TECHNIQUES FOR LEVERAGING PLAYER'S SOCIAL INFLUENCE AND MARKETING POTENTIAL IN GAMING ENVIRONMENTS
First Claim
1. A gaming system in a gaming network, comprising:
- a gaming controller;
memory;
a first display;
at least one interface for communicating with at least one other device in the gaming network;
the gaming system being operable to;
enable a first player to participate in a first gaming session which is controlled by the gaming system, the first gaming session relating to a first game;
identify the first player;
determine a first Player Social Marketing Potential (PSMP) score associated with the identified first player, wherein the first PSMP score is representative of the first player'"'"'s social marketing potential relative to a first set of specified criteria;
dynamically influence, using the first PSMP score, outcomes relating to a first set of game-related events and activities relating to the first gaming session.
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Abstract
Various aspects described or referenced herein are directed to different methods, systems, and computer program products for leveraging player'"'"'s social marketing potential in gaming environments. In one embodiment, a gaming system may be configured or designed to provide functionality for automatically and/or dynamically determining Player Social Marketing Potential (PSMP) Score(s) for one or more identified user(s)/player(s) based upon selected information, criteria, considerations and/or objectives. The gaming system may also be configured or designed to facilitate and/or enable the influencing of outcomes of selected game-related activities, events, and/or situations using the respective PSMP Score(s) of one or more user(s)/player(s).
76 Citations
23 Claims
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1. A gaming system in a gaming network, comprising:
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a gaming controller; memory; a first display; at least one interface for communicating with at least one other device in the gaming network; the gaming system being operable to; enable a first player to participate in a first gaming session which is controlled by the gaming system, the first gaming session relating to a first game; identify the first player; determine a first Player Social Marketing Potential (PSMP) score associated with the identified first player, wherein the first PSMP score is representative of the first player'"'"'s social marketing potential relative to a first set of specified criteria; dynamically influence, using the first PSMP score, outcomes relating to a first set of game-related events and activities relating to the first gaming session. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A computer implemented method for operating a gaming device in a gaming network, the method comprising:
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enabling a first player to participate in a first gaming session which is controlled by the gaming method, the first gaming session relating to a first game; identifying the first player; determining a first Player Social Marketing Potential (PSMP) score associated with the identified first player, wherein the first PSMP score is representative of the first player'"'"'s social marketing potential relative to a first set of specified criteria; dynamically influence, using the first PSMP score, outcomes relating to a first set of game-related events and activities relating to the first gaming session. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20, 21, 22, 23)
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Specification