US20130006709A1 - Techniques for leveraging player's social influence and marketing potential in gaming environments - Google Patents
Techniques for leveraging player's social influence and marketing potential in gaming environments Download PDFInfo
- Publication number
- US20130006709A1 US20130006709A1 US13/537,019 US201213537019A US2013006709A1 US 20130006709 A1 US20130006709 A1 US 20130006709A1 US 201213537019 A US201213537019 A US 201213537019A US 2013006709 A1 US2013006709 A1 US 2013006709A1
- Authority
- US
- United States
- Prior art keywords
- player
- game
- relating
- psmp
- criteria
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F9/00—Details other than those peculiar to special kinds or types of apparatus
- G07F9/02—Devices for alarm or indication, e.g. when empty; Advertising arrangements in coin-freed apparatus
- G07F9/023—Arrangements for display, data presentation or advertising
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3206—Player sensing means, e.g. presence detection, biometrics
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F9/00—Details other than those peculiar to special kinds or types of apparatus
- G07F9/001—Interfacing with vending machines using mobile or wearable devices
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F9/00—Details other than those peculiar to special kinds or types of apparatus
- G07F9/009—User recognition or proximity detection
Abstract
Various aspects described or referenced herein are directed to different methods, systems, and computer program products for leveraging player's social marketing potential in gaming environments. In one embodiment, a gaming system may be configured or designed to provide functionality for automatically and/or dynamically determining Player Social Marketing Potential (PSMP) Score(s) for one or more identified user(s)/player(s) based upon selected information, criteria, considerations and/or objectives. The gaming system may also be configured or designed to facilitate and/or enable the influencing of outcomes of selected game-related activities, events, and/or situations using the respective PSMP Score(s) of one or more user(s)/player(s).
Description
- The present application claims benefit, pursuant to the provisions of 35 U.S.C. §119, of U.S. Provisional Application Ser. No. 61/504,141 (Attorney Docket No. 3GSTP001P), titled “USER BEHAVIOR, SIMULATION AND GAMING TECHNIQUES”, naming Kosta et al. as inventors, and filed Jul. 1, 2011, the entirety of which is incorporated herein by reference for all purposes.
- A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever. The following notice applies to the software and data as described below and in the drawings hereto: Copyright © 2010-2012, Dean E. Wolf, All Rights Reserved.
- The present disclosure relates to gaming environments. More particularly, the present disclosure relates to techniques for influencing game-related events and/or outcomes in gaming environments.
-
FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a portion of aComputer Network 100 -
FIG. 2 is a simplified block diagram of anexemplary gaming machine 200 in accordance with a specific embodiment. -
FIG. 3 shows a diagrammatic representation of machine in the exemplary form of a client (or end user)computer system 300. -
FIG. 4 is a simplified block diagram of an exemplaryMobile Device 400 in accordance with a specific embodiment. -
FIG. 5 illustrates an example embodiment of aServer System 580 which may be used for implementing various aspects/features described herein. -
FIG. 6 illustrates an example of a functional block diagram of aServer System 600 in accordance with a specific embodiment. -
FIGS. 7A and 7B provide example illustrations of different types of Player Social Marketing Potential (PSMP)-related information which may be generated, stored and/or used to influence and/or determine a player's game play activities, events, and/or outcomes across one or more different games and/or gaming environments. -
FIG. 8 shows an example of a PlayerSocial Influence Procedure 800 in accordance with a specific embodiment. - Various aspects described or referenced herein are directed to different methods, systems, and computer program products for leveraging player's social marketing potential in gaming environments. At least some aspects described herein are directed to different methods, systems, and computer program products for automatically and/or dynamically determining Player Social Marketing Potential (PSMP) Score(s) for one or more identified user(s)/player(s) based upon selected information, criteria, considerations and/or objectives. According to different embodiments. various types of gaming systems may be configured or designed to include Player Social Influence Leveraging functionality for influencing the outcomes of selected game-related activities, events, and/or situations using the respective PSMP Score(s) of one or more user(s)/player(s).
- A first aspect is directed to different methods, systems, and computer program products for operating a gaming system. According to different embodiments, the gaming system may be operable to facilitate, enable, initiate, and/or perform one or more of the following operation(s), action(s), and/or feature(s) (or combinations thereof): enable a first player to participate in a first gaming session which is controlled by the gaming system, the first gaming session relating to a first game; identify the first player; determine a first Player Social Marketing Potential (PSMP) score associated with the identified first player, wherein the first PSMP score is representative of the first player's social marketing potential relative to a first set of specified criteria; dynamically influence, using the first PSMP score, outcomes relating to a first set of game-related events and activities relating to the first gaming session; dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria; detect a first game-related event affecting the first player's gaming session; dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria and using information relating to the detected first game-related event; determine the first PSMP score using a first defined set of defined PSMP score calculation criteria; determine a second PSMP score for the first player using a second defined set of defined PSMP score calculation criteria; dynamically select, using information relating to the detected first game-related event, one of the PSMP scores associated with the first player; determine, using the selected PSMP score associated with the first player, whether the outcome of the detected first game-related event is to be influenced to favor the first player; determine whether it is permissible to influence an outcome of the detected first game-related event using Player's PSMP Score,; identify a first other player involved in the detected first game-related event; determine a second (PSMP) score associated with the first identified other player; dynamically influence, using the first PSMP score and second PSMP score, the outcome of the detected first game-related event; dynamically influencing, using the first PSMP score and second PSMP score, the outcome of the detected first game-related event to favor the player with a relatively higher PSMP score.
- In at least one embodiment, the first set of game-related events and activities may include one or more of the following types of events or activities (or combinations thereof): events or activities relating to the awarding of and/or loss of game points; events or activities relating to the awarding of and/or loss of game-related life/health points; events or activities relating to the awarding of and/or loss of game-related bonuses; events or activities relating to the awarding of and/or loss of real and/or virtual currency; events or activities relating to the awarding of, loss of, and /or possession of game-related virtual objects; events or activities relating to the awarding of and/or loss of game-related rank and/or status; events or activities relating to the awarding of, loss of, and /or possession of game-related virtual real estate; events or activities relating to the reconfiguration, improvement and/or alteration of game-related characters, object, assets or real-estate; and events or activities relating to the awarding of, loss of, possession of, and/or access to game-related character attributes; events or activities relating to the awarding of, loss of, possession of, and/or access to specialized game-related powers or abilities;
- In at least one embodiment, the first set of specified criteria may include one or more type of objectives, such as, for example, one or more of the following (or combinations thereof): facilitating achievement of at least one identified marketing objective; facilitating achievement of at least one identified promotional objective; facilitating generation of positive marketing for the first game; facilitating generation of positive marketing for at least one identified game; facilitating generation of positive marketing for at least one identified game developer; facilitating generation of positive marketing for at least one identified game distributor; facilitating generation of positive marketing for at least one identified product or service; facilitating increased social awareness of the first game among members of at least one identified demographic group; facilitating posting of positive reviews relating to the first game; facilitating achievement of at least one identified cross-promotional objective; facilitating increased sales or subscription objectives; facilitating an increase in new player registration; and facilitating an increase player participation; and
- In at least one embodiment, the first defined set of defined PSMP score calculation criteria may include, but are not limited to, one or more of the following types of criteria (or combinations thereof): criteria relating to a theme of the first game; criteria relating to a type of game-related event whose outcome is to be influenced; criteria relating to at least one objective as defined by the first set of specified criteria; criteria relating to the first player's online friends; criteria relating to the first player's perceived influence among members of at least one identified subgroup of an online social network; criteria relating to other players of the first game who have been identified as being a friend of the first player; demographic criteria relating to the first player; demographic criteria relating to at least a portion of the first player's online friends; historical post criteria relating to prior posts made by the first player in at least one identified online social network; criteria relating to a perceived value of the first player's friend demographic base; criteria relating to an amount of real or virtual currency spent by the first player on game-related activities; criteria relating to the first player's gaming history during at least one specified time interval; criteria relating to 3rd party scores or values relating to the first player's degree of influence in one or more social networks; criteria relating to relevancy of the first player's demographic profile with respect to specific marketing, advertising, sales, and/or promotional objectives; demographic criteria relating to demographics of the first player's online friends; criteria relating to the geographic location of the first player; criteria relating to a measure or degree of how much other social network members rely on the first player's recommendations and opinions on a given topic; criteria relating to a measure or degree of how much the first player's online activities influence members of one or more social network communities; criteria relating to a number of online players who follow posts by the first player; criteria relating to a number of online players who repost or share posts by the first player; criteria relating to a measure or degree of how influential people are who repost or share posts by the first player; criteria relating to the measure or degree of how much the first player's posts have been disseminated within at least one identified social network community; criteria relating to a diversity of the first player's online friends; and criteria relating to a diversity of the first player's online followers.
- Various objects, features and advantages of the various aspects described or referenced herein will become apparent from the following descriptions of its example embodiments, which descriptions should be taken in conjunction with the accompanying drawings.
- Various techniques will now be described in detail with reference to a few example embodiments thereof as illustrated in the accompanying drawings. In the following description, numerous specific details are set forth in order to provide a thorough understanding of one or more aspects and/or features described or reference herein. It will be apparent, however, to one skilled in the art, that one or more aspects and/or features described or reference herein may be practiced without some or all of these specific details. In other instances, well known process steps and/or structures have not been described in detail in order to not obscure some of the aspects and/or features described or reference herein.
- One or more different inventions may be described in the present application. Further, for one or more of the invention(s) described herein, numerous embodiments may be described in this patent application, and are presented for illustrative purposes only. The described embodiments are not intended to be limiting in any sense. One or more of the invention(s) may be widely applicable to numerous embodiments, as is readily apparent from the disclosure. These embodiments are described in sufficient detail to enable those skilled in the art to practice one or more of the invention(s), and it is to be understood that other embodiments may be utilized and that structural, logical, software, electrical and other changes may be made without departing from the scope of the one or more of the invention(s). Accordingly, those skilled in the art will recognize that the one or more of the invention(s) may be practiced with various modifications and alterations. Particular features of one or more of the invention(s) may be described with reference to one or more particular embodiments or figures that form a part of the present disclosure, and in which are shown, by way of illustration, specific embodiments of one or more of the invention(s). It should be understood, however, that such features are not limited to usage in the one or more particular embodiments or figures with reference to which they are described. The present disclosure is neither a literal description of all embodiments of one or more of the invention(s) nor a listing of features of one or more of the invention(s) that must be present in all embodiments.
- Headings of sections provided in this patent application and the title of this patent application are for convenience only, and are not to be taken as limiting the disclosure in any way.
- Devices that are in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. In addition, devices that are in communication with each other may communicate directly or indirectly through one or more intermediaries.
- A description of an embodiment with several components in communication with each other does not imply that all such components are required. To the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of one or more of the invention(s).
- Further, although process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may be configured to work in alternate orders. In other words, any sequence or order of steps that may be described in this patent application does not, in and of itself, indicate a requirement that the steps be performed in that order. The steps of described processes may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultaneously (e.g., because one step is described after the other step). Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to one or more of the invention(s), and does not imply that the illustrated process is preferred.
- When a single device or article is described, it will be readily apparent that more than one device/article (whether or not they cooperate) may be used in place of a single device/article. Similarly, where more than one device or article is described (whether or not they cooperate), it will be readily apparent that a single device/article may be used in place of the more than one device or article.
- The functionality and/or the features of a device may be alternatively embodied by one or more other devices that are not explicitly described as having such functionality/features. Thus, other embodiments of one or more of the invention(s) need not include the device itself.
- Techniques and mechanisms described or reference herein will sometimes be described in singular form for clarity. However, it should be noted that particular embodiments include multiple iterations of a technique or multiple instantiations of a mechanism unless noted otherwise.
- Various aspects described or referenced herein are directed to different methods, systems, and computer program products for leveraging players' social marketing potential (and/or other user-related factors) to influence game play event outcomes in gaming environments. For example, in at least one embodiment, a player's social marketing potential may be advantageously leveraged to automatically and/or dynamically balance, drive, and/or influence game play activities, events, and/or outcomes in one or more types of gaming environments.
- In at least one embodiment, a respective Player Social Marketing Potential (PSMP) Score may be automatically and/or dynamically calculated and associated with each (or selected) end user(s) and/or player(s) of a game. In at least one embodiment, the PSMP Score associated with a given user/player may be representative of that user's marketing potential (or marketing value) relative to the game being played and/or relative to other specifically defined criteria. For example, in at least one embodiment, a player's PSMP Score may be used to characterize the relative “value add” which that player may contribute towards desired marketing and/or promotional objectives such as, for example, one or more of the following (or combinations thereof):
- positive promotion/marketing of the game being played and/or other identified game(s));
- positive promotion/marketing of the game developers and/or other developer(s);
- positive promotion/marketing of the game distributors and/or other distributor(s);
- positive promotion/marketing of one or more products and/or services;
- increasing social awareness and/or visibility of the game among users of one or more desired demographic groups;
- generating positive reviews of the game;
- facilitating cross-promotion/cross-marketing efforts;
- increasing sales/subscriptions relating to the game and/or other products/services;
- increasing user registration, game membership and/or game participation (e.g., among users of one or more desired demographic groups);
- and/or other types of marketing, promotional and/or sales efforts, as desired (e.g., by the game promoters, advertisers, marketing agencies, etc.)
- In at least one embodiment, PSMP Scores may be normalized so that each PSMP Score is relative to a specified range (e.g., 0-100). For example, in at least one embodiment, a relatively high PSMP Score may indicate that the user/player is deemed likely to make or add a significant contribution towards desired marketing and/or promotional objectives; whereas a relatively low PSMP Score may indicate that the user/player is deemed likely not to make or add a significant contribution towards desired marketing and/or promotional objectives.
- According to different embodiments, a player's PSMP Score may be used to influence or determine outcomes of game play activities, events, and/or situations where randomness of outcome is allowed/permitted (such as, for example, outcome of game battle, discovery of hidden objects, etc.). In some embodiments, a player's PSMP Score may be used to influence or determine the awarding of points, credits, and/or achievements. For example, in one embodiment, a player's relatively high PSMP Score may cause the player to be automatically and/or dynamically awarded extra points and/or achievements during game play in order to incentivize the player to post a positive review the game or simulation and therefore provide “free” marketing. In at least one embodiment, the player may not be aware that the game play outcomes and/or awards/achievements received have been influenced by the player's PSMP Score.
- According to different embodiments, various types of outcomes and/or game play events may be influenced based on a player's PSMP Score, at least a portion of which may include, but are not limited to, one or more of the following (or combinations thereof):
- competitive events (e.g., battles, matches, and/or other events in which Target Player and other player(s) are opponents, etc.);
- random events (e.g., stumbling on hidden treasures, objects, etc.);
- cooperative events (e.g., events in which Target Player and other player(s) are on same time or work cooperatively);
- acquisition/collection of game related objects, tokens, etc.;
- completion of tasks;
- granting of awards, points, credits, bonuses, achievements, etc.;
- events/activities relating to the awarding of game points and/or service points;
- events/activities relating to the awarding of life/health points;
- events/activities relating to the awarding of in-game bonuses;
- events/activities relating to the awarding of real and/or virtual currency;
- events/activities relating to the awarding of goods and/or services outside of the game or service;
- events/activities relating to the awarding of in-game virtual objects (e.g., treasures, weapons, tokens, vehicles, maps, devices, etc.);
- events/activities relating to the awarding of in-game rank and/or status;
- events/activities relating to the awarding of character attributes and/or abilities (e.g., size, strength, appearance, speed, intelligence, skills, etc.);
- events/activities relating to the awarding of specialized powers and/or abilities (e.g., ability to fly, super-strength, invisibility, etc.);
- and/or other types of game-related event(s)/activities described herein and/or generally known to one having ordinary skill in the art.
- In some embodiments, a user may be assigned a single PSMP Score which may be periodically updated, and which may be used to automatically and/or dynamically determine and/or influence the user's game play activities, events, and/or outcomes across one or more different games and/or gaming environments. In other embodiments, a user may have associated therewith multiple different PSMP Score(s), and/or may be dynamically assigned different PSMP Scores depending upon various different factors and/or criteria, at least a portion of which may include, but are not limited to, one or more of the following (or combinations thereof):
- contextual information relating to the game being played;
- contextual information relating to the detected activity or event whose outcome may be influenced;
- marketing, advertising, sales, and/or promotional objectives, which, for example, may be defined by a third party (e.g., game promoters, advertisers, marketing agencies, etc.)
- theme of game being played by user;
- type of game-related event/outcome to be influenced;
- information relating to the user's online friends (e.g., Facebook friends) and/or relating to the user's online social communities and/or memberships;
- information relating to other game members or players who have been identified as being friends of the user/player;
- demographic information relating to the user/player;
- demographic information relating to the user/player's online friends;
- history of prior social network posts by user/player (e.g., Facebook posts, Twitter posts, etc.);
- perceived value of user/player's friend demographic base
- amount of money (or other types of monetary indicia) spent by user/player on game-related activities (e.g., during one or more specified time interval(s));
- amount of time user/player has spent playing game (e.g., during one or more specified time interval(s));
- other scores or values relating to the user/player's degree of influence in one or more social networks (e.g., Klout Score, Peerindex Score, etc.);
- relevancy of user/player's demographic profile to specific marketing, advertising, sales, and/or promotional objectives;
- relevancy demographic information relating to the user/player's online friends to specific marketing, advertising, sales, and/or promotional objectives;
- information relating to the geographic location of the user/player;
- information relating to the measure or degree of the user/player's online authority;
- information relating to the impact of the user/player's online activities;
- information relating to the user/player's reputation in one or more online communities;
- information relating to the measure or degree of how much other social network members rely on the user/player's recommendations and/or opinions on a given topic;
- information relating to the measure or degree of how much the user/player's online actions/activities (e.g., for a given topic) influence members of one or more social network communities;
- information relating to the number of online users who follow posts by the user/player;
- information relating to the number of online users who repost or share posts by the user/player;
- information relating to how influential the people are who repost or share posts by the user/player; information relating to the measure or degree of how much the user/player's posts (e.g., on a given topic) have been disseminated within one or more social network communities;
- information relating to the diversity of the user's player's online friends;
- information relating to the diversity of the user's player's online followers;
- and/or other types of factors and/or criteria which may be desired to be taken into account.
- For example, if a player's demographic profile indicates that player is a 23 year-old Hispanic woman, and a desired marketing objective is to promote the game to Hispanic women between the ages of 20-25 years old, such information may be taken into account when dynamically calculating or determining the player's PSMP Score, and as a result, the player may be dynamically assigned a relatively high PSMP Score under such circumstances. In contrast, if a player's demographic profile indicates that player is a 50 year-old Caucasian male, and the desired marketing objective is to promote the game to Hispanic women between the ages of 20-25 years old, the player may be dynamically assigned a relatively low PSMP Score under such circumstances.
- In at least one embodiment, PSMP Scores relating to one or more player may computed or generated at one or more remote server(s)/system(s), and may be accessed and/or utilized as a parameter for influencing game play event outcomes. For example, services provided by 3rd party entities (such as www.klout.com and www.peerindex.net) may provide APIs which may be used (e.g., by a Gaming Server) to retrieve Player Social Influence data representing a person's social media capital or social network influence. The Gaming Server may then use the retrieved Player Social Influence data as a parameter for influencing game play event outcomes in different gaming environments.
- According to different embodiments, various examples of games and/or gaming environments may include, but are not limited to, one or more of the following (or combinations thereof):
- internet-based online games such as, for example, multi-player online games (e.g., World of Warcraft™, The Sims Online™, etc.), single-player online games, etc.
- games accessible via consumer-type game consoles such as Microsoft XBOX™, Sony Playstation™, Nintendo WII™, etc.
- wager-based games accessible via one or more casino gaming networks and/or other types of gaming networks;
- and/or other types of games which may be accessible to users/players via one or more other types of systems and/or networks;
- any game or service (e.g., sweepstakes, raffles, auctions, etc.) where a limited number of points, goods or rewards are distributed amongst participants, particularly in situations in which it is desirable for participants with the greatest social marketing/influence potential (e.g., relatively highest PSMP Score) to collect more of the points, goods or rewards.
- According to different embodiments, one or more different types of computers, mobile devices, and/or gaming system(s) may be configured or designed to include event influence/outcome functionality for enabling one or more of the Player Social Influence Leveraging features and/or aspects described herein. By way of illustration, the following example scenarios help to illustrate some of the Player Social Influence Leveraging features and/or aspects described herein.
- Two players are participating in a multi-player online shooting game hosted at a Gaming Server System. The two players meet on the battlefield, and have substantially similar weaponry and armor. They each launch at attack at the other with the same relative skill and timing In one embodiment, the Gaming Server System may be configured or designed to automatically and dynamically determine (e.g., in real-time) respective PSMP Scores for each of the two players, and may be further configured or designed to influence the outcome of the battle event to favor the player with the relatively higher PSMP Score. As a result, the player with the relatively higher PSMP Score is determined to be the winner of the battle event.
- A player is playing a game of chance at a gaming machine (such as, for example, a wager-based gaming machine). In at least one embodiment, the gaming machine may be configured or designed to determine the identity of the player, determine the player's PSMP Score, and dynamically adjust or modify the player's odds of winning based on the player's PSMP Score. In at least one embodiment in which the gaming machine is configured or designed to communicate with a gaming server system, the gaming server system may be configured or designed to perform at least a portion of the gaming machine operations described in this example.
- A gaming system identifies a player (of a game) who has a relatively high PSMP Score, and dynamically presents an offer to award the player with one or more game-related awards, objects, benefits, achievements, etc., in direct or indirect exchange for the player agreeing to post a status update of the player's recent game play activity to one or more social network(s). In at least one embodiment, at least a portion of the content of the player's status update post may be automatically and/or dynamically generated by the gaming system. In at least one embodiment, the player may grant permission for the gaming system to implement the player's game status update post on the player's behalf. In one embodiment, the gaming system may be configured or designed to automatically verify the successful posting of the player's game status update at one or more social networks, and may be configured or designed to automatically award the player with the specified game-related awards, objects, benefits, achievements, etc. in response to verifying the posting of the player's game status update at one or more social networks.
-
FIGS. 7A and 7B provide example illustrations of different types of PSMP-related information which may be generated, stored and/or used to influence and/or determine a player's game play activities, events, and/or outcomes across one or more different games and/or gaming environments. - As illustrated in the example embodiment of
FIG. 7A , it is assumed that a respective PSMP Score (703) has been calculated for each identified player (701) of a multi-player game. According to different embodiments, each player's respective PSMP Score may be periodically updated, and may be used to automatically and/or dynamically determine and/or influence that player's game play activities, events, and/or outcomes across one or more different games and/or gaming environments. - In at least one embodiment, as illustrated in the example embodiment of
FIG. 7B , a given user (e.g., Player A) may have associated therewith multiple different PSMP Score(s) (e.g., PSMP Score A1, PSMP Score A2, PSMP Score A3. etc). In some embodiments, each of the different PSMP Scores (for a given player) may be individually and/or separately determined or calculated using different sets of information, criteria, considerations and/or objectives. For example, in the specific example embodiment ofFIG. 7B , each of the players (751) may have associated therewith multiple different PSMP Score(s) (753, 755, 757), wherein each PSMP Score for a given player separately calculated to be representative of that player's social influence/marketing potential for a specifically designated target demographic group (e.g., Target Demographic Group A, Target Demographic Group B, Target Demographic Group C, etc.). Thus, for example, Player A's PSMP Score for Target Demographic Group A (e.g., consumers between the ages of 20-29) may be a first value (PSMP Score A1); Player A's PSMP Score for a different Target Demographic Group B (e.g., consumers between the ages of 30-39) may be a second value (PSMP Score A2); Player A's PSMP Score for a third Target Demographic Group C (e.g., Player A's Facebook friends) may be a third value (PSMP Score A3); etc. -
FIG. 8 shows an example of a PlayerSocial Influence Procedure 800 in accordance with a specific embodiment. As illustrated in the example embodiment ofFIG. 8 , the PlayerSocial Influence Procedure 800 may be operable to facilitate, initiate and/or perform one or more of the Player Social Influence Leveraging function(s), feature(s), and/or operations described and/or referenced herein. - According to different embodiments, at least a portion of the various types of functions, operations, actions, and/or other features provided by the Player Social Influence Procedure may be implemented at one or more client systems(s), at one or more server systems (s), and/or combinations thereof.
- In at least one embodiment, the Player Social Influence Procedure may be operable to utilize and/or generate various different types of data and/or other types of information when performing specific tasks and/or operations. This may include, for example, input data/information and/or output data/information. For example, in at least one embodiment, the Player Social Influence Procedure may be operable to access, process, and/or otherwise utilize information from one or more different types of sources, such as, for example, one or more local and/or remote memories, devices and/or systems. Additionally, in at least one embodiment, the Player Social Influence Procedure may be operable to generate one or more different types of output data/information, which, for example, may be stored in memory of one or more local and/or remote devices and/or systems. Examples of different types of input data/information and/or output data/information which may be accessed and/or utilized by the Player Social Influence Procedure may include, but are not limited to, one or more of those described and/or referenced herein.
- In at least one embodiment, a given instance of the Player Social Influence Procedure may access and/or utilize information from one or more associated databases. In at least one embodiment, at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Player Social Influence Procedure may include, but are not limited to, one or more of those described and/or referenced herein.
- According to specific embodiments, multiple instances or threads of the Player Social Influence Procedure may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software. For example, in at least some embodiments, various aspects, features, and/or functionalities of the Player Social Influence Procedure may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
- According to different embodiments, one or more different threads or instances of the Player Social Influence Procedure may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Player Social Influence Procedure. Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Player Social Influence Procedure may include, but are not limited to, one or more of those described and/or referenced herein.
- According to different embodiments, one or more different threads or instances of the Player Social Influence Procedure may be initiated and/or implemented manually, automatically, statically, dynamically, concurrently, and/or combinations thereof. Additionally, different instances and/or embodiments of the Player Social Influence Procedure may be initiated at one or more different time intervals (e.g., during a specific time interval, at regular periodic intervals, at irregular periodic intervals, upon demand, etc.).
- In at least one embodiment, initial configuration of a given instance of the Player Social Influence Procedure may be performed using one or more different types of initialization parameters. In at least one embodiment, at least a portion of the initialization parameters may be accessed via communication with one or more local and/or remote memory devices. In at least one embodiment, at least a portion of the initialization parameters provided to an instance of the Player Social Influence Procedure may correspond to and/or may be derived from the input data/information.
- In at least one embodiment, separate threads or instances of the Player Social Influence Procedure may be in concurrently implemented and/or initiated for different gaming sessions associated with different players in the game. In the specific example embodiment of
FIG. 8 it is assumed that multiple players are participating in a multi-player game, and that the Player Social Influence Procedure has been configured or designed to facilitate influence of event outcomes for the gaming session associated with a selected player (e.g., Player A). - As shown at 802, it is assumed that a gaming session has been initiated for Player A. As shown at 806, a PSMP Score may be determined for Player A. In at least one embodiment, the PSMP Score may be dynamically calculated or determined based upon selected information, criteria, considerations and/or objectives, such as one or more of those described and/or referenced herein.
- In at least one embodiment, the Player Social Influence Procedure may monitor Player A's gaming activities in order to detect (808) game-related activities/events for which it is permissible to influence the outcome using a player PSMP Score(s). In at least one embodiment, when a game-related activity/event had been detected for which it is permissible to influence the outcome using player PSMP Score(s), other player(s) (if any) may be identified (812) who are involved with the detected game play activity/event (and/or who may also have an influence on the activity/event outcome), and respective PSMP Score for each of the identified other players may be determined (812).
- As shown at 816, the outcome of the detected game play activity/event may be dynamically determined using the relative player PSMP Score(s) to influence the outcome. Once determined, the outcome of the detected game play activity/event may be implemented (818) in Player A's gaming session. Thereafter, Player A's gaming session may continue, and the Player Social Influence Procedure may await detection of a next game play activity/event in Player A's gaming session.
- It will be appreciated that in some embodiments (not shown), the Player Social Influence Procedure may dynamically and/or periodically update Player A's PSMP Score (as desired) during Player A's gaming session.
-
FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a portion of aGaming Network 100. As described in greater detail herein, different embodiments of computer networks may be configured, designed, and/or operable to provide various different types of operations, functionalities, and/or features generally relating to Player Social Influence Leveraging technology. Further, as described in greater detail herein, many of the various operations, functionalities, and/or features of the Gaming Network(s) disclosed herein may provide may enable or provide different types of advantages and/or benefits to different entities interacting with the Gaming Network(s). - According to different embodiments, the
Gaming Network 100 may include a plurality of different types of components, devices, modules, processes, systems, etc., which, for example, may be implemented and/or instantiated via the use of hardware and/or combinations of hardware and software. For example, as illustrated in the example embodiment ofFIG. 1 , theGaming Network 100 may include one or more of the following types of systems, components, devices, processes, etc. (or combinations thereof): - Server System(s) 120—In at least one embodiment, the Server System(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein (e.g., such as those illustrated and/or described with respect to
FIG. 6 ). In at least one embodiment,Server System 120 may be configured or designed to include Player Social Influence Leveraging Component(s) 194 for providing functionality relating to one or more of the Player Social Influence - Leveraging aspects disclosed herein.
- Publisher/Content Provider System component(s) 140
- Client Computer System (s) 130
- 3rd Party System(s) 150
- Internet & Cellular Network(s) 110
- Remote Database System(s) 180
- Remote Server System(s)/Service(s) 170, which, for example, may include, but are not limited to, one or more of the following (or combinations thereof):
- Content provider servers/services
- Media Streaming servers/services
- Database storage/access/query servers/services
- Financial transaction servers/services
- Payment gateway servers/services
- Electronic commerce servers/services
- Event management/scheduling servers/services
- Etc.
- Mobile Device(s) 160, which, for example, may include, but are not limited to, one or more of the following (or combinations thereof): gaming machines, vending machines, televisions, kiosks, consumer devices, smart phones, video game consoles, personal computer systems, electronic display systems, etc. In at least one embodiment, the Mobile Device(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features such as those described or referenced herein (e.g., such as those illustrated and/or described with respect to
FIG. 4 ). - etc.
- In at least one embodiment, a Mobile Device may be operable to detect gross motion or gross movement of a user. For example, in one embodiment, a Mobile Device may include motion detection component(s) which may be operable to detect gross motion or gross movement of a user's body and/or appendages such as, for example, hands, fingers, arms, head, etc.
- According to different embodiments, at least some Gaming Network(s) may be configured, designed, and/or operable to provide a number of different advantages and/or benefits and/or may be operable to initiate, and/or enable various different types of operations, functionalities, and/or features, such as, for example, one or more of those described or referenced herein.
- According to different embodiments, at least a portion of the various types of functions, operations, actions, and/or other features provided by the
Gaming Network 100 may be implemented at one or more client systems(s), at one or more server systems (s), and/or combinations thereof. - According to different embodiments, the Gaming Network may be operable to utilize and/or generate various different types of data and/or other types of information when performing specific tasks and/or operations. This may include, for example, input data/information and/or output data/information. For example, in at least one embodiment, the Gaming Network may be operable to access, process, and/or otherwise utilize information from one or more different types of sources, such as, for example, one or more local and/or remote memories, devices and/or systems. Additionally, in at least one embodiment, the Gaming Network may be operable to generate one or more different types of output data/information, which, for example, may be stored in memory of one or more local and/or remote devices and/or systems. Examples of different types of input data/information and/or output data/information which may be accessed and/or utilized by the Gaming Network may include, but are not limited to, one or more of those described and/or referenced herein.
- According to specific embodiments, multiple instances or threads of the Gaming Network may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software. For example, in at least some embodiments, various aspects, features, and/or functionalities of the Gaming Network may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
- In at least one embodiment, a given instance of the Gaming Network may access and/or utilize information from one or more associated databases. In at least one embodiment, at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Gaming Network may include, but are not limited to, one or more of those described and/or referenced herein.
- According to different embodiments, one or more different threads or instances of the Gaming Network may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Gaming Network. Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Gaming Network may include, but are not limited to, one or more of those described and/or referenced herein.
- It will be appreciated that the Gaming Network of
FIG. 1 is but one example from a wide range of Gaming Network embodiments which may be implemented. Other embodiments of the Gaming Network (not shown) may include additional, fewer and/or different components/features that those illustrated in the example Gaming Network embodiment ofFIG. 1 . - Generally, the Player Social Influence Leveraging techniques described herein may be implemented in hardware and/or hardware+software. For example, they can be implemented in an operating system kernel, in a separate user process, in a library package bound into network applications, on a specially constructed machine, or on a network interface card. In a specific embodiment, various aspects described herein may be implemented in software such as an operating system or in an application running on an operating system.
- Hardware and/or software+hardware hybrid embodiments of the Player Social Influence Leveraging techniques described herein may be implemented on a general-purpose programmable machine selectively activated or reconfigured by a computer program stored in memory. Such programmable machine may include, for example, mobile or handheld computing systems, PDA, smart phones, notebook computers, tablets, netbooks, desktop computing systems, server systems, cloud computing systems, network devices, etc.
-
FIG. 2 is a simplified block diagram of anexemplary gaming machine 200 in accordance with a specific embodiment. As illustrated in the embodiment ofFIG. 2 ,gaming machine 200 includes at least oneprocessor 210, at least oneinterface 206, andmemory 216. - In one implementation,
processor 210 andmaster game controller 212 are included in alogic device 213 enclosed in a logic device housing. Theprocessor 210 may include any conventional processor or logic device configured to execute software allowing various configuration and reconfiguration tasks such as, for example: a) communicating with a remote source viacommunication interface 206, such as a server that stores authentication information or games; b) converting signals read by an interface to a format corresponding to that used by software or memory in the gaming machine; c) accessing memory to configure or reconfigure game parameters in the memory according to indicia read from the device; d) communicating with interfaces, variousperipheral devices 222 and/or I/O devices; e) operatingperipheral devices 222 such as, for example, card readers, paper ticket readers, etc.; f) operating various I/O devices such as, for example, displays 235,input devices 230; etc. For instance, theprocessor 210 may send messages including game play information to thedisplays 235 to inform players of cards dealt, wagering information, and/or other desired information. - The
gaming machine 200 also includesmemory 216 which may include, for example, volatile memory (e.g., RAM 209), non-volatile memory 219 (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory (e.g., EPROMs 208), etc. The memory may be configured or designed to store, for example: 1) configuration software 214 such as all the parameters and settings for a game playable on the gaming machine; 2) associations 218 between configuration indicia read from a device with one or more parameters and settings; 3) communication protocols allowing theprocessor 210 to communicate withperipheral devices 222 and I/O devices 211; 4) a secondarymemory storage device 215 such as a non-volatile memory device, configured to store gaming software related information (the gaming software related information and memory may be used to store various audio files and games not currently being used and invoked in a configuration or reconfiguration); 5) communication transport protocols (such as, for example, TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) for allowing the gaming machine to communicate with local and non-local devices using such protocols; etc. In one implementation, themaster game controller 212 communicates using a serial communication protocol. A few examples of serial communication protocols that may be used to communicate with the master game controller include but are not limited to USB, RS-232 and Netplex (a proprietary protocol developed by IGT, Reno, Nev.). - A plurality of
device drivers 242 may be stored inmemory 216. Example of different types of device drivers may include device drivers for gaming machine components, device drivers forperipheral components 222, etc. Typically, thedevice drivers 242 utilize a communication protocol of some type that enables communication with a particular physical device. The device driver abstracts the hardware implementation of a device. For example, a device drive may be written for each type of card reader that may be potentially connected to the gaming machine. Examples of communication protocols used to implement the device drivers include Netplex, USB, Serial, Ethernet 275, Firewire, I/O debouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth™, near-field communications (e.g., using near-field magnetics), 802.11 (WiFi), etc. Netplex is a proprietary IGT standard while the others are open standards. According to a specific embodiment, when one type of a particular device is exchanged for another type of the particular device, a new device driver may be loaded from thememory 216 by theprocessor 210 to allow communication with the device. For instance, one type of card reader ingaming machine 200 may be replaced with a second type of card reader where device drivers for both card readers are stored in thememory 216. - In some embodiments, the software units stored in the
memory 216 may be upgraded as needed. For instance, when thememory 216 is a hard drive, new games, game options, various new parameters, new settings for existing parameters, new settings for new parameters, device drivers, and new communication protocols may be uploaded to the memory from themaster game controller 212 or from some other external device. As another example, when thememory 216 includes a CD/DVD drive including a CD/DVD designed or configured to store game options, parameters, and settings, the software stored in the memory may be upgraded by replacing a first CD/DVD with a second CD/DVD. In yet another example, when thememory 216 uses one ormore flash memory 219 or EPROM 208 units designed or configured to store games, game options, parameters, settings, the software stored in the flash and/or EPROM memory units may be upgraded by replacing one or more memory units with new memory units which include the upgraded software. In another embodiment, one or more of the memory devices, such as the hard-drive, may be employed in a game software download process from a remote software server. - In some embodiments, the
gaming machine 200 may also include various authentication and/orvalidation components 244 which may be used for authenticating/validating specified gaming machine components such as, for example, hardware components, software components, firmware components, information stored in thegaming machine memory 216, etc. Examples of various authentication and/or validation components are described in U.S. Pat. No. 6,620,047, titled, “ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein by reference in its entirety for all purposes. -
Peripheral devices 222 may include several device interfaces such as, for example:transponders 254, wire/wirelesspower distribution components 258, input device(s) 230,sensors 260, audio and/or video devices 262 (e.g., cameras, speakers, etc.),transponders 254,wireless communication components 256,wireless power components 258, mobile devicefunction control components 262, side wagering management components 264, etc. -
Sensors 260 may include, for example, optical sensors, pressure sensors, RF sensors, Infrared sensors, image sensors, thermal sensors, biometric sensors, etc. Such sensors may be used for a variety of functions such as, for example detecting the presence and/or identity of various persons (e.g., players, casino employees, etc.), devices (e.g., mobile devices), and/or systems within a predetermined proximity to the gaming machine. In one implementation, at least a portion of thesensors 260 and/orinput devices 230 may be implemented in the form of touch keys selected from a wide variety of commercially available touch keys used to provide electrical control signals. Alternatively, some of the touch keys may be implemented in another form which are touch sensors such as those provided by a touchscreen display. For example, in at least one implementation, the gaming machine player displays and/or mobile device displays may include input functionality for allowing players to provide desired information (e.g., game play instructions and/or other input) to the gaming machine, game table and/or other gaming system components using the touch keys and/or other player control sensors/buttons. Additionally, such input functionality may also be used for allowing players to provide input to other devices in the casino gaming network (such as, for example, player tracking systems, side wagering systems, etc.) -
Wireless communication components 256 may include one or more communication interfaces having different architectures and utilizing a variety of protocols such as, for example, 802.11 (WiFi), 802.15 (including Bluetooth™), 802.16 (WiMax), 802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, Near Field Magnetic communication protocols, etc. The communication links may transmit electrical, electromagnetic or optical signals which carry digital data streams or analog signals representing various types of information. -
Power distribution components 258 may include, for example, components or devices which are operable for providing wired or wireless power to other devices. For example, in one implementation, thepower distribution components 258 may include a magnetic induction system which is adapted to provide wireless power to one or more mobile devices near the gaming machine. In one implementation, a mobile device docking region may be provided which includes a power distribution component that is able to recharge a mobile device without requiring metal-to-metal contact. - In at least one embodiment, mobile device
function control components 262 may be operable to control operating mode selection functionality, features, and/or components associated with one or more mobile devices (e.g., 250). In at least one embodiment, mobile devicefunction control components 262 may be operable to remotely control and/or configure components of one or moremobile devices 250 based on various parameters and/or upon detection of specific events or conditions such as, for example: time of day, player activity levels; location of the mobile device; identity of mobile device user; user input; system override (e.g., emergency condition detected); proximity to other devices belonging to same group or association; proximity to specific objects, regions, zones, etc. - In at least one embodiment, side wagering management components 264 may be operable to manage side wagering activities associated with one or more side wager participants. Side wagering management components 264 may also be operable to manage or control side wagering functionality associated with one or more
mobile devices 250 . In accordance with at least one embodiment, side wagers may be associated with specific events in a wager-based game that is uncertain at the time the side wager is made. The events may also be associated with particular players, gaming devices (e.g., EGMs), game themes, bonuses, denominations, and/or paytables. In embodiments where the wager-based game is being played by multiple players, in one embodiment the side wagers may be made by participants who are not players of the game, and who are thus at least one level removed from the actual play of the game. - In instances where side wagers are made on events that depend at least in part on the skill of a particular player, it may be beneficial to provide observers (e.g., side wager participants) with information which is useful for determining whether a particular side wager should be placed, and/or for helping to determine the amount of such side wager. In at least one embodiment, side wagering management components 264 may be operable to manage and/or facilitate data access to player ratings, historical game play data, historical payout data, etc. For example, in one embodiment, a player rating for a player of the wager-based game may be computed based on historical data associated with past play of the wager-based game by that player in accordance with a pre-determined algorithms. The player rating for a particular player may be displayed to other players and/or observers, possibly at the option (or permission) of the player. By using player ratings in the consideration of making side wagers, decisions by observers to make side wagers on certain events need not be made completely at random. Player ratings may also be employed by the players themselves to aid them in determining potential opponents, for example.
- Player Social Influence Leveraging Component(s) 294 may be configured or designed to provide functionality for automatically and/or dynamically determining Player Social Marketing Potential (PSMP) Score(s) for one or more identified user(s)/player(s) based upon selected information, criteria, considerations and/or objectives. In at least one embodiment, the Player Social Influence Leveraging Component(s) 294 may also be configured or designed to facilitate and/or enable the influencing of outcomes of selected game-related activities, events, and/or situations using the respective PSMP Score(s) of one or more user(s)/player(s).
- In other embodiments (not shown) other peripheral devices include: player tracking devices, card readers, bill validator/paper ticket readers, etc. Such devices may each comprise resources for handling and processing configuration indicia such as a microcontroller that converts voltage levels for one or more scanning devices to signals provided to
processor 210. In one embodiment, application software for interfacing withperipheral devices 222 may store instructions (such as, for example, how to read indicia from a portable device) in a memory device such as, for example, non-volatile memory, hard drive or a flash memory. - In at least one implementation, the gaming machine may include card readers such as used with credit cards, or other identification code reading devices to allow or require player identification in connection with play of the card game and associated recording of game action. Such a user identification interface can be implemented in the form of a variety of magnetic card readers commercially available for reading a user-specific identification information. The user-specific information can be provided on specially constructed magnetic cards issued by a casino, or magnetically coded credit cards or debit cards frequently used with national credit organizations such as VISA™, MASTERCARD™, banks and/or other institutions.
- The gaming machine may include other types of participant identification mechanisms which may use a fingerprint image, eye blood vessel image reader, or other suitable biological information to confirm identity of the user. Still further it is possible to provide such participant identification information by having the dealer manually code in the information in response to the player indicating his or her code name or real name. Such additional identification could also be used to confirm credit use of a smart card, transponder, and/or player's mobile device.
- It will be apparent to those skilled in the art that other memory types, including various computer readable media, may be used for storing and executing program instructions pertaining to the operation EGMs described herein. Because such information and program instructions may be employed to implement the systems/methods described herein, example embodiments may relate to machine-readable media that include program instructions, state information, etc. for performing various operations described herein. Examples of machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM). Example embodiments may also be embodied in a carrier wave traveling over an appropriate medium such as airwaves, optical lines, electric lines, etc. Examples of program instructions include both machine code, such as produced by a compiler, and files including higher level code that may be executed by the computer using an interpreter.
-
FIG. 3 shows a diagrammatic representation of machine in the exemplary form of a client (or end user)computer system 300 within which a set of instructions, for causing the machine to perform any one or more of the methodologies discussed herein, may be executed. In alternative embodiments, the machine operates as a standalone device or may be connected (e.g., networked) to other machines. In a networked deployment, the machine may operate in the capacity of a server or a client machine in server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine may be a personal computer (PC), a tablet PC, a set-top box (STB), a Personal Digital Assistant (PDA), a cellular telephone, a web appliance, a network router, switch or bridge, or any machine capable of executing a set of instructions (sequential or otherwise) that specify actions to be taken by that machine. Further, while only a single machine is illustrated, the term “machine” shall also be taken to include any collection of machines that individually or jointly execute a set (or multiple sets) of instructions to perform any one or more of the methodologies discussed herein. - The
exemplary computer system 300 includes a processor 302 (e.g., a central processing unit (CPU), a graphics processing unit (GPU) or both), amain memory 304 and astatic memory 306, which communicate with each other via abus 308. Thecomputer system 300 may further include a video display unit 310 (e.g., a liquid crystal display (LCD) or a cathode ray tube (CRT)). Thecomputer system 300 also includes an alphanumeric input device 312 (e.g., a keyboard), a user interface (UI) navigation device 314 (e.g., a mouse), adisk drive unit 316 , a signal generation device 318 (e.g., a speaker) and anetwork interface device 320. - The
disk drive unit 316 includes a machine-readable medium 322 on which is stored one or more sets of instructions and data structures (e.g., software 324) embodying or utilized by any one or more of the methodologies or functions described herein. Thesoftware 324 may also reside, completely or at least partially, within themain memory 304 and/or within theprocessor 302 during execution thereof by thecomputer system 300, themain memory 304 and theprocessor 302 also constituting machine-readable media. - The
software 324 may further be transmitted or received over anetwork 326 via thenetwork interface device 320 utilizing any one of a number of well-known transfer protocols (e.g., HTTP). - While the machine-
readable medium 322 is shown in an exemplary embodiment to be a single medium, the term “machine-readable medium” should be taken to include a single medium or multiple media (e.g. , a centralized or distributed database, and/or associated caches and servers) that store the one or more sets of instructions. The term “machine-readable medium” shall also be taken to include any medium that is capable of storing, encoding or carrying a set of instructions for execution by the machine and that cause the machine to perform any one or more of the methodologies of the present invention, or that is capable of storing, encoding or carrying data structures utilized by or associated with such a set of instructions. The term “machine-readable medium” shall accordingly be taken to include, but not be limited to, solid-state memories, optical and magnetic media, and carrier wave signals. Although an embodiment of the present invention has been described with reference to specific exemplary embodiments, it will be evident that various modifications and changes may be made to these embodiments without departing from the broader spirit and scope of the invention. Accordingly, the specification and drawings are to be regarded in an illustrative rather than a restrictive sense. - According to various embodiments,
Client Computer System 300 may include a variety of components, modules and/or systems for providing various types of functionality. For example, in at least one embodiment,Client Computer System 300 may include a web browser application which is operable to process, execute, and/or support the use of scripts (e.g., JavaScript, AJAX, etc.), Plug-ins, executable code, virtual machines, vector-based web animation (e.g., Adobe Flash), etc. - In at least one embodiment, the web browser application may be configured or designed to instantiate components and/or objects at the Client Computer System in response to processing scripts, instructions, and/or other information received from a remote server such as a web server. Examples of such components and/or objects may include, but are not limited to, one or more of the following (or combinations thereof):
- UI Components such as those illustrated, described, and/or referenced herein.
- Database Components such as those illustrated, described, and/or referenced herein.
- Processing Components such as those illustrated, described, and/or referenced herein.
- Other Components which, for example, may include components for facilitating and/or enabling the Client Computer System to perform and/or initiate various types of operations, activities, functions such as those described herein.
- In at least one embodiment,
Client Computer System 300 may be configured or designed to include Player Social Influence Leveraging functionality for facilitating and/or enabling user controllable granularity in gaming environments for enabling a user (e.g., Target Player) to selectively allow/prevent Player Social Influence Leveraging by other players and/or groups of players participating in a game. According to different embodiments, the Player Social Influence Leveraging functionality may be configured or designed to facilitate and/or enable user controllable granularity in gaming environments for enabling individual players of that game to granularly and selectively control the degree and/or type of influence other players of the game may have on game event outcomes relating to the game being played by that individual player. -
FIG. 4 is a simplified block diagram of anexemplary Mobile Device 400 in accordance with a specific embodiment. In at least one embodiment, the Mobile Device may be configured or designed to include hardware components and/or hardware+software components for enabling or implementing at least a portion of the various Player Social Influence Leveraging techniques described and/or referenced herein. - According to specific embodiments, various aspects, features, and/or functionalities of the Mobile Device may be performed, implemented and/or initiated by one or more of the following types of systems, components, systems, devices, procedures, processes, etc. (or combinations thereof): Processor(s) 410;
Device Drivers 442;Memory 416; Interface(s) 406; Power Source(s)/Distribution 443;Geolocation module 446; Display(s) 435; I/O Devices 430; Audio/Video devices(s) 439;Peripheral Devices 431;Motion Detection module 440; User Identification/Authentication module 447; Client App Component(s) 460; Other Component(s) 468; UI Component(s) 462; Database Component(s) 464; Processing Component(s) 466; Software/Hardware Authentication/Validation 444; Wireless communication module(s) 445; Information Filtering module(s) 449; Operatingmode selection component 448;Speech Processing module 454; Scanner/Camera 452;OCR Processing Engine 456; Player Social Influence Leveraging Component(s) 492; etc. - As illustrated in the example of
FIG. 4 ,Mobile Device 400 may include a variety of components, modules and/or systems for providing various types of functionality. For example, as illustrated inFIG. 4 ,Mobile Device 400 may include Mobile Device Application components (e.g., 460), which, for example, may include, but are not limited to, one or more of the following (or combinations thereof): -
UI Components 462 such as those illustrated, described, and/or referenced herein. -
Database Components 464 such as those illustrated, described, and/or referenced herein. -
Processing Components 466 such as those illustrated, described, and/or referenced herein. -
Other Components 468 which, for example, may include components for facilitating and/or enabling the Mobile Device to perform and/or initiate various types of operations, activities, functions such as those described herein. - In at least one embodiment, the Mobile Device Application component(s) may be operable to perform and/or implement various types of functions, operations, actions, and/or other features such as, for example, one or more of those described and/or referenced herein.
- According to specific embodiments, multiple instances or threads of the Mobile Device Application component(s) may be concurrently implemented and/or initiated via the use of one or more processors and/or other combinations of hardware and/or hardware and software. For example, in at least some embodiments, various aspects, features, and/or functionalities of the Mobile Device Application component(s) may be performed, implemented and/or initiated by one or more of the various systems, components, systems, devices, procedures, processes, etc., described and/or referenced herein.
- According to different embodiments, one or more different threads or instances of the Mobile Device Application component(s) may be initiated in response to detection of one or more conditions or events satisfying one or more different types of minimum threshold criteria for triggering initiation of at least one instance of the Mobile Device Application component(s). Various examples of conditions or events which may trigger initiation and/or implementation of one or more different threads or instances of the Mobile Device Application component(s) may include, but are not limited to, one or more of those described and/or referenced herein.
- In at least one embodiment, a given instance of the Mobile Device Application component(s) may access and/or utilize information from one or more associated databases. In at least one embodiment, at least a portion of the database information may be accessed via communication with one or more local and/or remote memory devices. Examples of different types of data which may be accessed by the Mobile Device Application component(s) may include, but are not limited to, one or more of those described and/or referenced herein.
- According to different embodiments,
Mobile Device 400 may further include, but is not limited to, one or more of the following types of components, modules and/or systems (or combinations thereof): - At least one
processor 410. In at least one embodiment, the processor(s) 410 may include one or more commonly known CPUs which are deployed in many of today's consumer electronic devices, such as, for example, CPUs or processors from the Motorola or Intel family of microprocessors, etc. In an alternative embodiment, at least one processor may be specially designed hardware for controlling the operations of the client system. In a specific embodiment, a memory (such as non-volatile RAM and/or ROM) also forms part of CPU. When acting under the control of appropriate software or firmware, the CPU may be responsible for implementing specific functions associated with the functions of a desired network device. The CPU preferably accomplishes all these functions under the control of software including an operating system, and any appropriate applications software. -
Memory 416, which, for example, may include volatile memory (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or other types of memory. In at least one implementation, thememory 416 may include functionality similar to at least a portion of functionality implemented by one or more commonly known memory devices such as those described herein and/or generally known to one having ordinary skill in the art. According to different embodiments, one or more memories or memory modules (e.g., memory blocks) may be configured or designed to store data, program instructions for the functional operations of the client system and/or other information relating to the functionality of the various Player Social Influence Leveraging techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example. The memory or memories may also be configured to store data structures, metadata, timecode synchronization information, audio/visual media content, asset file information, keyword taxonomy information, advertisement information, and/or information/data relating to other features/functions described herein. Because such information and program instructions may be employed to implement at least a portion of the Player Social Influence Leveraging techniques described herein, various aspects described herein may be implemented using machine readable media that include program instructions, state information, etc. Examples of machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM). Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter. - Interface(s) 406 which, for example, may include wired interfaces and/or wireless interfaces. In at least one implementation, the interface(s) 406 may include functionality similar to at least a portion of functionality implemented by one or more computer system interfaces such as those described herein and/or generally known to one having ordinary skill in the art. For example, in at least one implementation, the wireless communication interface(s) may be configured or designed to communicate with selected electronic game tables, computer systems, remote servers, other wireless devices (e.g., PDAs, cell phones, player tracking transponders, etc.), etc. Such wireless communication may be implemented using one or more wireless interfaces/protocols such as, for example, 802.11 (WiFi), 802.15 (including Bluetooth™), 802.16 (WiMax), 802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, Near Field Magnetics, etc.
- Device driver(s) 442. In at least one implementation, the device driver(s) 442 may include functionality similar to at least a portion of functionality implemented by one or more computer system driver devices such as those described herein and/or generally known to one having ordinary skill in the art.
- At least one power source (and/or power distribution source) 443. In at least one implementation, the power source may include at least one mobile power source (e.g., battery) for allowing the client system to operate in a wireless and/or mobile environment. For example, in one implementation, the
power source 443 may be implemented using a rechargeable, thin-film type battery. Further, in embodiments where it is desirable for the device to be flexible, thepower source 443 may be designed to be flexible. -
Geolocation module 446 which, for example, may be configured or designed to acquire geolocation information from remote sources and use the acquired geolocation information to determine information relating to a relative and/or absolute position of the client system. -
Motion detection component 440 for detecting motion or movement of the client system and/or for detecting motion, movement, gestures and/or other input data from user. In at least one embodiment, themotion detection component 440 may include one or more motion detection sensors such as, for example, MEMS (Micro Electro Mechanical System) accelerometers, that can detect the acceleration and/or other movements of the client system as it is moved by a user. - User Identification/
Authentication module 447. In one implementation, the User Identification module may be adapted to determine and/or authenticate the identity of the current user or owner of the client system. For example, in one embodiment, the current Functionality for enabling a user to be required to perform a log in process at the client system in order to access one or more features. Alternatively, the client system may be adapted to automatically determine the identity of the current user based upon one or more external signals such as, for example, an RFID tag or badge worn by the current user which provides a wireless signal to the client system for determining the identity of the current user. In at least one implementation, various security features may be incorporated into the client system to prevent unauthorized users from accessing confidential or sensitive information. - One or more display(s) 435. According to various embodiments, such display(s) may be implemented using, for example, LCD display technology, OLED display technology, and/or other types of conventional display technology. In at least one implementation, display(s) 435 may be adapted to be flexible or bendable. Additionally, in at least one embodiment the information displayed on display(s) 435 may utilize e-ink technology (such as that available from E Ink Corporation, Cambridge, Mass., www.eink.com), or other suitable technology for reducing the power consumption of information displayed on the display(s) 435.
- One or more user I/O Device(s) 430 such as, for example, keys, buttons, scroll wheels, cursors, touchscreen sensors, audio command interfaces, magnetic strip reader, optical scanner, etc.
- Audio/Video device(s) 439 such as, for example, components for displaying audio/visual media which, for example, may include cameras, speakers, microphones, media presentation components, wireless transmitter/receiver devices for enabling wireless audio and/or visual communication between the
client system 400 and remote devices (e.g., radios, telephones, computer systems, etc.). For example, in one implementation, the audio system may include componentry for enabling the client system to function as a cell phone or two-way radio device. - Other types of
peripheral devices 431 which may be useful to the users of various client systems, such as, for example: PDA functionality; memory card reader(s); fingerprint reader(s); image projection device(s); social networking peripheral component(s); etc. - Information filtering module(s) 449 which, for example, may be adapted to automatically and dynamically generate, using one or more filter parameters, filtered information to be displayed on one or more displays of the mobile device. In one implementation, such filter parameters may be customizable by the player or user of the device. In some embodiments, information filtering module(s) 449 may also be adapted to display, in real-time, filtered information to the user based upon a variety of criteria such as, for example, geolocation information, casino data information, player tracking information, etc.
- Wireless communication module(s) 445. In one implementation, the
wireless communication module 445 may be configured or designed to communicate with external devices using one or more wireless interfaces/protocols such as, for example, 802.11 (WiFi), 802.15 (including Bluetooth™), 802.16 (WiMax), 802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g., RFID), Infrared, Near Field Magnetics, etc. - Software/Hardware Authentication/
validation components 444 which, for example, may be used for authenticating and/or validating local hardware and/or software components, hardware/software components residing at a remote device, game play information, wager information, user information and/or identity, etc. Examples of various authentication and/or validation components are described in U.S. Pat. No. 6,620,047, titled, “ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA SETS,” incorporated herein by reference in its entirety for all purposes. - Operating
mode selection component 448 which, for example, may be operable to automatically select an appropriate mode of operation based on various parameters and/or upon detection of specific events or conditions such as, for example: the mobile device's current location; identity of current user; user input; system override (e.g., emergency condition detected); proximity to other devices belonging to same group or association; proximity to specific objects, regions, zones, etc. Additionally, the mobile device may be operable to automatically update or switch its current operating mode to the selected mode of operation. The mobile device may also be adapted to automatically modify accessibility of user-accessible features and/or information in response to the updating of its current mode of operation. - Scanner/Camera Component(s) (e.g., 452) which may be configured or designed for use in scanning identifiers and/or other content from other devices and/or objects such as for example: mobile device displays, computer displays, static displays (e.g., printed on tangible mediums), etc.
- OCR Processing Engine (e.g., 456) which, for example, may be operable to perform image processing and optical character recognition of images such as those captured by a mobile device camera, for example.
- Speech Processing module (e.g., 454) which, for example, may be operable to perform speech recognition, and may be operable to perform speech-to-text conversion.
- Player Social Influence Leveraging Component(s) 494 which, for example, may be configured or designed to provide functionality for automatically and/or dynamically determining Player Social Marketing Potential (PSMP) Score(s) for one or more identified user(s)/player(s) based upon selected information, criteria, considerations and/or objectives. In at least one embodiment, the Player Social Influence Leveraging Component(s) 494 may also be configured or designed to facilitate and/or enable the influencing of outcomes of selected game-related activities, events, and/or situations using the respective PSMP Score(s) of one or more user(s)/player(s).
- Etc.
- According to a specific embodiment, the Mobile Device may be adapted to implement at least a portion of the features associated with the mobile game service system described in U.S. patent application Ser. Number 10/115,164, which is now U.S. Pat. No. 6,800,029, issued Oct. 5, 2004, (previously incorporated by reference in its entirety). For example. in one embodiment, the Mobile Device may be comprised of a hand-held game service user interface device (GSUID) and a number of input and output devices. The GSUID is generally comprised of a display screen which may display a number of game service interfaces. These game service interfaces are generated on the display screen by a microprocessor of some type within the GSUID. Examples of a hand-held GSUID which may accommodate the game service interfaces are manufactured by Symbol Technologies, Incorporated of Holtsville, N.Y.
- The game service interfaces may be used to provide a variety of game service transactions and gaming operations services. The game service interfaces, including a login interface, an input/output interface, a transaction reconciliation interface, a ticket validation interface, a prize services interfaces, a food services interface, an accommodation services interfaces, a gaming operations interfaces, a multi-game/multi-denomination meter data transfer interface, etc. Each interface may be accessed via a main menu with a number of sub-menus that allow a game service representative to access the different display screens relating to the particular interface. Using the different display screens within a particular interface, the game service representative may perform various operations needed to provide a particular game service. For example, the login interface may allow the game service representative to enter a user identification of some type and verify the user identification with a password. When the display screen is a touch screen, the user may enter the user/operator identification information on a display screen comprising the login interface using the input stylus and/or using the input buttons. Using a menu on the display screen of the login interface, the user may select other display screens relating to the login and registration process. For example, another display screen obtained via a menu on a display screen in the login interface may allow the GSUID to scan a finger print of the game service representative for identification purposes or scan the finger print of a game player.
- The user identification information and user validation information may allow the game service representative to access all or some subset of the available game service interfaces available on the GSUID. For example, certain users, after logging into the GSUID (e.g. entering a user identification and a valid user identification information), may be able to access a variety of different interfaces, such as, for example, one or more of: input/output interface, communication interface, food services interface, accommodation services interface, prize service interface, gaming operation services interface, transaction reconciliation interface, voice communication interface, gaming device performance or metering data transfer interface, etc.; and perform a variety of services enabled by such interfaces. While other users may be only be able to access the award ticket validation interface and perform EZ pay ticket validations. The GSUID may also output game service transaction information to a number of different devices (e.g., card reader, printer, storage devices, gaming machines and remote transaction servers, etc.).
- In addition to the features described above, various embodiments of mobile devices described herein may also include additional functionality for displaying, in real-time, filtered information to the user based upon a variety of criteria such as, for example, geolocation information, casino data information, player tracking information, etc.
-
FIG. 5 illustrates an example embodiment of aServer System 580 which may be used for implementing various aspects/features described herein. In at least one embodiment, theServer System 580 includes at least onenetwork device 560, and at least one storage device 570 (such as, for example, a direct attached storage device). In one embodiment,Server System 580 may be suitable for implementing at least some of the Player Social Influence Leveraging techniques described herein. - In according to one embodiment,
network device 560 may include a master central processing unit (CPU) 562,interfaces 568, and a bus 567 (e.g., a PCI bus). When acting under the control of appropriate software or firmware, theCPU 562 may be responsible for implementing specific functions associated with the functions of a desired network device. For example, when configured as a server, theCPU 562 may be responsible for analyzing packets; encapsulating packets; forwarding packets to appropriate network devices; instantiating various types of virtual machines, virtual interfaces, virtual storage volumes, virtual appliances; etc. TheCPU 562 preferably accomplishes at least a portion of these functions under the control of software including an operating system (e.g. Linux), and any appropriate system software (such as, for example, AppLogic™ software). -
CPU 562 may include one ormore processors 563 such as, for example, one or more processors from the AMD, Motorola, Intel and/or MIPS families of microprocessors. In an alternative embodiment,processor 563 may be specially designed hardware for controlling the operations ofServer System 580. In a specific embodiment, a memory 561 (such as non-volatile RAM and/or ROM) also forms part ofCPU 562. However, there may be many different ways in which memory could be coupled to the system.Memory block 561 may be used for a variety of purposes such as, for example, caching and/or storing data, programming instructions, etc. - The
interfaces 568 may be typically provided as interface cards (sometimes referred to as “line cards”). Alternatively, one or more of theinterfaces 568 may be provided as on-board interface controllers built into the system motherboard. Generally, they control the sending and receiving of data packets over the network and sometimes support other peripherals used with theServer System 580. Among the interfaces that may be provided may be FC interfaces, Ethernet interfaces, frame relay interfaces, cable interfaces, DSL interfaces, token ring interfaces, Infiniband interfaces, and the like. In addition, various very high-speed interfaces may be provided, such as fast Ethernet interfaces, Gigabit Ethernet interfaces, ATM interfaces, - HSSI interfaces, POS interfaces, FDDI interfaces, ASI interfaces, DHEI interfaces and the like. Other interfaces may include one or more wireless interfaces such as, for example, 802.11 (WiFi) interfaces, 802.15 interfaces (including Bluetooth™), 802.16 (WiMax) interfaces, 802.22 interfaces, Cellular standards such as CDMA interfaces, CDMA2000 interfaces, WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces, etc.
- Generally, one or more interfaces may include ports appropriate for communication with the appropriate media. In some cases, they may also include an independent processor and, in some instances, volatile RAM. The independent processors may control such communications intensive tasks as packet switching, media control and management. By providing separate processors for the communications intensive tasks, these interfaces allow the
master microprocessor 562 to efficiently perform routing computations, network diagnostics, security functions, etc. - In at least one embodiment, some interfaces may be configured or designed to allow the
Server System 580 to communicate with other network devices associated with various local area network (LANs) and/or wide area networks (WANs). Other interfaces may be configured or designed to allownetwork device 560 to communicate with one or more direct attached storage device(s) 570. - Although the system shown in
FIG. 5 illustrates one specific network device described herein, it is by no means the only network device architecture on which one or more embodiments can be implemented. For example, an architecture having a single processor that handles communications as well as routing computations, etc. may be used. Further, other types of interfaces and media could also be used with the network device. - Regardless of network device's configuration, it may employ one or more memories or memory modules (such as, for example,
memory block 565, which, for example, may include random access memory (RAM)) configured to store data, program instructions for the general-purpose network operations and/or other information relating to the functionality of the various Player Social Influence Leveraging techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example. The memory or memories may also be configured to store data structures, and/or other specific non-program information described herein. - Because such information and program instructions may be employed to implement the systems/methods described herein, one or more embodiments relates to machine readable media that include program instructions, state information, etc. for performing various operations described herein. Examples of machine-readable storage media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that may be specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM). Some embodiments may also be embodied in transmission media such as, for example, a carrier wave travelling over an appropriate medium such as airwaves, optical lines, electric lines, etc. Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter.
-
FIG. 6 illustrates an example of a functional block diagram of aServer System 600 in accordance with a specific embodiment. In at least one embodiment, theServer System 600 may be operable to perform and/or implement various types of functions, operations, actions, and/or other features such, for example, one or more of those illustrated, described, and/or referenced herein. - In at least one embodiment, the Server System may include a plurality of components operable to perform and/or implement various types of functions, operations, actions, and/or other features such as, for example, one or more of the following (or combinations thereof):
- Context Interpreter (e.g., 602) which, for example, may be operable to automatically and/or dynamically analyze contextual criteria relating to one or more detected event(s) and/or condition(s), and automatically determine or identify one or more contextually appropriate response(s) based on the contextual interpretation of the detected event(s)/condition(s). According to different embodiments, examples of contextual criteria which may be analyzed may include, but are not limited to, one or more of the following (or combinations thereof): location-based criteria (e.g., geolocation of client device, geolocation of agent device, etc.); time-based criteria; identity of Client user; identity of Agent user; user profile information; transaction history information; recent user activities; proximate business-related criteria (e.g., criteria which may be used to determine whether the client device is currently located at or near a recognized business establishment such as a bank, gas station, restaurant, supermarket, etc.); etc.
- Time Synchronization Engine (e.g., 604) which, for example, may be operable to manages universal time synchronization (e.g., via NTP and/or GPS)
- Search Engine (e.g., 628) which, for example, may be operable to search for transactions, logs, items, accounts, options in the TIS databases
- Configuration Engine (e.g., 632) which, for example, may be operable to determine and handle configuration of various customized configuration parameters for one or more devices, component(s), system(s), process(es), etc.
- Time Interpreter (e.g., 618) which, for example, may be operable to automatically and/or dynamically modify or change identifier activation and expiration time(s) based on various criteria such as, for example, time, location, transaction status, etc.
- Authentication/Validation Component(s) (e.g., 647) (password, software/hardware info, SSL certificates) which, for example, may be operable to perform various types of authentication/validation tasks such as, for example, one or more of the following (or combinations thereof): verifying/authenticating devices,; verifying passwords, passcodes, SSL certificates, biometric identification information, and/or other types of security-related information; verify/validate activation and/or expiration times; etc. In one implementation, the Authentication/Validation Component(s) may be adapted to determine and/or authenticate the identity of the current user or owner of the mobile client system. For example, in one embodiment, the current user may be required to perform a log in process at the mobile client system in order to access one or more features. In some embodiments, the mobile client system may include biometric security components which may be operable to validate and/or authenticate the identity of a user by reading or scanning The user's biometric information (e.g., fingerprints, face, voice, eye/iris, etc.). In at least one implementation, various security features may be incorporated into the mobile client system to prevent unauthorized users from accessing confidential or sensitive information.
- Transaction Processing Engine (e.g., 622) which, for example, may be operable to handle various types of transaction processing tasks such as, for example, one or more of the following (or combinations thereof): identifying/determining transaction type; determining which payment gateway(s) to use; associating databases information to identifiers; etc.
- OCR Processing Engine (e.g., 634) which, for example, may be operable to perform image processing and optical character recognition of images such as those captured by a mobile device camera, for example.
- Database Manager (e.g., 626) which, for example, may be operable to handle various types of tasks relating to database updating, database management, database access, etc. In at least one embodiment, the Database Manager may be operable to manage TISS databases, Gaming Device Application databases, etc.
- Log Component(s) (e.g., 610) which, for example, may be operable to generate and manage transactions history logs, system errors, connections from APIs, etc.
- Status Tracking Component(s) (e.g., 612) which, for example, may be operable to automatically and/or dynamically determine, assign, and/or report updated transaction status information based, for example, on the state of the transaction. In at least one embodiment, the status of a given transaction may be reported as one or more of the following (or combinations thereof): Completed, Incomplete, Pending, Invalid, Error, Declined, Accepted, etc.
- Gateway Component(s) (e.g., 614) which, for example, may be operable to facilitate and manage communications and transactions with external Payment Gateways.
- Web Interface Component(s) (e.g., 608) which, for example, may be operable to facilitate and manage communications and transactions with TIS web portal(s).
- API Interface(s) to Server System(s) (e.g., 646) which, for example, may be operable to facilitate and manage communications and transactions with API Interface(s) to Server System(s)
- API Interface(s) to 3rd Party Server System(s) (e.g., 648) which, for example, may be operable to facilitate and manage communications and transactions with API Interface(s) to 3rd Party Server System(s)
- OCR Processing Engine (e.g., 634) which, for example, may be operable to perform image processing and optical character recognition of images such as those captured by a mobile device camera, for example.
- At least one
processor 610. In at least one embodiment, the processor(s) 610 may include one or more commonly known CPUs which are deployed in many of today's consumer electronic devices, such as, for example, CPUs or processors from the Motorola or Intel family of microprocessors, etc. In an alternative embodiment, at least one processor may be specially designed hardware for controlling the operations of the mobile client system. In a specific embodiment, a memory (such as non-volatile RAM and/or ROM) also forms part of CPU. When acting under the control of appropriate software or firmware, the CPU may be responsible for implementing specific functions associated with the functions of a desired network device. The CPU preferably accomplishes all these functions under the control of software including an operating system, and any appropriate applications software. -
Memory 616, which, for example, may include volatile memory (e.g., RAM), non-volatile memory (e.g., disk memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or other types of memory. In at least one implementation, thememory 616 may include functionality similar to at least a portion of functionality implemented by one or more commonly known memory devices such as those described herein and/or generally known to one having ordinary skill in the art. According to different embodiments, one or more memories or memory modules (e.g., memory blocks) may be configured or designed to store data, program instructions for the functional operations of the mobile client system and/or other information relating to the functionality of the various Mobile Transaction techniques described herein. The program instructions may control the operation of an operating system and/or one or more applications, for example. The memory or memories may also be configured to store data structures, metadata, identifier information/images, and/or information/data relating to other features/functions described herein. Because such information and program instructions may be employed to implement at least a portion of the Gaming Network techniques described herein, various aspects described herein may be implemented using machine readable media that include program instructions, state information, etc. Examples of machine-readable media include, but are not limited to, magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks; magneto-optical media such as floptical disks; and hardware devices that are specially configured to store and perform program instructions, such as read-only memory devices (ROM) and random access memory (RAM). Examples of program instructions include both machine code, such as produced by a compiler, and files containing higher level code that may be executed by the computer using an interpreter. - Interface(s) 606 which, for example, may include wired interfaces and/or wireless interfaces. In at least one implementation, the interface(s) 606 may include functionality similar to at least a portion of functionality implemented by one or more computer system interfaces such as those described herein and/or generally known to one having ordinary skill in the art.
- Device driver(s) 642. In at least one implementation, the device driver(s) 642 may include functionality similar to at least a portion of functionality implemented by one or more computer system driver devices such as those described herein and/or generally known to one having ordinary skill in the art.
- One or more display(s) 635. According to various embodiments, such display(s) may be implemented using, for example, LCD display technology, OLED display technology, and/or other types of conventional display technology. In at least one implementation, display(s) 635 may be adapted to be flexible or bendable. Additionally, in at least one embodiment the information displayed on display(s) 635 may utilize e-ink technology (such as that available from E Ink Corporation, Cambridge, Mass., www.eink.com), or other suitable technology for reducing the power consumption of information displayed on the display(s) 635.
- Email Server Component(s) 636, which, for example, may be configured or designed to provide various functions and operations relating to email activities and communications.
- Web Server Component(s) 637, which, for example, may be configured or designed to provide various functions and operations relating to web server activities and communications.
- Messaging Server Component(s) 638, which, for example, may be configured or designed to provide various functions and operations relating to text messaging and/or other social network messaging activities and/or communications.
- Player Social Influence Leveraging Component(s) 694 which, for example, may be configured or designed to provide functionality for automatically and/or dynamically determining Player Social Marketing Potential (PSMP) Score(s) for one or more identified user(s)/player(s) based upon selected information, criteria, considerations and/or objectives. In at least one embodiment, the Player Social Influence Leveraging Component(s) 694 may also be configured or designed to facilitate and/or enable the influencing of outcomes of selected game-related activities, events, and/or situations using the respective PSMP Score(s) of one or more user(s)/player(s).
- Although several example embodiments of one or more aspects and/or features have been described in detail herein with reference to the accompanying drawings, it is to be understood that aspects and/or features are not limited to these precise embodiments, and that various changes and modifications may be effected therein by one skilled in the art without departing from the scope of spirit of the invention(s) as defined, for example, in the appended claims.
Claims (23)
1. A gaming system in a gaming network, comprising:
a gaming controller;
memory;
a first display;
at least one interface for communicating with at least one other device in the gaming network;
the gaming system being operable to:
enable a first player to participate in a first gaming session which is controlled by the gaming system, the first gaming session relating to a first game;
identify the first player;
determine a first Player Social Marketing Potential (PSMP) score associated with the identified first player, wherein the first PSMP score is representative of the first player's social marketing potential relative to a first set of specified criteria;
dynamically influence, using the first PSMP score, outcomes relating to a first set of game-related events and activities relating to the first gaming session.
2. The gaming system of claim 1 being further operable to:
dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria.
3. The gaming system of claim 1 being further operable to:
detect a first game-related event affecting the first player's gaming session;
dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria and using information relating to the detected first game-related event.
4. The gaming system of claim 1 being further operable to:
determine the first PSMP score using a first defined set of defined PSMP score calculation criteria; and
determine a second PSMP score for the first player using a second defined set of defined PSMP score calculation criteria.
5. The gaming system of claim 1 being further operable to:
determine the first PSMP score using a first defined set of defined PSMP score calculation criteria; and
determine a second PSMP score for the first player using a second defined set of defined PSMP score calculation criteria;
detect a first game-related event affecting the first player's gaming session;
dynamically select, using information relating to the detected first game-related event, one of the PSMP scores associated with the first player;
determine, using the selected PSMP score associated with the first player, whether the outcome of the detected first game-related event is to be influenced to favor the first player.
6. The gaming system of claim 1 being further operable to:
detect a first game-related event affecting the first player's gaming session; and
determine whether it is permissible to influence an outcome of the detected first game-related event using Player's PSMP Score,
7. The gaming system of claim 1 being further operable to:
detect a first game-related event affecting the first player's gaming session;
determine whether it is permissible to influence an outcome of the detected first game-related event using Player's PSMP Score;
identify a first other player involved in the detected first game-related event;
determine a second (PSMP) score associated with the first identified other player; and
dynamically influence, using the first PSMP score and second PSMP score, the outcome of the detected first game-related event.
8. The gaming system of claim 1 being further operable to:
detect a first game-related event affecting the first player's gaming session;
identify a first other player involved in the detected first game-related event;
determine a second (PSMP) score associated with the first identified other player; and
dynamically influence, using the first PSMP score and second PSMP score, the outcome of the detected first game-related event to favor the player with a relatively higher PSMP score.
9. The gaming system of claim 1 wherein the first set of game-related events and activities is selected from a group of sets consisting of: events or activities relating to the awarding of and/or loss of game points; events or activities relating to the awarding of and/or loss of game-related life/health points; events or activities relating to the awarding of and/or loss of game-related bonuses; events or activities relating to the awarding of and/or loss of real and/or virtual currency; events or activities relating to the awarding of, loss of, and /or possession of game-related virtual objects; events or activities relating to the awarding of and/or loss of game-related rank and/or status; events or activities relating to the awarding of, loss of, and/or possession of game-related virtual real estate; events or activities relating to the reconfiguration, improvement and/or alteration of game-related characters, object, assets or real-estate; and events or activities relating to the awarding of, loss of, possession of, and/or access to game-related character attributes; events or activities relating to the awarding of, loss of, possession of, and/or access to specialized game-related powers or abilities.
10. The gaming system of claim 1 wherein the first set of specified criteria includes at least one type of objective selected from a group consisting of: facilitating achievement of at least one identified marketing objective; facilitating achievement of at least one identified promotional objective; facilitating generation of positive marketing for the first game; facilitating generation of positive marketing for at least one identified game; facilitating generation of positive marketing for at least one identified game developer; facilitating generation of positive marketing for at least one identified game distributor; facilitating generation of positive marketing for at least one identified product or service; facilitating increased social awareness of the first game among members of at least one identified demographic group; facilitating posting of positive reviews relating to the first game; facilitating achievement of at least one identified cross-promotional objective; facilitating increased sales or subscription objectives; facilitating an increase in new player registration; and facilitating an increase player participation.
11. The gaming system of claim 1 being further operable to:
dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria;
wherein the first defined set of defined PSMP score calculation criteria includes at least one type of criteria selected from a group consisting of: criteria relating to a theme of the first game; criteria relating to a type of game-related event whose outcome is to be influenced; criteria relating to at least one objective as defined by the first set of specified criteria; criteria relating to the first player's online friends; criteria relating to the first player's perceived influence among members of at least one identified subgroup of an online social network; criteria relating to other players of the first game who have been identified as being a friend of the first player; demographic criteria relating to the first player; demographic criteria relating to at least a portion of the first player's online friends; historical post criteria relating to prior posts made by the first player in at least one identified online social network; criteria relating to a perceived value of the first player's friend demographic base; criteria relating to an amount of real or virtual currency spent by the first player on game-related activities; criteria relating to the first player's gaming history during at least one specified time interval; criteria relating to 3rd party scores or values relating to the first player's degree of influence in one or more social networks; criteria relating to relevancy of the first player's demographic profile with respect to specific marketing, advertising, sales, and/or promotional objectives; demographic criteria relating to demographics of the first player's online friends; criteria relating to the geographic location of the first player; criteria relating to a measure or degree of how much other social network members rely on the first player's recommendations and opinions on a given topic; criteria relating to a measure or degree of how much the first player's online activities influence members of one or more social network communities; criteria relating to a number of online players who follow posts by the first player; criteria relating to a number of online players who repost or share posts by the first player; criteria relating to a measure or degree of how influential people are who repost or share posts by the first player;; criteria relating to the measure or degree of how much the first player's posts have been disseminated within at least one identified social network community; criteria relating to a diversity of the first player's online friends; and criteria relating to a diversity of the first player's online followers.
12. The gaming system of claim 1 being further operable to:
dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria;
wherein the first set of game-related events and activities is selected from a group of sets consisting of: events or activities relating to the awarding of and/or loss of game points; events or activities relating to the awarding of and/or loss of game-related life/health points; events or activities relating to the awarding of and/or loss of game-related bonuses; events or activities relating to the awarding of and/or loss of real and/or virtual currency; events or activities relating to the awarding of, loss of, and/or possession of game-related virtual objects; events or activities relating to the awarding of and/or loss of game-related rank and/or status; events or activities relating to the awarding of, loss of, and/or possession of game-related virtual real estate; events or activities relating to the reconfiguration, improvement and/or alteration of game-related characters, object, assets or real-estate; and events or activities relating to the awarding of, loss of, possession of, and/or access to game-related character attributes; events or activities relating to the awarding of, loss of, possession of, and/or access to specialized game-related powers or abilities;
wherein the first set of specified criteria includes at least one type of objective selected from a group consisting of: facilitating achievement of at least one identified marketing objective; facilitating achievement of at least one identified promotional objective; facilitating generation of positive marketing for the first game; facilitating generation of positive marketing for at least one identified game; facilitating generation of positive marketing for at least one identified game developer; facilitating generation of positive marketing for at least one identified game distributor; facilitating generation of positive marketing for at least one identified product or service; facilitating increased social awareness of the first game among members of at least one identified demographic group; facilitating posting of positive reviews relating to the first game; facilitating achievement of at least one identified cross-promotional objective; facilitating increased sales or subscription objectives; facilitating an increase in new player registration; and facilitating an increase player participation; and
wherein the first defined set of defined PSMP score calculation criteria includes at least one type of criteria selected from a group consisting of: criteria relating to a theme of the first game; criteria relating to a type of game-related event whose outcome is to be influenced; criteria relating to at least one objective as defined by the first set of specified criteria; criteria relating to the first player's online friends; criteria relating to the first player's perceived influence among members of at least one identified subgroup of an online social network; criteria relating to other players of the first game who have been identified as being a friend of the first player; demographic criteria relating to the first player; demographic criteria relating to at least a portion of the first player's online friends; historical post criteria relating to prior posts made by the first player in at least one identified online social network; criteria relating to a perceived value of the first player's friend demographic base; criteria relating to an amount of real or virtual currency spent by the first player on game-related activities; criteria relating to the first player's gaming history during at least one specified time interval; criteria relating to 3rd party scores or values relating to the first player's degree of influence in one or more social networks; criteria relating to relevancy of the first player's demographic profile with respect to specific marketing, advertising, sales, and/or promotional objectives; demographic criteria relating to demographics of the first player's online friends; criteria relating to the geographic location of the first player; criteria relating to a measure or degree of how much other social network members rely on the first player's recommendations and opinions on a given topic; criteria relating to a measure or degree of how much the first player's online activities influence members of one or more social network communities; criteria relating to a number of online players who follow posts by the first player; criteria relating to a number of online players who repost or share posts by the first player; criteria relating to a measure or degree of how influential people are who repost or share posts by the first player; criteria relating to the measure or degree of how much the first player's posts have been disseminated within at least one identified social network community; criteria relating to a diversity of the first player's online friends; and criteria relating to a diversity of the first player's online followers.
13. A computer implemented method for operating a gaming device in a gaming network, the method comprising:
enabling a first player to participate in a first gaming session which is controlled by the gaming method, the first gaming session relating to a first game;
identifying the first player;
determining a first Player Social Marketing Potential (PSMP) score associated with the identified first player, wherein the first PSMP score is representative of the first player's social marketing potential relative to a first set of specified criteria;
dynamically influence, using the first PSMP score, outcomes relating to a first set of game-related events and activities relating to the first gaming session.
14. The gaming method of claim 13 further comprising:
dynamically calculating the first PSMP score using a first defined set of defined PSMP score calculation criteria.
15. The gaming method of claim 13 further comprising:
detecting a first game-related event affecting the first player's gaming session;
dynamically calculating the first PSMP score using a first defined set of defined PSMP score calculation criteria and using information relating to the detected first game-related event.
16. The gaming method of claim 13 further comprising:
determining the first PSMP score using a first defined set of defined PSMP score calculation criteria; and
determining a second PSMP score for the first player using a second defined set of defined PSMP score calculation criteria.
17. The gaming method of claim 13 further comprising:
determining the first PSMP score using a first defined set of defined PSMP score calculation criteria; and
determining a second PSMP score for the first player using a second defined set of defined PSMP score calculation criteria;
detecting a first game-related event affecting the first player's gaming session;
dynamically selecting, using information relating to the detected first game-related event, one of the PSMP scores associated with the first player;
determining, using the selected PSMP score associated with the first player, whether the outcome of the detected first game-related event is to be influenced to favor the first player.
18. The gaming method of claim 13 further comprising:
detecting a first game-related event affecting the first player's gaming session; and
determining whether it is permissible to influence an outcome of the detected first game-related event using Player's PSMP Score,
19. The gaming method of claim 13 further comprising:
detecting a first game-related event affecting the first player's gaming session;
identifying a first other player involved in the detected first game-related event;
determining a second (PSMP) score associated with the first identified other player; and
dynamically influence, using the first PSMP score and second PSMP score, the outcome of the detected first game-related event.
20. The gaming method of claim 13 further comprising:
detecting a first game-related event affecting the first player's gaming session;
determining whether it is permissible to influence an outcome of the detected first game-related event using Player's PSMP Score;
identifying a first other player involved in the detected first game-related event;
determining a second (PSMP) score associated with the first identified other player; and
dynamically influencing, using the first PSMP score and second PSMP score, the outcome of the detected first game-related event to favor the player with a relatively higher PSMP score.
21. The gaming method of claim 13 wherein the first set of game-related events and activities is selected from a group of sets consisting of: events or activities relating to the awarding of and/or loss of game points; events or activities relating to the awarding of and/or loss of game-related life/health points; events or activities relating to the awarding of and/or loss of game-related bonuses; events or activities relating to the awarding of and/or loss of real and/or virtual currency; events or activities relating to the awarding of, loss of, and/or possession of game-related virtual objects; events or activities relating to the awarding of and/or loss of game-related rank and/or status; events or activities relating to the awarding of, loss of, and/or possession of game-related virtual real estate; events or activities relating to the reconfiguration, improvement and/or alteration of game-related characters, object, assets or real-estate; and events or activities relating to the awarding of, loss of, possession of, and/or access to game-related character attributes; events or activities relating to the awarding of, loss of, possession of, and/or access to specialized game-related powers or abilities.
22. The gaming method of claim 13 wherein the first set of specified criteria includes at least one type of objective selected from a group consisting of: facilitating achievement of at least one identified marketing objective; facilitating achievement of at least one identified promotional objective; facilitating generation of positive marketing for the first game; facilitating generation of positive marketing for at least one identified game; facilitating generation of positive marketing for at least one identified game developer; facilitating generation of positive marketing for at least one identified game distributor; facilitating generation of positive marketing for at least one identified product or service; facilitating increased social awareness of the first game among members of at least one identified demographic group; facilitating posting of positive reviews relating to the first game; facilitating achievement of at least one identified cross-promotional objective; facilitating increased sales or subscription objectives; facilitating an increase in new player registration; and facilitating an increase player participation.
23. The gaming method of claim 13 further comprising:
dynamically calculate the first PSMP score using a first defined set of defined PSMP score calculation criteria;
wherein the first defined set of defined PSMP score calculation criteria includes at least one type of criteria selected from a group consisting of: criteria relating to a theme of the first game; criteria relating to a type of game-related event whose outcome is to be influenced; criteria relating to at least one objective as defined by the first set of specified criteria; criteria relating to the first player's online friends; criteria relating to the first player's perceived influence among members of at least one identified subgroup of an online social network; criteria relating to other players of the first game who have been identified as being a friend of the first player; demographic criteria relating to the first player; demographic criteria relating to at least a portion of the first player's online friends; historical post criteria relating to prior posts made by the first player in at least one identified online social network; criteria relating to a perceived value of the first player's friend demographic base; criteria relating to an amount of real or virtual currency spent by the first player on game-related activities; criteria relating to the first player's gaming history during at least one specified time interval; criteria relating to 3rd party scores or values relating to the first player's degree of influence in one or more social networks; criteria relating to relevancy of the first player's demographic profile with respect to specific marketing, advertising, sales, and/or promotional objectives; demographic criteria relating to demographics of the first player's online friends; criteria relating to the geographic location of the first player; criteria relating to a measure or degree of how much other social network members rely on the first player's recommendations and opinions on a given topic; criteria relating to a measure or degree of how much the first player's online activities influence members of one or more social network communities; criteria relating to a number of online players who follow posts by the first player; criteria relating to a number of online players who repost or share posts by the first player; criteria relating to a measure or degree of how influential people are who repost or share posts by the first player;; criteria relating to the measure or degree of how much the first player's posts have been disseminated within at least one identified social network community; criteria relating to a diversity of the first player's online friends; and criteria relating to a diversity of the first player's online followers.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US13/537,019 US20130006709A1 (en) | 2011-07-01 | 2012-06-28 | Techniques for leveraging player's social influence and marketing potential in gaming environments |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US201161504141P | 2011-07-01 | 2011-07-01 | |
US13/537,019 US20130006709A1 (en) | 2011-07-01 | 2012-06-28 | Techniques for leveraging player's social influence and marketing potential in gaming environments |
Publications (1)
Publication Number | Publication Date |
---|---|
US20130006709A1 true US20130006709A1 (en) | 2013-01-03 |
Family
ID=47391183
Family Applications (5)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US13/535,349 Expired - Fee Related US9070242B2 (en) | 2011-07-01 | 2012-06-27 | Techniques for controlling game event influence and/or outcome in multi-player gaming environments |
US13/535,061 Abandoned US20130005443A1 (en) | 2011-07-01 | 2012-06-27 | Automated facial detection and eye tracking techniques implemented in commercial and consumer environments |
US13/537,019 Abandoned US20130006709A1 (en) | 2011-07-01 | 2012-06-28 | Techniques for leveraging player's social influence and marketing potential in gaming environments |
US13/540,581 Abandoned US20130005458A1 (en) | 2011-07-01 | 2012-07-02 | Dynamic lighting and rendering techniques implemented in gaming environments |
US14/732,663 Abandoned US20150265916A1 (en) | 2011-07-01 | 2015-06-05 | Techniques for controlling game event influence and/or outcome in multi-player gaming environments |
Family Applications Before (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US13/535,349 Expired - Fee Related US9070242B2 (en) | 2011-07-01 | 2012-06-27 | Techniques for controlling game event influence and/or outcome in multi-player gaming environments |
US13/535,061 Abandoned US20130005443A1 (en) | 2011-07-01 | 2012-06-27 | Automated facial detection and eye tracking techniques implemented in commercial and consumer environments |
Family Applications After (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US13/540,581 Abandoned US20130005458A1 (en) | 2011-07-01 | 2012-07-02 | Dynamic lighting and rendering techniques implemented in gaming environments |
US14/732,663 Abandoned US20150265916A1 (en) | 2011-07-01 | 2015-06-05 | Techniques for controlling game event influence and/or outcome in multi-player gaming environments |
Country Status (2)
Country | Link |
---|---|
US (5) | US9070242B2 (en) |
WO (4) | WO2013006329A2 (en) |
Cited By (40)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20110212767A1 (en) * | 2008-11-10 | 2011-09-01 | Wms Gaming, Inc. | Management of online wagering communities |
US20120311031A1 (en) * | 2011-06-01 | 2012-12-06 | Microsoft Corporation | Automated sensor driven friending |
US20130073620A1 (en) * | 2011-09-19 | 2013-03-21 | Idiyas, Llc | System and method for electronic trading based upon influence |
US20140180781A1 (en) * | 2012-12-26 | 2014-06-26 | Orkut Buyukkokten | Assigning Achievement Designations In A Network |
US20140274341A1 (en) * | 2013-03-15 | 2014-09-18 | Zynga Inc. | Real Money Gambling Payouts That Depend on Online Social Activity |
US20150057073A1 (en) * | 2013-08-22 | 2015-02-26 | David Kopans | Computer System and Method for Generating, Exchanging, and Valuing Social Currency |
US20150126280A1 (en) * | 2013-11-06 | 2015-05-07 | Black Hills Ip Holdings, Llc | Methods, systems, and apparatus for work-driven gaming |
US20150348123A1 (en) * | 2014-06-03 | 2015-12-03 | Facebook, Inc. | Tracking the influence of gift giving within a social network |
US9311682B2 (en) * | 2013-01-10 | 2016-04-12 | The Nielsen Company (Us), Llc | Systems and methods to identify candidates for targeted advertising in an online social gaming environment |
US9324088B2 (en) | 2010-06-04 | 2016-04-26 | Visa International Service Association | Systems and methods to provide messages in real-time with transaction processing |
US9443253B2 (en) | 2009-07-27 | 2016-09-13 | Visa International Service Association | Systems and methods to provide and adjust offers |
US9466075B2 (en) | 2011-09-20 | 2016-10-11 | Visa International Service Association | Systems and methods to process referrals in offer campaigns |
US9477967B2 (en) | 2010-09-21 | 2016-10-25 | Visa International Service Association | Systems and methods to process an offer campaign based on ineligibility |
US9558502B2 (en) | 2010-11-04 | 2017-01-31 | Visa International Service Association | Systems and methods to reward user interactions |
US9597586B1 (en) * | 2012-05-07 | 2017-03-21 | CP Studios Inc. | Providing video gaming action via communications in a social network |
US9679299B2 (en) | 2010-09-03 | 2017-06-13 | Visa International Service Association | Systems and methods to provide real-time offers via a cooperative database |
US9697520B2 (en) | 2010-03-22 | 2017-07-04 | Visa U.S.A. Inc. | Merchant configured advertised incentives funded through statement credits |
US20180096388A1 (en) * | 2015-09-15 | 2018-04-05 | Tencent Technology (Shenzhen) Company Limited | Promotion information pushing method, apparatus, and system |
US9972021B2 (en) | 2010-08-06 | 2018-05-15 | Visa International Service Association | Systems and methods to rank and select triggers for real-time offers |
US10055745B2 (en) | 2010-09-21 | 2018-08-21 | Visa International Service Association | Systems and methods to modify interaction rules during run time |
US20180373405A1 (en) * | 2017-06-27 | 2018-12-27 | Microsoft Technology Licensing, Llc | Targeted interest and content sharing platforms |
US10223707B2 (en) | 2011-08-19 | 2019-03-05 | Visa International Service Association | Systems and methods to communicate offer options via messaging in real time with processing of payment transaction |
US10275535B1 (en) * | 2015-06-04 | 2019-04-30 | United Services Automobile Association (Usaa) | Obtaining user feedback from social media data |
US10290018B2 (en) | 2011-11-09 | 2019-05-14 | Visa International Service Association | Systems and methods to communicate with users via social networking sites |
US10354268B2 (en) | 2014-05-15 | 2019-07-16 | Visa International Service Association | Systems and methods to organize and consolidate data for improved data storage and processing |
US10361979B2 (en) | 2014-08-08 | 2019-07-23 | Pf Loop Inc. | Computer system and method for adding attributes to an electronic message on behalf of the message's sender |
US10380617B2 (en) | 2011-09-29 | 2019-08-13 | Visa International Service Association | Systems and methods to provide a user interface to control an offer campaign |
US10419379B2 (en) | 2014-04-07 | 2019-09-17 | Visa International Service Association | Systems and methods to program a computing system to process related events via workflows configured using a graphical user interface |
US20190299103A1 (en) * | 2018-03-29 | 2019-10-03 | Mz Ip Holdings, Llc | System and method for updating an application client |
US10438299B2 (en) | 2011-03-15 | 2019-10-08 | Visa International Service Association | Systems and methods to combine transaction terminal location data and social networking check-in |
WO2019221832A1 (en) * | 2018-05-18 | 2019-11-21 | Sony Interactive Entertainment LLC | Personalizing user experience in a gaming network |
US10489754B2 (en) | 2013-11-11 | 2019-11-26 | Visa International Service Association | Systems and methods to facilitate the redemption of offer benefits in a form of third party statement credits |
US10497022B2 (en) | 2012-01-20 | 2019-12-03 | Visa International Service Association | Systems and methods to present and process offers |
US10546332B2 (en) | 2010-09-21 | 2020-01-28 | Visa International Service Association | Systems and methods to program operations for interaction with users |
US10672018B2 (en) | 2012-03-07 | 2020-06-02 | Visa International Service Association | Systems and methods to process offers via mobile devices |
US20210016189A1 (en) * | 2018-02-27 | 2021-01-21 | DraftKings, Inc. | System and methods for prioritizing content packets based on a dynamically updated list of profile attributes |
US11181980B2 (en) | 2013-05-20 | 2021-11-23 | Intel Corporation | Natural human-computer interaction for virtual personal assistant systems |
US11210669B2 (en) | 2014-10-24 | 2021-12-28 | Visa International Service Association | Systems and methods to set up an operation at a computer system connected with a plurality of computer systems via a computer network using a round trip communication of an identifier of the operation |
US20220012986A1 (en) * | 2019-10-01 | 2022-01-13 | Igt | Gaming system and method for offering social media activity in association with wagering |
US20220152483A1 (en) * | 2014-09-12 | 2022-05-19 | Voyetra Turtle Beach, Inc. | Computing device with enhanced awareness |
Families Citing this family (127)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8858321B2 (en) * | 2007-08-30 | 2014-10-14 | Igt | Return-driven casino game outcome generator |
US8162742B2 (en) | 2008-11-13 | 2012-04-24 | Igt | Adjusting payback data based on skill |
US8740701B2 (en) | 2009-06-15 | 2014-06-03 | Wms Gaming, Inc. | Controlling wagering game system audio |
WO2011005798A1 (en) | 2009-07-07 | 2011-01-13 | Wms Gaming, Inc. | Controlling wagering game lighting content |
WO2011014760A1 (en) | 2009-07-31 | 2011-02-03 | Wms Gaming, Inc. | Controlling casino lighting content and audio content |
US10269207B2 (en) | 2009-07-31 | 2019-04-23 | Bally Gaming, Inc. | Controlling casino lighting content and audio content |
US8602875B2 (en) | 2009-10-17 | 2013-12-10 | Nguyen Gaming Llc | Preserving game state data for asynchronous persistent group bonus games |
US8864586B2 (en) | 2009-11-12 | 2014-10-21 | Nguyen Gaming Llc | Gaming systems including viral gaming events |
US20210005047A1 (en) | 2009-11-12 | 2021-01-07 | Nguyen Gaming Llc | Gaming system supporting data distribution to gaming devices |
US8597108B2 (en) | 2009-11-16 | 2013-12-03 | Nguyen Gaming Llc | Asynchronous persistent group bonus game |
US8696470B2 (en) | 2010-04-09 | 2014-04-15 | Nguyen Gaming Llc | Spontaneous player preferences |
US8814673B1 (en) * | 2010-04-26 | 2014-08-26 | Wms Gaming, Inc. | Presenting lighting content in wagering game systems |
US9367987B1 (en) | 2010-04-26 | 2016-06-14 | Bally Gaming, Inc. | Selecting color in wagering game systems |
US8912727B1 (en) | 2010-05-17 | 2014-12-16 | Wms Gaming, Inc. | Wagering game lighting device chains |
WO2012014304A1 (en) * | 2010-07-29 | 2012-02-02 | 富士通株式会社 | Biometric authentication device and biometric authentication program |
US20180053374A9 (en) | 2010-11-14 | 2018-02-22 | Binh T. Nguyen | Multi-Functional Peripheral Device |
US10052551B2 (en) | 2010-11-14 | 2018-08-21 | Nguyen Gaming Llc | Multi-functional peripheral device |
US9595161B2 (en) | 2010-11-14 | 2017-03-14 | Nguyen Gaming Llc | Social gaming |
US9235952B2 (en) | 2010-11-14 | 2016-01-12 | Nguyen Gaming Llc | Peripheral management device for virtual game interaction |
US9486704B2 (en) | 2010-11-14 | 2016-11-08 | Nguyen Gaming Llc | Social gaming |
US9564018B2 (en) | 2010-11-14 | 2017-02-07 | Nguyen Gaming Llc | Temporary grant of real-time bonus feature |
US20130057553A1 (en) * | 2011-09-02 | 2013-03-07 | DigitalOptics Corporation Europe Limited | Smart Display with Dynamic Font Management |
JP5106669B1 (en) * | 2011-09-29 | 2012-12-26 | 株式会社東芝 | Image information processing apparatus and image information processing method |
US9630096B2 (en) | 2011-10-03 | 2017-04-25 | Nguyen Gaming Llc | Control of mobile game play on a mobile vessel |
US9672686B2 (en) | 2011-10-03 | 2017-06-06 | Nguyen Gaming Llc | Electronic fund transfer for mobile gaming |
JP5113935B1 (en) * | 2011-11-17 | 2013-01-09 | シャープ株式会社 | REPRODUCTION DEVICE, TELEVISION RECEIVER, DEVICE SELECTION METHOD, PROGRAM, AND RECORDING MEDIUM |
US9137295B2 (en) * | 2011-12-16 | 2015-09-15 | Mindshare Networks | Determining audience engagement levels with presentations and providing content based on the engagement levels |
US9324002B2 (en) * | 2012-02-22 | 2016-04-26 | Paypal, Inc. | User identification and personalization based on automotive identifiers |
US8638344B2 (en) * | 2012-03-09 | 2014-01-28 | International Business Machines Corporation | Automatically modifying presentation of mobile-device content |
US9325203B2 (en) | 2012-07-24 | 2016-04-26 | Binh Nguyen | Optimized power consumption in a gaming device |
US9779757B1 (en) * | 2012-07-30 | 2017-10-03 | Amazon Technologies, Inc. | Visual indication of an operational state |
US9883340B2 (en) * | 2012-08-10 | 2018-01-30 | Here Global B.V. | Method and apparatus for providing group route recommendations |
US10890965B2 (en) | 2012-08-15 | 2021-01-12 | Ebay Inc. | Display orientation adjustment using facial landmark information |
KR101390296B1 (en) * | 2012-08-31 | 2014-04-30 | 에스케이 텔레콤주식회사 | Billing Method and Apparatus for Providing Personalized Service |
US10176666B2 (en) | 2012-10-01 | 2019-01-08 | Nguyen Gaming Llc | Viral benefit distribution using mobile devices |
US10086291B1 (en) | 2012-10-02 | 2018-10-02 | Masque Publishing, Inc. | Communications between an A/V communications network and a system |
CN103777879A (en) * | 2012-10-22 | 2014-05-07 | 纬创资通股份有限公司 | Electronic device and method for removing lock status of screen |
US10372765B2 (en) * | 2012-10-24 | 2019-08-06 | Signify Holding B.V. | Assisting a user in selecting a lighting device design |
EP2912924B1 (en) * | 2012-10-24 | 2020-02-05 | Signify Holding B.V. | Assisting a user in selecting a lighting device design |
US10249132B2 (en) * | 2012-10-29 | 2019-04-02 | Netent Product Services Ltd. | Architecture for multi-player, multi-game, multi-table, multi-operator and multi-jurisdiction live casino gaming |
JP6306512B2 (en) * | 2012-11-05 | 2018-04-04 | 株式会社ソニー・インタラクティブエンタテインメント | Information processing device |
US8856541B1 (en) * | 2013-01-10 | 2014-10-07 | Google Inc. | Liveness detection |
US9233305B2 (en) * | 2013-02-13 | 2016-01-12 | Unity Technologies Finland Oy | System and method for managing game-playing experiences |
US20140245335A1 (en) | 2013-02-25 | 2014-08-28 | Comcast Cable Communications, Llc | Environment Object Recognition |
US9721586B1 (en) | 2013-03-14 | 2017-08-01 | Amazon Technologies, Inc. | Voice controlled assistant with light indicator |
US10421010B2 (en) | 2013-03-15 | 2019-09-24 | Nguyen Gaming Llc | Determination of advertisement based on player physiology |
US11030851B2 (en) | 2013-03-15 | 2021-06-08 | Nguyen Gaming Llc | Method and system for localized mobile gaming |
US9483901B2 (en) | 2013-03-15 | 2016-11-01 | Nguyen Gaming Llc | Gaming device docking station |
US9814970B2 (en) | 2013-03-15 | 2017-11-14 | Nguyen Gaming Llc | Authentication of mobile servers |
US9600976B2 (en) | 2013-03-15 | 2017-03-21 | Nguyen Gaming Llc | Adaptive mobile device gaming system |
US9602537B2 (en) * | 2013-03-15 | 2017-03-21 | Vmware, Inc. | Systems and methods for providing secure communication |
US9245387B2 (en) * | 2013-04-12 | 2016-01-26 | Microsoft Technology Licensing, Llc | Holographic snap grid |
WO2014172772A1 (en) * | 2013-04-25 | 2014-10-30 | Spielo International Canada Ulc | Gaming machine having camera for adapting displayed images to a detected player or non-player |
US9269216B2 (en) | 2013-04-25 | 2016-02-23 | Igt Canada Solutions Ulc | Gaming machine having camera for adapting displayed images to detected players |
US9547808B2 (en) | 2013-07-17 | 2017-01-17 | Emotient, Inc. | Head-pose invariant recognition of facial attributes |
US9104907B2 (en) * | 2013-07-17 | 2015-08-11 | Emotient, Inc. | Head-pose invariant recognition of facial expressions |
US9665901B2 (en) * | 2013-08-20 | 2017-05-30 | Ricoh Company, Ltd. | Mobile information gateway for private customer interaction |
US10089684B2 (en) * | 2013-08-20 | 2018-10-02 | Ricoh Company, Ltd. | Mobile information gateway for customer identification and assignment |
US9286726B2 (en) | 2013-08-20 | 2016-03-15 | Ricoh Company, Ltd. | Mobile information gateway for service provider cooperation |
TWI723271B (en) * | 2013-09-18 | 2021-04-01 | 日商半導體能源研究所股份有限公司 | Display device, driving method of display device, program, and memory medium |
US9763071B2 (en) | 2013-09-22 | 2017-09-12 | Ricoh Company, Ltd. | Mobile information gateway for use in emergency situations or with special equipment |
US10095833B2 (en) | 2013-09-22 | 2018-10-09 | Ricoh Co., Ltd. | Mobile information gateway for use by medical personnel |
US10713688B2 (en) * | 2013-09-25 | 2020-07-14 | Transform Sr Brands Llc | Method and system for gesture-based cross channel commerce and marketing |
KR102081935B1 (en) | 2013-09-30 | 2020-02-26 | 엘지전자 주식회사 | an apparatus and method for recognizing multi-gaze |
US10614475B2 (en) * | 2013-11-27 | 2020-04-07 | Smarter Trash, Inc. | Interactive waste receptacle |
WO2015094866A1 (en) * | 2013-12-20 | 2015-06-25 | Mclaren Llc | Vending machine advertising system |
US10019149B2 (en) * | 2014-01-07 | 2018-07-10 | Toshiba Global Commerce Solutions Holdings Corporation | Systems and methods for implementing retail processes based on machine-readable images and user gestures |
US20150193794A1 (en) * | 2014-01-08 | 2015-07-09 | Capital One Financial Corporation | System and method for generating real-time customer surveys based on trigger events |
US10275583B2 (en) * | 2014-03-10 | 2019-04-30 | FaceToFace Biometrics, Inc. | Expression recognition in messaging systems |
US9817960B2 (en) | 2014-03-10 | 2017-11-14 | FaceToFace Biometrics, Inc. | Message sender security in messaging system |
JP6426905B2 (en) * | 2014-03-28 | 2018-11-21 | グローリー株式会社 | User information management system and user information management method |
CA2945381A1 (en) * | 2014-04-07 | 2015-10-15 | Cubic Corporation | Systems and methods for queue management |
US10258884B2 (en) * | 2014-04-09 | 2019-04-16 | Zynga Inc. | Approximated diffuse lighting for a moving object |
US9829995B1 (en) * | 2014-04-28 | 2017-11-28 | Rockwell Collins, Inc. | Eye tracking to move the cursor within view of a pilot |
BR102014013800A8 (en) * | 2014-06-06 | 2018-09-11 | Localiza Rent A Car S A | self-service system with automated user identification |
US9958947B2 (en) | 2014-06-25 | 2018-05-01 | Comcast Cable Communications, Llc | Ocular focus sharing for digital content |
US9734352B2 (en) | 2014-06-27 | 2017-08-15 | Microsoft Technology Licensing, Llc | Data protection based on user and gesture recognition |
US10474849B2 (en) | 2014-06-27 | 2019-11-12 | Microsoft Technology Licensing, Llc | System for data protection in power off mode |
CN105519038B (en) | 2014-06-27 | 2020-03-17 | 微软技术许可有限责任公司 | User input data protection method and system |
US10423766B2 (en) | 2014-06-27 | 2019-09-24 | Microsoft Technology Licensing, Llc | Data protection system based on user input patterns on device |
US10108952B2 (en) | 2014-07-10 | 2018-10-23 | Bank Of America Corporation | Customer identification |
US10074130B2 (en) | 2014-07-10 | 2018-09-11 | Bank Of America Corporation | Generating customer alerts based on indoor positioning system detection of physical customer presence |
US10028081B2 (en) * | 2014-07-10 | 2018-07-17 | Bank Of America Corporation | User authentication |
US10332050B2 (en) | 2014-07-10 | 2019-06-25 | Bank Of America Corporation | Identifying personnel-staffing adjustments based on indoor positioning system detection of physical customer presence |
US9887980B1 (en) * | 2014-07-30 | 2018-02-06 | Sprint Communications Company L.P. | Global time based authentication of client devices |
US9715781B2 (en) * | 2014-09-26 | 2017-07-25 | Bally Gaming, Inc. | System and method for automatic eye tracking calibration |
GB2530728A (en) * | 2014-09-26 | 2016-04-06 | Yummi Group Singapore Pte Ltd | An interactive game system |
CN105654618A (en) * | 2014-11-12 | 2016-06-08 | 鸿富锦精密工业(武汉)有限公司 | Automatic vender and automatic vending system |
US10068127B2 (en) * | 2014-12-19 | 2018-09-04 | Iris Id, Inc. | Automatic detection of face and thereby localize the eye region for iris recognition |
US10074009B2 (en) * | 2014-12-22 | 2018-09-11 | International Business Machines Corporation | Object popularity detection |
US9886598B2 (en) * | 2014-12-29 | 2018-02-06 | Paypal, Inc. | Automatic adjustment of a display to obscure data |
US9980703B2 (en) * | 2015-03-17 | 2018-05-29 | General Electric Company | Methods and systems for a display interface for diagnostic medical imaging |
US10146301B1 (en) * | 2015-03-26 | 2018-12-04 | Amazon Technologies, Inc. | Rendering rich media content based on head position information |
US10348812B2 (en) * | 2015-06-22 | 2019-07-09 | Vmware Inc. | Sticky session data migration |
WO2017035025A1 (en) * | 2015-08-21 | 2017-03-02 | T1V, Inc. | Engagement analytic system and display system responsive to user's interaction and/or position |
WO2017058278A1 (en) * | 2015-10-02 | 2017-04-06 | Martin Abrams | A system and method for use of an object and related application that includes a virtual world and visual recognition |
US20170115726A1 (en) * | 2015-10-22 | 2017-04-27 | Blue Goji Corp. | Incorporating biometric data from multiple sources to augment real-time electronic interaction |
US20170116587A1 (en) * | 2015-10-23 | 2017-04-27 | Mitac Computing Technology Corporation | Vending machine |
DE102015222388A1 (en) | 2015-11-13 | 2017-05-18 | Bayerische Motoren Werke Aktiengesellschaft | Device and method for controlling a display device in a motor vehicle |
US9934397B2 (en) | 2015-12-15 | 2018-04-03 | International Business Machines Corporation | Controlling privacy in a face recognition application |
US11461810B2 (en) * | 2016-01-29 | 2022-10-04 | Sensormatic Electronics, LLC | Adaptive video advertising using EAS pedestals or similar structure |
US10853841B2 (en) | 2016-01-29 | 2020-12-01 | Sensormatic Electronics, LLC | Adaptive video advertising using EAS pedestals or similar structure |
JP6728404B2 (en) | 2016-05-19 | 2020-07-22 | シムビ ロボティクス, インコーポレイテッドSimbe Robotics, Inc. | How to track product placement on store shelves |
JP2017210253A (en) * | 2016-05-25 | 2017-11-30 | パナソニックIpマネジメント株式会社 | Beverage dispenser |
US10546586B2 (en) | 2016-09-07 | 2020-01-28 | International Business Machines Corporation | Conversation path rerouting in a dialog system based on user sentiment |
US20180068012A1 (en) * | 2016-09-07 | 2018-03-08 | International Business Machines Corporation | Chat flow tree structure adjustment based on sentiment and flow history |
CN107066079A (en) | 2016-11-29 | 2017-08-18 | 阿里巴巴集团控股有限公司 | Service implementation method and device based on virtual reality scenario |
CN107122642A (en) | 2017-03-15 | 2017-09-01 | 阿里巴巴集团控股有限公司 | Identity identifying method and device based on reality environment |
US10686793B2 (en) * | 2017-05-31 | 2020-06-16 | Ca, Inc. | Integrated biometrics for application security |
KR102410175B1 (en) * | 2017-08-22 | 2022-06-17 | 삼성전자주식회사 | Method for obtaining biometric information using a light source corresponding to biometric information and electronic device thereof |
US10922846B2 (en) * | 2017-08-29 | 2021-02-16 | Guangdong Virtual Reality Technology Co., Ltd. | Method, device and system for identifying light spot |
US11587570B2 (en) * | 2017-09-25 | 2023-02-21 | Technologies Ugo Inc. | Interactive playground system with enhanced user interaction and computerized method for providing enhanced user interaction in a playground system |
US11386747B2 (en) | 2017-10-23 | 2022-07-12 | Aristocrat Technologies, Inc. (ATI) | Gaming monetary instrument tracking system |
US11030438B2 (en) * | 2018-03-20 | 2021-06-08 | Johnson & Johnson Vision Care, Inc. | Devices having system for reducing the impact of near distance viewing on myopia onset and/or myopia progression |
US11282326B2 (en) | 2018-11-02 | 2022-03-22 | Pepsico, Inc. | Table vending machine |
US11354965B2 (en) | 2018-11-02 | 2022-06-07 | Pepsico, Inc. | Interactive vending machine |
US11144118B2 (en) | 2018-12-17 | 2021-10-12 | Citrix Systems, Inc. | Distraction factor used in A/B testing of a web application |
US20210004754A1 (en) * | 2019-07-03 | 2021-01-07 | Spellbound Development Group, Inc. | Consumables dispensing system and method |
KR20210030147A (en) * | 2019-09-09 | 2021-03-17 | 삼성전자주식회사 | 3d rendering method and 3d rendering apparatus |
US11373145B2 (en) | 2020-01-29 | 2022-06-28 | International Business Machines Corporation | Technology for candidate insight evaluation |
US11126962B2 (en) * | 2020-02-05 | 2021-09-21 | Simbe Robotics, Inc. | Method for tracking and maintaining promotional states of slots in inventory structures within a store |
US11599612B2 (en) * | 2020-02-26 | 2023-03-07 | Mastercard International Incorporated | Method, apparatus and system for authenticating a user based on eye data and/or facial data |
US11704965B2 (en) | 2020-03-11 | 2023-07-18 | Lnw Gaming, Inc. | Gaming systems and methods for adaptable player area monitoring |
US11587388B2 (en) | 2020-04-22 | 2023-02-21 | Igt | Determining a player's emotional state using player gaze movement at gaming devices |
CN112507247B (en) * | 2020-12-15 | 2022-09-23 | 重庆邮电大学 | Cross-social network user alignment method fusing user state information |
US20220237660A1 (en) * | 2021-01-27 | 2022-07-28 | Baüne Ecosystem Inc. | Systems and methods for targeted advertising using a customer mobile computer device or a kiosk |
US20220270116A1 (en) * | 2021-02-24 | 2022-08-25 | Neil Fleischer | Methods to identify critical customer experience incidents using remotely captured eye-tracking recording combined with automatic facial emotion detection via mobile phone or webcams. |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20050159998A1 (en) * | 2004-01-21 | 2005-07-21 | Orkut Buyukkokten | Methods and systems for rating associated members in a social network |
US20060287046A1 (en) * | 1996-04-22 | 2006-12-21 | Walker Jay S | System and method for facilitating play of a video game via a web site |
US20100203963A1 (en) * | 2007-09-24 | 2010-08-12 | Wms Gaming, Inc. | Integrating social contact identifiers into wagering games |
US20100312649A1 (en) * | 2009-06-03 | 2010-12-09 | Cbs Interactive, Inc. | Method and apparatus for marketing over an on-line network |
US20110190066A1 (en) * | 2008-10-09 | 2011-08-04 | Wms Gaming, Inc. | Controlling and presenting virtual wagering game environments |
Family Cites Families (52)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3442181B2 (en) * | 1995-02-17 | 2003-09-02 | 株式会社ナムコ | 3D game device and image composition method |
US6667741B1 (en) * | 1997-12-24 | 2003-12-23 | Kabushiki Kaisha Sega Enterprises | Image generating device and image generating method |
US7121946B2 (en) * | 1998-08-10 | 2006-10-17 | Cybernet Systems Corporation | Real-time head tracking system for computer games and other applications |
JP3124999B1 (en) * | 1999-07-09 | 2001-01-15 | 株式会社スクウェア | Rendering method and apparatus, game apparatus, and computer-readable recording medium storing program for calculating data on shadow of object in virtual space |
JP3231029B2 (en) * | 1999-09-14 | 2001-11-19 | 株式会社スクウェア | Rendering method and device, game device, and computer-readable recording medium storing program for rendering three-dimensional model |
KR100859927B1 (en) * | 2000-12-14 | 2008-09-23 | 가부시키가이샤 세가 | Game machine, communication game system, and recorded medium |
KR20030074020A (en) | 2002-03-15 | 2003-09-19 | 주식회사 아카더스 | Game environment storage system of computer games supporting network (Internet) |
US7883415B2 (en) * | 2003-09-15 | 2011-02-08 | Sony Computer Entertainment Inc. | Method and apparatus for adjusting a view of a scene being displayed according to tracked head motion |
US7841944B2 (en) * | 2002-08-06 | 2010-11-30 | Igt | Gaming device having a three dimensional display device |
JP4170087B2 (en) * | 2002-12-12 | 2008-10-22 | 任天堂株式会社 | GAME DEVICE AND GAME PROGRAM |
JP4193979B2 (en) * | 2003-03-17 | 2008-12-10 | 任天堂株式会社 | Shadow volume generation program and game device |
CA2472710A1 (en) * | 2003-06-30 | 2004-12-30 | Wms Gaming Inc. | Gaming machine having a player time-selectable bonus award scheme and an intelligent button |
US20050216550A1 (en) * | 2004-03-26 | 2005-09-29 | Paseman William G | Communication mode and group integration for social networks |
JP4242318B2 (en) * | 2004-04-26 | 2009-03-25 | 任天堂株式会社 | 3D image generation apparatus and 3D image generation program |
KR100743216B1 (en) | 2004-11-19 | 2007-07-26 | 엔에이치엔(주) | Internet game service system and method thereof, and recording media storing computer program for the method |
JP3974136B2 (en) * | 2005-01-25 | 2007-09-12 | 株式会社コナミデジタルエンタテインメント | Program, light arrangement method, and image generation apparatus |
US20090124376A1 (en) * | 2007-11-12 | 2009-05-14 | Bally Gaming, Inc. | Networked gaming system including anonymous biometric identification |
US7878910B2 (en) * | 2005-09-13 | 2011-02-01 | Igt | Gaming machine with scanning 3-D display system |
JP3926828B1 (en) * | 2006-01-26 | 2007-06-06 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
JP4833674B2 (en) * | 2006-01-26 | 2011-12-07 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
US9250703B2 (en) * | 2006-03-06 | 2016-02-02 | Sony Computer Entertainment Inc. | Interface with gaze detection and voice input |
WO2008045464A2 (en) * | 2006-10-10 | 2008-04-17 | Wms Gaming Inc. | Multi-player, multi-touch table for use in wagering game systems |
US20080248845A1 (en) | 2007-04-06 | 2008-10-09 | Henry Paul Morgan | Contextual Gamer Options Menu |
US8235804B2 (en) * | 2007-05-14 | 2012-08-07 | Wms Gaming Inc. | Wagering game |
US8356004B2 (en) * | 2007-12-13 | 2013-01-15 | Searete Llc | Methods and systems for comparing media content |
US20090210491A1 (en) * | 2008-02-20 | 2009-08-20 | Microsoft Corporation | Techniques to automatically identify participants for a multimedia conference event |
CN103258184B (en) * | 2008-02-27 | 2017-04-12 | 索尼计算机娱乐美国有限责任公司 | Methods for capturing depth data of a scene and applying computer actions |
US8308562B2 (en) * | 2008-04-29 | 2012-11-13 | Bally Gaming, Inc. | Biofeedback for a gaming device, such as an electronic gaming machine (EGM) |
US9349214B2 (en) * | 2008-08-20 | 2016-05-24 | Take-Two Interactive Software, Inc. | Systems and methods for reproduction of shadows from multiple incident light sources |
US7850306B2 (en) * | 2008-08-28 | 2010-12-14 | Nokia Corporation | Visual cognition aware display and visual data transmission architecture |
KR20100070077A (en) * | 2008-12-17 | 2010-06-25 | 주식회사 레몬 | Online system coupled with game space |
US9406201B2 (en) * | 2009-02-23 | 2016-08-02 | Bally Gaming, Inc. | Presenting group wagering games and awards |
US20100241580A1 (en) * | 2009-03-19 | 2010-09-23 | Tagged, Inc. | System and method of selecting a relevant user for introduction to a user in an online environment |
US8556714B2 (en) * | 2009-05-13 | 2013-10-15 | Wms Gaming, Inc. | Player head tracking for wagering game control |
US8262468B1 (en) * | 2009-08-21 | 2012-09-11 | Zynga Inc. | Viral dynamic rewards in a multiuser online game network |
WO2011041608A1 (en) * | 2009-09-30 | 2011-04-07 | Zynga Game Network Inc. | Apparatuses, methods and systems for a multi-level in-game currency platform |
US8668590B2 (en) * | 2009-09-30 | 2014-03-11 | Wms Gaming, Inc. | Integrating social networking and wagering systems |
US8388446B1 (en) * | 2009-09-30 | 2013-03-05 | Zynga Inc. | Finding friends for multiuser online games |
CN102770191B (en) * | 2009-09-30 | 2015-06-17 | 津加游戏网络公司 | Apparatuses, methods and systems for game mechanics for gifting |
EP2482946A1 (en) * | 2009-09-30 | 2012-08-08 | Zynga Inc. | Apparatuses, methods and systems for an engagement-tracking game modifier |
US8355955B1 (en) * | 2010-08-30 | 2013-01-15 | Amazon Technologies, Inc. | Method, medium, and system for adjusting a selectable element based on social networking usage |
US8805939B2 (en) * | 2010-11-03 | 2014-08-12 | Microsoft Corporation | Gaming notifications aggregator |
US9595161B2 (en) * | 2010-11-14 | 2017-03-14 | Nguyen Gaming Llc | Social gaming |
US20120142429A1 (en) * | 2010-12-03 | 2012-06-07 | Muller Marcus S | Collaborative electronic game play employing player classification and aggregation |
US9707486B1 (en) * | 2011-02-25 | 2017-07-18 | Zynga Inc. | Apparatus, method and system for crew mechanics in multiplayer games |
US9044676B2 (en) * | 2011-03-04 | 2015-06-02 | Electronics Arts Inc. | Automatic game comparison and recommendation |
US8762197B2 (en) * | 2011-03-21 | 2014-06-24 | P4Rc, Inc. | Social enablement of mobile casual games enabling mobile users to connect within and outside games with other mobile users, brands, game developers, and others online, on mobile devices, and in social networks |
US8347322B1 (en) * | 2011-03-31 | 2013-01-01 | Zynga Inc. | Social network application programming interface |
US20120277003A1 (en) * | 2011-04-28 | 2012-11-01 | Nichola Eliovits | Platform-independent international gaming framework |
US8556719B1 (en) * | 2011-06-30 | 2013-10-15 | Zynga Inc. | Linking virtual items to real-world items |
US8496532B1 (en) * | 2011-06-30 | 2013-07-30 | Zynga Inc. | Clan wars |
US8292743B1 (en) * | 2011-06-30 | 2012-10-23 | Zynga Inc. | Changing virtual items based on location-based actions |
-
2012
- 2012-06-27 WO PCT/US2012/044362 patent/WO2013006329A2/en active Application Filing
- 2012-06-27 US US13/535,349 patent/US9070242B2/en not_active Expired - Fee Related
- 2012-06-27 US US13/535,061 patent/US20130005443A1/en not_active Abandoned
- 2012-06-27 WO PCT/US2012/044485 patent/WO2013006351A2/en active Application Filing
- 2012-06-28 WO PCT/US2012/044745 patent/WO2013006389A2/en active Application Filing
- 2012-06-28 US US13/537,019 patent/US20130006709A1/en not_active Abandoned
- 2012-07-02 US US13/540,581 patent/US20130005458A1/en not_active Abandoned
- 2012-07-02 WO PCT/US2012/045332 patent/WO2013006590A2/en active Application Filing
-
2015
- 2015-06-05 US US14/732,663 patent/US20150265916A1/en not_active Abandoned
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20060287046A1 (en) * | 1996-04-22 | 2006-12-21 | Walker Jay S | System and method for facilitating play of a video game via a web site |
US20050159998A1 (en) * | 2004-01-21 | 2005-07-21 | Orkut Buyukkokten | Methods and systems for rating associated members in a social network |
US20100203963A1 (en) * | 2007-09-24 | 2010-08-12 | Wms Gaming, Inc. | Integrating social contact identifiers into wagering games |
US20110190066A1 (en) * | 2008-10-09 | 2011-08-04 | Wms Gaming, Inc. | Controlling and presenting virtual wagering game environments |
US20100312649A1 (en) * | 2009-06-03 | 2010-12-09 | Cbs Interactive, Inc. | Method and apparatus for marketing over an on-line network |
Cited By (73)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8585492B2 (en) * | 2008-11-10 | 2013-11-19 | Wms Gaming, Inc. | Management of online wagering communities |
US20110212767A1 (en) * | 2008-11-10 | 2011-09-01 | Wms Gaming, Inc. | Management of online wagering communities |
US10354267B2 (en) | 2009-07-27 | 2019-07-16 | Visa International Service Association | Systems and methods to provide and adjust offers |
US9443253B2 (en) | 2009-07-27 | 2016-09-13 | Visa International Service Association | Systems and methods to provide and adjust offers |
US10902420B2 (en) | 2010-03-22 | 2021-01-26 | Visa International Service Association | Merchant configured advertised incentives funded through statement credits |
US10354250B2 (en) | 2010-03-22 | 2019-07-16 | Visa International Service Association | Merchant configured advertised incentives funded through statement credits |
US9697520B2 (en) | 2010-03-22 | 2017-07-04 | Visa U.S.A. Inc. | Merchant configured advertised incentives funded through statement credits |
US9324088B2 (en) | 2010-06-04 | 2016-04-26 | Visa International Service Association | Systems and methods to provide messages in real-time with transaction processing |
US10339554B2 (en) | 2010-06-04 | 2019-07-02 | Visa International Service Association | Systems and methods to provide messages in real-time with transaction processing |
US9972021B2 (en) | 2010-08-06 | 2018-05-15 | Visa International Service Association | Systems and methods to rank and select triggers for real-time offers |
US10977666B2 (en) | 2010-08-06 | 2021-04-13 | Visa International Service Association | Systems and methods to rank and select triggers for real-time offers |
US9990643B2 (en) | 2010-09-03 | 2018-06-05 | Visa International Service Association | Systems and methods to provide real-time offers via a cooperative database |
US9679299B2 (en) | 2010-09-03 | 2017-06-13 | Visa International Service Association | Systems and methods to provide real-time offers via a cooperative database |
US10546332B2 (en) | 2010-09-21 | 2020-01-28 | Visa International Service Association | Systems and methods to program operations for interaction with users |
US10055745B2 (en) | 2010-09-21 | 2018-08-21 | Visa International Service Association | Systems and methods to modify interaction rules during run time |
US9477967B2 (en) | 2010-09-21 | 2016-10-25 | Visa International Service Association | Systems and methods to process an offer campaign based on ineligibility |
US11151585B2 (en) | 2010-09-21 | 2021-10-19 | Visa International Service Association | Systems and methods to modify interaction rules during run time |
US10475060B2 (en) | 2010-11-04 | 2019-11-12 | Visa International Service Association | Systems and methods to reward user interactions |
US9558502B2 (en) | 2010-11-04 | 2017-01-31 | Visa International Service Association | Systems and methods to reward user interactions |
US10438299B2 (en) | 2011-03-15 | 2019-10-08 | Visa International Service Association | Systems and methods to combine transaction terminal location data and social networking check-in |
US9025832B2 (en) * | 2011-06-01 | 2015-05-05 | Microsoft Technology Licensing, Llc | Automated sensor driven friending |
US20120311031A1 (en) * | 2011-06-01 | 2012-12-06 | Microsoft Corporation | Automated sensor driven friending |
US10628842B2 (en) | 2011-08-19 | 2020-04-21 | Visa International Service Association | Systems and methods to communicate offer options via messaging in real time with processing of payment transaction |
US10223707B2 (en) | 2011-08-19 | 2019-03-05 | Visa International Service Association | Systems and methods to communicate offer options via messaging in real time with processing of payment transaction |
US20130073620A1 (en) * | 2011-09-19 | 2013-03-21 | Idiyas, Llc | System and method for electronic trading based upon influence |
US9466075B2 (en) | 2011-09-20 | 2016-10-11 | Visa International Service Association | Systems and methods to process referrals in offer campaigns |
US10956924B2 (en) | 2011-09-29 | 2021-03-23 | Visa International Service Association | Systems and methods to provide a user interface to control an offer campaign |
US10380617B2 (en) | 2011-09-29 | 2019-08-13 | Visa International Service Association | Systems and methods to provide a user interface to control an offer campaign |
US10853842B2 (en) | 2011-11-09 | 2020-12-01 | Visa International Service Association | Systems and methods to communicate with users via social networking sites |
US10290018B2 (en) | 2011-11-09 | 2019-05-14 | Visa International Service Association | Systems and methods to communicate with users via social networking sites |
US11037197B2 (en) | 2012-01-20 | 2021-06-15 | Visa International Service Association | Systems and methods to present and process offers |
US10497022B2 (en) | 2012-01-20 | 2019-12-03 | Visa International Service Association | Systems and methods to present and process offers |
US10672018B2 (en) | 2012-03-07 | 2020-06-02 | Visa International Service Association | Systems and methods to process offers via mobile devices |
US9604132B1 (en) | 2012-05-07 | 2017-03-28 | CP Studios LLC | Video gaming platform and user interface |
US10632388B1 (en) * | 2012-05-07 | 2020-04-28 | CP Studios LLC | Multilayer framework architecture and user interface for video gaming applications |
US11731054B1 (en) | 2012-05-07 | 2023-08-22 | CP Studios LLC | Multilayer framework architecture and user interface for video gaming applications |
US9597586B1 (en) * | 2012-05-07 | 2017-03-21 | CP Studios Inc. | Providing video gaming action via communications in a social network |
US10543422B1 (en) | 2012-05-07 | 2020-01-28 | CP Studios Inc. | Providing synchronized and integrated video gaming |
US9889373B1 (en) | 2012-05-07 | 2018-02-13 | CP Studios LLC | Multilayer framework and architecture with variable video gaming capabilities |
US10198739B2 (en) * | 2012-12-26 | 2019-02-05 | Google Llc | Assigning achievement designations in a network |
US20140180781A1 (en) * | 2012-12-26 | 2014-06-26 | Orkut Buyukkokten | Assigning Achievement Designations In A Network |
US9311682B2 (en) * | 2013-01-10 | 2016-04-12 | The Nielsen Company (Us), Llc | Systems and methods to identify candidates for targeted advertising in an online social gaming environment |
US9659446B2 (en) * | 2013-03-15 | 2017-05-23 | Zynga Inc. | Real money gambling payouts that depend on online social activity |
US20140274341A1 (en) * | 2013-03-15 | 2014-09-18 | Zynga Inc. | Real Money Gambling Payouts That Depend on Online Social Activity |
US11609631B2 (en) | 2013-05-20 | 2023-03-21 | Intel Corporation | Natural human-computer interaction for virtual personal assistant systems |
US11181980B2 (en) | 2013-05-20 | 2021-11-23 | Intel Corporation | Natural human-computer interaction for virtual personal assistant systems |
US9463383B2 (en) * | 2013-08-22 | 2016-10-11 | Pf Loop Inc. | Computer system and method for generating, exchanging, and valuing social currency |
US20150057073A1 (en) * | 2013-08-22 | 2015-02-26 | David Kopans | Computer System and Method for Generating, Exchanging, and Valuing Social Currency |
US20150126280A1 (en) * | 2013-11-06 | 2015-05-07 | Black Hills Ip Holdings, Llc | Methods, systems, and apparatus for work-driven gaming |
US10909508B2 (en) | 2013-11-11 | 2021-02-02 | Visa International Service Association | Systems and methods to facilitate the redemption of offer benefits in a form of third party statement credits |
US10489754B2 (en) | 2013-11-11 | 2019-11-26 | Visa International Service Association | Systems and methods to facilitate the redemption of offer benefits in a form of third party statement credits |
US10419379B2 (en) | 2014-04-07 | 2019-09-17 | Visa International Service Association | Systems and methods to program a computing system to process related events via workflows configured using a graphical user interface |
US10354268B2 (en) | 2014-05-15 | 2019-07-16 | Visa International Service Association | Systems and methods to organize and consolidate data for improved data storage and processing |
US11640620B2 (en) | 2014-05-15 | 2023-05-02 | Visa International Service Association | Systems and methods to organize and consolidate data for improved data storage and processing |
US10977679B2 (en) | 2014-05-15 | 2021-04-13 | Visa International Service Association | Systems and methods to organize and consolidate data for improved data storage and processing |
US20150348123A1 (en) * | 2014-06-03 | 2015-12-03 | Facebook, Inc. | Tracking the influence of gift giving within a social network |
US9639862B2 (en) * | 2014-06-03 | 2017-05-02 | Facebook, Inc. | Tracking the influence of gift giving within a social network |
US10361979B2 (en) | 2014-08-08 | 2019-07-23 | Pf Loop Inc. | Computer system and method for adding attributes to an electronic message on behalf of the message's sender |
US20220152483A1 (en) * | 2014-09-12 | 2022-05-19 | Voyetra Turtle Beach, Inc. | Computing device with enhanced awareness |
US11944898B2 (en) * | 2014-09-12 | 2024-04-02 | Voyetra Turtle Beach, Inc. | Computing device with enhanced awareness |
US11210669B2 (en) | 2014-10-24 | 2021-12-28 | Visa International Service Association | Systems and methods to set up an operation at a computer system connected with a plurality of computer systems via a computer network using a round trip communication of an identifier of the operation |
US10275535B1 (en) * | 2015-06-04 | 2019-04-30 | United Services Automobile Association (Usaa) | Obtaining user feedback from social media data |
US20180096388A1 (en) * | 2015-09-15 | 2018-04-05 | Tencent Technology (Shenzhen) Company Limited | Promotion information pushing method, apparatus, and system |
US20180373405A1 (en) * | 2017-06-27 | 2018-12-27 | Microsoft Technology Licensing, Llc | Targeted interest and content sharing platforms |
US20210016189A1 (en) * | 2018-02-27 | 2021-01-21 | DraftKings, Inc. | System and methods for prioritizing content packets based on a dynamically updated list of profile attributes |
US11865461B2 (en) * | 2018-02-27 | 2024-01-09 | Dk Crown Holdings Inc. | System and methods for prioritizing content packets based on a dynamically updated list of profile attributes |
US20190299103A1 (en) * | 2018-03-29 | 2019-10-03 | Mz Ip Holdings, Llc | System and method for updating an application client |
WO2019221832A1 (en) * | 2018-05-18 | 2019-11-21 | Sony Interactive Entertainment LLC | Personalizing user experience in a gaming network |
US11665245B2 (en) | 2018-05-18 | 2023-05-30 | Sony Interactive Entertainment LLC | Personalizing user experience in a gaming network |
US20230283678A1 (en) * | 2018-05-18 | 2023-09-07 | Sony Interactive Entertainment LLC | Personalizing user experience in a gaming network |
US10848592B2 (en) | 2018-05-18 | 2020-11-24 | Sony Interactive Entertainment LLC | Personalizing user experience in a gaming network |
US20190356753A1 (en) * | 2018-05-18 | 2019-11-21 | Sony Interactive Entertainment LLC | Personalizing user experience in a gaming network |
US20220012986A1 (en) * | 2019-10-01 | 2022-01-13 | Igt | Gaming system and method for offering social media activity in association with wagering |
Also Published As
Publication number | Publication date |
---|---|
WO2013006329A2 (en) | 2013-01-10 |
WO2013006329A3 (en) | 2013-06-13 |
US20130005443A1 (en) | 2013-01-03 |
US9070242B2 (en) | 2015-06-30 |
US20130005482A1 (en) | 2013-01-03 |
WO2013006351A3 (en) | 2013-03-14 |
WO2013006351A2 (en) | 2013-01-10 |
WO2013006590A3 (en) | 2013-03-14 |
WO2013006590A2 (en) | 2013-01-10 |
WO2013006389A2 (en) | 2013-01-10 |
WO2013006389A3 (en) | 2013-03-21 |
US20130005458A1 (en) | 2013-01-03 |
US20150265916A1 (en) | 2015-09-24 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20130006709A1 (en) | Techniques for leveraging player's social influence and marketing potential in gaming environments | |
US11749067B2 (en) | Using coded identifiers for adaptive gaming | |
US10186111B2 (en) | Controlling wagering game system browser areas | |
US20140194188A1 (en) | Person-to-person wagering system using accomplishment-based games and applications to record score, achievement or time in an asyncronous manner using public or private networks | |
US9286759B2 (en) | Controlling and rewarding gaming socialization | |
US8834254B2 (en) | Account-based-wagering mobile controller | |
US9460584B2 (en) | Controlling wagering game play continuation | |
US10950092B2 (en) | Skillful multi-level games and gaming machines in which players are granted free play sessions | |
US20190362602A1 (en) | Be the house gaming system | |
CA3116869A1 (en) | Skillfull-influenced casino games and gaming machines configured to provide progrssive and/or promotional leaderboards | |
US11151837B2 (en) | Regulated multi-level casino games and gaming machines configured to offer player rewards based on performance indicia | |
US11024123B2 (en) | Regulated casino games in which the health of a player's virtual avatar affects the wagering characteristics of the game, including the triggering of a wager | |
US11631303B2 (en) | Skillfull regulated casino games and regulated casino gaming machines configured to award deferred-evaluation loot boxes | |
US11055963B2 (en) | Casino gaming machines and games having selectably available wagering propositions | |
CA3127815C (en) | Regulated gaming machines and casino games configured to enable aggregated wagers | |
US11195378B2 (en) | Skillfull regulated multi-level casino games and gaming machines configured to encourage exploration of game levels, stages, areas | |
US10789815B2 (en) | Skillful regulated casino games and gaming machines configured to enable the player to select from among equally probable outcomes to win |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |