GAMING SYSTEM, GAMING DEVICE, AND METHOD PROVIDING AN ESTIMATED EMOTIONAL STATE OF A PLAYER BASED ON THE OCCURENCE 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, the estimated emotional state data for the player initially representing an initial estimated emotional state of the player;
(b) subsequently, receive game play data associated with one or more plays of a game;
(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.
1 Assignment
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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.
3 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, the estimated emotional state data for the player initially representing an initial estimated emotional state of the player; (b) subsequently, receive game play data associated with one or more plays of a game; (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, the estimated emotional state data for the player initially representing an initial estimated emotional state of the player; (b) subsequently, causing the at least one processor to receive game play data associated with one or more plays of a game; (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