US 12,406,551 B2
Gaming system and method for offering social media activity in association with wagering
Dwayne R. Nelson, Las Vegas, NV (US); Vincent S. Lai, Las Vegas, NV (US); and Jennifer Hatok, Reno, NV (US)
Assigned to IGT, Las Vegas, NV (US)
Filed by IGT, Las Vegas, NV (US)
Filed on Sep. 27, 2021, as Appl. No. 17/486,447.
Application 17/486,447 is a continuation of application No. 16/589,820, filed on Oct. 1, 2019, granted, now 11,138,833.
Prior Publication US 2022/0012986 A1, Jan. 13, 2022
Int. Cl. G07F 17/00 (2006.01); G06Q 50/00 (2012.01); G06Q 50/34 (2012.01); G07F 17/32 (2006.01)
CPC G07F 17/3258 (2013.01) [G06Q 50/01 (2013.01); G06Q 50/34 (2013.01); G07F 17/3206 (2013.01); G07F 17/3288 (2013.01)] 10 Claims
OG exemplary drawing
 
1. A system comprising:
a processor; and
a memory device that stores a plurality of instructions that, when executed by the processor, cause the processor to:
receive data associated with a social media content distribution event associated with a distribution of social media content on a social media site, wherein the social media content distribution event occurred in association with a game outcome determined for a play of a game which was displayed by a first display device, and
communicate data that results in a display, by a quantity of second display devices associated with a land-based gaming establishment and different from the first display device, of the social media content for a predetermined period of time, wherein at least one of a determination of a duration of the predetermined period of time is based on the occurrence of the social media content distribution event associated with the game outcome with different occurrences of social media content distribution events associated with different game outcomes resulting in different durations of the predetermined period of time and a determination of the quantity of second display devices is based on the occurrence of the social media content distribution event associated with the game outcome with different occurrences of social media content distribution events associated with different game outcomes resulting in different quantities of second display devices.