U.S. patent application number 13/537019 was filed with the patent office on 2013-01-03 for techniques for leveraging player's social influence and marketing potential in gaming environments.
This patent application is currently assigned to 3G STUDIOS, INC.. Invention is credited to JAMES PETER KOSTA.
Application Number | 20130006709 13/537019 |
Document ID | / |
Family ID | 47391183 |
Filed Date | 2013-01-03 |
United States Patent
Application |
20130006709 |
Kind Code |
A1 |
KOSTA; JAMES PETER |
January 3, 2013 |
TECHNIQUES FOR LEVERAGING PLAYER'S SOCIAL INFLUENCE AND MARKETING
POTENTIAL IN GAMING ENVIRONMENTS
Abstract
Various aspects described or referenced herein are directed to
different methods, systems, and computer program products for
leveraging player's social marketing potential in gaming
environments. In one embodiment, a gaming system may be configured
or designed to provide functionality for automatically and/or
dynamically determining Player Social Marketing Potential (PSMP)
Score(s) for one or more identified user(s)/player(s) based upon
selected information, criteria, considerations and/or objectives.
The gaming system may also be configured or designed to facilitate
and/or enable the influencing of outcomes of selected game-related
activities, events, and/or situations using the respective PSMP
Score(s) of one or more user(s)/player(s).
Inventors: |
KOSTA; JAMES PETER;
(Gardnerville, NV) |
Assignee: |
3G STUDIOS, INC.
Reno
NV
|
Family ID: |
47391183 |
Appl. No.: |
13/537019 |
Filed: |
June 28, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61504141 |
Jul 1, 2011 |
|
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Current U.S.
Class: |
705/7.29 |
Current CPC
Class: |
G07F 17/3206 20130101;
A63F 13/25 20140902; G07F 9/023 20130101; A63F 13/20 20140902; A63F
13/87 20140902 |
Class at
Publication: |
705/7.29 |
International
Class: |
G06Q 30/02 20120101
G06Q030/02 |
Claims
1. A gaming system in a gaming network, comprising: a gaming
controller; memory; a first display; at least one interface for
communicating with at least one other device in the gaming network;
the gaming system being operable to: enable a first player to
participate in a first gaming session which is controlled by the
gaming system, the first gaming session relating to a first game;
identify the first player; determine a first Player Social
Marketing Potential (PSMP) score associated with the identified
first player, wherein the first PSMP score is representative of the
first player's social marketing potential relative to a first set
of specified criteria; dynamically influence, using the first PSMP
score, outcomes relating to a first set of game-related events and
activities relating to the first gaming session.
2. The gaming system of claim 1 being further operable to:
dynamically calculate the first PSMP score using a first defined
set of defined PSMP score calculation criteria.
3. The gaming system of claim 1 being further operable to: detect a
first game-related event affecting the first player's gaming
session; dynamically calculate the first PSMP score using a first
defined set of defined PSMP score calculation criteria and using
information relating to the detected first game-related event.
4. The gaming system of claim 1 being further operable to:
determine the first PSMP score using a first defined set of defined
PSMP score calculation criteria; and determine a second PSMP score
for the first player using a second defined set of defined PSMP
score calculation criteria.
5. The gaming system of claim 1 being further operable to:
determine the first PSMP score using a first defined set of defined
PSMP score calculation criteria; and determine a second PSMP score
for the first player using a second defined set of defined PSMP
score calculation criteria; detect a first game-related event
affecting the first player's gaming session; dynamically select,
using information relating to the detected first game-related
event, one of the PSMP scores associated with the first player;
determine, using the selected PSMP score associated with the first
player, whether the outcome of the detected first game-related
event is to be influenced to favor the first player.
6. The gaming system of claim 1 being further operable to: detect a
first game-related event affecting the first player's gaming
session; and determine whether it is permissible to influence an
outcome of the detected first game-related event using Player's
PSMP Score,
7. The gaming system of claim 1 being further operable to: detect a
first game-related event affecting the first player's gaming
session; determine whether it is permissible to influence an
outcome of the detected first game-related event using Player's
PSMP Score; identify a first other player involved in the detected
first game-related event; determine a second (PSMP) score
associated with the first identified other player; and dynamically
influence, using the first PSMP score and second PSMP score, the
outcome of the detected first game-related event.
8. The gaming system of claim 1 being further operable to: detect a
first game-related event affecting the first player's gaming
session; identify a first other player involved in the detected
first game-related event; determine a second (PSMP) score
associated with the first identified other player; and dynamically
influence, using the first PSMP score and second PSMP score, the
outcome of the detected first game-related event to favor the
player with a relatively higher PSMP score.
9. The gaming system of claim 1 wherein the first set of
game-related events and activities is selected from a group of sets
consisting of: events or activities relating to the awarding of
and/or loss of game points; events or activities relating to the
awarding of and/or loss of game-related life/health points; events
or activities relating to the awarding of and/or loss of
game-related bonuses; events or activities relating to the awarding
of and/or loss of real and/or virtual currency; events or
activities relating to the awarding of, loss of, and /or possession
of game-related virtual objects; events or activities relating to
the awarding of and/or loss of game-related rank and/or status;
events or activities relating to the awarding of, loss of, and/or
possession of game-related virtual real estate; events or
activities relating to the reconfiguration, improvement and/or
alteration of game-related characters, object, assets or
real-estate; and events or activities relating to the awarding of,
loss of, possession of, and/or access to game-related character
attributes; events or activities relating to the awarding of, loss
of, possession of, and/or access to specialized game-related powers
or abilities.
10. The gaming system of claim 1 wherein the first set of specified
criteria includes at least one type of objective selected from a
group consisting of: facilitating achievement of at least one
identified marketing objective; facilitating achievement of at
least one identified promotional objective; facilitating generation
of positive marketing for the first game; facilitating generation
of positive marketing for at least one identified game;
facilitating generation of positive marketing for at least one
identified game developer; facilitating generation of positive
marketing for at least one identified game distributor;
facilitating generation of positive marketing for at least one
identified product or service; facilitating increased social
awareness of the first game among members of at least one
identified demographic group; facilitating posting of positive
reviews relating to the first game; facilitating achievement of at
least one identified cross-promotional objective; facilitating
increased sales or subscription objectives; facilitating an
increase in new player registration; and facilitating an increase
player participation.
11. The gaming system of claim 1 being further operable to:
dynamically calculate the first PSMP score using a first defined
set of defined PSMP score calculation criteria; wherein the first
defined set of defined PSMP score calculation criteria includes at
least one type of criteria selected from a group consisting of:
criteria relating to a theme of the first game; criteria relating
to a type of game-related event whose outcome is to be influenced;
criteria relating to at least one objective as defined by the first
set of specified criteria; criteria relating to the first player's
online friends; criteria relating to the first player's perceived
influence among members of at least one identified subgroup of an
online social network; criteria relating to other players of the
first game who have been identified as being a friend of the first
player; demographic criteria relating to the first player;
demographic criteria relating to at least a portion of the first
player's online friends; historical post criteria relating to prior
posts made by the first player in at least one identified online
social network; criteria relating to a perceived value of the first
player's friend demographic base; criteria relating to an amount of
real or virtual currency spent by the first player on game-related
activities; criteria relating to the first player's gaming history
during at least one specified time interval; criteria relating to
3rd party scores or values relating to the first player's degree of
influence in one or more social networks; criteria relating to
relevancy of the first player's demographic profile with respect to
specific marketing, advertising, sales, and/or promotional
objectives; demographic criteria relating to demographics of the
first player's online friends; criteria relating to the geographic
location of the first player; criteria relating to a measure or
degree of how much other social network members rely on the first
player's recommendations and opinions on a given topic; criteria
relating to a measure or degree of how much the first player's
online activities influence members of one or more social network
communities; criteria relating to a number of online players who
follow posts by the first player; criteria relating to a number of
online players who repost or share posts by the first player;
criteria relating to a measure or degree of how influential people
are who repost or share posts by the first player;; criteria
relating to the measure or degree of how much the first player's
posts have been disseminated within at least one identified social
network community; criteria relating to a diversity of the first
player's online friends; and criteria relating to a diversity of
the first player's online followers.
12. The gaming system of claim 1 being further operable to:
dynamically calculate the first PSMP score using a first defined
set of defined PSMP score calculation criteria; wherein the first
set of game-related events and activities is selected from a group
of sets consisting of: events or activities relating to the
awarding of and/or loss of game points; events or activities
relating to the awarding of and/or loss of game-related life/health
points; events or activities relating to the awarding of and/or
loss of game-related bonuses; events or activities relating to the
awarding of and/or loss of real and/or virtual currency; events or
activities relating to the awarding of, loss of, and/or possession
of game-related virtual objects; events or activities relating to
the awarding of and/or loss of game-related rank and/or status;
events or activities relating to the awarding of, loss of, and/or
possession of game-related virtual real estate; events or
activities relating to the reconfiguration, improvement and/or
alteration of game-related characters, object, assets or
real-estate; and events or activities relating to the awarding of,
loss of, possession of, and/or access to game-related character
attributes; events or activities relating to the awarding of, loss
of, possession of, and/or access to specialized game-related powers
or abilities; wherein the first set of specified criteria includes
at least one type of objective selected from a group consisting of:
facilitating achievement of at least one identified marketing
objective; facilitating achievement of at least one identified
promotional objective; facilitating generation of positive
marketing for the first game; facilitating generation of positive
marketing for at least one identified game; facilitating generation
of positive marketing for at least one identified game developer;
facilitating generation of positive marketing for at least one
identified game distributor; facilitating generation of positive
marketing for at least one identified product or service;
facilitating increased social awareness of the first game among
members of at least one identified demographic group; facilitating
posting of positive reviews relating to the first game;
facilitating achievement of at least one identified
cross-promotional objective; facilitating increased sales or
subscription objectives; facilitating an increase in new player
registration; and facilitating an increase player participation;
and wherein the first defined set of defined PSMP score calculation
criteria includes at least one type of criteria selected from a
group consisting of: criteria relating to a theme of the first
game; criteria relating to a type of game-related event whose
outcome is to be influenced; criteria relating to at least one
objective as defined by the first set of specified criteria;
criteria relating to the first player's online friends; criteria
relating to the first player's perceived influence among members of
at least one identified subgroup of an online social network;
criteria relating to other players of the first game who have been
identified as being a friend of the first player; demographic
criteria relating to the first player; demographic criteria
relating to at least a portion of the first player's online
friends; historical post criteria relating to prior posts made by
the first player in at least one identified online social network;
criteria relating to a perceived value of the first player's friend
demographic base; criteria relating to an amount of real or virtual
currency spent by the first player on game-related activities;
criteria relating to the first player's gaming history during at
least one specified time interval; criteria relating to 3rd party
scores or values relating to the first player's degree of influence
in one or more social networks; criteria relating to relevancy of
the first player's demographic profile with respect to specific
marketing, advertising, sales, and/or promotional objectives;
demographic criteria relating to demographics of the first player's
online friends; criteria relating to the geographic location of the
first player; criteria relating to a measure or degree of how much
other social network members rely on the first player's
recommendations and opinions on a given topic; criteria relating to
a measure or degree of how much the first player's online
activities influence members of one or more social network
communities; criteria relating to a number of online players who
follow posts by the first player; criteria relating to a number of
online players who repost or share posts by the first player;
criteria relating to a measure or degree of how influential people
are who repost or share posts by the first player; criteria
relating to the measure or degree of how much the first player's
posts have been disseminated within at least one identified social
network community; criteria relating to a diversity of the first
player's online friends; and criteria relating to a diversity of
the first player's online followers.
13. A computer implemented method for operating a gaming device in
a gaming network, the method comprising: enabling a first player to
participate in a first gaming session which is controlled by the
gaming method, the first gaming session relating to a first game;
identifying the first player; determining a first Player Social
Marketing Potential (PSMP) score associated with the identified
first player, wherein the first PSMP score is representative of the
first player's social marketing potential relative to a first set
of specified criteria; dynamically influence, using the first PSMP
score, outcomes relating to a first set of game-related events and
activities relating to the first gaming session.
14. The gaming method of claim 13 further comprising: dynamically
calculating the first PSMP score using a first defined set of
defined PSMP score calculation criteria.
15. The gaming method of claim 13 further comprising: detecting a
first game-related event affecting the first player's gaming
session; dynamically calculating the first PSMP score using a first
defined set of defined PSMP score calculation criteria and using
information relating to the detected first game-related event.
16. The gaming method of claim 13 further comprising: determining
the first PSMP score using a first defined set of defined PSMP
score calculation criteria; and determining a second PSMP score for
the first player using a second defined set of defined PSMP score
calculation criteria.
17. The gaming method of claim 13 further comprising: determining
the first PSMP score using a first defined set of defined PSMP
score calculation criteria; and determining a second PSMP score for
the first player using a second defined set of defined PSMP score
calculation criteria; detecting a first game-related event
affecting the first player's gaming session; dynamically selecting,
using information relating to the detected first game-related
event, one of the PSMP scores associated with the first player;
determining, using the selected PSMP score associated with the
first player, whether the outcome of the detected first
game-related event is to be influenced to favor the first
player.
18. The gaming method of claim 13 further comprising: detecting a
first game-related event affecting the first player's gaming
session; and determining whether it is permissible to influence an
outcome of the detected first game-related event using Player's
PSMP Score,
19. The gaming method of claim 13 further comprising: detecting a
first game-related event affecting the first player's gaming
session; identifying a first other player involved in the detected
first game-related event; determining a second (PSMP) score
associated with the first identified other player; and dynamically
influence, using the first PSMP score and second PSMP score, the
outcome of the detected first game-related event.
20. The gaming method of claim 13 further comprising: detecting a
first game-related event affecting the first player's gaming
session; determining whether it is permissible to influence an
outcome of the detected first game-related event using Player's
PSMP Score; identifying a first other player involved in the
detected first game-related event; determining a second (PSMP)
score associated with the first identified other player; and
dynamically influencing, using the first PSMP score and second PSMP
score, the outcome of the detected first game-related event to
favor the player with a relatively higher PSMP score.
21. The gaming method of claim 13 wherein the first set of
game-related events and activities is selected from a group of sets
consisting of: events or activities relating to the awarding of
and/or loss of game points; events or activities relating to the
awarding of and/or loss of game-related life/health points; events
or activities relating to the awarding of and/or loss of
game-related bonuses; events or activities relating to the awarding
of and/or loss of real and/or virtual currency; events or
activities relating to the awarding of, loss of, and/or possession
of game-related virtual objects; events or activities relating to
the awarding of and/or loss of game-related rank and/or status;
events or activities relating to the awarding of, loss of, and/or
possession of game-related virtual real estate; events or
activities relating to the reconfiguration, improvement and/or
alteration of game-related characters, object, assets or
real-estate; and events or activities relating to the awarding of,
loss of, possession of, and/or access to game-related character
attributes; events or activities relating to the awarding of, loss
of, possession of, and/or access to specialized game-related powers
or abilities.
22. The gaming method of claim 13 wherein the first set of
specified criteria includes at least one type of objective selected
from a group consisting of: facilitating achievement of at least
one identified marketing objective; facilitating achievement of at
least one identified promotional objective; facilitating generation
of positive marketing for the first game; facilitating generation
of positive marketing for at least one identified game;
facilitating generation of positive marketing for at least one
identified game developer; facilitating generation of positive
marketing for at least one identified game distributor;
facilitating generation of positive marketing for at least one
identified product or service; facilitating increased social
awareness of the first game among members of at least one
identified demographic group; facilitating posting of positive
reviews relating to the first game; facilitating achievement of at
least one identified cross-promotional objective; facilitating
increased sales or subscription objectives; facilitating an
increase in new player registration; and facilitating an increase
player participation.
23. The gaming method of claim 13 further comprising: dynamically
calculate the first PSMP score using a first defined set of defined
PSMP score calculation criteria; wherein the first defined set of
defined PSMP score calculation criteria includes at least one type
of criteria selected from a group consisting of: criteria relating
to a theme of the first game; criteria relating to a type of
game-related event whose outcome is to be influenced; criteria
relating to at least one objective as defined by the first set of
specified criteria; criteria relating to the first player's online
friends; criteria relating to the first player's perceived
influence among members of at least one identified subgroup of an
online social network; criteria relating to other players of the
first game who have been identified as being a friend of the first
player; demographic criteria relating to the first player;
demographic criteria relating to at least a portion of the first
player's online friends; historical post criteria relating to prior
posts made by the first player in at least one identified online
social network; criteria relating to a perceived value of the first
player's friend demographic base; criteria relating to an amount of
real or virtual currency spent by the first player on game-related
activities; criteria relating to the first player's gaming history
during at least one specified time interval; criteria relating to
3rd party scores or values relating to the first player's degree of
influence in one or more social networks; criteria relating to
relevancy of the first player's demographic profile with respect to
specific marketing, advertising, sales, and/or promotional
objectives; demographic criteria relating to demographics of the
first player's online friends; criteria relating to the geographic
location of the first player; criteria relating to a measure or
degree of how much other social network members rely on the first
player's recommendations and opinions on a given topic; criteria
relating to a measure or degree of how much the first player's
online activities influence members of one or more social network
communities; criteria relating to a number of online players who
follow posts by the first player; criteria relating to a number of
online players who repost or share posts by the first player;
criteria relating to a measure or degree of how influential people
are who repost or share posts by the first player;; criteria
relating to the measure or degree of how much the first player's
posts have been disseminated within at least one identified social
network community; criteria relating to a diversity of the first
player's online friends; and criteria relating to a diversity of
the first player's online followers.
Description
RELATED APPLICATION DATA
[0001] The present application claims benefit, pursuant to the
provisions of 35 U.S.C. .sctn.119, of U.S. Provisional Application
Ser. No. 61/504,141 (Attorney Docket No. 3GSTP001P), titled "USER
BEHAVIOR, SIMULATION AND GAMING TECHNIQUES", naming Kosta et al. as
inventors, and filed Jul. 1, 2011, the entirety of which is
incorporated herein by reference for all purposes.
COPYRIGHT NOTICE/PERMISSION
[0002] A portion of the disclosure of this patent document contains
material which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure as it appears in the
Patent and Trademark Office patent file or records, but otherwise
reserves all copyright rights whatsoever. The following notice
applies to the software and data as described below and in the
drawings hereto: Copyright .COPYRGT. 2010-2012, Dean E. Wolf, All
Rights Reserved.
BACKGROUND
[0003] The present disclosure relates to gaming environments. More
particularly, the present disclosure relates to techniques for
influencing game-related events and/or outcomes in gaming
environments.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] FIG. 1 illustrates a simplified block diagram of a specific
example embodiment of a portion of a Computer Network 100
[0005] FIG. 2 is a simplified block diagram of an exemplary gaming
machine 200 in accordance with a specific embodiment.
[0006] FIG. 3 shows a diagrammatic representation of machine in the
exemplary form of a client (or end user) computer system 300.
[0007] FIG. 4 is a simplified block diagram of an exemplary Mobile
Device 400 in accordance with a specific embodiment.
[0008] FIG. 5 illustrates an example embodiment of a Server System
580 which may be used for implementing various aspects/features
described herein.
[0009] FIG. 6 illustrates an example of a functional block diagram
of a Server System 600 in accordance with a specific
embodiment.
[0010] FIGS. 7A and 7B provide example illustrations of different
types of Player Social Marketing Potential (PSMP)-related
information which may be generated, stored and/or used to influence
and/or determine a player's game play activities, events, and/or
outcomes across one or more different games and/or gaming
environments.
[0011] FIG. 8 shows an example of a Player Social Influence
Procedure 800 in accordance with a specific embodiment.
DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS
Overview
[0012] Various aspects described or referenced herein are directed
to different methods, systems, and computer program products for
leveraging player's social marketing potential in gaming
environments. At least some aspects described herein are directed
to different methods, systems, and computer program products for
automatically and/or dynamically determining Player Social
Marketing Potential (PSMP) Score(s) for one or more identified
user(s)/player(s) based upon selected information, criteria,
considerations and/or objectives. According to different
embodiments. various types of gaming systems may be configured or
designed to include Player Social Influence Leveraging
functionality for influencing the outcomes of selected game-related
activities, events, and/or situations using the respective PSMP
Score(s) of one or more user(s)/player(s).
[0013] A first aspect is directed to different methods, systems,
and computer program products for operating a gaming system.
According to different embodiments, the gaming system may be
operable to facilitate, enable, initiate, and/or perform one or
more of the following operation(s), action(s), and/or feature(s)
(or combinations thereof): enable a first player to participate in
a first gaming session which is controlled by the gaming system,
the first gaming session relating to a first game; identify the
first player; determine a first Player Social Marketing Potential
(PSMP) score associated with the identified first player, wherein
the first PSMP score is representative of the first player's social
marketing potential relative to a first set of specified criteria;
dynamically influence, using the first PSMP score, outcomes
relating to a first set of game-related events and activities
relating to the first gaming session; dynamically calculate the
first PSMP score using a first defined set of defined PSMP score
calculation criteria; detect a first game-related event affecting
the first player's gaming session; dynamically calculate the first
PSMP score using a first defined set of defined PSMP score
calculation criteria and using information relating to the detected
first game-related event; determine the first PSMP score using a
first defined set of defined PSMP score calculation criteria;
determine a second PSMP score for the first player using a second
defined set of defined PSMP score calculation criteria; dynamically
select, using information relating to the detected first
game-related event, one of the PSMP scores associated with the
first player; determine, using the selected PSMP score associated
with the first player, whether the outcome of the detected first
game-related event is to be influenced to favor the first player;
determine whether it is permissible to influence an outcome of the
detected first game-related event using Player's PSMP Score,;
identify a first other player involved in the detected first
game-related event; determine a second (PSMP) score associated with
the first identified other player; dynamically influence, using the
first PSMP score and second PSMP score, the outcome of the detected
first game-related event; dynamically influencing, using the first
PSMP score and second PSMP score, the outcome of the detected first
game-related event to favor the player with a relatively higher
PSMP score.
[0014] In at least one embodiment, the first set of game-related
events and activities may include one or more of the following
types of events or activities (or combinations thereof): events or
activities relating to the awarding of and/or loss of game points;
events or activities relating to the awarding of and/or loss of
game-related life/health points; events or activities relating to
the awarding of and/or loss of game-related bonuses; events or
activities relating to the awarding of and/or loss of real and/or
virtual currency; events or activities relating to the awarding of,
loss of, and /or possession of game-related virtual objects; events
or activities relating to the awarding of and/or loss of
game-related rank and/or status; events or activities relating to
the awarding of, loss of, and /or possession of game-related
virtual real estate; events or activities relating to the
reconfiguration, improvement and/or alteration of game-related
characters, object, assets or real-estate; and events or activities
relating to the awarding of, loss of, possession of, and/or access
to game-related character attributes; events or activities relating
to the awarding of, loss of, possession of, and/or access to
specialized game-related powers or abilities;
[0015] In at least one embodiment, the first set of specified
criteria may include one or more type of objectives, such as, for
example, one or more of the following (or combinations thereof):
facilitating achievement of at least one identified marketing
objective; facilitating achievement of at least one identified
promotional objective; facilitating generation of positive
marketing for the first game; facilitating generation of positive
marketing for at least one identified game; facilitating generation
of positive marketing for at least one identified game developer;
facilitating generation of positive marketing for at least one
identified game distributor; facilitating generation of positive
marketing for at least one identified product or service;
facilitating increased social awareness of the first game among
members of at least one identified demographic group; facilitating
posting of positive reviews relating to the first game;
facilitating achievement of at least one identified
cross-promotional objective; facilitating increased sales or
subscription objectives; facilitating an increase in new player
registration; and facilitating an increase player participation;
and
[0016] In at least one embodiment, the first defined set of defined
PSMP score calculation criteria may include, but are not limited
to, one or more of the following types of criteria (or combinations
thereof): criteria relating to a theme of the first game; criteria
relating to a type of game-related event whose outcome is to be
influenced; criteria relating to at least one objective as defined
by the first set of specified criteria; criteria relating to the
first player's online friends; criteria relating to the first
player's perceived influence among members of at least one
identified subgroup of an online social network; criteria relating
to other players of the first game who have been identified as
being a friend of the first player; demographic criteria relating
to the first player; demographic criteria relating to at least a
portion of the first player's online friends; historical post
criteria relating to prior posts made by the first player in at
least one identified online social network; criteria relating to a
perceived value of the first player's friend demographic base;
criteria relating to an amount of real or virtual currency spent by
the first player on game-related activities; criteria relating to
the first player's gaming history during at least one specified
time interval; criteria relating to 3rd party scores or values
relating to the first player's degree of influence in one or more
social networks; criteria relating to relevancy of the first
player's demographic profile with respect to specific marketing,
advertising, sales, and/or promotional objectives; demographic
criteria relating to demographics of the first player's online
friends; criteria relating to the geographic location of the first
player; criteria relating to a measure or degree of how much other
social network members rely on the first player's recommendations
and opinions on a given topic; criteria relating to a measure or
degree of how much the first player's online activities influence
members of one or more social network communities; criteria
relating to a number of online players who follow posts by the
first player; criteria relating to a number of online players who
repost or share posts by the first player; criteria relating to a
measure or degree of how influential people are who repost or share
posts by the first player; criteria relating to the measure or
degree of how much the first player's posts have been disseminated
within at least one identified social network community; criteria
relating to a diversity of the first player's online friends; and
criteria relating to a diversity of the first player's online
followers.
[0017] Various objects, features and advantages of the various
aspects described or referenced herein will become apparent from
the following descriptions of its example embodiments, which
descriptions should be taken in conjunction with the accompanying
drawings.
Specific Example Embodiments
[0018] Various techniques will now be described in detail with
reference to a few example embodiments thereof as illustrated in
the accompanying drawings. In the following description, numerous
specific details are set forth in order to provide a thorough
understanding of one or more aspects and/or features described or
reference herein. It will be apparent, however, to one skilled in
the art, that one or more aspects and/or features described or
reference herein may be practiced without some or all of these
specific details. In other instances, well known process steps
and/or structures have not been described in detail in order to not
obscure some of the aspects and/or features described or reference
herein.
[0019] One or more different inventions may be described in the
present application. Further, for one or more of the invention(s)
described herein, numerous embodiments may be described in this
patent application, and are presented for illustrative purposes
only. The described embodiments are not intended to be limiting in
any sense. One or more of the invention(s) may be widely applicable
to numerous embodiments, as is readily apparent from the
disclosure. These embodiments are described in sufficient detail to
enable those skilled in the art to practice one or more of the
invention(s), and it is to be understood that other embodiments may
be utilized and that structural, logical, software, electrical and
other changes may be made without departing from the scope of the
one or more of the invention(s). Accordingly, those skilled in the
art will recognize that the one or more of the invention(s) may be
practiced with various modifications and alterations. Particular
features of one or more of the invention(s) may be described with
reference to one or more particular embodiments or figures that
form a part of the present disclosure, and in which are shown, by
way of illustration, specific embodiments of one or more of the
invention(s). It should be understood, however, that such features
are not limited to usage in the one or more particular embodiments
or figures with reference to which they are described. The present
disclosure is neither a literal description of all embodiments of
one or more of the invention(s) nor a listing of features of one or
more of the invention(s) that must be present in all
embodiments.
[0020] Headings of sections provided in this patent application and
the title of this patent application are for convenience only, and
are not to be taken as limiting the disclosure in any way.
[0021] Devices that are in communication with each other need not
be in continuous communication with each other, unless expressly
specified otherwise. In addition, devices that are in communication
with each other may communicate directly or indirectly through one
or more intermediaries.
[0022] A description of an embodiment with several components in
communication with each other does not imply that all such
components are required. To the contrary, a variety of optional
components are described to illustrate the wide variety of possible
embodiments of one or more of the invention(s).
[0023] Further, although process steps, method steps, algorithms or
the like may be described in a sequential order, such processes,
methods and algorithms may be configured to work in alternate
orders. In other words, any sequence or order of steps that may be
described in this patent application does not, in and of itself,
indicate a requirement that the steps be performed in that order.
The steps of described processes may be performed in any order
practical. Further, some steps may be performed simultaneously
despite being described or implied as occurring non-simultaneously
(e.g., because one step is described after the other step).
Moreover, the illustration of a process by its depiction in a
drawing does not imply that the illustrated process is exclusive of
other variations and modifications thereto, does not imply that the
illustrated process or any of its steps are necessary to one or
more of the invention(s), and does not imply that the illustrated
process is preferred.
[0024] When a single device or article is described, it will be
readily apparent that more than one device/article (whether or not
they cooperate) may be used in place of a single device/article.
Similarly, where more than one device or article is described
(whether or not they cooperate), it will be readily apparent that a
single device/article may be used in place of the more than one
device or article.
[0025] The functionality and/or the features of a device may be
alternatively embodied by one or more other devices that are not
explicitly described as having such functionality/features. Thus,
other embodiments of one or more of the invention(s) need not
include the device itself.
[0026] Techniques and mechanisms described or reference herein will
sometimes be described in singular form for clarity. However, it
should be noted that particular embodiments include multiple
iterations of a technique or multiple instantiations of a mechanism
unless noted otherwise.
[0027] Various aspects described or referenced herein are directed
to different methods, systems, and computer program products for
leveraging players' social marketing potential (and/or other
user-related factors) to influence game play event outcomes in
gaming environments. For example, in at least one embodiment, a
player's social marketing potential may be advantageously leveraged
to automatically and/or dynamically balance, drive, and/or
influence game play activities, events, and/or outcomes in one or
more types of gaming environments.
[0028] In at least one embodiment, a respective Player Social
Marketing Potential (PSMP) Score may be automatically and/or
dynamically calculated and associated with each (or selected) end
user(s) and/or player(s) of a game. In at least one embodiment, the
PSMP Score associated with a given user/player may be
representative of that user's marketing potential (or marketing
value) relative to the game being played and/or relative to other
specifically defined criteria. For example, in at least one
embodiment, a player's PSMP Score may be used to characterize the
relative "value add" which that player may contribute towards
desired marketing and/or promotional objectives such as, for
example, one or more of the following (or combinations thereof):
[0029] positive promotion/marketing of the game being played and/or
other identified game(s)); [0030] positive promotion/marketing of
the game developers and/or other developer(s); [0031] positive
promotion/marketing of the game distributors and/or other
distributor(s); [0032] positive promotion/marketing of one or more
products and/or services; [0033] increasing social awareness and/or
visibility of the game among users of one or more desired
demographic groups; [0034] generating positive reviews of the game;
[0035] facilitating cross-promotion/cross-marketing efforts; [0036]
increasing sales/subscriptions relating to the game and/or other
products/services; [0037] increasing user registration, game
membership and/or game participation (e.g., among users of one or
more desired demographic groups); [0038] and/or other types of
marketing, promotional and/or sales efforts, as desired (e.g., by
the game promoters, advertisers, marketing agencies, etc.)
[0039] In at least one embodiment, PSMP Scores may be normalized so
that each PSMP Score is relative to a specified range (e.g.,
0-100). For example, in at least one embodiment, a relatively high
PSMP Score may indicate that the user/player is deemed likely to
make or add a significant contribution towards desired marketing
and/or promotional objectives; whereas a relatively low PSMP Score
may indicate that the user/player is deemed likely not to make or
add a significant contribution towards desired marketing and/or
promotional objectives.
[0040] According to different embodiments, a player's PSMP Score
may be used to influence or determine outcomes of game play
activities, events, and/or situations where randomness of outcome
is allowed/permitted (such as, for example, outcome of game battle,
discovery of hidden objects, etc.). In some embodiments, a player's
PSMP Score may be used to influence or determine the awarding of
points, credits, and/or achievements. For example, in one
embodiment, a player's relatively high PSMP Score may cause the
player to be automatically and/or dynamically awarded extra points
and/or achievements during game play in order to incentivize the
player to post a positive review the game or simulation and
therefore provide "free" marketing. In at least one embodiment, the
player may not be aware that the game play outcomes and/or
awards/achievements received have been influenced by the player's
PSMP Score.
[0041] According to different embodiments, various types of
outcomes and/or game play events may be influenced based on a
player's PSMP Score, at least a portion of which may include, but
are not limited to, one or more of the following (or combinations
thereof): [0042] competitive events (e.g., battles, matches, and/or
other events in which Target Player and other player(s) are
opponents, etc.); [0043] random events (e.g., stumbling on hidden
treasures, objects, etc.); [0044] cooperative events (e.g., events
in which Target Player and other player(s) are on same time or work
cooperatively); [0045] acquisition/collection of game related
objects, tokens, etc.; [0046] completion of tasks; [0047] granting
of awards, points, credits, bonuses, achievements, etc.; [0048]
events/activities relating to the awarding of game points and/or
service points; [0049] events/activities relating to the awarding
of life/health points; [0050] events/activities relating to the
awarding of in-game bonuses; [0051] events/activities relating to
the awarding of real and/or virtual currency; [0052]
events/activities relating to the awarding of goods and/or services
outside of the game or service; [0053] events/activities relating
to the awarding of in-game virtual objects (e.g., treasures,
weapons, tokens, vehicles, maps, devices, etc.); [0054]
events/activities relating to the awarding of in-game rank and/or
status; [0055] events/activities relating to the awarding of
character attributes and/or abilities (e.g., size, strength,
appearance, speed, intelligence, skills, etc.); [0056]
events/activities relating to the awarding of specialized powers
and/or abilities (e.g., ability to fly, super-strength,
invisibility, etc.); [0057] and/or other types of game-related
event(s)/activities described herein and/or generally known to one
having ordinary skill in the art.
[0058] In some embodiments, a user may be assigned a single PSMP
Score which may be periodically updated, and which may be used to
automatically and/or dynamically determine and/or influence the
user's game play activities, events, and/or outcomes across one or
more different games and/or gaming environments. In other
embodiments, a user may have associated therewith multiple
different PSMP Score(s), and/or may be dynamically assigned
different PSMP Scores depending upon various different factors
and/or criteria, at least a portion of which may include, but are
not limited to, one or more of the following (or combinations
thereof): [0059] contextual information relating to the game being
played; [0060] contextual information relating to the detected
activity or event whose outcome may be influenced; [0061]
marketing, advertising, sales, and/or promotional objectives,
which, for example, may be defined by a third party (e.g., game
promoters, advertisers, marketing agencies, etc.) [0062] theme of
game being played by user; [0063] type of game-related
event/outcome to be influenced; [0064] information relating to the
user's online friends (e.g., Facebook friends) and/or relating to
the user's online social communities and/or memberships; [0065]
information relating to other game members or players who have been
identified as being friends of the user/player; [0066] demographic
information relating to the user/player; [0067] demographic
information relating to the user/player's online friends; [0068]
history of prior social network posts by user/player (e.g.,
Facebook posts, Twitter posts, etc.); [0069] perceived value of
user/player's friend demographic base [0070] amount of money (or
other types of monetary indicia) spent by user/player on
game-related activities (e.g., during one or more specified time
interval(s)); [0071] amount of time user/player has spent playing
game (e.g., during one or more specified time interval(s)); [0072]
other scores or values relating to the user/player's degree of
influence in one or more social networks (e.g., Klout Score,
Peerindex Score, etc.); [0073] relevancy of user/player's
demographic profile to specific marketing, advertising, sales,
and/or promotional objectives; [0074] relevancy demographic
information relating to the user/player's online friends to
specific marketing, advertising, sales, and/or promotional
objectives; [0075] information relating to the geographic location
of the user/player; [0076] information relating to the measure or
degree of the user/player's online authority; [0077] information
relating to the impact of the user/player's online activities;
[0078] information relating to the user/player's reputation in one
or more online communities; [0079] information relating to the
measure or degree of how much other social network members rely on
the user/player's recommendations and/or opinions on a given topic;
[0080] information relating to the measure or degree of how much
the user/player's online actions/activities (e.g., for a given
topic) influence members of one or more social network communities;
[0081] information relating to the number of online users who
follow posts by the user/player; [0082] information relating to the
number of online users who repost or share posts by the
user/player; [0083] information relating to how influential the
people are who repost or share posts by the user/player;
information relating to the measure or degree of how much the
user/player's posts (e.g., on a given topic) have been disseminated
within one or more social network communities; [0084] information
relating to the diversity of the user's player's online friends;
[0085] information relating to the diversity of the user's player's
online followers; [0086] and/or other types of factors and/or
criteria which may be desired to be taken into account.
[0087] For example, if a player's demographic profile indicates
that player is a 23 year-old Hispanic woman, and a desired
marketing objective is to promote the game to Hispanic women
between the ages of 20-25 years old, such information may be taken
into account when dynamically calculating or determining the
player's PSMP Score, and as a result, the player may be dynamically
assigned a relatively high PSMP Score under such circumstances. In
contrast, if a player's demographic profile indicates that player
is a 50 year-old Caucasian male, and the desired marketing
objective is to promote the game to Hispanic women between the ages
of 20-25 years old, the player may be dynamically assigned a
relatively low PSMP Score under such circumstances.
[0088] In at least one embodiment, PSMP Scores relating to one or
more player may computed or generated at one or more remote
server(s)/system(s), and may be accessed and/or utilized as a
parameter for influencing game play event outcomes. For example,
services provided by 3.sup.rd party entities (such as www.klout.com
and www.peerindex.net) may provide APIs which may be used (e.g., by
a Gaming Server) to retrieve Player Social Influence data
representing a person's social media capital or social network
influence. The Gaming Server may then use the retrieved Player
Social Influence data as a parameter for influencing game play
event outcomes in different gaming environments.
[0089] According to different embodiments, various examples of
games and/or gaming environments may include, but are not limited
to, one or more of the following (or combinations thereof): [0090]
internet-based online games such as, for example, multi-player
online games (e.g., World of Warcraft.TM., The Sims Online.TM.,
etc.), single-player online games, etc. [0091] games accessible via
consumer-type game consoles such as Microsoft XBOX.TM., Sony
Playstation.TM., Nintendo WII.TM., etc. [0092] wager-based games
accessible via one or more casino gaming networks and/or other
types of gaming networks; [0093] and/or other types of games which
may be accessible to users/players via one or more other types of
systems and/or networks; [0094] any game or service (e.g.,
sweepstakes, raffles, auctions, etc.) where a limited number of
points, goods or rewards are distributed amongst participants,
particularly in situations in which it is desirable for
participants with the greatest social marketing/influence potential
(e.g., relatively highest PSMP Score) to collect more of the
points, goods or rewards.
[0095] According to different embodiments, one or more different
types of computers, mobile devices, and/or gaming system(s) may be
configured or designed to include event influence/outcome
functionality for enabling one or more of the Player Social
Influence Leveraging features and/or aspects described herein. By
way of illustration, the following example scenarios help to
illustrate some of the Player Social Influence Leveraging features
and/or aspects described herein.
Example A
[0096] Two players are participating in a multi-player online
shooting game hosted at a Gaming Server System. The two players
meet on the battlefield, and have substantially similar weaponry
and armor. They each launch at attack at the other with the same
relative skill and timing In one embodiment, the Gaming Server
System may be configured or designed to automatically and
dynamically determine (e.g., in real-time) respective PSMP Scores
for each of the two players, and may be further configured or
designed to influence the outcome of the battle event to favor the
player with the relatively higher PSMP Score. As a result, the
player with the relatively higher PSMP Score is determined to be
the winner of the battle event.
Example B
[0097] A player is playing a game of chance at a gaming machine
(such as, for example, a wager-based gaming machine). In at least
one embodiment, the gaming machine may be configured or designed to
determine the identity of the player, determine the player's PSMP
Score, and dynamically adjust or modify the player's odds of
winning based on the player's PSMP Score. In at least one
embodiment in which the gaming machine is configured or designed to
communicate with a gaming server system, the gaming server system
may be configured or designed to perform at least a portion of the
gaming machine operations described in this example.
Example C
[0098] A gaming system identifies a player (of a game) who has a
relatively high PSMP Score, and dynamically presents an offer to
award the player with one or more game-related awards, objects,
benefits, achievements, etc., in direct or indirect exchange for
the player agreeing to post a status update of the player's recent
game play activity to one or more social network(s). In at least
one embodiment, at least a portion of the content of the player's
status update post may be automatically and/or dynamically
generated by the gaming system. In at least one embodiment, the
player may grant permission for the gaming system to implement the
player's game status update post on the player's behalf. In one
embodiment, the gaming system may be configured or designed to
automatically verify the successful posting of the player's game
status update at one or more social networks, and may be configured
or designed to automatically award the player with the specified
game-related awards, objects, benefits, achievements, etc. in
response to verifying the posting of the player's game status
update at one or more social networks.
[0099] FIGS. 7A and 7B provide example illustrations of different
types of PSMP-related information which may be generated, stored
and/or used to influence and/or determine a player's game play
activities, events, and/or outcomes across one or more different
games and/or gaming environments.
[0100] As illustrated in the example embodiment of FIG. 7A, it is
assumed that a respective PSMP Score (703) has been calculated for
each identified player (701) of a multi-player game. According to
different embodiments, each player's respective PSMP Score may be
periodically updated, and may be used to automatically and/or
dynamically determine and/or influence that player's game play
activities, events, and/or outcomes across one or more different
games and/or gaming environments.
[0101] In at least one embodiment, as illustrated in the example
embodiment of FIG. 7B, a given user (e.g., Player A) may have
associated therewith multiple different PSMP Score(s) (e.g., PSMP
Score A1, PSMP Score A2, PSMP Score A3. etc). In some embodiments,
each of the different PSMP Scores (for a given player) may be
individually and/or separately determined or calculated using
different sets of information, criteria, considerations and/or
objectives. For example, in the specific example embodiment of FIG.
7B, each of the players (751) may have associated therewith
multiple different PSMP Score(s) (753, 755, 757), wherein each PSMP
Score for a given player separately calculated to be representative
of that player's social influence/marketing potential for a
specifically designated target demographic group (e.g., Target
Demographic Group A, Target Demographic Group B, Target Demographic
Group C, etc.). Thus, for example, Player A's PSMP Score for Target
Demographic Group A (e.g., consumers between the ages of 20-29) may
be a first value (PSMP Score A1); Player A's PSMP Score for a
different Target Demographic Group B (e.g., consumers between the
ages of 30-39) may be a second value (PSMP Score A2); Player A's
PSMP Score for a third Target Demographic Group C (e.g., Player A's
Facebook friends) may be a third value (PSMP Score A3); etc.
[0102] FIG. 8 shows an example of a Player Social Influence
Procedure 800 in accordance with a specific embodiment. As
illustrated in the example embodiment of FIG. 8, the Player Social
Influence Procedure 800 may be operable to facilitate, initiate
and/or perform one or more of the Player Social Influence
Leveraging function(s), feature(s), and/or operations described
and/or referenced herein.
[0103] According to different embodiments, at least a portion of
the various types of functions, operations, actions, and/or other
features provided by the Player Social Influence Procedure may be
implemented at one or more client systems(s), at one or more server
systems (s), and/or combinations thereof.
[0104] In at least one embodiment, the Player Social Influence
Procedure may be operable to utilize and/or generate various
different types of data and/or other types of information when
performing specific tasks and/or operations. This may include, for
example, input data/information and/or output data/information. For
example, in at least one embodiment, the Player Social Influence
Procedure may be operable to access, process, and/or otherwise
utilize information from one or more different types of sources,
such as, for example, one or more local and/or remote memories,
devices and/or systems. Additionally, in at least one embodiment,
the Player Social Influence Procedure may be operable to generate
one or more different types of output data/information, which, for
example, may be stored in memory of one or more local and/or remote
devices and/or systems. Examples of different types of input
data/information and/or output data/information which may be
accessed and/or utilized by the Player Social Influence Procedure
may include, but are not limited to, one or more of those described
and/or referenced herein.
[0105] In at least one embodiment, a given instance of the Player
Social Influence Procedure may access and/or utilize information
from one or more associated databases. In at least one embodiment,
at least a portion of the database information may be accessed via
communication with one or more local and/or remote memory devices.
Examples of different types of data which may be accessed by the
Player Social Influence Procedure may include, but are not limited
to, one or more of those described and/or referenced herein.
[0106] According to specific embodiments, multiple instances or
threads of the Player Social Influence Procedure may be
concurrently implemented and/or initiated via the use of one or
more processors and/or other combinations of hardware and/or
hardware and software. For example, in at least some embodiments,
various aspects, features, and/or functionalities of the Player
Social Influence Procedure may be performed, implemented and/or
initiated by one or more of the various systems, components,
systems, devices, procedures, processes, etc., described and/or
referenced herein.
[0107] According to different embodiments, one or more different
threads or instances of the Player Social Influence Procedure may
be initiated in response to detection of one or more conditions or
events satisfying one or more different types of minimum threshold
criteria for triggering initiation of at least one instance of the
Player Social Influence Procedure. Various examples of conditions
or events which may trigger initiation and/or implementation of one
or more different threads or instances of the Player Social
Influence Procedure may include, but are not limited to, one or
more of those described and/or referenced herein.
[0108] According to different embodiments, one or more different
threads or instances of the Player Social Influence Procedure may
be initiated and/or implemented manually, automatically,
statically, dynamically, concurrently, and/or combinations thereof.
Additionally, different instances and/or embodiments of the Player
Social Influence Procedure may be initiated at one or more
different time intervals (e.g., during a specific time interval, at
regular periodic intervals, at irregular periodic intervals, upon
demand, etc.).
[0109] In at least one embodiment, initial configuration of a given
instance of the Player Social Influence Procedure may be performed
using one or more different types of initialization parameters. In
at least one embodiment, at least a portion of the initialization
parameters may be accessed via communication with one or more local
and/or remote memory devices. In at least one embodiment, at least
a portion of the initialization parameters provided to an instance
of the Player Social Influence Procedure may correspond to and/or
may be derived from the input data/information.
[0110] In at least one embodiment, separate threads or instances of
the Player Social Influence Procedure may be in concurrently
implemented and/or initiated for different gaming sessions
associated with different players in the game. In the specific
example embodiment of FIG. 8 it is assumed that multiple players
are participating in a multi-player game, and that the Player
Social Influence Procedure has been configured or designed to
facilitate influence of event outcomes for the gaming session
associated with a selected player (e.g., Player A).
[0111] As shown at 802, it is assumed that a gaming session has
been initiated for Player A. As shown at 806, a PSMP Score may be
determined for Player A. In at least one embodiment, the PSMP Score
may be dynamically calculated or determined based upon selected
information, criteria, considerations and/or objectives, such as
one or more of those described and/or referenced herein.
[0112] In at least one embodiment, the Player Social Influence
Procedure may monitor Player A's gaming activities in order to
detect (808) game-related activities/events for which it is
permissible to influence the outcome using a player PSMP Score(s).
In at least one embodiment, when a game-related activity/event had
been detected for which it is permissible to influence the outcome
using player PSMP Score(s), other player(s) (if any) may be
identified (812) who are involved with the detected game play
activity/event (and/or who may also have an influence on the
activity/event outcome), and respective PSMP Score for each of the
identified other players may be determined (812).
[0113] As shown at 816, the outcome of the detected game play
activity/event may be dynamically determined using the relative
player PSMP Score(s) to influence the outcome. Once determined, the
outcome of the detected game play activity/event may be implemented
(818) in Player A's gaming session. Thereafter, Player A's gaming
session may continue, and the Player Social Influence Procedure may
await detection of a next game play activity/event in Player A's
gaming session.
[0114] It will be appreciated that in some embodiments (not shown),
the Player Social Influence Procedure may dynamically and/or
periodically update Player A's PSMP Score (as desired) during
Player A's gaming session.
[0115] FIG. 1 illustrates a simplified block diagram of a specific
example embodiment of a portion of a Gaming Network 100. As
described in greater detail herein, different embodiments of
computer networks may be configured, designed, and/or operable to
provide various different types of operations, functionalities,
and/or features generally relating to Player Social Influence
Leveraging technology. Further, as described in greater detail
herein, many of the various operations, functionalities, and/or
features of the Gaming Network(s) disclosed herein may provide may
enable or provide different types of advantages and/or benefits to
different entities interacting with the Gaming Network(s).
[0116] According to different embodiments, the Gaming Network 100
may include a plurality of different types of components, devices,
modules, processes, systems, etc., which, for example, may be
implemented and/or instantiated via the use of hardware and/or
combinations of hardware and software. For example, as illustrated
in the example embodiment of FIG. 1, the Gaming Network 100 may
include one or more of the following types of systems, components,
devices, processes, etc. (or combinations thereof): [0117] Server
System(s) 120--In at least one embodiment, the Server System(s) may
be operable to perform and/or implement various types of functions,
operations, actions, and/or other features such as those described
or referenced herein (e.g., such as those illustrated and/or
described with respect to FIG. 6). In at least one embodiment,
Server System 120 may be configured or designed to include Player
Social Influence Leveraging Component(s) 194 for providing
functionality relating to one or more of the Player Social
Influence [0118] Leveraging aspects disclosed herein. [0119]
Publisher/Content Provider System component(s) 140 [0120] Client
Computer System (s) 130 [0121] 3.sup.rd Party System(s) 150 [0122]
Internet & Cellular Network(s) 110 [0123] Remote Database
System(s) 180 [0124] Remote Server System(s)/Service(s) 170, which,
for example, may include, but are not limited to, one or more of
the following (or combinations thereof): [0125] Content provider
servers/services [0126] Media Streaming servers/services [0127]
Database storage/access/query servers/services [0128] Financial
transaction servers/services [0129] Payment gateway
servers/services [0130] Electronic commerce servers/services [0131]
Event management/scheduling servers/services [0132] Etc. [0133]
Mobile Device(s) 160, which, for example, may include, but are not
limited to, one or more of the following (or combinations thereof):
gaming machines, vending machines, televisions, kiosks, consumer
devices, smart phones, video game consoles, personal computer
systems, electronic display systems, etc. In at least one
embodiment, the Mobile Device(s) may be operable to perform and/or
implement various types of functions, operations, actions, and/or
other features such as those described or referenced herein (e.g.,
such as those illustrated and/or described with respect to FIG. 4).
[0134] etc.
[0135] In at least one embodiment, a Mobile Device may be operable
to detect gross motion or gross movement of a user. For example, in
one embodiment, a Mobile Device may include motion detection
component(s) which may be operable to detect gross motion or gross
movement of a user's body and/or appendages such as, for example,
hands, fingers, arms, head, etc.
[0136] According to different embodiments, at least some Gaming
Network(s) may be configured, designed, and/or operable to provide
a number of different advantages and/or benefits and/or may be
operable to initiate, and/or enable various different types of
operations, functionalities, and/or features, such as, for example,
one or more of those described or referenced herein.
[0137] According to different embodiments, at least a portion of
the various types of functions, operations, actions, and/or other
features provided by the Gaming Network 100 may be implemented at
one or more client systems(s), at one or more server systems (s),
and/or combinations thereof.
[0138] According to different embodiments, the Gaming Network may
be operable to utilize and/or generate various different types of
data and/or other types of information when performing specific
tasks and/or operations. This may include, for example, input
data/information and/or output data/information. For example, in at
least one embodiment, the Gaming Network may be operable to access,
process, and/or otherwise utilize information from one or more
different types of sources, such as, for example, one or more local
and/or remote memories, devices and/or systems. Additionally, in at
least one embodiment, the Gaming Network may be operable to
generate one or more different types of output data/information,
which, for example, may be stored in memory of one or more local
and/or remote devices and/or systems. Examples of different types
of input data/information and/or output data/information which may
be accessed and/or utilized by the Gaming Network may include, but
are not limited to, one or more of those described and/or
referenced herein.
[0139] According to specific embodiments, multiple instances or
threads of the Gaming Network may be concurrently implemented
and/or initiated via the use of one or more processors and/or other
combinations of hardware and/or hardware and software. For example,
in at least some embodiments, various aspects, features, and/or
functionalities of the Gaming Network may be performed, implemented
and/or initiated by one or more of the various systems, components,
systems, devices, procedures, processes, etc., described and/or
referenced herein.
[0140] In at least one embodiment, a given instance of the Gaming
Network may access and/or utilize information from one or more
associated databases. In at least one embodiment, at least a
portion of the database information may be accessed via
communication with one or more local and/or remote memory devices.
Examples of different types of data which may be accessed by the
Gaming Network may include, but are not limited to, one or more of
those described and/or referenced herein.
[0141] According to different embodiments, one or more different
threads or instances of the Gaming Network may be initiated in
response to detection of one or more conditions or events
satisfying one or more different types of minimum threshold
criteria for triggering initiation of at least one instance of the
Gaming Network. Various examples of conditions or events which may
trigger initiation and/or implementation of one or more different
threads or instances of the Gaming Network may include, but are not
limited to, one or more of those described and/or referenced
herein.
[0142] It will be appreciated that the Gaming Network of FIG. 1 is
but one example from a wide range of Gaming Network embodiments
which may be implemented. Other embodiments of the Gaming Network
(not shown) may include additional, fewer and/or different
components/features that those illustrated in the example Gaming
Network embodiment of FIG. 1.
[0143] Generally, the Player Social Influence Leveraging techniques
described herein may be implemented in hardware and/or
hardware+software. For example, they can be implemented in an
operating system kernel, in a separate user process, in a library
package bound into network applications, on a specially constructed
machine, or on a network interface card. In a specific embodiment,
various aspects described herein may be implemented in software
such as an operating system or in an application running on an
operating system.
[0144] Hardware and/or software+hardware hybrid embodiments of the
Player Social Influence Leveraging techniques described herein may
be implemented on a general-purpose programmable machine
selectively activated or reconfigured by a computer program stored
in memory. Such programmable machine may include, for example,
mobile or handheld computing systems, PDA, smart phones, notebook
computers, tablets, netbooks, desktop computing systems, server
systems, cloud computing systems, network devices, etc.
[0145] FIG. 2 is a simplified block diagram of an exemplary gaming
machine 200 in accordance with a specific embodiment. As
illustrated in the embodiment of FIG. 2, gaming machine 200
includes at least one processor 210, at least one interface 206,
and memory 216.
[0146] In one implementation, processor 210 and master game
controller 212 are included in a logic device 213 enclosed in a
logic device housing. The processor 210 may include any
conventional processor or logic device configured to execute
software allowing various configuration and reconfiguration tasks
such as, for example: a) communicating with a remote source via
communication interface 206, such as a server that stores
authentication information or games; b) converting signals read by
an interface to a format corresponding to that used by software or
memory in the gaming machine; c) accessing memory to configure or
reconfigure game parameters in the memory according to indicia read
from the device; d) communicating with interfaces, various
peripheral devices 222 and/or I/O devices; e) operating peripheral
devices 222 such as, for example, card readers, paper ticket
readers, etc.; f) operating various I/O devices such as, for
example, displays 235, input devices 230; etc. For instance, the
processor 210 may send messages including game play information to
the displays 235 to inform players of cards dealt, wagering
information, and/or other desired information.
[0147] The gaming machine 200 also includes memory 216 which may
include, for example, volatile memory (e.g., RAM 209), non-volatile
memory 219 (e.g., disk memory, FLASH memory, EPROMs, etc.),
unalterable memory (e.g., EPROMs 208), etc. The memory may be
configured or designed to store, for example: 1) configuration
software 214 such as all the parameters and settings for a game
playable on the gaming machine; 2) associations 218 between
configuration indicia read from a device with one or more
parameters and settings; 3) communication protocols allowing the
processor 210 to communicate with peripheral devices 222 and I/O
devices 211; 4) a secondary memory storage device 215 such as a
non-volatile memory device, configured to store gaming software
related information (the gaming software related information and
memory may be used to store various audio files and games not
currently being used and invoked in a configuration or
reconfiguration); 5) communication transport protocols (such as,
for example, TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE
802.11x (IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) for
allowing the gaming machine to communicate with local and non-local
devices using such protocols; etc. In one implementation, the
master game controller 212 communicates using a serial
communication protocol. A few examples of serial communication
protocols that may be used to communicate with the master game
controller include but are not limited to USB, RS-232 and Netplex
(a proprietary protocol developed by IGT, Reno, Nev.).
[0148] A plurality of device drivers 242 may be stored in memory
216. Example of different types of device drivers may include
device drivers for gaming machine components, device drivers for
peripheral components 222, etc. Typically, the device drivers 242
utilize a communication protocol of some type that enables
communication with a particular physical device. The device driver
abstracts the hardware implementation of a device. For example, a
device drive may be written for each type of card reader that may
be potentially connected to the gaming machine. Examples of
communication protocols used to implement the device drivers
include Netplex, USB, Serial, Ethernet 275, Firewire, I/O
debouncer, direct memory map, serial, PCI, parallel, RF,
Bluetooth.TM., near-field communications (e.g., using near-field
magnetics), 802.11 (WiFi), etc. Netplex is a proprietary IGT
standard while the others are open standards. According to a
specific embodiment, when one type of a particular device is
exchanged for another type of the particular device, a new device
driver may be loaded from the memory 216 by the processor 210 to
allow communication with the device. For instance, one type of card
reader in gaming machine 200 may be replaced with a second type of
card reader where device drivers for both card readers are stored
in the memory 216.
[0149] In some embodiments, the software units stored in the memory
216 may be upgraded as needed. For instance, when the memory 216 is
a hard drive, new games, game options, various new parameters, new
settings for existing parameters, new settings for new parameters,
device drivers, and new communication protocols may be uploaded to
the memory from the master game controller 212 or from some other
external device. As another example, when the memory 216 includes a
CD/DVD drive including a CD/DVD designed or configured to store
game options, parameters, and settings, the software stored in the
memory may be upgraded by replacing a first CD/DVD with a second
CD/DVD. In yet another example, when the memory 216 uses one or
more flash memory 219 or EPROM 208 units designed or configured to
store games, game options, parameters, settings, the software
stored in the flash and/or EPROM memory units may be upgraded by
replacing one or more memory units with new memory units which
include the upgraded software. In another embodiment, one or more
of the memory devices, such as the hard-drive, may be employed in a
game software download process from a remote software server.
[0150] In some embodiments, the gaming machine 200 may also include
various authentication and/or validation components 244 which may
be used for authenticating/validating specified gaming machine
components such as, for example, hardware components, software
components, firmware components, information stored in the gaming
machine memory 216, etc. Examples of various authentication and/or
validation components are described in U.S. Pat. No. 6,620,047,
titled, "ELECTRONIC GAMING APPARATUS HAVING AUTHENTICATION DATA
SETS," incorporated herein by reference in its entirety for all
purposes.
[0151] Peripheral devices 222 may include several device interfaces
such as, for example: transponders 254, wire/wireless power
distribution components 258, input device(s) 230, sensors 260,
audio and/or video devices 262 (e.g., cameras, speakers, etc.),
transponders 254, wireless communication components 256, wireless
power components 258, mobile device function control components
262, side wagering management components 264, etc.
[0152] Sensors 260 may include, for example, optical sensors,
pressure sensors, RF sensors, Infrared sensors, image sensors,
thermal sensors, biometric sensors, etc. Such sensors may be used
for a variety of functions such as, for example detecting the
presence and/or identity of various persons (e.g., players, casino
employees, etc.), devices (e.g., mobile devices), and/or systems
within a predetermined proximity to the gaming machine. In one
implementation, at least a portion of the sensors 260 and/or input
devices 230 may be implemented in the form of touch keys selected
from a wide variety of commercially available touch keys used to
provide electrical control signals. Alternatively, some of the
touch keys may be implemented in another form which are touch
sensors such as those provided by a touchscreen display. For
example, in at least one implementation, the gaming machine player
displays and/or mobile device displays may include input
functionality for allowing players to provide desired information
(e.g., game play instructions and/or other input) to the gaming
machine, game table and/or other gaming system components using the
touch keys and/or other player control sensors/buttons.
Additionally, such input functionality may also be used for
allowing players to provide input to other devices in the casino
gaming network (such as, for example, player tracking systems, side
wagering systems, etc.)
[0153] Wireless communication components 256 may include one or
more communication interfaces having different architectures and
utilizing a variety of protocols such as, for example, 802.11
(WiFi), 802.15 (including Bluetooth.TM.), 802.16 (WiMax), 802.22,
Cellular standards such as CDMA, CDMA2000, WCDMA, Radio Frequency
(e.g., RFID), Infrared, Near Field Magnetic communication
protocols, etc. The communication links may transmit electrical,
electromagnetic or optical signals which carry digital data streams
or analog signals representing various types of information.
[0154] Power distribution components 258 may include, for example,
components or devices which are operable for providing wired or
wireless power to other devices. For example, in one
implementation, the power distribution components 258 may include a
magnetic induction system which is adapted to provide wireless
power to one or more mobile devices near the gaming machine. In one
implementation, a mobile device docking region may be provided
which includes a power distribution component that is able to
recharge a mobile device without requiring metal-to-metal
contact.
[0155] In at least one embodiment, mobile device function control
components 262 may be operable to control operating mode selection
functionality, features, and/or components associated with one or
more mobile devices (e.g., 250). In at least one embodiment, mobile
device function control components 262 may be operable to remotely
control and/or configure components of one or more mobile devices
250 based on various parameters and/or upon detection of specific
events or conditions such as, for example: time of day, player
activity levels; location of the mobile device; identity of mobile
device user; user input; system override (e.g., emergency condition
detected); proximity to other devices belonging to same group or
association; proximity to specific objects, regions, zones,
etc.
[0156] In at least one embodiment, side wagering management
components 264 may be operable to manage side wagering activities
associated with one or more side wager participants. Side wagering
management components 264 may also be operable to manage or control
side wagering functionality associated with one or more mobile
devices 250 . In accordance with at least one embodiment, side
wagers may be associated with specific events in a wager-based game
that is uncertain at the time the side wager is made. The events
may also be associated with particular players, gaming devices
(e.g., EGMs), game themes, bonuses, denominations, and/or
paytables. In embodiments where the wager-based game is being
played by multiple players, in one embodiment the side wagers may
be made by participants who are not players of the game, and who
are thus at least one level removed from the actual play of the
game.
[0157] In instances where side wagers are made on events that
depend at least in part on the skill of a particular player, it may
be beneficial to provide observers (e.g., side wager participants)
with information which is useful for determining whether a
particular side wager should be placed, and/or for helping to
determine the amount of such side wager. In at least one
embodiment, side wagering management components 264 may be operable
to manage and/or facilitate data access to player ratings,
historical game play data, historical payout data, etc. For
example, in one embodiment, a player rating for a player of the
wager-based game may be computed based on historical data
associated with past play of the wager-based game by that player in
accordance with a pre-determined algorithms. The player rating for
a particular player may be displayed to other players and/or
observers, possibly at the option (or permission) of the player. By
using player ratings in the consideration of making side wagers,
decisions by observers to make side wagers on certain events need
not be made completely at random. Player ratings may also be
employed by the players themselves to aid them in determining
potential opponents, for example.
[0158] Player Social Influence Leveraging Component(s) 294 may be
configured or designed to provide functionality for automatically
and/or dynamically determining Player Social Marketing Potential
(PSMP) Score(s) for one or more identified user(s)/player(s) based
upon selected information, criteria, considerations and/or
objectives. In at least one embodiment, the Player Social Influence
Leveraging Component(s) 294 may also be configured or designed to
facilitate and/or enable the influencing of outcomes of selected
game-related activities, events, and/or situations using the
respective PSMP Score(s) of one or more user(s)/player(s).
[0159] In other embodiments (not shown) other peripheral devices
include: player tracking devices, card readers, bill
validator/paper ticket readers, etc. Such devices may each comprise
resources for handling and processing configuration indicia such as
a microcontroller that converts voltage levels for one or more
scanning devices to signals provided to processor 210. In one
embodiment, application software for interfacing with peripheral
devices 222 may store instructions (such as, for example, how to
read indicia from a portable device) in a memory device such as,
for example, non-volatile memory, hard drive or a flash memory.
[0160] In at least one implementation, the gaming machine may
include card readers such as used with credit cards, or other
identification code reading devices to allow or require player
identification in connection with play of the card game and
associated recording of game action. Such a user identification
interface can be implemented in the form of a variety of magnetic
card readers commercially available for reading a user-specific
identification information. The user-specific information can be
provided on specially constructed magnetic cards issued by a
casino, or magnetically coded credit cards or debit cards
frequently used with national credit organizations such as
VISA.TM., MASTERCARD.TM., banks and/or other institutions.
[0161] The gaming machine may include other types of participant
identification mechanisms which may use a fingerprint image, eye
blood vessel image reader, or other suitable biological information
to confirm identity of the user. Still further it is possible to
provide such participant identification information by having the
dealer manually code in the information in response to the player
indicating his or her code name or real name. Such additional
identification could also be used to confirm credit use of a smart
card, transponder, and/or player's mobile device.
[0162] It will be apparent to those skilled in the art that other
memory types, including various computer readable media, may be
used for storing and executing program instructions pertaining to
the operation EGMs described herein. Because such information and
program instructions may be employed to implement the
systems/methods described herein, example embodiments may relate to
machine-readable media that include program instructions, state
information, etc. for performing various operations described
herein. Examples of machine-readable media include, but are not
limited to, magnetic media such as hard disks, floppy disks, and
magnetic tape; optical media such as CD-ROM disks; magneto-optical
media such as floptical disks; and hardware devices that are
specially configured to store and perform program instructions,
such as read-only memory devices (ROM) and random access memory
(RAM). Example embodiments may also be embodied in a carrier wave
traveling over an appropriate medium such as airwaves, optical
lines, electric lines, etc. Examples of program instructions
include both machine code, such as produced by a compiler, and
files including higher level code that may be executed by the
computer using an interpreter.
[0163] FIG. 3 shows a diagrammatic representation of machine in the
exemplary form of a client (or end user) computer system 300 within
which a set of instructions, for causing the machine to perform any
one or more of the methodologies discussed herein, may be executed.
In alternative embodiments, the machine operates as a standalone
device or may be connected (e.g., networked) to other machines. In
a networked deployment, the machine may operate in the capacity of
a server or a client machine in server-client network environment,
or as a peer machine in a peer-to-peer (or distributed) network
environment. The machine may be a personal computer (PC), a tablet
PC, a set-top box (STB), a Personal Digital Assistant (PDA), a
cellular telephone, a web appliance, a network router, switch or
bridge, or any machine capable of executing a set of instructions
(sequential or otherwise) that specify actions to be taken by that
machine. Further, while only a single machine is illustrated, the
term "machine" shall also be taken to include any collection of
machines that individually or jointly execute a set (or multiple
sets) of instructions to perform any one or more of the
methodologies discussed herein.
[0164] The exemplary computer system 300 includes a processor 302
(e.g., a central processing unit (CPU), a graphics processing unit
(GPU) or both), a main memory 304 and a static memory 306, which
communicate with each other via a bus 308. The computer system 300
may further include a video display unit 310 (e.g., a liquid
crystal display (LCD) or a cathode ray tube (CRT)). The computer
system 300 also includes an alphanumeric input device 312 (e.g., a
keyboard), a user interface (UI) navigation device 314 (e.g., a
mouse), a disk drive unit 316 , a signal generation device 318
(e.g., a speaker) and a network interface device 320.
[0165] The disk drive unit 316 includes a machine-readable medium
322 on which is stored one or more sets of instructions and data
structures (e.g., software 324) embodying or utilized by any one or
more of the methodologies or functions described herein. The
software 324 may also reside, completely or at least partially,
within the main memory 304 and/or within the processor 302 during
execution thereof by the computer system 300, the main memory 304
and the processor 302 also constituting machine-readable media.
[0166] The software 324 may further be transmitted or received over
a network 326 via the network interface device 320 utilizing any
one of a number of well-known transfer protocols (e.g., HTTP).
[0167] While the machine-readable medium 322 is shown in an
exemplary embodiment to be a single medium, the term
"machine-readable medium" should be taken to include a single
medium or multiple media (e.g. , a centralized or distributed
database, and/or associated caches and servers) that store the one
or more sets of instructions. The term "machine-readable medium"
shall also be taken to include any medium that is capable of
storing, encoding or carrying a set of instructions for execution
by the machine and that cause the machine to perform any one or
more of the methodologies of the present invention, or that is
capable of storing, encoding or carrying data structures utilized
by or associated with such a set of instructions. The term
"machine-readable medium" shall accordingly be taken to include,
but not be limited to, solid-state memories, optical and magnetic
media, and carrier wave signals. Although an embodiment of the
present invention has been described with reference to specific
exemplary embodiments, it will be evident that various
modifications and changes may be made to these embodiments without
departing from the broader spirit and scope of the invention.
Accordingly, the specification and drawings are to be regarded in
an illustrative rather than a restrictive sense.
[0168] According to various embodiments, Client Computer System 300
may include a variety of components, modules and/or systems for
providing various types of functionality. For example, in at least
one embodiment, Client Computer System 300 may include a web
browser application which is operable to process, execute, and/or
support the use of scripts (e.g., JavaScript, AJAX, etc.),
Plug-ins, executable code, virtual machines, vector-based web
animation (e.g., Adobe Flash), etc.
[0169] In at least one embodiment, the web browser application may
be configured or designed to instantiate components and/or objects
at the Client Computer System in response to processing scripts,
instructions, and/or other information received from a remote
server such as a web server. Examples of such components and/or
objects may include, but are not limited to, one or more of the
following (or combinations thereof): [0170] UI Components such as
those illustrated, described, and/or referenced herein. [0171]
Database Components such as those illustrated, described, and/or
referenced herein. [0172] Processing Components such as those
illustrated, described, and/or referenced herein. [0173] Other
Components which, for example, may include components for
facilitating and/or enabling the Client Computer System to perform
and/or initiate various types of operations, activities, functions
such as those described herein.
[0174] In at least one embodiment, Client Computer System 300 may
be configured or designed to include Player Social Influence
Leveraging functionality for facilitating and/or enabling user
controllable granularity in gaming environments for enabling a user
(e.g., Target Player) to selectively allow/prevent Player Social
Influence Leveraging by other players and/or groups of players
participating in a game. According to different embodiments, the
Player Social Influence Leveraging functionality may be configured
or designed to facilitate and/or enable user controllable
granularity in gaming environments for enabling individual players
of that game to granularly and selectively control the degree
and/or type of influence other players of the game may have on game
event outcomes relating to the game being played by that individual
player.
[0175] FIG. 4 is a simplified block diagram of an exemplary Mobile
Device 400 in accordance with a specific embodiment. In at least
one embodiment, the Mobile Device may be configured or designed to
include hardware components and/or hardware+software components for
enabling or implementing at least a portion of the various Player
Social Influence Leveraging techniques described and/or referenced
herein.
[0176] According to specific embodiments, various aspects,
features, and/or functionalities of the Mobile Device may be
performed, implemented and/or initiated by one or more of the
following types of systems, components, systems, devices,
procedures, processes, etc. (or combinations thereof): Processor(s)
410; Device Drivers 442; Memory 416; Interface(s) 406; Power
Source(s)/Distribution 443; Geolocation module 446; Display(s) 435;
I/O Devices 430; Audio/Video devices(s) 439; Peripheral Devices
431; Motion Detection module 440; User
Identification/Authentication module 447; Client App Component(s)
460; Other Component(s) 468; UI Component(s) 462; Database
Component(s) 464; Processing Component(s) 466; Software/Hardware
Authentication/Validation 444; Wireless communication module(s)
445; Information Filtering module(s) 449; Operating mode selection
component 448; Speech Processing module 454; Scanner/Camera 452;
OCR Processing Engine 456; Player Social Influence Leveraging
Component(s) 492; etc.
[0177] As illustrated in the example of FIG. 4, Mobile Device 400
may include a variety of components, modules and/or systems for
providing various types of functionality. For example, as
illustrated in FIG. 4, Mobile Device 400 may include Mobile Device
Application components (e.g., 460), which, for example, may
include, but are not limited to, one or more of the following (or
combinations thereof): [0178] UI Components 462 such as those
illustrated, described, and/or referenced herein. [0179] Database
Components 464 such as those illustrated, described, and/or
referenced herein. [0180] Processing Components 466 such as those
illustrated, described, and/or referenced herein. [0181] Other
Components 468 which, for example, may include components for
facilitating and/or enabling the Mobile Device to perform and/or
initiate various types of operations, activities, functions such as
those described herein.
[0182] In at least one embodiment, the Mobile Device Application
component(s) may be operable to perform and/or implement various
types of functions, operations, actions, and/or other features such
as, for example, one or more of those described and/or referenced
herein.
[0183] According to specific embodiments, multiple instances or
threads of the Mobile Device Application component(s) may be
concurrently implemented and/or initiated via the use of one or
more processors and/or other combinations of hardware and/or
hardware and software. For example, in at least some embodiments,
various aspects, features, and/or functionalities of the Mobile
Device Application component(s) may be performed, implemented
and/or initiated by one or more of the various systems, components,
systems, devices, procedures, processes, etc., described and/or
referenced herein.
[0184] According to different embodiments, one or more different
threads or instances of the Mobile Device Application component(s)
may be initiated in response to detection of one or more conditions
or events satisfying one or more different types of minimum
threshold criteria for triggering initiation of at least one
instance of the Mobile Device Application component(s). Various
examples of conditions or events which may trigger initiation
and/or implementation of one or more different threads or instances
of the Mobile Device Application component(s) may include, but are
not limited to, one or more of those described and/or referenced
herein.
[0185] In at least one embodiment, a given instance of the Mobile
Device Application component(s) may access and/or utilize
information from one or more associated databases. In at least one
embodiment, at least a portion of the database information may be
accessed via communication with one or more local and/or remote
memory devices. Examples of different types of data which may be
accessed by the Mobile Device Application component(s) may include,
but are not limited to, one or more of those described and/or
referenced herein.
[0186] According to different embodiments, Mobile Device 400 may
further include, but is not limited to, one or more of the
following types of components, modules and/or systems (or
combinations thereof): [0187] At least one processor 410. In at
least one embodiment, the processor(s) 410 may include one or more
commonly known CPUs which are deployed in many of today's consumer
electronic devices, such as, for example, CPUs or processors from
the Motorola or Intel family of microprocessors, etc. In an
alternative embodiment, at least one processor may be specially
designed hardware for controlling the operations of the client
system. In a specific embodiment, a memory (such as non-volatile
RAM and/or ROM) also forms part of CPU. When acting under the
control of appropriate software or firmware, the CPU may be
responsible for implementing specific functions associated with the
functions of a desired network device. The CPU preferably
accomplishes all these functions under the control of software
including an operating system, and any appropriate applications
software. [0188] Memory 416, which, for example, may include
volatile memory (e.g., RAM), non-volatile memory (e.g., disk
memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or
other types of memory. In at least one implementation, the memory
416 may include functionality similar to at least a portion of
functionality implemented by one or more commonly known memory
devices such as those described herein and/or generally known to
one having ordinary skill in the art. According to different
embodiments, one or more memories or memory modules (e.g., memory
blocks) may be configured or designed to store data, program
instructions for the functional operations of the client system
and/or other information relating to the functionality of the
various Player Social Influence Leveraging techniques described
herein. The program instructions may control the operation of an
operating system and/or one or more applications, for example. The
memory or memories may also be configured to store data structures,
metadata, timecode synchronization information, audio/visual media
content, asset file information, keyword taxonomy information,
advertisement information, and/or information/data relating to
other features/functions described herein. Because such information
and program instructions may be employed to implement at least a
portion of the Player Social Influence Leveraging techniques
described herein, various aspects described herein may be
implemented using machine readable media that include program
instructions, state information, etc. Examples of machine-readable
media include, but are not limited to, magnetic media such as hard
disks, floppy disks, and magnetic tape; optical media such as
CD-ROM disks; magneto-optical media such as floptical disks; and
hardware devices that are specially configured to store and perform
program instructions, such as read-only memory devices (ROM) and
random access memory (RAM). Examples of program instructions
include both machine code, such as produced by a compiler, and
files containing higher level code that may be executed by the
computer using an interpreter. [0189] Interface(s) 406 which, for
example, may include wired interfaces and/or wireless interfaces.
In at least one implementation, the interface(s) 406 may include
functionality similar to at least a portion of functionality
implemented by one or more computer system interfaces such as those
described herein and/or generally known to one having ordinary
skill in the art. For example, in at least one implementation, the
wireless communication interface(s) may be configured or designed
to communicate with selected electronic game tables, computer
systems, remote servers, other wireless devices (e.g., PDAs, cell
phones, player tracking transponders, etc.), etc. Such wireless
communication may be implemented using one or more wireless
interfaces/protocols such as, for example, 802.11 (WiFi), 802.15
(including Bluetooth.TM.), 802.16 (WiMax), 802.22, Cellular
standards such as CDMA, CDMA2000, WCDMA, Radio Frequency (e.g.,
RFID), Infrared, Near Field Magnetics, etc. [0190] Device driver(s)
442. In at least one implementation, the device driver(s) 442 may
include functionality similar to at least a portion of
functionality implemented by one or more computer system driver
devices such as those described herein and/or generally known to
one having ordinary skill in the art. [0191] At least one power
source (and/or power distribution source) 443. In at least one
implementation, the power source may include at least one mobile
power source (e.g., battery) for allowing the client system to
operate in a wireless and/or mobile environment. For example, in
one implementation, the power source 443 may be implemented using a
rechargeable, thin-film type battery. Further, in embodiments where
it is desirable for the device to be flexible, the power source 443
may be designed to be flexible. [0192] Geolocation module 446
which, for example, may be configured or designed to acquire
geolocation information from remote sources and use the acquired
geolocation information to determine information relating to a
relative and/or absolute position of the client system. [0193]
Motion detection component 440 for detecting motion or movement of
the client system and/or for detecting motion, movement, gestures
and/or other input data from user. In at least one embodiment, the
motion detection component 440 may include one or more motion
detection sensors such as, for example, MEMS (Micro Electro
Mechanical System) accelerometers, that can detect the acceleration
and/or other movements of the client system as it is moved by a
user. [0194] User Identification/Authentication module 447. In one
implementation, the User Identification module may be adapted to
determine and/or authenticate the identity of the current user or
owner of the client system. For example, in one embodiment, the
current Functionality for enabling a user to be required to perform
a log in process at the client system in order to access one or
more features. Alternatively, the client system may be adapted to
automatically determine the identity of the current user based upon
one or more external signals such as, for example, an RFID tag or
badge worn by the current user which provides a wireless signal to
the client system for determining the identity of the current user.
In at least one implementation, various security features may be
incorporated into the client system to prevent unauthorized users
from accessing confidential or sensitive information. [0195] One or
more display(s) 435. According to various embodiments, such
display(s) may be implemented using, for example, LCD display
technology, OLED display technology, and/or other types of
conventional display technology. In at least one implementation,
display(s) 435 may be adapted to be flexible or bendable.
Additionally, in at least one embodiment the information displayed
on display(s) 435 may utilize e-ink technology (such as that
available from E Ink Corporation, Cambridge, Mass., www.eink.com),
or other suitable technology for reducing the power consumption of
information displayed on the display(s) 435. [0196] One or more
user I/O Device(s) 430 such as, for example, keys, buttons, scroll
wheels, cursors, touchscreen sensors, audio command interfaces,
magnetic strip reader, optical scanner, etc. [0197] Audio/Video
device(s) 439 such as, for example, components for displaying
audio/visual media which, for example, may include cameras,
speakers, microphones, media presentation components, wireless
transmitter/receiver devices for enabling wireless audio and/or
visual communication between the client system 400 and remote
devices (e.g., radios, telephones, computer systems, etc.). For
example, in one implementation, the audio system may include
componentry for enabling the client system to function as a cell
phone or two-way radio device. [0198] Other types of peripheral
devices 431 which may be useful to the users of various client
systems, such as, for example: PDA functionality; memory card
reader(s); fingerprint reader(s); image projection device(s);
social networking peripheral component(s); etc. [0199] Information
filtering module(s) 449 which, for example, may be adapted to
automatically and dynamically generate, using one or more filter
parameters, filtered information to be displayed on one or more
displays of the mobile device. In one implementation, such filter
parameters may be customizable by the player or user of the device.
In some embodiments, information filtering module(s) 449 may also
be adapted to display, in real-time, filtered information to the
user based upon a variety of criteria such as, for example,
geolocation information, casino data information, player tracking
information, etc. [0200] Wireless communication module(s) 445. In
one implementation, the wireless communication module 445 may be
configured or designed to communicate with external devices using
one or more wireless interfaces/protocols such as, for example,
802.11 (WiFi), 802.15 (including Bluetooth.TM.), 802.16 (WiMax),
802.22, Cellular standards such as CDMA, CDMA2000, WCDMA, Radio
Frequency (e.g., RFID), Infrared, Near Field Magnetics, etc. [0201]
Software/Hardware Authentication/validation components 444 which,
for example, may be used for authenticating and/or validating local
hardware and/or software components, hardware/software components
residing at a remote device, game play information, wager
information, user information and/or identity, etc. Examples of
various authentication and/or validation components are described
in U.S. Pat. No. 6,620,047, titled, "ELECTRONIC GAMING APPARATUS
HAVING AUTHENTICATION DATA SETS," incorporated herein by reference
in its entirety for all purposes. [0202] Operating mode selection
component 448 which, for example, may be operable to automatically
select an appropriate mode of operation based on various parameters
and/or upon detection of specific events or conditions such as, for
example: the mobile device's current location; identity of current
user; user input; system override (e.g., emergency condition
detected); proximity to other devices belonging to same group or
association; proximity to specific objects, regions, zones, etc.
Additionally, the mobile device may be operable to automatically
update or switch its current operating mode to the selected mode of
operation. The mobile device may also be adapted to automatically
modify accessibility of user-accessible features and/or information
in response to the updating of its current mode of operation.
[0203] Scanner/Camera Component(s) (e.g., 452) which may be
configured or designed for use in scanning identifiers and/or other
content from other devices and/or objects such as for example:
mobile device displays, computer displays, static displays (e.g.,
printed on tangible mediums), etc. [0204] OCR Processing Engine
(e.g., 456) which, for example, may be operable to perform image
processing and optical character recognition of images such as
those captured by a mobile device camera, for example. [0205]
Speech Processing module (e.g., 454) which, for example, may be
operable to perform speech recognition, and may be operable to
perform speech-to-text conversion. [0206] Player Social Influence
Leveraging Component(s) 494 which, for example, may be configured
or designed to provide functionality for automatically and/or
dynamically determining Player Social Marketing Potential (PSMP)
Score(s) for one or more identified user(s)/player(s) based upon
selected information, criteria, considerations and/or objectives.
In at least one embodiment, the Player Social Influence Leveraging
Component(s) 494 may also be configured or designed to facilitate
and/or enable the influencing of outcomes of selected game-related
activities, events, and/or situations using the respective PSMP
Score(s) of one or more user(s)/player(s). [0207] Etc.
[0208] According to a specific embodiment, the Mobile Device may be
adapted to implement at least a portion of the features associated
with the mobile game service system described in U.S. patent
application Ser. Number 10/115,164, which is now U.S. Pat. No.
6,800,029, issued Oct. 5, 2004, (previously incorporated by
reference in its entirety). For example. in one embodiment, the
Mobile Device may be comprised of a hand-held game service user
interface device (GSUID) and a number of input and output devices.
The GSUID is generally comprised of a display screen which may
display a number of game service interfaces. These game service
interfaces are generated on the display screen by a microprocessor
of some type within the GSUID. Examples of a hand-held GSUID which
may accommodate the game service interfaces are manufactured by
Symbol Technologies, Incorporated of Holtsville, N.Y.
[0209] The game service interfaces may be used to provide a variety
of game service transactions and gaming operations services. The
game service interfaces, including a login interface, an
input/output interface, a transaction reconciliation interface, a
ticket validation interface, a prize services interfaces, a food
services interface, an accommodation services interfaces, a gaming
operations interfaces, a multi-game/multi-denomination meter data
transfer interface, etc. Each interface may be accessed via a main
menu with a number of sub-menus that allow a game service
representative to access the different display screens relating to
the particular interface. Using the different display screens
within a particular interface, the game service representative may
perform various operations needed to provide a particular game
service. For example, the login interface may allow the game
service representative to enter a user identification of some type
and verify the user identification with a password. When the
display screen is a touch screen, the user may enter the
user/operator identification information on a display screen
comprising the login interface using the input stylus and/or using
the input buttons. Using a menu on the display screen of the login
interface, the user may select other display screens relating to
the login and registration process. For example, another display
screen obtained via a menu on a display screen in the login
interface may allow the GSUID to scan a finger print of the game
service representative for identification purposes or scan the
finger print of a game player.
[0210] The user identification information and user validation
information may allow the game service representative to access all
or some subset of the available game service interfaces available
on the GSUID. For example, certain users, after logging into the
GSUID (e.g. entering a user identification and a valid user
identification information), may be able to access a variety of
different interfaces, such as, for example, one or more of:
input/output interface, communication interface, food services
interface, accommodation services interface, prize service
interface, gaming operation services interface, transaction
reconciliation interface, voice communication interface, gaming
device performance or metering data transfer interface, etc.; and
perform a variety of services enabled by such interfaces. While
other users may be only be able to access the award ticket
validation interface and perform EZ pay ticket validations. The
GSUID may also output game service transaction information to a
number of different devices (e.g., card reader, printer, storage
devices, gaming machines and remote transaction servers, etc.).
[0211] In addition to the features described above, various
embodiments of mobile devices described herein may also include
additional functionality for displaying, in real-time, filtered
information to the user based upon a variety of criteria such as,
for example, geolocation information, casino data information,
player tracking information, etc.
[0212] FIG. 5 illustrates an example embodiment of a Server System
580 which may be used for implementing various aspects/features
described herein. In at least one embodiment, the Server System 580
includes at least one network device 560, and at least one storage
device 570 (such as, for example, a direct attached storage
device). In one embodiment, Server System 580 may be suitable for
implementing at least some of the Player Social Influence
Leveraging techniques described herein.
[0213] In according to one embodiment, network device 560 may
include a master central processing unit (CPU) 562, interfaces 568,
and a bus 567 (e.g., a PCI bus). When acting under the control of
appropriate software or firmware, the CPU 562 may be responsible
for implementing specific functions associated with the functions
of a desired network device. For example, when configured as a
server, the CPU 562 may be responsible for analyzing packets;
encapsulating packets; forwarding packets to appropriate network
devices; instantiating various types of virtual machines, virtual
interfaces, virtual storage volumes, virtual appliances; etc. The
CPU 562 preferably accomplishes at least a portion of these
functions under the control of software including an operating
system (e.g. Linux), and any appropriate system software (such as,
for example, AppLogic.TM. software).
[0214] CPU 562 may include one or more processors 563 such as, for
example, one or more processors from the AMD, Motorola, Intel
and/or MIPS families of microprocessors. In an alternative
embodiment, processor 563 may be specially designed hardware for
controlling the operations of Server System 580. In a specific
embodiment, a memory 561 (such as non-volatile RAM and/or ROM) also
forms part of CPU 562. However, there may be many different ways in
which memory could be coupled to the system. Memory block 561 may
be used for a variety of purposes such as, for example, caching
and/or storing data, programming instructions, etc.
[0215] The interfaces 568 may be typically provided as interface
cards (sometimes referred to as "line cards"). Alternatively, one
or more of the interfaces 568 may be provided as on-board interface
controllers built into the system motherboard. Generally, they
control the sending and receiving of data packets over the network
and sometimes support other peripherals used with the Server System
580. Among the interfaces that may be provided may be FC
interfaces, Ethernet interfaces, frame relay interfaces, cable
interfaces, DSL interfaces, token ring interfaces, Infiniband
interfaces, and the like. In addition, various very high-speed
interfaces may be provided, such as fast Ethernet interfaces,
Gigabit Ethernet interfaces, ATM interfaces,
[0216] HSSI interfaces, POS interfaces, FDDI interfaces, ASI
interfaces, DHEI interfaces and the like. Other interfaces may
include one or more wireless interfaces such as, for example,
802.11 (WiFi) interfaces, 802.15 interfaces (including
Bluetooth.TM.), 802.16 (WiMax) interfaces, 802.22 interfaces,
Cellular standards such as CDMA interfaces, CDMA2000 interfaces,
WCDMA interfaces, TDMA interfaces, Cellular 3G interfaces, etc.
[0217] Generally, one or more interfaces may include ports
appropriate for communication with the appropriate media. In some
cases, they may also include an independent processor and, in some
instances, volatile RAM. The independent processors may control
such communications intensive tasks as packet switching, media
control and management. By providing separate processors for the
communications intensive tasks, these interfaces allow the master
microprocessor 562 to efficiently perform routing computations,
network diagnostics, security functions, etc.
[0218] In at least one embodiment, some interfaces may be
configured or designed to allow the Server System 580 to
communicate with other network devices associated with various
local area network (LANs) and/or wide area networks (WANs). Other
interfaces may be configured or designed to allow network device
560 to communicate with one or more direct attached storage
device(s) 570.
[0219] Although the system shown in FIG. 5 illustrates one specific
network device described herein, it is by no means the only network
device architecture on which one or more embodiments can be
implemented. For example, an architecture having a single processor
that handles communications as well as routing computations, etc.
may be used. Further, other types of interfaces and media could
also be used with the network device.
[0220] Regardless of network device's configuration, it may employ
one or more memories or memory modules (such as, for example,
memory block 565, which, for example, may include random access
memory (RAM)) configured to store data, program instructions for
the general-purpose network operations and/or other information
relating to the functionality of the various Player Social
Influence Leveraging techniques described herein. The program
instructions may control the operation of an operating system
and/or one or more applications, for example. The memory or
memories may also be configured to store data structures, and/or
other specific non-program information described herein.
[0221] Because such information and program instructions may be
employed to implement the systems/methods described herein, one or
more embodiments relates to machine readable media that include
program instructions, state information, etc. for performing
various operations described herein. Examples of machine-readable
storage media include, but are not limited to, magnetic media such
as hard disks, floppy disks, and magnetic tape; optical media such
as CD-ROM disks; magneto-optical media such as floptical disks; and
hardware devices that may be specially configured to store and
perform program instructions, such as read-only memory devices
(ROM) and random access memory (RAM). Some embodiments may also be
embodied in transmission media such as, for example, a carrier wave
travelling over an appropriate medium such as airwaves, optical
lines, electric lines, etc. Examples of program instructions
include both machine code, such as produced by a compiler, and
files containing higher level code that may be executed by the
computer using an interpreter.
[0222] FIG. 6 illustrates an example of a functional block diagram
of a Server System 600 in accordance with a specific embodiment. In
at least one embodiment, the Server System 600 may be operable to
perform and/or implement various types of functions, operations,
actions, and/or other features such, for example, one or more of
those illustrated, described, and/or referenced herein.
[0223] In at least one embodiment, the Server System may include a
plurality of components operable to perform and/or implement
various types of functions, operations, actions, and/or other
features such as, for example, one or more of the following (or
combinations thereof): [0224] Context Interpreter (e.g., 602)
which, for example, may be operable to automatically and/or
dynamically analyze contextual criteria relating to one or more
detected event(s) and/or condition(s), and automatically determine
or identify one or more contextually appropriate response(s) based
on the contextual interpretation of the detected
event(s)/condition(s). According to different embodiments, examples
of contextual criteria which may be analyzed may include, but are
not limited to, one or more of the following (or combinations
thereof): location-based criteria (e.g., geolocation of client
device, geolocation of agent device, etc.); time-based criteria;
identity of Client user; identity of Agent user; user profile
information; transaction history information; recent user
activities; proximate business-related criteria (e.g., criteria
which may be used to determine whether the client device is
currently located at or near a recognized business establishment
such as a bank, gas station, restaurant, supermarket, etc.); etc.
[0225] Time Synchronization Engine (e.g., 604) which, for example,
may be operable to manages universal time synchronization (e.g.,
via NTP and/or GPS) [0226] Search Engine (e.g., 628) which, for
example, may be operable to search for transactions, logs, items,
accounts, options in the TIS databases [0227] Configuration Engine
(e.g., 632) which, for example, may be operable to determine and
handle configuration of various customized configuration parameters
for one or more devices, component(s), system(s), process(es), etc.
[0228] Time Interpreter (e.g., 618) which, for example, may be
operable to automatically and/or dynamically modify or change
identifier activation and expiration time(s) based on various
criteria such as, for example, time, location, transaction status,
etc. [0229] Authentication/Validation Component(s) (e.g., 647)
(password, software/hardware info, SSL certificates) which, for
example, may be operable to perform various types of
authentication/validation tasks such as, for example, one or more
of the following (or combinations thereof):
verifying/authenticating devices,; verifying passwords, passcodes,
SSL certificates, biometric identification information, and/or
other types of security-related information; verify/validate
activation and/or expiration times; etc. In one implementation, the
Authentication/Validation Component(s) may be adapted to determine
and/or authenticate the identity of the current user or owner of
the mobile client system. For example, in one embodiment, the
current user may be required to perform a log in process at the
mobile client system in order to access one or more features. In
some embodiments, the mobile client system may include biometric
security components which may be operable to validate and/or
authenticate the identity of a user by reading or scanning The
user's biometric information (e.g., fingerprints, face, voice,
eye/iris, etc.). In at least one implementation, various security
features may be incorporated into the mobile client system to
prevent unauthorized users from accessing confidential or sensitive
information. [0230] Transaction Processing Engine (e.g., 622)
which, for example, may be operable to handle various types of
transaction processing tasks such as, for example, one or more of
the following (or combinations thereof): identifying/determining
transaction type; determining which payment gateway(s) to use;
associating databases information to identifiers; etc. [0231] OCR
Processing Engine (e.g., 634) which, for example, may be operable
to perform image processing and optical character recognition of
images such as those captured by a mobile device camera, for
example. [0232] Database Manager (e.g., 626) which, for example,
may be operable to handle various types of tasks relating to
database updating, database management, database access, etc. In at
least one embodiment, the Database Manager may be operable to
manage TISS databases, Gaming Device Application databases, etc.
[0233] Log Component(s) (e.g., 610) which, for example, may be
operable to generate and manage transactions history logs, system
errors, connections from APIs, etc. [0234] Status Tracking
Component(s) (e.g., 612) which, for example, may be operable to
automatically and/or dynamically determine, assign, and/or report
updated transaction status information based, for example, on the
state of the transaction. In at least one embodiment, the status of
a given transaction may be reported as one or more of the following
(or combinations thereof): Completed, Incomplete, Pending, Invalid,
Error, Declined, Accepted, etc. [0235] Gateway Component(s) (e.g.,
614) which, for example, may be operable to facilitate and manage
communications and transactions with external Payment Gateways.
[0236] Web Interface Component(s) (e.g., 608) which, for example,
may be operable to facilitate and manage communications and
transactions with TIS web portal(s). [0237] API Interface(s) to
Server System(s) (e.g., 646) which, for example, may be operable to
facilitate and manage communications and transactions with API
Interface(s) to Server System(s) [0238] API Interface(s) to 3rd
Party Server System(s) (e.g., 648) which, for example, may be
operable to facilitate and manage communications and transactions
with API Interface(s) to 3rd Party Server System(s) [0239] OCR
Processing Engine (e.g., 634) which, for example, may be operable
to perform image processing and optical character recognition of
images such as those captured by a mobile device camera, for
example. [0240] At least one processor 610. In at least one
embodiment, the processor(s) 610 may include one or more commonly
known CPUs which are deployed in many of today's consumer
electronic devices, such as, for example, CPUs or processors from
the Motorola or Intel family of microprocessors, etc. In an
alternative embodiment, at least one processor may be specially
designed hardware for controlling the operations of the mobile
client system. In a specific embodiment, a memory (such as
non-volatile RAM and/or ROM) also forms part of CPU. When acting
under the control of appropriate software or firmware, the CPU may
be responsible for implementing specific functions associated with
the functions of a desired network device. The CPU preferably
accomplishes all these functions under the control of software
including an operating system, and any appropriate applications
software. [0241] Memory 616, which, for example, may include
volatile memory (e.g., RAM), non-volatile memory (e.g., disk
memory, FLASH memory, EPROMs, etc.), unalterable memory, and/or
other types of memory. In at least one implementation, the memory
616 may include functionality similar to at least a portion of
functionality implemented by one or more commonly known memory
devices such as those described herein and/or generally known to
one having ordinary skill in the art. According to different
embodiments, one or more memories or memory modules (e.g., memory
blocks) may be configured or designed to store data, program
instructions for the functional operations of the mobile client
system and/or other information relating to the functionality of
the various Mobile Transaction techniques described herein. The
program instructions may control the operation of an operating
system and/or one or more applications, for example. The memory or
memories may also be configured to store data structures, metadata,
identifier information/images, and/or information/data relating to
other features/functions described herein. Because such information
and program instructions may be employed to implement at least a
portion of the Gaming Network techniques described herein, various
aspects described herein may be implemented using machine readable
media that include program instructions, state information, etc.
Examples of machine-readable media include, but are not limited to,
magnetic media such as hard disks, floppy disks, and magnetic tape;
optical media such as CD-ROM disks; magneto-optical media such as
floptical disks; and hardware devices that are specially configured
to store and perform program instructions, such as read-only memory
devices (ROM) and random access memory (RAM). Examples of program
instructions include both machine code, such as produced by a
compiler, and files containing higher level code that may be
executed by the computer using an interpreter. [0242] Interface(s)
606 which, for example, may include wired interfaces and/or
wireless interfaces. In at least one implementation, the
interface(s) 606 may include functionality similar to at least a
portion of functionality implemented by one or more computer system
interfaces such as those described herein and/or generally known to
one having ordinary skill in the art. [0243] Device driver(s) 642.
In at least one implementation, the device driver(s) 642 may
include functionality similar to at least a portion of
functionality implemented by one or more computer system driver
devices such as those described herein and/or generally known to
one having ordinary skill in the art. [0244] One or more display(s)
635. According to various embodiments, such display(s) may be
implemented using, for example, LCD display technology, OLED
display technology, and/or other types of conventional display
technology. In at least one implementation, display(s) 635 may be
adapted to be flexible or bendable. Additionally, in at least one
embodiment the information displayed on display(s) 635 may utilize
e-ink technology (such as that available from E Ink Corporation,
Cambridge, Mass., www.eink.com), or other suitable technology for
reducing the power consumption of information displayed on the
display(s) 635. [0245] Email Server Component(s) 636, which, for
example, may be configured or designed to provide various functions
and operations relating to email activities and communications.
[0246] Web Server Component(s) 637, which, for example, may be
configured or designed to provide various functions and operations
relating to web server activities and communications. [0247]
Messaging Server Component(s) 638, which, for example, may be
configured or designed to provide various functions and operations
relating to text messaging and/or other social network messaging
activities and/or communications. [0248] Player Social Influence
Leveraging Component(s) 694 which, for example, may be configured
or designed to provide functionality for automatically and/or
dynamically determining Player Social Marketing Potential (PSMP)
Score(s) for one or more identified user(s)/player(s) based upon
selected information, criteria, considerations and/or objectives.
In at least one embodiment, the Player Social Influence Leveraging
Component(s) 694 may also be configured or designed to facilitate
and/or enable the influencing of outcomes of selected game-related
activities, events, and/or situations using the respective PSMP
Score(s) of one or more user(s)/player(s).
[0249] Although several example embodiments of one or more aspects
and/or features have been described in detail herein with reference
to the accompanying drawings, it is to be understood that aspects
and/or features are not limited to these precise embodiments, and
that various changes and modifications may be effected therein by
one skilled in the art without departing from the scope of spirit
of the invention(s) as defined, for example, in the appended
claims.
* * * * *
References