Biofeedback for a gaming device, such as an electronic gaming machine (EGM)
First Claim
1. A method for a gaming device located in an environment, the method comprising:
- obtaining biofeedback that represents at least one biometric characteristic of a player of said gaming device;
obtaining environmental feedback that represents at least one stimulus present in said environment;
processing both of said obtained biofeedback and said obtained environmental feedback to determine an emotional response of said player;
associating the determined emotional response of said player with an event occurrence on the gaming device and the at least one stimulus; and
responsive to the association of the determined emotional response of said player with the event occurrence on the gaming device and the at least one stimulus, suggesting an action to undertake that is directed towards said player.
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Accused Products
Abstract
Environmental feedback and/or biofeedback is associated with one or more players'"'"' emotions in real time. The emotional feedback is provided to a game device being used by the player, such an electronic gaming machine (EGM). The game device uses the biofeedback and/or environmental feedback to appropriately adjust the game play to maximize the game'"'"'s entertainment value to the player(s). The player(s) can be identified, and the game device matches the emotional response with certain game elements being presented at that time and associates this matching to the identified player. The matches can be used to make an adjustment to the game device, to the environments, and/or to take some other action. The game device can also store the matches, combined with any collected environmental and/or biometric stimuli, on a game server or player tracking database via the network.
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Citations
44 Claims
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1. A method for a gaming device located in an environment, the method comprising:
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obtaining biofeedback that represents at least one biometric characteristic of a player of said gaming device; obtaining environmental feedback that represents at least one stimulus present in said environment; processing both of said obtained biofeedback and said obtained environmental feedback to determine an emotional response of said player; associating the determined emotional response of said player with an event occurrence on the gaming device and the at least one stimulus; and responsive to the association of the determined emotional response of said player with the event occurrence on the gaming device and the at least one stimulus, suggesting an action to undertake that is directed towards said player. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A system for a gaming environment, the system comprising:
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an electronic gaming machine (EGM) present in said gaming environment; at least one biofeedback subsystem coupled to said EGM, and adapted to obtain biofeedback that represents at least one biometric characteristic of a player of said EGM; at least one environmental feedback subsystem present in said gaming environment, and adapted to obtain environmental feedback that represents at least one stimulus present in said environment; an emotional processing device coupled to said biofeedback and environmental feedback subsystems, and adapted to process both of said obtained biofeedback and said obtained environmental feedback to determine an emotional response of said player; and a component coupled to said emotional processing device and to said EGM to associate the determined emotional response of said player with an event occurrence on the gaming device and the at least one stimulus, and responsive to the association of the determined emotional response of said player with the event occurrence on the gaming device and the at least one stimulus, to suggest an action to undertake that is directed towards said player. - View Dependent Claims (15, 16, 17, 18, 19, 20, 21, 22, 23)
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24. An article of manufacture, comprising:
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a non-transitory, computer-readable medium having computer-readable instructions stored thereon that are executable by a processor to undertake an action in an environment having an electronic gaming machine (EGM) based on an emotional response of a player of said EGM, by; obtaining biofeedback that represents at least one biometric characteristic of a player of said gaming device; obtaining environmental feedback that represents at least one stimulus present in said environment; determining said emotional response of said player from both of said obtained biofeedback and said obtained environmental feedback; associating the determined emotional response of said player with an event occurrence on the gaming device and the at least one stimulus; and responsive to the association of the determined emotional response of said player with the event occurrence on the gaming device and the at least one stimulus, suggesting an action to undertake that is directed towards said player. - View Dependent Claims (25, 26, 27, 28, 29, 30)
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31. A gaming apparatus, comprising:
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at least one biofeedback sensor adapted to provide biofeedback information that represents at least one biometric characteristic of a player; at least one environmental sensor adapted to provide environmental feedback information that represents at least one stimulus present in a surrounding environment; an emotional processing device coupled to said biofeedback and environmental sensors, and adapted to process both of said provided biofeedback and said provided environmental feedback information to determine an emotional response of said player; and a component coupled to said emotional processing device and to said EGM to associate the determined emotional response of said player with an event occurrence on the gaming device and the at least one stimulus, and responsive to the association of the determined emotional response of said player with the event occurrence on the gaming device and the at least one stimulus, to change either or both a game parameter or an environmental parameter. - View Dependent Claims (32, 33, 34, 35, 36, 37, 38, 39)
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40. A method for influencing the emotional response of a player of a game, the method comprising:
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obtaining biofeedback that represents at least one biometric characteristic of said player; obtaining environmental feedback that represents at least one stimulus present in an environment where said player is playing said game; processing both of said obtained biofeedback and said obtained environmental feedback to determine an emotional response of said player; associating the determined emotional response of said player with an event occurrence on the gaming device and the at least one stimulus; and responsive to the association of the determined emotional response of said player with the event occurrence on the gaming device and the at least one stimulus, suggesting an action to undertake that is directed towards said player. - View Dependent Claims (41, 42, 43, 44)
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Specification