Advancing the Player User Interface (PUI) March 2010 M Resort - Las Vegas, NV Facilitated by Jeff Wyton & Marc McDermott OPERATOR & VENDOR DISCUSSION Slide 2 Agenda Why We’re Here Operator Vision of the Future Player User Interface Overview GSA’s Protocols Player User Interface Functional Components Operator Vendor Discussion Slide 3 Why We’re Here The OAC wants: To validate the direction with operators To obtain additional input and course corrections from operators Validation of the architecture Slide 4 Why We’re Here So Operators can: Help prioritize the OAC’s business requirements to suit the industry’s needs Provide additional business requirements that may have been omitted Assist in refining the architecture so that it provides value for all operations Slide 5 Why We’re Here For Manufacturers to: Leave with an understanding of the operator requirements Understand operators’ requirements in order to facilitate translation into each manufacturer’s particular technologies Slide 6 Introduction: Jeff Wyton – Alberta Gaming & Liquor Commission (AGLC) OPERATOR VISION OF THE FUTURE Slide 7 OAC Vision 1. Explore commonality among gaming operators with respect to Business Needs. 2. The Operator Advisory committee facilitates collaboration between operators and manufacturers, system providers. 3. The committee focuses on functional business requirements to ensure that GSA standards meet market demands. 4. Increasingly we are exploring the use of common architectural components to accelerate adoption of jurisdictional requirements, lower costs, reduce implementation risk and increased speed to market Slide 8 Business Drivers Informed Player Choice Unified Player View Entertainment and Social Gaming Changing Demographics Cost Containment Strategies Revenue Optimization Flexibility, Integration and Speed to Market Vendor and Product Landscape Slide 9 The Services Concept The Enterprise nature of many Gaming operations is driving interest in Service Oriented Architectures. Lower testing/certification costs & faster testing (for vendor and customer) as only changed services need to be tested/certified in depth vs. whole monolithic application Decreased development costs due to service reuse. More responsive to customer demand (i.e. implementing a service or an improvement to a service vs an update to an entire monolithic app) Services must : Be modular Be distributable Have interfaces that are clearly defined and documented Have the ability to be swapped out for another module that offers the same service and interface Have the ability to be shared across an Enterprise Slide 10 Why the PUI? Addressing our market drivers requires a new relationship with our players. Competing requires that we enhance the current gaming experience through customization and personalization. We require a method to communicate with our player in a bidirectional fashion. The technology must scale across our enterprise to all appropriate customer facing touch points. The solution must be common across the enterprise and manage a full range of player focused applications (i.e. RG, profile updates, bonuses, multi media etc) Slide 11 Carole Hardy - Oregon State Lottery (OSL) PLAYER USER INTERFACE OVERVIEW Slide 12 Player User Interface What is the Player User Interface? A common application and method to communicate with players through the display screen in an EGM The application will use machine peripherals (touch screen, card reader, printer) A second screen is not a primary option (e.g. kiosk) Slide 13 Player User Interface What the PUI does for an operator Enables the integration and synergy between different vertical businesses in a Casino and Lottery Gaming products Food, beverage, hotel services Loyalty programs Slide 14 Player User Interface What goes on the display? Mystery games, bonuses and progressives May or may not have links to the main game Tournaments Leader Board Social Gaming Interactive games Slide 15 Player User Interface What goes on the display? (cont) Another game independent of the EGM Bingo, sports wager Up-selling other gaming products Streaming live video Amber alerts Slide 16 Player User Interface What goes on the display? (cont) Player Self Serve Player notification Hospitality services Order drinks Make reservations Find a restaurant Slide 17 Player User Interface What goes on the display? (cont) Manage Player accounts Access “E” wallet Winning number list (Lottery) Sports or odds lists Gaming tutorials Slide 18 Player User Interface What goes on the display? (cont) Player tracking Player loyalty Advertising Targeted advertising 3rd party On site casino or Lottery operator Slide 19 Player User Interface What goes on the display? (cont) Informed Player (IP) Applications View play histories Set or change playing parameters Pop up messaging when limits are exceeded Slide 20 Player User Interface What operators have discussed over the past 12 months We want to communicate and collect information while a player is at a slot/VLT We believe the solution should use computer industry standards and web browser technology The solution needs to be configurable Slide 21 Player User Interface What operators have discussed over the past 12 months Game integrity must not be compromised There needs to be a distinct separation between a game and the content displayed on the PUI We want a solution that all suppliers can support Slide 22 Some Discussion? What do we think so far? Questions or comments? Slide 23 Ethan Tower – Protocol Director GSA GSA PROTOCOLS Slide 24 GSA Protocols GSA Protocols Relevant to the Player User Interface GDS – communications between an EGM and its peripherals. touch-screen, card-reader, and printer protocols. G2S – communications between an EGM and host systems. G2S message bar requirements and mediaDisplay class. S2S – communications between a client application and a host system. playerInfo, playerComp, and informedPlayer classes. Slide 25 mediaDisplay Class Initial effort to provide a standard method for controlling application windows on an EGM. Specifies the position and behavioral characteristics of the window. Provides a mechanism for loading the content displayed in the window. Provides a mechanism for communications between the content and the EGM. Provides a mechanism for communications between the content and back-end servers. Slide 26 G2S and GDS Interactions G2S G2S Host EGM EGM Control Logic GDS GDS Device Slide 27 mediaDisplay Interactions G2S G2S Host EGM Content EGM Control Logic Under G2S Control GDS mediaDisplay Device GDS Device Slide 28 Content Interactions S2S G2S Other Methods Application Server G2S Host EGM mediaDisplay Interface EGM Control Logic Under G2S Control GDS Content mediaDisplay Device GDS Device Slide 29 Operator Perspective Brian Macsymic – Alberta Gaming & Liquor Commission (AGLC) PLAYER USER INTERFACE FUNCTIONAL COMPONENTS Slide 30 Functional Overview of Components 3 1 Player UI Platform 2 4 Player Rules Engine Player UI Presentation Player Session Manager EGM 5 Real-Time Events Stream 6 Data/Information Access Other Event Sources • All systems which manage player interaction can be mapped to this component model • As the gaming standards are advanced, these components provide the context to capture and debate the requirements Slide 31 Functional Overview of Components • The functional components can be redrawn as required to fit any discussion • This diagram arranges the components to fit this OAC Player UI standards discussion Slide 32 1. Player UI Platform – (OAC 25) The Player UI Platform manages the hardware I/O at the EGM and creates a universal operating environment for the system Slide 33 2. Player UI Presentation – (OAC 26) The Player UI Presentation component provides the rich dynamic content to the player. Compelling media content is delivered to the player creating the exciting visual experience Slide 34 3. Player Session Manager – (OAC 27) The Player Session Manager is the key component which controls the process and data flow of all sessions from beginning to end. It is the engine that drives the implementation of player services Slide 35 4. Player Rules Engine – (OAC 28) The Player Rules Engine component separates the governing rules for a player session from the session management application code. Slide 36 5. Real-Time Events Stream – (OAC 29) The Real-Time Events Stream provides the secure and comprehensive bi-directional communications between systems and games. Slide 37 6. Data/Information Access – (OAC 30) The Data/Information Access component provides an enterprise view of all data regardless of where it is stored Slide 38 Breaktime Let’s take a 20 minute break! Slide 39 So Why Are We Here Again? The OAC wants: To validate the direction with operators To obtain additional input and course corrections from operators Validation of the architecture Slide 40 So Why Are We Here Again? So Operators can: Help prioritize the OAC’s business requirements to suite the industry’s needs Provide additional business requirements that may have been omitted Assist in refining the architecture so that it provides value for all operations Slide 41 So Why Are We Here Again? For Manufacturers to: Leave with an understanding of the operator requirements Understand operators’ requirements in order to facilitate translation into each manufacturer’s particular technologies Slide 42 Discussion Areas Comments on the functional components of the PUI? Discussion of major components flow How do we achieve a common look and feel across all EGMs? What does configurable mean? What development environment options are available for operators to develop content? Areas for further opportunities Slide 43 Questions? Questions? Slide 44 Detailed View Four Player UI configurations options are shown Each configuration could operate in a single environment The game environment is transparent to the system. Integration with the gaming devices is done securely through the backend systems, maintaining a separation of concerns Slide 45
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