CROSS-CHANNEL BLOCKCHAIN SOLUTIONS FOR GAMING SYSTEMS
Systems and methods are provided for gaming solutions across multiple gaming channels using non-fungible tokens and a digital ledger infrastructure to manage aspects of gameplay. NFTs may be actioned between users such as by being exchanged over the digital ledger infrastructure in association with gameplay. Non-fungible tokens can further be actioned to players in a gaming computing environment through one or more gaming channels. A cross-channel application may pair a user computing device with a first gaming channel and apply a non-fungible token for personalization of the first gaming channel. The cross-channel application can pair the user computing device with a second gaming channel and a apply the NFT for personalization of the second gaming channel.
1 . A computer-implemented method for managing gameplay across multiple gaming channels using non-fungible tokens and digital ledger infrastructure, the computer-implemented method comprising:
pairing, by a computing system comprising one or more computing devices, a user computing device with a first gaming channel, the user computing device being associated with a user of the first gaming channel;
applying, by the computing system, a non-fungible token associated with the user to the first gaming channel;
pairing, by the computing system, the user computing device with a second gaming channel that is different than the first gaming channel;
applying, by the computing system, the non-fungible token to the second gaming channel; and
recording, by the computing system, one or more transactions associated with the non-fungible token on a blockchain.
2 . The computer-implemented method of claim 1 , further comprising:
pairing, by the computing system, the user computing device with at least one of the first gaming channel or the second gaming channel using a cross-channel application that provides non-fungible token functionality across different gaming channels.
3 . The computer-implemented method of claim 1 , further comprising:
obtaining, by the computing system, from a digital ledger platform, at least one of the non-fungible token or data associated with the non-fungible token.
4 . The computer-implemented method of claim 1 , further comprising:
applying, by the computing system, a personalized non-fungible token experience to at least one of the first gaming channel or the second gaming channel based on at least one of the non-fungible token or data associated with the non-fungible token, the personalized non-fungible token experience corresponding to the user.
5 . The computer-implemented method of claim 1 , further comprising at least one of:
transferring, by the computing system, at least partial ownership of the non-fungible token to the user in the first gaming channel or a first other gaming channel that is different than the first gaming channel and the second gaming channel; or
transferring, by the computing system, at least partial ownership of the non-fungible token from the user in the second gaming channel or a second other gaming channel that is different than the first gaming channel and the second gaming channel.
6 . The computer-implemented method of claim 1 , further comprising:
operating, by the computing system, a non-fungible token portal system to conduct at least one transaction associated with the non-fungible token.
7 . The computer-implemented method of claim 6 , further comprising at least one of:
transferring, by the computing system, at least partial ownership of the non-fungible token to the user using the non-fungible token portal system; or
transferring, by the computing system, at least partial ownership of the non-fungible token from the user using the non-fungible token portal system.
8 . The computer-implemented method of claim 1 , further comprising:
modifying, by the computing system, at least one of the non-fungible token or data associated with the non-fungible token based on gameplay of the user in at least one of the first gaming channel, the second gaming channel, or another gaming channel that is different than the first gaming channel and the second gaming channel.
9 . The computer-implemented method of claim 1 , wherein recording, by the computing system, the one or more transactions associated with the non-fungible token on the blockchain comprises:
recording, by the computing system, at least one of generation, acquisition, modification, transfer, or dissolution of the non-fungible token on the blockchain.
10 . The computer-implemented method of claim 1 , further comprising:
employing, by the computing system, a smart contract associated with the non-fungible token to perform at least one of execution, control, documentation, or recordation on the blockchain of at least one of the one or more transactions associated with the non-fungible token or one or more cross-channel non-fungible token actions associated with the non-fungible token based at least in part on one or more predefined rules associated with the smart contract.
11 . The computer-implemented method of claim 1 , wherein at least one of the first gaming channel or the second gaming channel comprises at least one of a physical gaming system, a lottery system, an online gaming system, a social network system, an electronic gaming system, an electronic gaming machine, an integrated view display manager, signage, a mobile application, a gaming application, or an online portal.
12 . The computer-implemented method of claim 1 , wherein the first gaming channel and the second gaming channel are controlled and operated by a single entity or multiple different entities.
13 . A computing system, comprising:
one or more processors; and
one or more memory devices that store instructions that, when executed by the one or more processors, cause the computing system to perform operations, the operations comprising:
actioning a non-fungible token to a user interfacing with a first gaming channel of a first gaming entity;
recording one or more transactions associated with the non-fungible token on a blockchain;
obtaining data indicative of the user interfacing with a second gaming channel of a second gaming entity, the second gaming channel being different than the first gaming channel and the second gaming entity being different than the first gaming entity; and
providing at least one of the non-fungible token or data associated with the non-fungible token to a computing device of the second gaming entity to apply at least one of the non-fungible token or the data associated with the non-fungible token to the second gaming channel.
14 . The computing system of claim 13 , wherein the operations further comprise at least one of:
transferring at least partial ownership of the non-fungible token to the user in the first gaming channel or a first other gaming channel of the first gaming entity, the first other gaming channel being different than the first gaming channel; or
transferring at least partial ownership of the non-fungible token from the user in the first gaming channel, the first other gaming channel, or a second other gaming channel of the first gaming entity, the second other gaming channel being different than the first gaming channel and the first other gaming channel.
15 . The computing system of claim 13 , wherein the operations further comprise:
operating a non-fungible token portal system to conduct at least one transaction associated with the non-fungible token.
16 . The computing system of claim 15 , wherein the operations further comprise at least one of:
transferring at least partial ownership of the non-fungible token to the user using the non-fungible token portal system; or
transferring at least partial ownership of the non-fungible token from the user using the non-fungible token portal system.
17 . The computing system of claim 13 , wherein the operations further comprise:
modifying at least one of the non-fungible token or the data associated with the non-fungible token based on gameplay of the user in at least one of the first gaming channel or the second gaming channel.
18 . A computer-implemented method for managing gameplay across multiple gaming channels using non-fungible tokens and digital ledger infrastructure, the computer-implemented method comprising:
acquiring, by a computing device comprising one or more processors executing a cross-channel application, a non-fungible token from a non-fungible token portal system of a gaming entity;
pairing, by the computing device using the cross-channel application, the computing device with a gaming channel;
providing, by the computing device using the cross-channel application, input data to the gaming channel, the input data being indicative of a request of a user associated with the non-fungible token to apply the non-fungible token to the gaming channel; and
displaying, by the computing device using the cross-channel application, a personalized non-fungible token experience applied to the gaming channel based on the non-fungible token, the personalized non-fungible token experience corresponding to the user.
19 . The computer-implemented method of claim 18 , further comprising:
pairing, by the computing device using the cross-channel application, the computing device with a second gaming channel, the second gaming channel being operated by the gaming entity or a second gaming entity that is different than the gaming entity;
providing, by the computing device using the cross-channel application, second input data to the second gaming channel, the second input data being indicative of a second request of the user to apply the non-fungible token to the second gaming channel; and
displaying, by the computing device using the cross-channel application, a second personalized non-fungible token experience applied to the second gaming channel based on the non-fungible token, the second personalized non-fungible token experience corresponding to the user, and the second personalized non-fungible token experience being the same as or different than the personalized non-fungible token experience.
20 . The computer-implemented method of claim 18 , further comprising at least one of:
transferring, by the computing device using the cross-channel application, at least partial ownership of the non-fungible token from the user in the gaming channel or a second gaming channel that is different than the gaming channel, the second gaming channel being controlled and operated by the gaming entity or a second gaming entity that is different than the gaming entity; or
transferring, by the computing device using the cross-channel application, at least partial ownership of the non-fungible token from the user using the non-fungible token portal system.