On line gaming with real-world data
Abstract
In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
Claims
exact text as granted — not AI-modified1 - 20 . (canceled)
21 . An online game server for providing age verification for online gaming, comprising:
a network connection; a memory programmed with instructions; and one or more processors configured to execute the instructions, wherein the instructions comprise:
a) program code for receiving information related to a Player Tracking Card, wherein the Player Tracking Card uniquely identifies a remote player;
b) program code for retrieving information about the remote player from a database, wherein the retrieving is based on the information related to the Player Tracking Card;
c) program code for verifying that the remote player is of the legal age to play an online game in their location, wherein the verifying is based on the information about the remote player;
d) program code for presenting a card game in a user interface on a remote player's client computer, wherein the card game is based on a computer-generated deck of cards, wherein the order of the cards in the deck is randomly generated;
e) program code for receiving information transmitted using the user interface about a gameplay action; and
f) program code for processing the received information about the gameplay action; and
a processor for executing the instructions in the memory.
22 . The online game server of claim 21 , wherein the one or more processors are configured to execute further instructions comprising:
g) program code for receiving information about a wager; and h) program code for processing the wager.
23 . The online game server of claim 21 , wherein the one or more processors are configured to execute further instructions comprising:
determining a location for the remote player's client computer.
24 . A computer-implemented method for providing age verification for online gaming, comprising:
receiving information related to a Player Tracking Card, wherein the Player Tracking Card uniquely identifies a remote player; retrieving information, using a processor, about the remote player from a database, wherein the retrieving is based on the information related to the Player Tracking Card; verifying, using the processor, that the remote player is of the legal age to play an online game in their location, wherein the verifying is based on the information about the remote player; presenting a card game in a user interface on a remote player's client computer, wherein the card game is based on a computer-generated deck of cards, wherein the order of the cards in the deck is randomly generated; using the processor to determine that the gameplay action triggered a divergence situation; and resolving the divergence situation.
25 . The method of claim 24 , further comprising:
receiving information about a wager; and processing the wager.
26 . The method of claim 24 , further comprising determining a location for the remote player's client computer.Join the waitlist — get patent alerts
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