IP Library Granted Patent US 8,360,870
Granted Patent B2
US 8,360,870 · App. 12/345,325 · Granted Jan 29, 2013

System and method for collecting and using player information

Inventors: Mark E. Herrmann (Wellesley, MA); Dow K. Hardy (Marlborough, MA); John F. Acres (Corvallis, OR); John E. Taylor, Jr. (Vero Beach, FL); Scott N. Weller (Windham, NH); Francis Josef Lichtenberger (Winchester, MA)
Assignee: Scientific Games Holdings Limited
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Quick Facts
Patent No.
US 8,360,870
App. No.
12/345,325
Granted
Jan 29, 2013
Kind
B2
Abstract

A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player.

Claims (87)

1. In a distributed computer system, a method for processing player information, the method comprising acts of:

collecting, by a plurality of computer systems in the distributed computer system, a plurality of data elements relating to a player;

processing the plurality of data elements relating to the player to establish and maintain a predictive model of the player that predicts at least the player's future behavior and worth;

determining at least one score responsive to the act of processing wherein the score is based on the predictive model that predicts at least the player's future behavior and worth; and

responsive to determining the at least one score, performing an action with respect to the player.

2. The method according to claim 1 , wherein the at least one score is a measure of a player's capacity to spend money.

3. The method according to claim 1 , wherein the at least one score measures at least one of a group comprising:

a capacity of the player to gamble;

a lifetime value of the player;

a propensity of the player to gamble;

a volatility tolerance of the player;

a pace of play by the player;

an affinity of the player;

a predisposition of the player; and

a preference of the player.

4. The method according to claim 1 , wherein the act of collecting comprises collecting at least one of a group of information comprising:

online behavior of the player;

offline behavior of the player;

demographic data;

psychographic data;

social graph data;

self-reported data;

advertising response data;

requests for action by the player; and

response data relating to an action performed with respect to the player.

5. The method according to claim 1 , further comprising an act of selectively providing access to the score to one or more third parties.

6. The method according to claim 1 , further comprising an act of providing a scoring service to interested third party information consumers.

7. The method according to claim 1 , further comprising an act of accepting, from at least one third party, a third party score of the player and selectively providing the third party score to another third party.

8. The method according to claim 1 , further comprising an act of collecting information relating to a frequent player account of the player.

9. The method according to claim 1 , further comprising an act of creating a model of the player in a memory of a distributed computer system.

10. The method according to claim 1 , wherein the player is previously unknown to the distributed computing system.

11. The method according to claim 1 , wherein the act of collecting is performed in real-time.

12. The method according to claim 1 , wherein the act of performing an action with respect to the player comprises providing a complimentary offer to the player.

13. The method according to claim 1 , further comprising an act of monitoring the player over time by tracking the player score.

14. The method according to claim 1 , further comprising acts of

determining at least one of a group comprising a score, an affinity, a predisposition, and a preference of the player responsive to the act of processing; and

responsive to determining the at least one of the group comprising the score, the affinity, the predisposition, and the preference, performing an action with respect to the player.

15. The method according to claim 9 , further comprising an act of maintaining the model of the player over time.

16. The method according to claim 15 , further comprising an act of improving the model based on additional information collected regarding the player.

17. The method according to claim 12 , further comprising an act of maintaining a record of complimentary offers made to the player.

18. The method according to claim 17 , further comprising providing, for an organization that provides the complimentary offers, an interface that permits the organization to manage administration of the complimentary offers.

19. The method according to claim 18 , wherein the interface permits the organization to track complimentary offers made to the player.

20. The method according to claim 19 , wherein the interface provides at least one of a group of functions comprising:

determining overlap in time for incentives offered to the player;

tracking redemption of incentives offered to the player;

calculating an amount of layering in an incentive campaign; and

determining a value in an amount of layering.

21. A non-transitory computer readable medium comprising computer-executable instructions that when executed on a processor performs a method for processing player information in a distributed computer system, the method comprising acts of:

collecting, by a plurality of computer systems in the distributed computer system, a plurality of data elements relating to a player;

processing the plurality of data elements relating to the player to establish and maintain a predictive model of the player that predicts at least the player's future behavior and worth;

determining at least one score responsive to the act of processing wherein the score is based on the predictive model that predicts at least the player's future behavior and worth; and

responsive to determining the at least one score, performing an action with respect to the player.

22. The computer readable medium according to claim 21 , wherein the at least one score is a measure of a player's capacity to spend money.

23. The computer readable medium according to claim 21 , wherein the at least one score measures at least one of a group comprising:

a capacity of the player to gamble;

a lifetime value of the player;

a propensity of the player to gamble;

a volatility tolerance of the player;

a pace of play by the player;

an affinity of the player; a predisposition of the player; and

a preference of the player.

24. The computer readable medium according to claim 21 , wherein the act of collecting comprises collecting at least one of a group of information comprising:

online behavior of the player;

offline behavior of the player;

demographic data;

psychographic data;

social graph data;

self-reported data;

advertising response data;

requests for action by the player; and

response data relating to an action performed with respect to the player.

25. The computer readable medium according to claim 21 , further comprising an act of selectively providing access to the score to one or more third parties.

26. The computer readable medium according to claim 21 , further comprising an act of providing a scoring service to interested third party information consumers.

27. The computer readable medium according to claim 21 , further comprising an act of accepting, from at least one third party, a third party score of the player and selectively providing the third party score to another third party.

28. The computer readable medium according to claim 21 , further comprising an act of collecting information relating to a frequent player account of the player.

29. The computer readable medium according to claim 21 , further comprising an act of creating a model of the player in a memory of a distributed computer system.

30. The computer readable medium according to claim 21 , wherein the player is previously unknown to the distributed computing system.

31. The computer readable medium according to claim 21 , wherein the act of collecting is performed in real-time.

32. The computer readable medium according to claim 21 , wherein the act of performing an action with respect to the player comprises providing a complimentary offer to the player.

33. The computer readable medium according to claim 21 , further comprising an act of monitoring the player over time by tracking the player score.

34. The computer readable medium according to claim 21 , further comprising acts of determining at least one of a group comprising a score, an affinity, a predisposition, and a preference of the player responsive to the act of processing; and responsive to determining the at least one of the group comprising the score, the affinity, the predisposition, and the preference, performing an action with respect to the player.

35. The computer readable medium according to claim 29 , further comprising an act of maintaining the model of the player over time.

36. The computer readable medium according to claim 35 , further comprising an act of improving the model based on additional information collected regarding the player.

37. The computer readable medium according to claim 32 , further comprising an act of maintaining a record of complimentary offers made to the player.

38. The computer readable medium according to claim 37 , further comprising providing, for an organization that provides the complimentary offers, an interface that permits the organization to manage administration of the complimentary offers.

39. The computer readable medium according to claim 38 , wherein the interface permits the organization to track complimentary offers made to the player.

40. The computer readable medium according to claim 39 , wherein the interface provides at least one of a group of functions comprising: determining overlap in time for incentives offered to the player; tracking redemption of incentives offered to the player; calculating an amount of layering in an incentive campaign; and determining a value in an amount of layering.

Assignments (6)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 6, 2022
From: SCIENTIFIC GAMES HOLDINGS LIMITED
To: SCIENTIFIC GAMES, LLC
Reel/Frame 059512/0172 →
SECURITY INTEREST Recorded Apr 5, 2022
From: SCIENTIFIC GAMES, LLC
To: DEUTSCHE BANK AG NEW YORK BRANCH
Reel/Frame 059852/0001 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 16, 2011
From: GAMELOGIC INC.
To: SCIENTIFIC GAMES HOLDINGS LIMITED
Reel/Frame 025801/0474 →
TERMINATION AND RELEASE OF PATENT SECURITY AGREEMENT Recorded Aug 6, 2010
From: SANKATY CREDIT OPPORTUNITIES IV, L.P.
To: GAMELOGIC INC.
Reel/Frame 024794/0584 →
SECURITY AGREEMENT Recorded Nov 20, 2009
From: GAMELOGIC INC.
To: SANKATY CREDIT OPPORTUNITIES IV, L.P.
Reel/Frame 023546/0388 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 18, 2009
From: HERRMANN, MARK E.; HARDY, DOW K.; ACRES, JOHN F.; TAYLOR, JOHN E.; WELLER, SCOTT N.; LICHTENBERGER, FRANCIS JOSEF
To: GAMELOGIC INC.
Reel/Frame 022414/0972 →
Continuity (2)
Provisional Application 61016801 · Dec 26, 2007
Related Publication 20090176564A1 · Jul 9, 2009