U.S. patent application number 12/920880 was filed with the patent office on 2011-10-13 for system, method and computer program for retention and optimization of gaming revenue and amelioration of negative gaming behaviour.
Invention is credited to Roger P. Horbay, Theodore Martin, Ian Plumley, Tony Scherman.
Application Number | 20110250972 12/920880 |
Document ID | / |
Family ID | 41055508 |
Filed Date | 2011-10-13 |
United States Patent
Application |
20110250972 |
Kind Code |
A1 |
Horbay; Roger P. ; et
al. |
October 13, 2011 |
SYSTEM, METHOD AND COMPUTER PROGRAM FOR RETENTION AND OPTIMIZATION
OF GAMING REVENUE AND AMELIORATION OF NEGATIVE GAMING BEHAVIOUR
Abstract
A method of ameliorating negative gaming behaviour is provided.
One or more gaming users are monitored, or monitoring data
regarding their gaming behaviour is obtained. The gaming behaviour
is analyzed to identify behaviour that may result in potentially
harmful or addictive gaming behaviour (negative gaming behaviour).
In the event of occurrence of such negative gaming behaviour, based
on the specific negative behaviour one or more interactions are
initiated between a system and the one or more users, such
interactions being directed to ameliorating the negative gaming
behaviour by preventative action. The gaming behaviour is analyzed
based on a plurality of gaming behaviour risk indicators.
Inventors: |
Horbay; Roger P.; (Elora,
CA) ; Scherman; Tony; (Toronto, CA) ; Plumley;
Ian; (Sault Ste. Marie, CA) ; Martin; Theodore;
(Orono, CA) |
Family ID: |
41055508 |
Appl. No.: |
12/920880 |
Filed: |
March 6, 2009 |
PCT Filed: |
March 6, 2009 |
PCT NO: |
PCT/CA09/00262 |
371 Date: |
June 17, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61034326 |
Mar 6, 2008 |
|
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3237 20130101;
G06Q 10/10 20130101; G06Q 50/34 20130101; G07F 17/32 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer implemented method of ameliorating negative gaming
behaviour, characterized in that the method comprises the steps of:
(a) monitoring the gaming behaviour of one or more users; (b)
analyzing the gaming behaviour to identify behaviour that may
result in potentially harmful or addictive gaming behaviour
(negative gaming behaviour); and (c) in the event of occurrence of
such negative gaming behaviour, initiating based on the specific
negative behaviour one or more interactions between a system and
the one or more users, such interactions being directed to
ameliorating the negative gaming behaviour by preventative
action.
2. The computer implemented method claimed in claim 1 characterized
in that the gaming behaviour is analyzed based on a plurality of
gaming behaviour risk indicators.
3. The computer implemented method claimed in claim 2 characterized
in that the plurality of gaming behaviour risk indicators include a
user's individual player values and player type values as input
parameters for the analysis.
4. The computer implemented method claimed in claim 1 characterized
in that the interactions are targeted at the one or more users
based on the one or more users' player type, risk level and outcome
of a plurality of condition checks.
5. The computer implemented method claimed in claim 4 characterized
in that the plurality of condition checks are obtained by operation
of one or more processes for calculating one or more of the users'
raw gaming session data, updated calculated player values and
player type values as input parameters.
6. The computer implemented method claimed in claim 4 characterized
in that the interaction is initiated by a player interaction
trigger wherein the player interaction trigger is an active
individualized agent designed to analyze the gaming behaviour for a
specific user.
7. The computer implemented method claimed in claim 1 characterized
in that the monitoring and analyzing of the gaming behaviour and
the interaction between the system and the one or more users occur
in real-time.
8. A system for ameliorating negative gaming behaviour
characterized in that the system comprises: (a) a server computer
linked to one or more remote computers for obtaining gaming
behaviour data for one or more users; (b) the server computer
including or being linked to a risk management utility that
embodies a plurality of risk indicators for identifying gaming
behaviour that may result in potentially harmful or addictive
gaming behaviour or negative gaming behaviour; (i) wherein the risk
management utility is operable to analyze the gaming behaviour data
to identify negative gaming behaviour based on the risk indicators;
and (c) the server computer further including or being linked to a
communication utility that is operable to initiate one or more
communications between the user and the server computer, such
communications defining one or more interactions defined by the
risk management utility for ameliorating the negative gaming
behaviour by preventative action.
9. The system of claim 8 characterized in that the risk management
utility is operable to define a player type value for a user, and
the system is operable to monitor the user's gaming behaviour
relative to the player type value.
10. The system of claim 8 characterized in that the communications
utility is operable to define the interactions such that they are
targeted to the one or more users based on the one or more users'
player type, risk level and outcome of a plurality of condition
checks.
11. The system of claim 10 characterized in that the communications
utility is operable to define the plurality of condition checks
obtained by operation of one or more processes for calculating one
or more of the users' raw gaming session data, updated calculated
player values and player type values as input parameters.
12. The system of claim 8 characterized in that the interaction is
initiated by a player interaction trigger wherein the player
interaction trigger is an active individualized agent designed to
analyze the gaming behaviour for a specific user.
13. The system of claim 8 characterized in that the obtaining and
identifying of gaming behaviour data and the initiating of
interactions between the user and the server computer occur in
real-time.
14. A computer implemented method of ameliorating negative gaming
behaviour, characterized in that the method comprises the steps of:
(a) monitoring the gaming behaviour of one or more users; (b)
analyzing the gaming behaviour to identify behaviour that may
result in potentially harmful or addictive gaming behaviour
(negative gaming behaviour); (c) in the event of occurrence of such
negative gaming behaviour, initiating based on the specific
negative behaviour one or more interactions between a system and
the one or more users, such interactions being directed to
ameliorating the negative gaming behaviour by preventative action;
and (d) generating a report to a gaming operator and/or a
government entity or government appointed entity detailing the
potentially harmful and addictive gaming behaviour of one or more
users of the gaming operator's services.
15. The computer implemented method claimed in claim 14
characterized in that the gaming behaviour is analyzed based on a
plurality of gaming behaviour risk indicators.
16. The computer implemented method claimed in claim 15
characterized in that the plurality of gaming behaviour risk
indicators include a user's individual player values and player
type values as input parameters for the analysis.
17. The computer implemented method claimed in claim 14
characterized in that the interactions are targeted at the one or
more users based on the one or more users' player type, risk level
and outcome of a plurality of condition checks.
18. The computer implemented method claimed in claim 17
characterized in that the plurality of condition checks are
obtained by operation of one or more processes for calculating one
or more of the users' raw gaming session data, updated calculated
player values and player type values as input parameters.
19. The computer implemented method claimed in claim 17
characterized in that the interaction is initiated by a player
interaction trigger wherein the player interaction trigger is an
active individualized agent designed to analyze the gaming
behaviour for a specific user.
20. The computer implemented method claimed in claim 14
characterized in that the report details are designed to aid in the
monitoring and adjusting the gaming behaviour of one or more users
of the gaming operator's services.
21. The computer implemented method claimed in claim 14
characterized in that the monitoring and analyzing of the gaming
behaviour and the interaction between the system and the one or
more users occur in real-time.
22. A system for ameliorating negative gaming behaviour
characterized in that the system comprises: (a) a server computer
linked to one or more remote computers for obtaining gaming
behaviour data for one or more users; (b) the server computer
including or being linked to a risk management utility that
embodies a plurality of risk indicators for identifying gaming
behaviour that may result in potentially harmful or addictive
gaming behaviour or negative gaming behaviour; (i) wherein the risk
management utility is operable to analyze the gaming behaviour data
to identify negative gaming behaviour based on the risk indicators;
(c) the server computer further including or being linked to a
communication utility that is operable to initiate one or more
communications between the user and the server computer, such
communications defining one or more interactions defined by the
risk management utility for ameliorating the negative gaming
behaviour by preventative action; and (d) the server computer
further including or being linked to a reporting utility that
generates reports for a gaming operator and/or a government entity
or government appointed entity detailing the potentially harmful
and addictive gaming behaviour of one or more users of the gaming
operator's services.
23. The system of claim 22 characterized in that the risk
management utility is operable to define a player type value for a
user, and the system is operable to monitor the user's gaming
behaviour relative to the player type value.
24. The system of claim 22 characterized in that the communications
utility is operable to define the interactions such that they are
targeted to the one or more users based on the one or more users'
player type, risk level and outcome of a plurality of condition
checks.
25. The system of claim 24 characterized in that the communications
utility is operable to define the plurality of condition checks
obtained by operation of one or more processes for calculating one
or more of the users' raw gaming session data, updated calculated
player values and player type values as input parameters.
26. The system of claim 22 characterized in that the interaction is
initiated by a player interaction trigger wherein the player
interaction trigger is an active individualized agent designed to
analyze the gaming behaviour for a specific user.
27. The system of claim 22 characterized in that the reporting
utility is operable to make the report details which are designed
to aid in the monitoring and adjusting the gaming behaviour of one
or more users of the gaming operator's services.
28. The system of claim 22 characterized in that the obtaining and
identifying of gaming behaviour data and the initiating of
interactions between the user and the server computer occur in
real-time.
Description
[0001] This application claims the benefit of U.S. Patent
Application No. 61/034,326, filed Mar. 6, 2008.
FIELD OF THE INVENTION
[0002] This invention relates to a system and computer program that
monitors and analyses an individual's gaming behaviour to reduce
the likelihood of, potentially harmful behaviour from becoming
addictive behaviour, and to prevent or reduce the likelihood of
burnouts and as a result, create safer long term participation that
generates customer retention and revenue optimization for the
gaming operator.
BACKGROUND OF THE INVENTION
[0003] Gambling is as old as human history. Yet, as we move into
the third millennium there is a dramatic increase in legalized
gambling worldwide, primarily because of governments' need to
increase revenue without additional taxation. Other factors
contributing to increased participation in gambling include the
rise of new technologies, including internet gambling (e.g., online
poker). This has naturally led to an increase in the number of
people experiencing gambling problems as more people overall
participate in gambling. Problem gambling is generally defined as
gambling behaviour that creates negative consequences for the
gambler, others in his or her social network, or for the community.
There is also a definition for pathological gambling, the more
acute element of the continuum of gambling-related problems, which
is recognized as a mental disorder by the American Psychiatric
Association. The main features of pathological gambling are: (1) a
continuous or periodic loss of control over gambling; (2) a
progression, in gambling frequency and amounts wagered, in the
preoccupation with gambling and in obtaining monies with which to
gamble; and (3) a continuation of gambling involvement despite
adverse consequences (American Psychiatric Association).
Additionally, according to cognitive-behaviour theories of
addiction, all games of chance, indeed all things that are exciting
or pleasant, or provide an escape, are potentially addictive.
[0004] Gambling addiction treatment approaches have generally
followed a disease model approach very similar to those in the
substance abuse field where abstinence is the primary goal of
treatment after the individual has been identified or diagnosed as
a problem, compulsive, pathological or disordered gambler, which is
widely considered to have a progressive course. However, the
current state of the art generally indicates that the notion that
gambling problems are always progressive and enduring is false.
There is considerable movement in and out of more severe and less
severe levels of gambling problems. The data show that the
progression or worsening of gambling problems in less common than
expected. Although individuals who do not gamble or gamble without
problems tend to remain problem-free, transition between levels of
disordered gambling is common. Understanding the variety of
biological, psychological, and social factors that influence
gambling problem progression will serve as the foundation for
development of effective and efficacious prevention efforts
(LaPlante, D. 2008).
[0005] The emergence of Internet gambling has been one of the most
significant and controversial developments in the gambling and
problem gambling fields over the past two decades. There is strong
foundation to speculate on the heightened risks associated with
Internet gambling that contribute to the development of problem
gambling. For instance, Griffiths has identified the use of virtual
cash, unlimited accessibility, and the solitary nature of gambling
on the Internet as potential risk factors for problem gambling
development (Griffiths, 1999). Additionally, an individual's risk
for developing a problem is enhanced by a mix of cognitive, social,
emotional, biological, and genetic predispositions (Turner, 2002),
all of which can be identified by monitoring for risk indicators.
Though Internet gambling may increase risk factors for gambling
addiction, technology can also be used to directly and effectively
mitigate these risks.
[0006] It has been argued that gambling is a multifaceted
behaviour, strongly influenced by contextual factors that cannot be
encompassed by any single theoretical perspective. Such contextual
factors include variations in gambling involvement and motivation
across different demographic groups, the structural characteristics
of activities and the developmental or temporal nature of gambling
behaviour. Therefore, clinical interventions are best served by a
biopsychosocial approach that incorporates the best strands of
contemporary psychology, biology and sociology (Griffiths, 2004).
This suggests the need for an eclectic approach for the prevention
of gambling problems. In the context of Internet gambling, recent
research findings into gambling addiction risk factors and
indicators, coupled with the ability to monitor all gambling
behaviour, and the capability to instantly communicate with the
players, opens the door to apply a range of problem gambling
prevention and behavioural management techniques.
[0007] Paralleling innovative new approaches in the substance abuse
field, harm minimization techniques have proven successful in
assisting gamblers where abstinence is not their primary goal
(Horbay, R, Chen, P, 1997). Harm minimization means "reducing the
likelihood of harm associated with gambling," or, conversely,
"increasing the safety related to continued gambling." Harm
reduction or harm minimization approaches do not rely on
psychometric testing to identify harm, but rather assumes certain
behaviours are potentially harmful or addiction prone and strives
to identify risk factors that are modifiable to reduce the
likelihood of harm. This approach is applied when a person is
gambling while attempting to modify their behaviors to reduce or
stop any negative consequences or to modify risk factors to prevent
harm. One aspect of the invention is the utilization of a harm
minimization approach as a conceptual basis for commutation and
interactions and communications with the user. This model
recognized by LaPlante that gamblers movement in and out of more
severe and less severe levels of gambling problems and that through
modifications in gambling behaviours, harm can be minimized and
prevented, and gamblers can remain or return to safer or safe
levels of gambling.
[0008] Potentially harmful behaviour generally refers to
participation in activities that are inherently risky in nature,
where the user in not cognizant of potentially negative effects of
the activity that can result in negative consequences for the
individual, others in his or her social network, or for the
community at large.
[0009] An example of area of activity that can result in
potentially harmful behaviour and in some cases to addictive
behaviour is poker playing or poker gaming on the Internet.
Potentially harmful behaviour generally refers to participation in
activities that are inherently risky in nature, where the user in
not cognizant of potentially negative effects of the activity that
can result in negative consequences for the individual, others in
his or her social network, or for the community at large. Poker
gaming over the internet or wireless networks, is now a rapidly
growing $10 Billion marketplace. In online gaming environments
players can generally gamble without traditional safeguards or
impediments to excessive play (such as human contact, separation of
cash access from play or physical removal). Players gaming in these
unmonitored environments can experience potentially harmful
behaviour including, but not limited to; burnout, harmful play or
problem chance gaming.
[0010] The online gaming environment generally provides gaming
operators with significantly more comprehensive and detailed gaming
transaction data on each of their individual patrons. These factors
elevate the operator's capacity for (and potential legal
responsibility for) identifying risky or dangerous behaviours.
[0011] The online gaming environment therefore runs a dual risk for
online gaming operators: one risk is the potential loss of revenue
due to the premature burnout of online gaming site players, the
second risk is the plausible legal exposure gaming operators could
face where they knowingly continue to provide gaming products when
it is clear or likely that the player is experiencing the potential
for harm from problem gambling.
[0012] According to the prior art, some attempts have been made to
provide methods or systems that alleviate the risks of these
potentially harmful or addictive behaviours. ICU Intelligence Group
AB's PLAYSCAN.TM. and SPELKOLL.TM. are examples of such products.
ICU Intelligence Group Ab discloses a product generally focused on
the online gaming environment. The product categorizes player
activity into three brackets of acceptability (red/yellow/green).
The products of ICU Intelligence do not take a pro behavioural
modification approach and generally the organization of players
into this small number of risk categories may oversimplify the
nature of player risk. Simply identifying risky or problematic play
patterns and suggesting the player stop playing runs counter to
gaming operators' interests and is a use of an outdated addictions
paradigm that precludes effective prevention solutions offered by
the present invention. The products of ICU Intelligence offers the
users options to self-regulate their behaviours and does not
attempt to be proactive in modifying risky or problem behaviours,
but rather relies on voluntary adoption of tools presented to the
user. Additionally, the product is embedded in the gaming
operator's system, which may lack the objectivity and credibility
of the present invention.
[0013] U.S. Pat. No. 6,629,890 issued to Safe Gaming Systems, uses
static online data collection and player self-assessment to codify
a player for risk. This system is a static and non-data driven
assessment product which does not provide ongoing safeguards or
"curbing" and generally relies on player input to activate the
"Safe Gaming Service", which is fee based and has optional add-ons
that allow limit-setting and private feedback on gaming results.
The system acts as "the bank" for the player only allowing the
player access to predetermined funds. This is contrary to the
present invention that does not force users to predetermine limits,
but rather encourages and rewards players for modifying their
limits to safe and sustainable levels.
[0014] In accordance with other prior art solutions, iView System
markets a product that relies on land-based player card activated
VLT or Slots play to build data on an individual's behaviour and
analyzes the behaviour data to identify markers for addiction risks
and problems using the Canadian Problem Gambling Index (CPGI).
iView's system does not generally provide comprehensive monitoring
and relies on voluntary use of a card system for player tracking.
It does not allow for real-time communication or interacting with a
player but relies on human interactions with suspected at risk or
problem gamblers. It does not proactively attempt to present
problems like the current invention. Also, the data that can be
collected using prior art approaches to land-based casino players
is very different from information that may collected online, and
therefore the iView System provides little or no insight on how to
collect online data and achieve behaviour modification goals using
such data.
[0015] Several other player-focused prevention systems are
available, however, online gaming operators often provide them and
therefore there may be a concern about conflict of interest, and
also they generally require players to track and monitor their own
performance thereby resulting in conformity to the requirements of
the prevention system as the potentially harmful behaviour becomes
more acute.
[0016] There are several industry associations such as eCOGRA, who
provide programs which purport to ensure player protection and
responsible operator conduct through a certification process.
[0017] Additionally, some Internet gambling operators, such as
PartyPoker.com, do track player behaviours to identify patterns,
such as identifying series of wins in "play for free" sessions and
then alert the player that they have played well and won and then
suggest to the user that they try playing for money. Although these
systems appear to have the same functionality of the present
invention, such as tracking the play behaviours and use a simple
algorithm to invoke an interaction with the player, their intended
purpose is for marketing and promotion, not harm minimization or
reduction.
[0018] In view of the foregoing, what is needed is a system and
method that analyses and evaluates data extracted from transactions
to identify excessive or potentially harmful behaviour, and
provides for one or more mechanisms to alleviate the situation.
There is a further need for a system and method that is operable to
reduce potentially harmful behaviour of gaming players, thereby
reducing the likelihood of gambling related harm or addiction.
There is a further need for a system and method that reduces player
burnouts and creates a safer long-term participation, increasing
gamer retention and optimizing revenue for the gaming operator.
[0019] The following publications are prior art in the general area
of negative gaming behaviour and possible ways to address or modify
this behaviour: (a) Blaszczynski, A. & Nower, L., "A pathways
model of problem and pathological gambling" (2002) 97:5 Addiction
at 487-500; (b) Horbay, R. & Chen, P., "Evaluation of an
Integrated Client-Centered Approach to Problem Gambling" a paper
presented at The Eleventh Annul Conference, 1997, on Problem
Gambling Behaviors, New Orleans, La.; (c) LaPlante, D., "Stability
and Progression of Disordered Gambling: Lessons from Longitudinal
Studies" (2008) 53:1 Can J Psychiatry at 52-60; (c) Marlatt, G. A.,
"Relapse prevention: Theoretical rationale and overview of the
model" in G. A. Marlatt & J. R. Gordon (Eds.), Relapse
prevention: Maintenance strategies in the treatment of addictive
behaviours (New York: Guilford, 1985) at 3-67; (d) M. D. Griffiths,
"Gambling technologies: Prospects for problem gambling" (1999) 15
Journal of Gambling Studies at 265-283; (e) M. D. Griffiths &
Delfabbro, P., "The Biopsychosocial Approach to Gambling:
Contextual Factors in Research and Clinical Interventions" (2001) 5
Electronic Journal Of Gambling Issues; (f) Prochaska, J. &
DiClemente, C., "Toward a comprehensive, transtheoretical model of
change: Stages of change and addictive behaviours" In V. Lopez
(Ed.), Treating Addictive Behaviours, 2nd ed. (New York: Plenum
Press 1998); and (g) Turner, N. E., Littman-Sharp, N., Zengeneh,
M., & Spence, W., Winners: Why do some develop gambling
problems while others do not? (2002) Available:
<http://www.gamblingresearch.org>.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG. 1 is a system diagram of one implementation of the
system of the present invention.
[0021] FIG. 2 is a flowchart illustrating the operation of the risk
management utility of the present invention, in one implementation
thereof.
[0022] FIGS. 3A, 3B and 3C illustrate three levels of monitors
(processes and databases) used to capture, analyze and react to
data from the gaming play environment, in one particular aspect of
the present invention.
[0023] In the drawings, one embodiment of the invention is
illustrated by way of example. It is to be expressly understood
that the description and drawings are only for the purpose of
illustration and as an aid to understanding, and are not intended
as a definition of the limits of the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0024] This invention relates to a system and computer program that
monitors user behaviours, analyses behaviour, and communicates with
individuals users, more specifically, users connected to any
telecommunication devices or system, including, but not limited to,
land-based devices, Internet and mobile devices and systems, and
communicates with the user in various forms to facilitate
modification of their behaviours to reduce the likelihood of
potentially harmful and/or addictive user behaviour, and to
prevent, or reduce the likelihood, of user "burnout" and attrition
due to excessive use, and/or monetary losses, and other related
unintended negative consequences. Potentially harmful behaviours
generally refers to participation in activities that are inherently
risky in nature, with an unawareness or disregard of potentially
negative consequences involved in the activity that can result in
negative consequences for the individual, others in his or her
social network, or for the community. This invention relates more
particularly, but not limited to, a system and computer program
that monitors, analyses and facilitates modification of online
poker behaviour by interacting and communicating with individuals
on and through the internet or other communication means (such as a
communication device, communication network or communication
system) telecommunication device and system to reduce the
likelihood of potentially harmful and/or addictive poker player
behaviour, to prevent, or reduce the likelihood, of player burnout
and attrition and/or other unintended collateral harms, and to
capitalize on player retention ensuring greater revenue for the
gaming operator.
[0025] The present invention implements in a computer system logic
for identification of risk, analysis of risk indicators, and
comprehensive interaction with a plurality of users in order to
effectively modify player behaviours to reduce risk and potential
harm.
[0026] One aspect of the invention is the utilization of an
eclectic approach to problem and/or addictive behaviour prevention.
Rather than using one theory, approach or technique, the invention
utilizes best practices within the addictions field with an
integrated model that incorporates the most recent research on harm
minimization, known risk factors and a pathway to addiction model,
couple with proven behavioural modification, motivational and
reward techniques, a Transtheoretical approach, and elements of
Transactional Analysis theory. Additionally, this eclectic model
may be updated and revised as new research evidence becomes
available.
[0027] One aspect of the invention is the utilization of a risk
factors and pathway model as a conceptual basis for interactions
and communications with the user. The invention, in one
implementation thereof, utilizes a general model of pathological
gambling called the pathways model (Blaszczynski, 2002) that
integrates various "causes" of gambling addiction into an overall
framework. According to this model gamblers can be grouped into 3
basic types, differing in terms of their etiological history or
"pathways" leading to excessive gambling: (1) otherwise "normal"
(possesses misconceptions about the game and/or levels of personal
skill), (2) emotionally vulnerable and (3) impulsive. Each pathway
is then associated with risk indicators, which is then targeted
with a specific commutation and interactions with the user in order
to minimize the potential for escalation into gambling that has
negative consequences. Through utilization or risk indicators that
have been identified and scientifically validated using, among
other assessment tools, Game Planit Interactive Corp's
Risk-Quiz.TM., which is a risk factor self-identification tool, the
invention is operable to monitor all gambling behaviour and check
for and flag gambling behaviours associated with specific risk
factors. This allows for targeted communications and interactions
with the user that addresses specific risk indicators. These risk
indicators include, but are not limited to, excessive time,
excessive wagering, win/loss patterns, gambling behaviours that
indicate game and/or skill misconceptions, impulsive gambling
behaviours and behaviours that indicate loss of emotional control,
such as "chasing", which is manifested in behaviours that indicate
an urgency to win back losses.
[0028] Another aspect of the invention is the use of positive
reinforcement behaviour modification and motivational techniques,
which encourages certain behaviors through a system of rewards.
Upon identification of potential risk indicators, the invention is
operable to identify exceptions to these risk indicators and employ
a behaviour modification reward system, such as a points system
that the user can redeem for prizes, to subtly encourage desired
behaviours and discourage risk behaviours.
[0029] Communications with users, in accordance with another aspect
of the invention, follows a well researched and effective
Transtheoretical model or "Stages of Change" approach (Prochaska
and DiClemente, 1998) as a conceptual framework that tailors the
timing, mode and content of communications with the user depending
on the user's readiness to receive the communication and act to
adopt safe and healthy gambling behaviour or stop unhealthy or
potentially problematic gambling behaviours. The Stages of Change
model proposes that addictive behavioural change proceeds through a
predictable series of stages. The user moves from being unaware,
under-aware or unwilling to do anything about his or her problems
(Pre-contemplation stage), to considering making changes
(Contemplation stage). Thus, the initial two stages involve
building motivation. Strengthening one's motivation to change
characterizes the final two stages as the user then moves to
prepare to make changes (Preparation stage), to taking action and
finally to maintaining the behavioural change over time (Action
stage: Stages of Change Model). The Stages of Change model
represents parts of a dynamic process motivating change rather than
a static framework. For example, users may cycle back and forth
often through the various stages before finally modifying the
potentially problem behaviours and initiating new healthy play
behaviours. This parallels recent research by LaPlante that found
gamblers move in and out of different severity levels of problems.
The invention is operable to identify which stage each user may be
in and to "match" the user's readiness to make changes with the use
of appropriate communication and interactions to assist them in
modifying their behaviours. An example, an application of this
model in the invention would be to present the user with
information on their personal game history compared to other users
when the system detects a potentially harmful pattern of play
behaviour. The intent is to move the user from a state of
precontemplation into a state of awareness that their play
behaviours may pose a problem and thus they've moved into
"contemplation". This may be followed by presenting the user with
an incentive to motivate them to contemplate playing differently
that poses lesser risks. A user's state of readiness is influenced
by his or her perception of the importance of change and confidence
to change. Thus, change must be intentional and rewarding so the
user must appreciate the value of modifying their behaviours. The
Transtheoretical model addresses willingness and readiness to
modify play behaviours, therefore the timing and types of
commutation and interactions with the player may be tailored
dependent or their readiness to change that is tied to their
self-awareness of potential risks and/or problems.
[0030] Additionally, elements of Transactional Analysis theory may
be applied to each communication with the user to ensure the proper
tone, content and timing, from rewards or emotion-based information
to logic/rational feedback to critical or urgent user
self-awareness raising interaction styles.
[0031] Another aspect of the invention is to monitor and evaluate
this eclectic approach to behaviour modification and problem and/or
addictive behaviour prevention and modify the interactions and
communication with the users to optimize the most effective
communications and interactions.
OVERVIEW
[0032] i. Purpose & Effects of Interactive Message Systems
[0033] As is well established in the art of addiction prevention
and problem behaviour modification and management, addictive and
problem behaviour can be better alleviated if approached in a
preventative manner rather than treated as a disease or disorder
once the addictive or problematic behaviour has fully manifested
itself. Preventative treatment of addictive and potentially
problematic behaviour involves identification of risk factors and
behaviour patterns that are potentially harmful behaviours because
they involve an increased likelihood of development of addictive
behaviour patterns. Preventative treatment may involve
identification of risk indicators early enough such that behaviour
management and modification is relatively easy to implement. For
example, behaviour modification may be achieved by targeted
communication methods and media depending on the risk behaviour
indicators exhibited by the individual.
[0034] In one aspect thereof, the present invention is a system and
method for tracking and preventing or modifying problem and/or
addictive behaviours by means of communication and interactions
with the users to facilitate modification of behaviours to less
risky levels. The system and method is applicable to a range of
potentially problematic or addictive behaviour associated with
engaging in potentially risky activities over time. The present
invention may be used for tracking and preventing or modifying
problem and/or addictive behaviours by means of communication and
interactions with the users so long as behaviour data for at least
one affected individual can be measured over time, recorded
electronically and then analyzed as described herein.
[0035] This behaviour data is particularly readily measured in
connection with online gambling which occurs through a web
interface that enables various aspects of user behaviour to be
readily measured. User behaviour can be monitored over time by
requiring a user to login to the website using a profile that
identifies the user and thereafter tracking the web interactions of
the individual. Online poker play can result in gambling addiction
which in turn results overall in loss of revenue for operators of
online chance gaming sites, and also collateral harm and
consequential social problems.
[0036] It should be understood that while much of this disclosure
concentrates on online poker play as an example of implementation
of the invention it should be understood that other applications
are possible. The system can track, analyze and assess any
potentially harmful or addictive behaviour and behaviour patterns.
It then interacts with the user to appropriately modify and manage
undesirable behaviours when applied to other potentially risky or
harmful activities such as various forms of gambling, online game
playing, transacting in stock and other securities, compulsive
over-spending and so on. Additionally, the present invention can
detect money laundering and collusion by players through the
addition of specialized algorithms designed to detect such
behaviours. The present invention can also perform real-time
monitoring of player win/losses and calculate percentage payback of
various games, so as to provide real-time auditing of game
performance for regulatory compliance.
[0037] In one aspect of the present invention, a method and system
for preventing problematic chance gaming is provided in which a
computer program monitors and analyses a player's chance gaming
behaviour to anticipate problems and prevent burnouts by enabling
behaviour modification, including through an interactive messaging
utility. By anticipating problem behaviour and preventing burnouts,
gaming operators are able to retain more players over longer
periods of time.
[0038] The system in one aspect thereof includes a server computer
(4) linked to a database (6). The server computer is provided using
known hardware and software, and is preferably linked to the
internet. The server computer (4) is interoperable with remote
computers (8) associated with operators of chance gaming websites
so as to obtain the raw data mentioned below. The server computer
(4) is responsible for providing the behaviour modification
described in this disclosure. The server computer (4) includes or
is linked to the utilities described in this invention. The system
of the present invention is best understood by reference to FIG.
1.
[0039] One particular aspect of the present invention consists of a
system that includes or is linked to a data management utility
(10). The data management utility collects raw gaming session data
from individual players. Alternatively, other means for collecting
behaviour data may also be used.
[0040] In one particular aspect of the present invention, an
individual player's behaviour data that is collected or captured
includes, but is not limited to, play trends and risks the player
takes in each session of play including; access time and date
information; session wager activity; win/loss history; deposit
amounts; and table stake amounts. The collected data is then
categorized and processed in the Data Management Utility to
calculate the particular player's "Individual Player Values". The
Individual Player Values are next forwarded to the "Risk Management
Utility" which houses an evolving collection of gaming behaviour
norms and group behaviour patterns. The Individual Player Values
for the given player are compared and contrasted with those housed
in the Risk Management Utility (12), and this assessment leads to
the calculation of the player's "Player Type Values", a determinant
of the player's gaming behaviour status.
[0041] In one aspect thereof, the risk management utility (12) is
operable to enable the definition of a plurality of gaming
behaviour norms and/or group behaviour patterns, associated with a
particular potentially harmful behaviour. The data associated with
the behaviour norms and/or behaviour patterns may be saved to a
database. The categorization of the user may occur by application
of such behaviour norms and/or behaviour patterns. It should be
understood that such behaviour norms and/or behaviour patterns may
be defined based on applicable scientific literature, and updated
from time to time based on evolution in the understanding of
applicable behaviour norms and/or behaviour patterns. Measuring
individual player values enables creation of a numeric
categorization of that player for all measured and calculated
aspects relevant to problem detection or pattern measurement. This
may include absolute extremes, pattern behaviour, or individual
trends or shift changes in behaviour.
[0042] The operation of a particular implementation of the risk
management utility (12) is illustrated in FIG. 2.
[0043] The risk management utility (12) is operable to compare the
Individual Player Value to the behaviour norms and/or behaviour
patterns so as to calculate a "Player Type Value" Player Type
Values would consist of grouped logical shared attributes that best
define common ground across broad numbers of players, such as
light/heavy play by time or dollar value, table value risk or base
blind amounts, sex, age and geography demographics and game type
selections.
[0044] In another aspect of the risk management utility (12), the
raw gaming session data, Individual Player Values and Player Type
Values are processed in accordance with a player monitoring
routine, which may be implemented as a player monitoring utility.
One particular example of a player monitoring routine is a
"Condition Check Calculation", which is further described below.
The purpose of the Condition Check Calculation is to characterize
when a player is exhibiting risky gaming behaviour.
[0045] If the result of the Condition Check Calculation is in fact
that the player is exhibiting relatively risky gaming behaviour,
then the risk management utility (12) is operable to trigger one or
more interactions depending on the parameters of the risky
behaviour. Examples of the interactions are described below in
greater detail. The interactions relate to means for initiating
behaviour modification in connection with the individual player. In
one particular aspect of the present invention, the interactions
are initiated by a "Player Interaction Trigger" (also referred to
as the "PIT") which is essentially a software routine which
initiates the application of the interactions below in response to
parameters defining risky behaviour.
[0046] The interactions are designed to keep the players from
burnout or `tilting` by alleviating their risky behaviour, severity
level and player type. The interactions may consist of target
communications delivered by means of a messaging utility (14) that
is part of, or linked to the system. An individual interaction
launched by the PIT sends a targeted interaction message to a
player at a prescribed time and by a prescribed medium.
[0047] There are currently about 90 interactions utilized by the
system, which are stored to the database (6). The interactions are
each specifically designed to target a particular risky behaviour.
The interactions are based on the latest literature regarding
behaviour modification for the particular risk behaviour.
[0048] The final step of the process involves launching the
applicable interaction and updating the player type value. This
system continuously loops and recalculates the various player
values to combat the potentially harmful behaviour and promote
responsible gaming.
[0049] A reporting utility (16) updates the operator of the gaming
site, and optionally the technology operator (operator of the
gaming technology and server computer), of the status of
players.
[0050] In one aspect of this invention a method of ameliorating
negative gaming behaviour is provided comprising the steps of: (a)
monitoring the gaming behaviour of one or more users; (b) analyzing
the gaming behaviour to identify behaviour that may result in
potentially harmful or addictive gaming behaviour (negative gaming
behaviour); and (c) in the event of occurrence of such negative
gaming behaviour, initiating based on the specific negative
behaviour one or more interactions between a system and the one or
more users, such interactions being directed to ameliorating the
negative gaming behaviour by preventative action.
[0051] In another aspect of this invention a system for
ameliorating negative gaming behaviour is provided wherein the
system comprises: (a) a server computer linked to one or more
remote computers for obtaining gaming behaviour data for one or
more users; (b) the server computer including or being linked to a
risk management utility that embodies a plurality of risk
indicators for identifying gaming behaviour that may result in
potentially harmful or addictive gaming behaviour or negative
gaming behaviour, wherein the risk management utility is operable
to analyze the gaming behaviour data to identify negative gaming
behaviour based on the risk indicators; and (c) the server computer
further including or being linked to a communication utility that
is operable to initiate one or more communications between the user
and the server computer, such communications defining one or more
interactions defined by the risk management utility for
ameliorating the negative gaming behaviour by preventative
action.
[0052] In a further aspect of this invention a method of
ameliorating negative gaming behaviour, is provided comprising the
steps of: (a) monitoring the gaming behaviour of one or more users;
(b) analyzing the gaming behaviour to identify behaviour that may
result in potentially harmful or addictive gaming behaviour
(negative gaming behaviour); (c) in the event of occurrence of such
negative gaming behaviour, initiating based on the specific
negative behaviour one or more interactions between a system and
the one or more users, such interactions being directed to
ameliorating the negative gaming behaviour by preventative action;
and (d) generating a report to a gaming operator and/or a
government entity or government appointed entity detailing the
potentially harmful and addictive gaming behaviour of one or more
users of the gaming operator's services.
[0053] In another aspect of this invention a system for
ameliorating negative gaming behaviour is provided wherein the
system comprises: (a) a server computer linked to one or more
remote computers for obtaining gaming behaviour data for one or
more users; (b) the server computer including or being linked to a
risk management utility that embodies a plurality of risk
indicators for identifying gaming behaviour that may result in
potentially harmful or addictive gaming behaviour or negative
gaming behaviour, wherein the risk management utility is operable
to analyze the gaming behaviour data to identify negative gaming
behaviour based on the risk indicators; (c) the server computer
further including or being linked to a communication utility that
is operable to initiate one or more communications between the user
and the server computer, such communications defining one or more
interactions defined by the risk management utility for
ameliorating the negative gaming behaviour by preventative action;
and (d) the server computer further including or being linked to a
reporting utility that generates reports for a gaming operator
and/or a government entity or government appointed entity detailing
the potentially harmful and addictive gaming behaviour of one or
more users of the gaming operator's services.
Data Management Utility
[0054] This section provides additional detail concerning the data
management utility (10). In one aspect of the invention, the data
management utility (10) collects data from a given player from the
conception of their gaming account and continuously through time.
In one implementation of the invention, the player generally is
required to first consent to the collection of the data, and agrees
to participate. The information collected may include: (a) player
background information; (b) third party information checks; (c)
deposit information; (d) play session information; (e) session to
session individual comparisons; (f) player behaviour versus group
and population norms; (g) research evidence norms and; (h) problem
pattern predictors. The system establishes real time collection and
monitoring of all aspects of a particular player's online chance
gaming or gaming behaviour.
[0055] Player background information may include profile data as
entered at signup (i.e. age, sex, location (immediately correlated
to HHI database to provide HHI estimate (HHI=Household income, a
measure of earned dollars in the household by all residents),
player choice controls (wager sessions limits, stop losses, deposit
limits, win targets), and games played (poker, casino,
sportsbook).
[0056] Third party database checks may refer to information
available regarding the player's history and may include credit
risk scores, VISA/MasterCard credit rating, delinquency data, and
site linking co-mobility factors (player came from a gaming site,
just checked bank account, came from an adult/alcohol/tobacco
site).
[0057] The player's deposit information may include the initial
deposit amount, subsequent deposit patterns and trends, and
exceptional deposits.
[0058] Play session information may also be collected and may
include data such as start time, wager frequency, average session
wager, high session wager, cumulative session wager, games played,
average time per game, win totals, high win, wager amount following
win, total session time, time of day/week login, voluntary login
information (risk quiz completion/feeling well inquiry etc.),
and/or game switching behaviour (linked to significant
wager/outcome events).
[0059] Data regarding the session to session individual comparisons
may include average session wager versus norm, initial deposit
versus norm, wager frequency versus norm, time of day/week access
versus norm, frequency of access versus norm, wager variation in
session versus norm, session length versus norm, wager amount
following win versus norm, and/or wager amount following series of
losses.
[0060] The data management utility (10) also takes into
consideration the player's behaviour versus group and population
norms such as average individual wager/session time/access
frequency versus subgroup (sex, age, HHI, credit standing, player
style) and versus site player population.
[0061] Research evidence norms and problem pattern predictors are
another aspect of the data management utility (10). They refer to
chasing patterns, escalating frequency of access patterns, monthly
wagering average as percentage of HHI, wager behaviour after
bonusing, and/or faulty cognition responses.
[0062] The server computer (4) is either linked to the gaming site
operator's remote computer (8) software and resides on the player's
computer alongside the gaming software that has been downloaded, or
resides at a thin client server of either the site operator or the
technology operator, continuously updating that player's
activity.
[0063] In a particular aspect of implementation of a present
invention, a synchronization utility (not shown) may be used to
synchronize player related data as between the server computer (4)
and a remote server computer (8). It should be understood that the
present invention is not merely limited to an online context, to
the extent that the above data can be collected, the invention can
then in fact be applied to other gaming environments such as
slotting and non-electronic gaming.
Risk Management Utility
[0064] This section discusses further aspects of the risk
management utility (12). In a particular implementation of the
present invention a known Optical Character Recognition program is
used to retrieve the collected data from the data management
utility (10). The data may then be transferred to the risk
management utility (12) where it may then be processed and
characterized to identify a player's individual values. In order to
sort and characterize the information into the four identified risk
factor groups, a Ten Condition Check algorithm system may then be
applied. This process identifies a player's specific behavioural
patterns and assesses the player's potential for harmful gaming.
Violations of the conditions create flags by player, the flags may
be valued according to severity and accumulated within a given
session and within a monthly period and assessed versus group
behavioural norms. The system may use a severity risk measure
defined as the 1.sup.st, 2.sup.nd or 3.sup.rd occurrence of
severity risk, it categorizes players based on their behaviour risk
levels and how likely they are to engage in risky behaviour. The
individual player's information may then be used to calculate
player type values wherein average values are calculated for
players with like habits.
[0065] i. Global Gaming Behaviour Monitor, GGBM
[0066] In a further aspect of the present invention the player's
calculated values (i.e. player type, play trends, and severity) may
be compared to the gaming behaviour norms and group behaviour
patterns, as mentioned above. These behaviour norms and group
behaviour patterns implemented to the database (6) is referred to
as the Global Gaming Behaviour Monitor (GGBM). This aspect may be
achieved through comparison of each calculated value with an
ongoing update of extensively and scientifically researched norms
and algorithms in the GGBM to identify specific risk factors of
potential problems. Based on this comparison, the system then
addresses the likelihood that a player may drift between stages of
vulnerability, problem gaming and not. The database (6), which is
linked to the risk management utility (12) may be populated through
player monitoring over an initial start-up period of the software
service creating norms of play behaviour that may form the basis of
player type definitions and tolerance levels (levels within which
it is considered normal or acceptable, versus extreme) within the
condition check algorithms. As multiple gaming site operators join
the technology operator's software service, the various data of the
risk management utility (12) may be continuously fed to the GGBM,
providing norms data across industry-wide types of online gaming
(e.g. no limit Texas Hold'em poker, roulette, blackjack, slots,
sports betting) and industry wide player type definitions. A
particular implementation of the GGBM is illustrated in FIG.
3A.
Player Monitoring Utility
[0067] One aspect of the risk management utility (12) is monitoring
players, which may also be referred to as a player monitoring
utility (not specifically shown). As described above that happens
in part through the application of the condition checks. A
particular implementation of player monitoring is illustrated in
FIG. 3B and consists of monitoring of the gaming site; another is
illustrated in FIG. 3C and consists of a player monitor &
manager.
[0068] In one particular implementation of the present invention,
there are 10 condition checks.
[0069] i. Condition Checks
[0070] In yet a further aspect of the present invention, the three
data inputs, the player's raw gaming session data, updated
calculated player values and player type values, are obtained and a
variety of calculations are made for each player at the end of each
session. The initial 10 Condition Checks utilize four groups of
risk factors--extreme time issues, extreme wager behaviour,
uncharacteristic behaviour within player type, and risky play type:
[0071] 1. Absolute Time Excesses and Shifts [0072] (i) Extreme time
[0073] (ii) Escalating Sessions [0074] (iii) Access Times [0075] 2.
Absolute Extreme Wagering [0076] (iv) Chasing--Rush to Return
[0077] (v) Chasing--Extreme wagering [0078] (vi) Extreme wagering
amounts [0079] 3. Player Type Extremes [0080] (vii) Escalating
Player Type Profile [0081] (viii) Extreme Play in Player Type
[0082] 4. Risky Play Style [0083] (ix) Extreme Table Activity
[0084] (x) Reckless Aggressiveness.
[0085] In addition, the Ten Condition Checks monitor a player for
two types of variance; one is the shifts and escalations in an
individual's behaviour, and the other is the extreme behaviour
versus a player group norm. This set of condition checks emerges
through time using learning on player responsiveness and relative
severity of abnormal behaviour or patterns as tracked in the master
database.
[0086] ii. Bonusing System
[0087] In a further aspect of the present invention, player
bonusing, a framework for rewarding safer, smarter play is
employed. This involves an overarching reward point accumulator
that allows individuals to collect points based on their actions
(such as cashing out ahead when recommended), positive behaviour
(such as leaving the table before an all-in loss) or willingness to
explore information fed to them (such as a review of their play
time statistics compared with other groups). Accumulated points are
redeemable for items of value and relevance (watches, cars, expert
sessions with pro players, travel etc.). The reward redemption
process is a distinctly separate management component of the
bonusing system and is not integral to the present invention.
[0088] The point system can be a standalone component of the
invention or be integrated with points awarded by a site operator
point system and reward program, but the structure and awarding of
points as earned by harm reduction play styles are determined by
the GPI invention and its PIT algorithms. Certain actions may be
rewarded at higher or lower levels of points than others, depending
on the condition severity and the response effectiveness.
[0089] The purpose of the reward system is to reward positive
behaviour and change, rather than to solely interact with negative
or `telling-style` communication. This is important to the success
of the interactions in being productively received by the player
and in building a positive outlook from the player on the
interactions themselves and the player's opinion and loyalty for
the site overall.
[0090] iii. Player Intervention Trigger, PIT
[0091] The system uses the processed information in applying to
calculate the Player Interaction Trigger (PIT) for the particular
gambler. In one particular implementation of the present invention,
the PIT is a self contained program that uses the binary data
stored on a player's computer, it may perform a check and then
signal the requirement for an `Interaction`. This type of software
is usually referred to as an agent. The PITs are active agents
individualized for each player, with intelligence built into them
to enable one or more of: [0092] 1. checking that player's status
for any algorithmic condition check, including whether they have
`tripped` a condition and what severity risk level (occurrences of
this condition incurred) they have progressed to; [0093] 2.
authorizing a prescribed interaction for that player type,
condition and severity risk level and create the command that may
send the right Interaction at the time, place and method set in the
Interaction's design (e.g. send email to this player with the
following content immediately after session logoff, or launch popup
screen with the following content when the player next attempts to
make an account deposit, etc.); [0094] 3. updating itself from the
GGBM on any changes to the condition check algorithms; and [0095]
4. updating the risk management utility (12) and the GGBM based on
player data resulting from application of the interactions.
[0096] The output of each calculation, or PIT, is a decision on
launching a command or Interaction to the player at their next
session. Each of the system's specifically designed algorithms for
potentially risky play behaviour has its own PIT, in one
implementation of the invention. The PIT objects may be controlled
to utilize low periods of activity on the player computer for
checks. This forms an important part of the resource management
aspects of the invention. The player computer may trigger an
interaction through the Internet connection with the remote
computer operator computer and thereby bypass any block software.
The actual format of the interaction is not limited by the current
design. The system continuously analyses norms and group behaviour
patterns and updates software with revised norms and PITs.
[0097] In this way, each PIT may have access to a player's complete
gaming data profile on the player's computer to perform its checks.
Also, through the use of checksums the data can be synchronized
with a minimal amount of data transfer.
[0098] For each site, there may be a data set of Individual Player
Values (raw and calculated) in addition to a data set of Calculated
Player Type Values. A third sector may house all possible
Interactions in a three-dimensional library.
Messaging Utility
[0099] This section described in greater detail the messaging
utility (14), as well as its cooperation with the risk management
utility (12).
[0100] i. Interactions
[0101] In a further aspect of the present invention history and
trends of a particular player's style are taken into account and
the system then acts as a multi-dimensional safety device. In
metaphorical terms, the system provides a rumble strip effect on a
player's online highway gaming experience, effectively alerting and
psychologically instilling unconscious and conscious Interactions
to revert the player to normal activity. It also provides related
safety measures: seat belt warning lamps, road sign information,
operating advice for situational hazards, and to some extent,
air-bag deployment capability. While ultimate `shutdown` of players
through suspension of play accounts is fully the responsibility of
the gaming operator, the system dynamically addresses known problem
behaviours of any gaming situation and customizes the Interactions
with players according to those shifting dynamics, norms and
emerging patterns.
[0102] Another aspect of the present invention provides a targeted
progression of player Interactions. The Interactions may reside in
a library of algorithms stored to the database (6) and maintained
by the technology operator as previously described. The algorithms
are essentially mathematical calculations that check for behaviour
that can contribute to problematic play being formed or to risky
play behaviour already occurring. The Interactions are
player-specific media-based `engagements`--information or actions
to respond to emerging risks as identified by the algorithms, based
on therapy models and behavioural psychology approaches used in the
fields of addiction and risky behaviour. They are designed by
problem chance gaming treatment professionals and behavioural
scientists and their objective is to keep the players from burnout
or `tilting`.
[0103] The algorithms generally focus on conditions that are the
leading `risky behaviour` contributors, such as: (a) Extreme time
involvement; (b) Extreme wagering amounts; (c) Forms of chasing
wins or losses; or (d) Deviations from normal habits. As such, the
algorithms check a cross-section of data on a player and compare it
with group norms. The algorithms either deal with trend variations
or with absolute extremes.
[0104] Using classic field therapy treatment procedures, the
Interactions generally follow a goal-oriented approach for each
condition that successively makes a player aware of his actions,
the risk of a problem arising from these actions, and the options
to current actions.
[0105] Based on research that includes behavioural change models
and communication methods most effective to achieve behaviour
modification, the interactions are specific to a player's
categorization by the data management utility's database based on
overall play type grouping and are specific to the condition
algorithm that has been `tripped`. The interactions are intended to
be constructive and non-invasive from a privacy standpoint,
maintaining the trust and involvement of a player. The goals
include: (a) pre-empting player attrition otherwise arising from
frustration or burnout; (b) increasing sustainable revenue flows
for gaming operators; (c) attracting new players by reducing
intimidation or potential extreme risks.
[0106] Interactions may take the form of recommendations and
requirements a particular at risk player may have to overcome in
order to proceed with the game. Such hurdles may include; (a) next
session game recommendations (based on less addictive properties);
(b) next session in-session responsible behaviour bonusing; (c)
next session forced quiz responses; (d) next session cash-out
recommendations; or (e) next session introduction to limit setting
tools. Interactions may be measured for effectiveness and modified
accordingly, and new interactions may be added for new
algorithms.
[0107] The initial set of interactions may be customizable for
operator preferences in design and integration with their site.
[0108] Individual Interactions may be launched by the applicable
PIT and the messaging utility (14) and deliver a targeted
Interaction message to a player at a prescribed time and by a
prescribed medium.
[0109] The system is operable to learn and adjust its algorithms to
provide the most beneficial Interactions to each particular player.
This automated learning system ensures non-static response to
extremes and new populations of players. Algorithms may evolve,
including the addition of new condition checks based on emerging
data and modification of tolerances in existing algorithms based on
breadth of players affected.
[0110] There may be an initial data population period during which
data is stored to the database (6) which provides a store of data
of effective operation of some or all of the algorithms
described.
[0111] The algorithms themselves are either known algorithms or
implemented in a manner that is known based on the description of
interactions herein.
[0112] The interactions are generally based on several models of
effectiveness to overcome pre-problem risk indicators (emotional
involvement, early wins, misconceptions and impulsiveness, as
identified by the technology operator's algorithms). The models
include a Transtheoretical Model of Change that addresses player
moods and receptiveness at different times through their
experience. This allows more effective timing of the interaction to
be properly received when players are either in a contemplative
state or considering their next actions. The Interactions may also
rely on Transactional Analysis theory to ensure each communication
uses the proper tone and content, from emotion-based information to
logic/rational feedback to critical or urgent interaction styles.
It should be understood that the present invention contemplates
updating the interactions based on analyzing research publications
in the area form time to time, or based on feedback from expert
consultants.
[0113] Some categories of the Interactions may include: [0114] A.
Exit Interactions--In response to a condition where the trend to
risky play styles has been increasing, as a player exits the site
program software, a sub-screen may appear on their screen offering
an opportunity to `win` a seat at an expert/star session on bad
beats. This first level interaction may report on player follow-up
and determine messaging at subsequent severity level if the
behaviour continues to escalate. [0115] B. Out of Session
Interactions--To provide a cathartic outlet for frustration that
initially makes a player aware of their state of mind, when
all-in-loss behaviour is escalating and table deposits are also
rising, by providing a `tantrum wall` link to a website-based
interactive screen that allows a player to bang drums and throw
paint bombs at a wall, with subsequent information links to
community-based support/advice forums. [0116] C. Logon
Interactions--In response to a condition where a trend to all-in
losses has been escalating, at a new session logon, an overlay
screen with forced closure will `advertise` the Hold'em Limit style
games offered by the site and provide an option to try them for the
first time. [0117] D. Email Interactions--In response to a chasing
trend where a player experiences an early large win followed by a
series of losses that are made in an attempt and belief of
repeating the significant win, for example, an offer by email to
view through a linking window their personal game history and
overlay it with expert techniques and results. The encouragement to
a more in-control style can be integrated with the site's
personalities or be delivered through the technology operator's
expert persona character. [0118] E. In-Play Interactions--As subtle
reinforcements to positive behaviour observed following
interactions that had highlighted risky play, interactions may
appear while a player is at a poker table, for example. A player in
a previous interaction may have been offered to activate a caution
signal for a particular position in their play, such as opting to
protect a win rather than continue to play to zero. When that
player reaches a certain amount above their `stake` at a table, a
floating green $ symbol may, for example, lap the poker screen one
time, and would make a second appearance in either green or yellow
if the player plays another winning or losing hand respectively.
[0119] F. Post-Login Account Screen Interactions--Specific to
control setting options, when a player is adding funds at an
increasing rate to his account, a button option to additional play
controls may appear in the account panel offering the player the
option to pre-set session and deposit limits.
[0120] These are just examples of interactions. The current version
of the system includes 90 interactions, each implemented as
algorithms. The present invention contemplates that these may
expand in an interaction library (not shown) created on database
(6). There are currently 90 Interaction algorithms utilized by the
system, however this number may grow as the system library evolves
over time.
[0121] The interactions, in one aspect thereof, correspond to 3
player type definitions.times.10 condition checks.times.3 levels of
escalating severity risk (i.e. 9 interactions possible for any
condition). The risk management utility (12) is operable to
determine which interaction is to be launched for a player, based
on the current behaviour data for that player, along with its
media, message and timing.
[0122] Each of the interactions is operable to act as a measure to
alleviate the potentially harmful chance gaming behaviour of the
player. The specific interaction launched for the targeted player
is pre-designed to alleviate the player's risky behaviour, severity
level and player type. One particular aspect of the invention is
that the risk management utility (12) is operable to optimize
customer revenue through extended player participation.
[0123] In another aspect of the invention, the interactions are
divided into plurality of escalation levels whereby the
interactions provide an escalation of warnings to players. In an
implementation, the interactions define a five level escalation
sequence from gentle warnings to more severe inhibitions on the
player's gaming choices based on the particular player's current
behaviour data: [0124] 1. Educate.fwdarw.general messages on
problem behaviours and promotion of self-control options; [0125] 2.
Inform.fwdarw.targeted feedback related to play activity, overlaid
during play with no play interruptions; [0126] 3.
Moderate.fwdarw.bonusing offers for completion of awareness
assessments, sign-on reminders for self-control options; [0127] 4.
Intervene.fwdarw.stealth speed of play breaking, in-play targeted
messaging on wager flags, forced clearing interaction on support
services; and [0128] 5. Exclude.fwdarw.pre-approved
management-based (management of online gaming site) suspension of
play and forced contact with site for clearance.
[0129] The interaction library may be modular, allowing for
interactions to be modified and reinserted through time, as well as
enabling more player type categorizations and severity levels to be
added based on data learning. Equally, as stated earlier, the
algorithms may be customizable and can be added or subtracted from
the software as dictated by the market behaviour.
[0130] For each type of gaming or market product monitored by the
technology operator's system, a new and independent set of
algorithms and interactions may be designed, corresponding to the
particular data set and behavioural nuances of that product (e.g.
casino table games, slot machines, stock market trading behaviour,
bingo etc.).
[0131] The system targets its prescriptive Interactions based on
two dimensions. It assesses the player type, and it escalates risk
level of the current behaviour data based on historical behaviour
data stored to the database (6) for the particular player. It
should be understood that the system includes a database management
utility (not shown) that is operable to manage the storage and
retrieval of data for example to create a profile for each player
associated with the system, in order to create files containing
historical behaviour data, and so on. The database management
utility may also enable various features that ensure privacy and
security of data, for example, by implementing field level
encryption in the database (6).
[0132] The risk management utility (12) by embodying the processes
herein, enables the selection between the interactions in the
interaction library of one or more interactions that have a high
degree of relevance for providing effective behaviour modification
based on the current behaviour data for the player, which
determines the current risk conditions of the player at the
relevant time. This enhances the ability of the system to affect
change in the particular player's behaviour.
[0133] It should be understood that the risk management utility
(12) acts in "stealth mode" for players registered with the system
of the present invention until their behaviour invokes an
interaction. The interactions are processes in a private and secure
manner ensuring that player privacy is not compromised. The present
invention contemplates use of various privacy and security
technologies and processes to this end, including encrypted email,
web content delivered via secure channels and the like.
[0134] In a further aspect of the invention, the interactions
consist of prescriptive measures to control or curb potentially
harmful behaviour with most players, with built in escalation if
behaviour modification efforts do not have the desired result. As
the system monitors activity on an ongoing basis, interactions for
higher severity levels are automatically triggered if desired
behaviour modification results are not achieved. Specifically, the
interactions of between the risk management utility (12) and the
various players are further refined by the player's evolving
profile and history, including the degree of risk or recurrence of
a condition. In essence, the risk management utility (12) is
operable to act adaptively in its selection of interactions based
on player type, severity of risk and other factors. In a particular
implementation of this aspect, when a Condition Check triggers that
an interaction should be sent to the player, it first rotates to
the indicate level of progression of the interaction for that
player (e.g. 1.sup.st, 2.sup.nd or 3.sup.rd occurrence degree of
risk) and then pivots to select the nature of the Interaction based
on the Player Type (High Roller, Medium to Heavy Play, Light
Play/Beginner, weekender, chaser, system player, sampler, budgeter,
streaker etc.). The result is an interaction designed for the
specific player at the particular time.
[0135] The system of the present invention provides the chance
gaming operator friendly and independent solutions to real-time
monitoring of risk factors and potentially harmful play behaviour.
The monitoring enables launching of specifically targeted
interactions with individual players using the leading models of
change and behavioural management to build, reinforce or otherwise
improve responsible play. It has specific application to all forms
of online gaming/chance gaming and delivery methods of Internet,
mobile and linked terminal networks. It may be provided to interact
in online, land-based and wireless applications of gaming. By
ensuring targeted and specific interactions directed at individual
player, the gaming operator can reduce burnout and retain revenue
generating players
[0136] ii. Evolution of the Interactions
[0137] The system itself has a dynamic learning ability, shifting
its involvement and prescriptions for players based on evolving
norms and identified gains in effectiveness. The evolution takes
place as a result of changing norms and player responses; it grows
based on conditions, player types and Interactions
[0138] The invention actively improves its accuracy and
effectiveness over time by gathering data on a broad cross section
of players and also gathering results-tracking data on the subset
of players that receive an interaction, where changes to their play
styles are recorded and compared to pre-interaction play
styles.
[0139] This is the basis of the invention's learning system. The
purpose of this is to refine the system's algorithms and to test
and modify the library of interactions, bonusing structures, media
interfaces and player type definitions.
[0140] In one aspect of the invention, it has static PIT
definitions and interactions. While these are customizable and
modifiable, the statistical basis for changes is based on tolerance
levels for launching interactions (i.e. setting limits on how many
customers the invention communicates with). As soon as interactions
are launched however, the invention begins a new level of data
collection that monitors each PIT's effectiveness and each
interaction's effectiveness within the GPI Global Gaming Database
Monitor. The GGBM holds individual player and summary records of
Pre-Post play styles on a given set of monitored play habits for
each Interaction, and tests for achievement of desired moderation
or curbing of potentially problematic play. Where PITs or
interactions are not resulting in targets being met, the system is
operable to flag that PIT or interaction for its ineffectiveness
and initiate a GPI-managed modification.
[0141] In addition, the GGBM is operable to accumulate Player Type
category data and use fuzzy logic or human-driven statistical
analysis to identify new commonalities or suggested new groupings
of players based on common traits and reactions to interactions.
This learning system refinement enables possible modifications of
initial static player types to suit the most prevalent common
factors in tripping of PITs, such as geography, time of day access,
sex, age, or other input factors. The learning system's
identification of potential groups may lead to a circular and
ongoing update of player types and related `best interaction
practices` that improves overall effectiveness of the system
through time.
Reporting Utility
[0142] This section describes additional functions of reporting
utility (16). The reporting utility is operable to provide a
plurality of reports, mainly to the operator of the server computer
(4) but also to the remote computers (8) and thereby the operators
of the chance gaming websites. It should be understood that the
present invention contemplates implementing various reporting
technologies as part of the reporting utility (16) such as for
example reporting technology marketed by SAS and others.
[0143] In a particular implementation of the reporting utility
(16), two levels of reporting are provided: [0144] 1. Customer
Reports (geared to the operators of the chance gaming
websites)--with basic standardized reports that may be interactive,
with the possibility of custom reports as well. In a particular
implementations the reports provide features such as drill downs
etc. [0145] 2. Technology Operator Learning System Analysis Reports
(geared to enabling the operator of the server computer (4) to
improve performance of the system)--designed to aid the technology
operator in monitoring and adjusting the effectiveness of PIT's and
interactions, along with their associated settings.
[0146] The reports may include information such as: the percentage
of problem play on the site, proportion of problem play through
time, problem play by game type, index of site problem play versus
comparative group, interaction activity, projected lifetime of
player pre/post interaction and lifetime customer value analysis,
and game introduction recommended mix by postal code and profile.
These reports may be useful to the gaming operators to determine
which at risk players may need to be targeted and how to increase
player retention over time.
[0147] In addition, the present invention also contemplates the
reporting utility (16) generating reports for individual, which
they may view either during play, at logout, in the lobby or
account screen, by e-mail, at the next login or other relevant
communication points. Technology operator reports may be made
available via email or a web interface, or via other means.
Management reports on particular players are also forwarded to the
gaming operator.
[0148] These reports are generated as a specific set type for the
gaming operator, with a different set of reports generated for use
by the owner of the harm prevention technology invention.
System Architecture
[0149] The system's architecture is operator friendly, integrating
on a very controlled and limited basis with the primary gaming
software and actively managing computer resources and network
bandwidth. The result is a seamless system of transactional
analysis designed specifically to bring the most positive play
involvement for each customer of a gaming operator's site. This
drives an increased capacity for a gaming brand to retain a player
through time and grow their overall profitability.
[0150] Data may be retrieved using a standard approach across all
operator sites and therefore all data may appear in the same
format. Encryption may be provided using various third party
products, implemented to the server computer (4) or otherwise.
Various security technologies may also be implemented as between
the server computer (4) and the various remote computers (8).
[0151] In another aspect of the present invention a binary file may
be used to create the most efficient format to be stored and
transmitted between the computers of the player, operator, and the
Global Gaming Behaviour Monitor system. It is expected that the
system computer/server would process the binary data to create a
`standard` database for analysis.
[0152] The system of the present invention, in one aspect of its
implementation, is provided such that it is customizable to fit a
given site operators unique needs. One aspect of the risk
management utility (12) is that it enables definition of rules for
capturing behaviour data, and deploying interactions, for players
for specific sites. For example, the operator of the system of the
present invention can determine the specific data to be collected,
the level of risk to be addressed and the sequence of the
interactions. Accordingly, the site operator and the system's
operator may interact in an open manner to balance the player's
needs and the site operator's objectives.
[0153] The Player Interaction Trigger design and modifications are
part of the data process and player database with centralized
condition checks in the system server.
[0154] The present invention contemplates deployment of the
interactions in a way that does not materially affect the player's
user experience by slowing down operation of the chance gaming site
for the user, or otherwise. This can be achieved known techniques,
technologies, and by efficient allocation of relevant resources, in
a manner that is known.
Gaming Product Type
[0155] Specific prevention measures by gaming product type--sports
betting, poker, casino table games (blackjack, roulette, craps, pai
gow, variations on each), VLT's and slots, bingo, horse-racing,
stock market/prognostication, bingo, lottery, mah-jong, backgammon,
and emerging skill/social chance gaming games on indicated
platforms of Internet, mobile and centrally monitored player
systems.
Additional Applications of the Patent
[0156] The invention may be extended in a manner that is obvious to
a person skilled in the art in a number of different applications
including: [0157] Real time monitoring for regulatory
compliance--the invention can be used to provide licensing or
gaming authorities with real time data on revenue, payouts, rake
values, and wagering activity for automated reporting and review of
compliance with regulatory standards and levies. In addition, the
real-time monitoring of the invention can be used for analysis of
pattern issues related to gaming integrity concerns such as
money-laundering or presence of automated wagering logic `bots`
using algorithms within the invention or from 3rd party providers.
[0158] Internet and mobile applications of casinos and
sportswagering, where player accounts and activities are tracked
for potentially harmful patterns specific to the game types
involved. For example, internet casino tracking may apply
algorithms that are specific to individual game types such as
blackjack, craps, roulette and video slot machines, as well as
algorithms for cross-play of these games and global behaviour.
Equally the system may present different tracking algorithms for
sports wagering behaviour that are specific to the sporting
industry, seasonality, geographical sports preferences and event
influences. [0159] Internet gambling extensions into emerging and
traditional gaming forms, such as iBingo, iBackgammon, event
wagering (non-sports) and pool-related community online wagering.
These variations may have specific game-related checks that take
into consideration the nuances of play style for each. [0160]
Land-based card-tracking gaming, such as Player Loyalty cards used
at casinos would offer an immediate extension of this product and
its casino versions, tracking individual play habits and extremes
of all Loyalty groups. [0161] Online gambling money-laundering
pattern detection. Specific patterns of behaviour may be tracked on
wager and cashout amounts and volumes to detect play that has an
only intention of exchanging illicit funds for gambling `wins`
[0162] Electronic trackable consumer and money purchase behaviour
controls. This includes applications for stock market traders, both
industrial and consumer, that use electronic trading registrable to
their individual profile. Our system extension would search for
abnormal volumes or trends and extremes that may indicate impending
sizable personal or corporate losses or dangerous exposure and
offer both prescriptive interactions to the trader and monitoring
to the corporation. [0163] Further application of trackable online
and electronically traceable consumer behaviour would also apply to
extreme and dangerous purchase habits on consumer sites such as
eBay or Amazon as well as to transaction providers such as VISA or
MasterCard.
Example 1
[0164] The following sequential summary depicts a typical flow of
screens and decisions facing a player as he launches his online
poker game software, as one example of implementation of the
present invention. This description presumes that the player is
already an active member of a poker site and therefore does not
include details about account creation. The summary represents one
possible implementation of the present invention.
1. Screen: Login
[0165] After a player selects the software from his desktop
application icon, two screens are launched--the poker `lobby`, and
a superimposed `login` screen. The latter is the only `actionable`
screen until login is completed successfully. [0166] (a) Data
Captured [0167] (i) User Identification (player ID, not player
table name) [0168] (ii) Password [0169] (iii) Login `Button`
Activation [0170] (b) Technology Operator's Software Link [0171]
(i) User Identification must be captured to establish the
technology operator's individual player file. Encryption of this ID
may be important in protecting anonymity/privacy rights for the
player, but the site operator may need to be able to match our
encrypted ID with their ID system. [0172] (ii) In order to preserve
the player's account security passwords are not collected (they are
suppressed from the technology operator's files). [0173] (iii) When
player hits login, the technology operator's software may record
account access as an event, and login time/date. This is not to be
equated to Session Start, which may be launched when a player
selects to join a table AND put money on the table. The software
login may not be indicating a play session as a player has
different options at the poker lobby screen.
2. Screen: Poker Lobby
[0173] [0174] This screen presents a set of multiple possible paths
for a player, and the screen remains accessible after a selection
is made. In essence, parallel popup screens are possible from the
lobby (e.g. the player can launch multiple tables and play all of
them simultaneously; or the player can access their account and
launch a table for play, etc.) [0175] (a) Data Captured: [0176] (i)
Game Type/Ante Selection Group (displays a different set of
available tables in poker lobby screen) [0177] (ii) Table Selection
(launches a popup screen of the selected table) [0178] (iii) `My
Account` button (launches a popup screen enabling selection of
multiple transaction history options) [0179] (iv) Logout/Exit
[0180] (b) Technology Operator's Software Link [0181] (i) Game
Type/Ante Selection Group--Condition 9 Check calculation raw data
value for table ante ring value; tracked escalation (player needs
to select a ring/ante value AND select a table in that ring AND
make a deposit at that table to be participating in that ante
value) [0182] (ii) Table Selection--No direct influence until
player seats and deposits at a table. Prerequisite to gathering
play session data. [0183] (iii) `My Account` button--No direct
influence until `make a deposit or withdrawal` is selected. [0184]
(iv) Logout/Exit--Provides alternative to summation of Table
Activity as a method of calculating Session time, but not
desirable
3. Screen: Selected Game Table
[0184] [0185] Several simultaneous game tables can be launched from
the lobby menu under one player account a popup overlay screen
displays `live` game action and participating players at a table.
Session data may be captured from each game table session data may
to be captured. [0186] (a) Data Captured [0187] (i) `Seat Open`
button [0188] (ii) Table Deposit Amount and OK [0189] (iii) Play
Action--Auto Post Blind [0190] (iv) Pre-Flop Play
Action--Call/Raise/Check/Fold/All-In; Flop, Turn, River same.
[0191] (v) Re-Buy Chips Option [0192] (vi) Sit Out Button [0193]
(vii) I'm Back Button [0194] (viii) Stand-Up/Leave Table (session
end time; session end $ amount) [0195] (b) Technology Operator's
Software Link [0196] (i) `Seat Open` button--Triggers session
deposit option [0197] (ii) Table Deposit Amount and OK--Critical
data capture point for Session Start Time and Money Wager raw data
and for Table Ante Value data. Conditions 1 to 6 inclusive and
Player Type Calculations affected, leading to Calculations 8 and 9.
[0198] (iii) Play Action--Not significant but may commit player to
wager when `Small Blind` or `Large Blind` rotates to his position
[0199] (iv) Pre-Flop Play Action--Accumulate data on activity for
Condition Check 10 [0200] (v) Re-Buy Chips Option--Add to Money
Wager Raw data [0201] (vi) Sit Out Button--Effectively a pause
button for a table session; may be used as a time marker for
reducing overall session time calculation [0202] (vii) I'm Back
Button--Session restart from sit-out [0203] (viii) Stand-Up/Leave
Table--Significant data trigger for play session length calculation
and for session win/loss calculation. Conditions 1,4,6 and 9
directly affected, and Player Type calculations that affect
Conditions 7 and 8. 4. Screen: My Account Page (optional for player
to activate) [0204] (a) Data Captured [0205] (i) Deposit--Add Funds
(launches separate transaction window and financial exchange
process; this is excluded from our tracking for security and
privacy principles) [0206] (ii) My History (launches a sequential
or separate window) [0207] (iii) Problem Chance gaming Help Link
[0208] (iv) Settings/Options [0209] (b) Technology Operator's
Software Link [0210] (i) Deposit--Player Type Definition (Deposit
Frequency) [0211] (ii) My History--No direct application to
condition checks or player type calculations, but may be useful as
an originating database on signup date, deposit frequency, table
win/loss history, table type ante value, session date history etc.
[0212] (iii) Problem Chance gaming Help Link--No direct application
but choice to access this link may be recorded for future aspects
of the Technology Operator's `Learning System` [0213] (iv)
Settings/Options--No direct application but choices made on this
link such as session time limits, deposit amount weekly limits,
self-exclusion option etc. need to be recorded for future aspects
of the Technology Operator's `Learning System`
Example 2
[0214] The specific concept reports for each of these two levels
are outlined below. Some sample considerations are:
[0215] Customer Reports [0216] a. Interaction Activity: This may
show how a customer's base is performing on overall PIT activation.
It may have three components [0217] Interaction Status: Dashboard
gauge--percent of customers triggering interactions (e.g. blue
0-10, green 11-25, yellow 26-40, red 41+) [0218] Interaction Trend:
Historical timeline chart, shaded for escalations and declines,
possibly overlaid with customer data on signup activity. Trend
lines by player type. [0219] Comparison to Competitors: A second
Dashboard gauge to give a status on the customer's Interaction
Activity Index versus the category (e.g. all poker sites), such as
blue zone for an index of 85 or less, green for an index 86-100,
yellow 111-130, red for 130+ [0220] b. Value of Interactions to the
Customer: This would show how a customer is making money off the
Operator's System through increased Rake value and player activity.
[0221] Hold levels and splits 1 mo/2-3 mo/3+mo and comparison to
industry standard [0222] Hold trends by player type styles versus
eCogra definitions (% of account wagered, average time etc.) [0223]
Player value definitions versus iGaming Business standards (at
peak, monthly average, average per hour. [0224] c. Harm Time Zones:
Identifying the most problematic access times, to assist operator
in harm reduction support efforts. Using `normalized` time that
adjusts for player time zone at access point. [0225] Danger Days
bar chart--Mon-Sun triggered PIT's versus safe play [0226] Pie
Chart PIT's triggered as % of total PIT's in the week. [0227] Harm
Hours--Top 5 normalized hours as percent of total harm as measured
by PIT triggering play and as gross value for all PIT's [0228] d.
PIT Tendencies: The most significant mistakes by players in harmful
behaviour [0229] PIT Index versus same site types (Generalized
categories i.e. excessive behaviour, chasing, misconceptions).
Technology Operator Reports
[0230] These are performance oriented for internal analysis. As
such, they may be less of an issue for demonstration system
purposes, but essential as one of the steps to finalizing the
production system. [0231] a. PIT Tendencies for All Players/Player
Groups/Sites: [0232] Much like the customer report (d) but in full
detail across all reporting sites. This may serve to identify which
PIT's are over-triggering and which sites and player types are out
of an expected range. [0233] Bar chart snapshot of percent of
players at each severity level of each PIT, with drill-down on each
PIT to show player type splits [0234] Customer-based summary of PIT
activity stated as index to norm [0235] Player Type summary of
index of PIT to share of play [0236] Historical master trend on PIT
activation level through time, stated as % of players triggering
PIT on a weekly basis [0237] b. Player Responsiveness to PIT: An
effectiveness report summarizing the movement of players to higher
or lower severity levels after receiving an Interaction. [0238] By
PIT, pie charts or dashboard gauge showing percentage of players
staying at triggered severity level versus decreasing versus
increasing, using weekly average figures. [0239] By region, same as
above, to identify regional relevance issues. [0240] Top 10 list of
most effective and most ineffective Interactions from library grid.
[0241] c. Player Clustering: A monitor report to help the
technology operator constantly evaluate player type definitions,
this report seeks top 3 common play type factors by each PIT.
[0242] Bubble map/cluster map of top 3 play factors--1 map per PIT
[0243] d. Cross-Play Super System: An advanced report for sites
with players playing multiple gaming products (poker, casino,
sportsbook) that identifies overall cross-play problem behaviour
such as switching, combined time etc. [0244] PIT commonalities by
player game combinations (poker-sports; poker-table games;
poker-slots; sports-table games; sports-slots) [0245] Games Summary
Report: A dashboard of total PIT activity frequency for each game
type, with trend line below.
[0246] The disclosure discusses certain system components, software
components, or other utilities, as means for illustrating the
operation and implementation of the present invention. It should be
understood that the present invention may not be limited to
particular software, system, or network architectures or
configurations, or to specific allocations of resources or
functionality as between particular system components, software
components, or other utilities. It should be understood that one or
more system components, software components, or other utilities,
could be provided as a greater or lesser number of system
components, software components, or other utilities. A number of
software components described (for example the subscriber
application) could be pre-loaded on a personal communication
device. The present invention is not limited to any particular
software structure, including any modular structure. It would be
obvious to a person skilled in the art that various additional
features could be included in the system and computer program of
the invention.
* * * * *
References