Electronic gaming machines and related methods with player emotional state prediction
AssigneeIgt
InventorsTyler Sorey, Dwayne Nelson, Cameron Rowe, Steven LeMay
Life of this patent
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Abstract
A method of operating an electronic gaming machine includes providing a predictive model of an emotional state of a player of the electronic gaming machine, obtaining biometric data associated with the player, and analyzing the biometric data to detect an emotional state of the player. The method detects occurrence of a game play event of the electronic device, generates a predicted emotional state of the player as a result of the occurrence of the game play event, and modifies an aspect of a game play experience of the electronic gaming machine based on the predicted emotional state of the player in response to the game play event.
Claims20
A computer-implemented method, comprising:
- providing a predictive model of an emotional state of a player of an electronic gaming machine, wherein the predictive model is usable to generate a predicted emotional state of the player based on a game-play input parameter associated with operation of the electronic gaming machine and a detected-emotion input parameter associated with a detected emotional state of the player;
- obtaining, via a biometric data input device, biometric data associated with the player while the player is engaged in using the electronic gaming machine;
- analyzing the biometric data to detect an emotional state of the player while the player is engaged in using the electronic gaming machine;
- providing the detected emotional state of the player as the detected-emotion input parameter to the predictive model;
- detecting a triggering of an occurrence of a game play event of the electronic gaming machine, wherein the game play event is associated with the game-play input parameter of the predictive model;
- generating, via the predictive model and prior to execution of the game play event, a predicted emotional state of the player as a result of the occurrence of the game play event;
- and
- modifying an aspect of a game play experience of the electronic gaming machine based on the predicted emotional state of the player.
A computer-implemented method, comprising:
- providing a predictive model of an emotional state of a player of an electronic gaming machine, wherein the predictive model is usable to generate a predicted emotional state of the player based on a game-play input parameter associated with operation of the electronic gaming machine and a detected-emotion input parameter associated with a detected emotional state of the player;
- obtaining, via a biometric data input device, biometric data associated with the player while the player is engaged in using the electronic gaming machine;
- analyzing the biometric data to detect an emotional state of the player while the player is engaged in using the electronic gaming machine;
- generating, via the predictive model, a predicted emotional state of the player as a result of a modification of an aspect of a game play experience of the electronic gaming machine, wherein the aspect of the game play experience is associated with the game-play input parameter of the predictive model and the emotional state of the player is associated with the detected-emotion input parameter of the predictive model;
- modifying the aspect of a game play experience of the electronic gaming machine;
- obtaining additional biometric data associated with the player after modification of the aspect of the game play experience;
- analyzing the additional biometric data to detect an actual emotional state of the player after modification of the aspect of the game play experience;
- comparing the actual emotional state of the player after modification of the aspect of the game play experience with the predicted emotional state of the player after modification of the aspect of the game play experience;
- and
- modifying the predictive model based on comparison of the actual emotional state of the player after modification of the aspect of the game play experience with the predicted emotional state of the player as a result of modification of the aspect of the game play experience.
An electronic gaming machine, comprising:
- a processor;
- and
- a biometric input device coupled to the processor and configured to obtain biometric data associated with a player while the player is engaged in using the electronic gaming machine,
- wherein the processor is configured to perform operations comprising:
- providing a predictive model of an emotional state of a player of an electronic gaming machine, machine by the player wherein the predictive model is usable to generate a predicted emotional state of the player based on a game-play input parameter associated with operation of the electronic gaming machine and a detected-emotion input parameter associated with a detected emotional state of the player;
- analyzing the biometric data to detect an emotional state of the player while the player is engaged in using the electronic gaming machine;
- providing the detected emotional state of the player as the detected-emotion input parameter to the predictive model;
- detecting a triggering of an occurrence of a game play event of the electronic device, wherein the game play event is associated with the game-play input parameter of the predictive model;
- generating, via the predictive model and prior to execution of the game play event, a predicted emotional state of the player as a result of the occurrence of the game play event;
- and
- modifying an aspect of a game play experience of the electronic gaming machine based on the predicted emotional state of the player.
Dependencies are inferred from the claim text.