Title:
TECHNIQUES FOR LEVERAGING PLAYER'S SOCIAL INFLUENCE AND MARKETING POTENTIAL IN GAMING ENVIRONMENTS
Kind Code:
A1


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).



Inventors:
Kosta, James Peter (Gardnerville, NV, US)
Application Number:
13/537019
Publication Date:
01/03/2013
Filing Date:
06/28/2012
Assignee:
3G STUDIOS, INC. (Reno, NV, US)
Primary Class:
International Classes:
G06Q30/02
View Patent Images:
Related US Applications:



Primary Examiner:
BEKERMAN, MICHAEL
Attorney, Agent or Firm:
DEAN WOLF (Boulder, CO, US)
Claims:
It is claimed:

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.

Description:

RELATED APPLICATION DATA

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.

COPYRIGHT NOTICE/PERMISSION

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.

BACKGROUND

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.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a simplified block diagram of a specific example embodiment of a portion of a Computer Network 100

FIG. 2 is a simplified block diagram of an exemplary 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 exemplary Mobile Device 400 in accordance with a specific embodiment.

FIG. 5 illustrates an example embodiment of a Server System 580 which may be used for implementing various aspects/features described herein.

FIG. 6 illustrates an example of a functional block diagram of a Server 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 Player Social Influence Procedure 800 in accordance with a specific embodiment.

DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS

Overview

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.

Specific Example Embodiments

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.

Example A

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.

Example B

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.

Example C

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 of FIG. 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 Player Social Influence Procedure 800 in accordance with a specific embodiment. As illustrated in the example embodiment of FIG. 8, the Player Social 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 a Gaming 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 of FIG. 1, the Gaming 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 of FIG. 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 an exemplary gaming machine 200 in accordance with a specific embodiment. As illustrated in the embodiment of FIG. 2, gaming machine 200 includes at least one processor 210, at least one interface 206, and memory 216.

In one implementation, processor 210 and master game controller 212 are included in a logic device 213 enclosed in a logic device housing. The processor 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 via communication 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, various peripheral devices 222 and/or I/O devices; e) operating peripheral 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, the processor 210 may send messages including game play information to the displays 235 to inform players of cards dealt, wagering information, and/or other desired information.

The gaming machine 200 also includes memory 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 the processor 210 to communicate with peripheral devices 222 and I/O devices 211; 4) a secondary memory 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, the master 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 in memory 216. Example of different types of device drivers may include device drivers for gaming machine components, device drivers for peripheral components 222, etc. Typically, the device 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 the memory 216 by the processor 210 to allow communication with the device. For instance, one type of card reader in gaming machine 200 may be replaced with a second type of card reader where device drivers for both card readers are stored in the memory 216.

In some embodiments, the software units stored in the memory 216 may be upgraded as needed. For instance, when the memory 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 the master game controller 212 or from some other external device. As another example, when the memory 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 the memory 216 uses one or more 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/or validation 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 the gaming 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/wireless power 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 device function 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 the sensors 260 and/or input 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, the power 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 device function control components 262 may be operable to remotely control and/or configure components of one or more mobile 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 with peripheral 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), a main memory 304 and a static memory 306, which communicate with each other via a bus 308. The computer system 300 may further include a video display unit 310 (e.g., a liquid crystal display (LCD) or a cathode ray tube (CRT)). The computer system 300 also includes an alphanumeric input device 312 (e.g., a keyboard), a user interface (UI) navigation device 314 (e.g., a mouse), a disk drive unit 316 , a signal generation device 318 (e.g., a speaker) and a network 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. The software 324 may also reside, completely or at least partially, within the main memory 304 and/or within the processor 302 during execution thereof by the computer system 300, the main memory 304 and the processor 302 also constituting machine-readable media.

The software 324 may further be transmitted or received over a network 326 via the network 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 an exemplary 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; Operating mode 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 in FIG. 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, the memory 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, the power 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, the motion 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 a Server System 580 which may be used for implementing various aspects/features described herein. In at least one embodiment, the Server System 580 includes at least one network 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, the CPU 562 may be responsible for implementing specific functions associated with the functions of a desired network device. For example, when configured as a server, the CPU 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. The CPU 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 or more 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 of Server System 580. In a specific embodiment, a memory 561 (such as non-volatile RAM and/or ROM) also forms part of CPU 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 the interfaces 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 the Server 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 allow network 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 a Server System 600 in accordance with a specific embodiment. In at least one embodiment, the Server 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, the memory 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.