount of time elapses, linear actuator702is turned on in order to determine which direction to move chair401(e.g., based on sensor signals) and then to move screw704(e.g., and rail710) in order to return chair401to the home position (e.g., as sensed by the at least one sensor in floorplate414).

The exploded view of actuator system700shown inFIG.9further illustrates floorplate414, a switch detector plate902, linear actuator702, a floor plate actuator mount904, an actuator ball end906, a micro switch908, a PCB logic and power distribution module910, a carriage actuator mount912, a switch mount914, slide rail710(e.g., a linear rail), side housing708(e.g., a linear rail mount), moveable plate412(e.g., a sliding carriage), and supporting structure410(e.g., a seat column).

In the example embodiment, switch detector plate902is an example of the at least one sensor coupled to floorplate414and is configured to sense/determine the position of chair401(or portion thereof) in order to facilitate movement of chair401back to a home position, as described herein. In some embodiments, positions of actuator702may be stored in a memory (e.g., a memory device) with respect to the predefined home position such that actuator702can be controlled to move chair401to the home position (e.g., with or without one or more sensors in plate412).

Further, linear actuator702is coupled to floorplate414via mount904and also coupled to moveable plate412via mount912. Mount904is also coupled to ball end906. In the example embodiment, actuator702is also coupled to bearings to facilitate movement of the actuator in at least the first direction and the second direction as described herein. In some embodiments, floorplate414includes physical hard stops in place within the travel limits of actuator702to prevent movement of chair401past certain positions on floorplate414(e.g., to prevent contact of chair401and/or a patron seated in chair401with a gaming device that may cause damage, for example).

As described herein, screw704is controlled by actuator702to move in and out of member706. As screw704moves in and out of member706, rail710moves into and out of rail housing712and/or side housing708and/or actuator702moves on bearings moves back and forth. Because rail710is coupled to plate412, supporting structure410and chair401attached thereto similarly move in accordance with rail710, screw704, and actuator702.

Micro switch908is coupled to switch mount914and is configured to detect when chair401and/or a component of chair (e.g., plate412) has reached a maximum position. In some embodiments, micro switch908may be used as an emergency stop and/or as a secondary feedback device to determine a position of chair401and/or plate412. PCB logic and power distribution module910is coupled to and controls actuator702in accordance with the return to home features described herein. In some embodiments, module910is communicatively coupled (e.g., wired and/or wirelessly) to another device that transmits signals to module910to control system700and chair401. For example, module910may be communicatively coupled to a server and/or gaming device (e.g., EGM, mobile device, etc.) as described herein.

FIG.10illustrates an example method1000for returning a slidable gaming chair to a predefined home position in accordance with the present disclosure. a method of returning a chair to a predefined home position is described. In the example embodiment, method1000includes determining1002, by a processor, based upon a signal transmitted from at least one sensor of an upper assembly (e.g., upper assembly402) of the chair, that a weight in the chair is below a predefined threshold. The method also includes, in response to determining that the weight in the chair is below the predefined threshold, controlling, by the processor, a lower assembly (e.g., lower assembly404) coupled to the upper assembly to return the chair to the predefined home position. In some embodiments, method1000includes more, less, and/or alternative steps, in accordance with the present disclosure.

While system700is described as the example embodiment herein, it should also be appreciated that many other embodiments of implementing the return to home features described herein are envisioned. For example, in some embodiments, the return to home system may include elastic members (e.g., similar to bungee cords) that are controlled/configured to return chair401to a predefined home position once a player/patron has left the chair. In some embodiments, the return to home system may include other mechanical and/or electromechanical means to control chair401to return to a predefined home position. In some embodiments, a motor (e.g., a DC motor) coupled to a belt may be utilized in a system to control chair401to return to a predefined home position (e.g., wherein the belt is coupled to at least a portion of chair401). In some embodiments, a ramp system (e.g., in place of and/or in addition to floorplate414) may be utilized to tilt at least a portion of chair401to slide back to a predefined home position. In some embodiments, an electromagnet may be placed at/near a predefined home position and may control chair401to return to a home position when the electromagnet is turned on (e.g., wherein the electromagnet is turned off when a player is seated in chair401). In some embodiments, the return to home system may include any number of different combinations of motors, gears, belts/chains, lead screw, or lever/pulley systems that could be used to return the chair to a predetermined location.

While the disclosure 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 disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.

This written description uses examples to disclose the invention, including the best mode, and also to enable any person skilled in the art to practice the invention, including making and using any devices or systems and performing any incorporated methods. The patentable scope of the invention is defined by the claims, and may include other examples that occur to those skilled in the art. Such other examples are intended to be within the scope of the claims if they have structural elements that do not differ from the literal language of the claims, or if they include equivalent structural elements with insubstantial differences from the literal language of the claims.