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SYSTEM AND METHOD FOR MEASURING GAMING PLAYER BEHAVIOR

  • US 20200134972A1
  • Filed: 12/31/2019
  • Published: 04/30/2020
  • Est. Priority Date: 11/10/2009
  • Status: Active Grant
First Claim
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1. At least one non-transitory computer readable medium that stores a plurality of instructions for use with an electronic gaming device, the electronic gaming device being of the type having a credit meter that records positive increases of credits applied by a player and as a result of awards and a negative decrease of credits as a result of a wager made by the player, the electronic gaming device including:

  • a housing;

    a display device supported by the housing;

    a plurality of input devices supported by the housing, the plurality of input devices including a physical item acceptor and at least one of;

    a touch screen or at least one button;

    and an electronic processing device supported by the housing, the electronic processing device configured to operate with the display device and the plurality of input devices to receive value via the physical item acceptor, the value having a monetary value, and to receive, via at least one of the plurality of input devices, a wager based at least in part on the monetary value, the at least one non-transitory computer readable medium storing a plurality of instructions, which when executed by the at least one processor causes the at least one processor to;

    retrieve, via a processor in communication with the electronic gaming device, a session report including credit meter data associated with a gaming session by the player, the credit meter data including each change in value on the credit meter;

    detect wagers from the player of the electronic gaming device;

    determine when a game is initiated on the electronic gaming device for each wager made in response to actuation of one of the input devices;

    associate each wager that results in a winning outcome of the game played with the amount of an award resulting from the game on which the winning wager was made;

    associate each wager that results in a losing outcome with an indication of a loss for the game on which the losing wager was made;

    include the associated wagers and the amounts awarded for winning outcomes in the session report;

    include the associated wagers and loss indications for losing outcomes in the session report;

    identify repeated positive increases of credits within the credit meter data;

    associate each identified increase with a corresponding game in which the credits increased;

    determine that the repeated positive increases of credits resulted from repeated increases in the amount wagered;

    determine at least one player action on the electronic gaming device;

    draw at least one inference regarding player preference based on the determined at least one player action; and

    automatically raising the payback percentage for at least one game played on an electronic gaming device in response to the inference.

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