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;
at least one display device;
at least one input device; and
at least one memory device storing a plurality of instructions which, when executed by the at least one processor, cause the at least one processor to operate with the at least one display device and the at least one input device to;
(a) determine initial estimated emotional state data for a player, the player'"'"'s initial estimated emotional state data representing an initial estimated emotional state of the player;
(b) monitor one or more plays of a game to determine whether any of one or more designated events occurs in association with said plays of the game;
(c) for each designated event, for each occurrence of said designated event in association with said plays of the game, modify the player'"'"'s estimated emotional state data based on said designated event such that current estimated emotional state data of the player represents a current estimated emotional state of the player; and
(d) if the player'"'"'s current estimated emotional state data satisfies one of one or more triggering conditions, modify an aspect of the game and display said modified aspect.
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.
406 Citations
20 Claims
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1. A gaming system comprising:
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at least one processor; at least one display device; at least one input device; and at least one memory device storing a plurality of instructions which, when executed by the at least one processor, cause the at least one processor to operate with the at least one display device and the at least one input device to; (a) determine initial estimated emotional state data for a player, the player'"'"'s initial estimated emotional state data representing an initial estimated emotional state of the player; (b) monitor one or more plays of a game to determine whether any of one or more designated events occurs in association with said plays of the game; (c) for each designated event, for each occurrence of said designated event in association with said plays of the game, modify the player'"'"'s estimated emotional state data based on said designated event such that current estimated emotional state data of the player represents a current estimated emotional state of the player; and (d) if the player'"'"'s current estimated emotional state data satisfies one of one or more triggering conditions, modify an aspect of the game and display said modified aspect. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A method of operating a gaming system, said method comprising:
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(a) causing at least one processor to execute a plurality of instructions stored in at least one memory device to determine initial estimated emotional state data for a player, the player'"'"'s initial estimated emotional state data representing an initial estimated emotional state of the player; (b) causing the at least one processor to execute the plurality of instructions to monitor one or more plays of a game to determine whether any of one or more designated events occurs in association with said plays of the game; (c) for each designated event, for each occurrence of said designated event in association with said plays of the game, causing the at least one processor to execute the plurality of instructions to modify the player'"'"'s estimated emotional state data based on said designated event such that current estimated emotional state data of the player represents a current estimated emotional state of the player; and (d) if the player'"'"'s current estimated emotional state data satisfies one of one or more triggering conditions, causing the at least one processor to execute the plurality of instructions to modify an aspect of the game and operate with at least one display device to display said modified aspect. - View Dependent Claims (8, 9, 10, 11, 12, 13, 14)
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15. A non-transitory computer readable medium storing a plurality of instructions which, when executed by at least one processor, cause the at least one processor to:
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(a) determine initial estimated emotional state data for a player, the player'"'"'s initial estimated emotional state data representing an initial estimated emotional state of the player; (b) monitor one or more plays of a game to determine whether any of one or more designated events occurs in association with said plays of the game; (c) for each designated event, for each occurrence of said designated event in association with said plays of the game, modify the player'"'"'s estimated emotional state data based on said designated event such that current estimated emotional state data of the player represents a current estimated emotional state of the player; and (d) if the player'"'"'s current estimated emotional state data satisfies one of one or more triggering conditions, modify an aspect of the game and cause at least one display device to display said modified aspect. - View Dependent Claims (16, 17, 18, 19, 20)
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Specification