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Systems and methods for recommending games to anonymous players using distributed storage

  • US 9,558,625 B2
  • Filed: 07/12/2013
  • Issued: 01/31/2017
  • Est. Priority Date: 01/13/2012
  • Status: Active Grant
First Claim
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1. A method for recommending games using distributed storage comprising:

  • detecting a player'"'"'s real time or near real time game play in a first game when the player begins to play the first game or indicates a desire to play the first game using a gaming terminal, where the player is playing anonymously without the use of a player tracking card and without registration;

    receiving, at a local computing device from the gaming terminal at the moment of the detection of the real time or near real time game play, player and game play data corresponding to the player'"'"'s real time or near real time game play in the first game defining occurrence of game factors for the real time or near real time game play over time;

    determining that the player and game play data has been received for a minimum length of time of game play required to categorize game behaviour using a gaming and play behavior model of stored game play data partitioned into a plurality of game session patterns, each game session pattern corresponding to a time period and indicating occurrence of the game factors over the time period;

    generating, at the local computing device, an export data set using parsing rules, wherein the export data set comprises at least some of the player and game play data;

    transmitting, from the local computing device to a central server, the export data set;

    receiving, at the local computing device from the central server, a set of game recommendations generated using the export data set and the plurality of game session patterns, wherein the set of game recommendations identify at least a second game;

    providing the set of game recommendations;

    detecting a selection by the player of the second game identified in the set of game recommendations; and

    receiving, at the local computing device, additional player and game play data corresponding to a player'"'"'s real time game play in the second game.

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