Gaming system, gaming device, and method providing an estimated emotional state of a player based on the occurrence of one or more designated events
First Claim
1. A gaming system comprising:
- at least one processor; and
at least one memory device that stores a plurality of instructions that, when executed by the at least one processor, cause the at least one processor to;
(a) determine estimated emotional state data for a player of a gaming machine, the estimated emotional state data for the player initially representing an initial estimated emotional state of the player;
(b) subsequently, receive, from the gaming machine, game play data associated with one or more plays of a game, at least one of said one or more plays of the game;
(i) being provided after placement of a wager by the player, said wager being deducted from a credit balance of the player, said credit balance being;
(A) increasable via receipt, by an acceptor of the gaming machine, of a physical item associated with a monetary value and identification, by a validator of the gaming machine, of the received physical item; and
(B) decreasable via actuation of a cashout button of the gaming machine; and
(ii) having a randomly determined outcome;
(c) determine, based on the received game play data, whether any of one or more designated events occurs in association with said one or more plays of the game;
(d) for each occurrence of one of the one or more designated events in association with said one or more plays of the game, modify the estimated emotional state data for the player based on said designated event such that the estimated emotional state data for the player represents an updated estimated emotional state of the player; and
(e) when the estimated emotional state data for the player satisfies a triggering condition, cause an award to be provided to the player and cause a display of said award.
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Accused Products
Abstract
The present disclosure provides gaming systems, gaming devices, and methods providing an estimated emotional state of a player based on the occurrence of one or more designated events. When a player initiates a gaming session, the gaming system estimates the player'"'"'s emotional state and generates estimated emotional state data that represents that estimation of the player'"'"'s emotional state. For each of one or more designated events that occurs, the gaming system updates the player'"'"'s estimated emotional state using an expected emotional response to that designated event. More specifically, the gaming system updates the player'"'"'s estimated emotional state data using expected emotional response data representing the expected emotional response to that designated event. If one or more triggering conditions associated with the player'"'"'s estimated emotional state is satisfied during the gaming session, the gaming system modifies one or more functions, aspects, or features of the gaming system.
407 Citations
20 Claims
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1. A gaming system comprising:
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at least one processor; and at least one memory device that stores a plurality of instructions that, when executed by the at least one processor, cause the at least one processor to; (a) determine estimated emotional state data for a player of a gaming machine, the estimated emotional state data for the player initially representing an initial estimated emotional state of the player; (b) subsequently, receive, from the gaming machine, game play data associated with one or more plays of a game, at least one of said one or more plays of the game; (i) being provided after placement of a wager by the player, said wager being deducted from a credit balance of the player, said credit balance being;
(A) increasable via receipt, by an acceptor of the gaming machine, of a physical item associated with a monetary value and identification, by a validator of the gaming machine, of the received physical item; and
(B) decreasable via actuation of a cashout button of the gaming machine; and(ii) having a randomly determined outcome; (c) determine, based on the received game play data, whether any of one or more designated events occurs in association with said one or more plays of the game; (d) for each occurrence of one of the one or more designated events in association with said one or more plays of the game, modify the estimated emotional state data for the player based on said designated event such that the estimated emotional state data for the player represents an updated estimated emotional state of the player; and (e) when the estimated emotional state data for the player satisfies a triggering condition, cause an award to be provided to the player and cause a display of said award. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A method of operating a gaming system, said method comprising:
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(a) causing at least one processor to determine estimated emotional state data for a player of a gaming machine, the estimated emotional state data for the player initially representing an initial estimated emotional state of the player; (b) subsequently, receiving, by the at least one processor and from the gaming machine, game play data associated with one or more plays of a game, at least one of said one or more plays of the game; (i) being provided after placement of a wager by the player, said wager being deducted from a credit balance of the player, said credit balance being;
(A) increasable via receipt, by an acceptor of the gaming machine, of a physical item associated with a monetary value and identification, by a validator of the gaming machine, of the received physical item; and
(B) decreasable via actuation of a cashout button of the gaming machine; and(ii) having a randomly determined outcome; (c) causing the at least one processor to determine, based on the received game play data, whether any of one or more designated events occurs in association with said one or more plays of the game; (d) for each occurrence of one of the one or more designated events in association with said one or more plays of the game, causing the at least one processor to modify the estimated emotional state data for the player based on said designated event such that the estimated emotional state data for the player represents an updated estimated emotional state of the player; and (e) when the estimated emotional state data for the player satisfies a triggering condition, causing the at least one processor to cause an award to be provided to the player and causing the at least one processor to cause a display of said award. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18, 19, 20)
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Specification