IP Library Granted Patent US 9,754,445
Granted Patent B2
US 9,754,445 · App. 14/145,738 · Granted Sep 5, 2017

Stress detecting input device for a gaming machine

Inventors: DAniel William Milligan (Palmyra, VA); Ben Lechlitner (Nashville, TN)
Assignee: Video Gaming Technologies, Inc.
G07F17/3227G07F17/3204G07F17/3237
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Quick Facts
Patent No.
US 9,754,445
App. No.
14/145,738
Granted
Sep 5, 2017
Kind
B2
Abstract

A gaming system that includes an input device with a sensor configured to measure data associated with an interaction of a player with the input device during play of a game on the gaming machine. The gaming system further includes a processor programmed to receive measured data from the sensor, determine, from the received measured data, that the interaction of the player with the input device exceeds an acceptable interaction threshold level, associate one or more gaming events that correspond to the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level, and determine a mental state of the player based on: the associated one or more gaming events, and the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level.

Claims (66)

1. A gaming system comprising:

an input device configured to receive an interaction from a player, the input device comprising a sensor configured to measure the interaction of the player with the input device, wherein the sensor comprises at least one of an accelerometer, a pressure sensor, and a force sensor; and

a processor programmed to:

carry out a player action in a game conducted on the gaming system in response to receiving the interaction by the input device, the player action associated with the input device;

receive measured data from the sensor;

determine, from the measured data, the interaction of the player with the input device exceeds an acceptable interaction threshold level;

associate one or more gaming events within the game with the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level, wherein the one or more gaming events correspond to the interaction of the player; and

determine a mental state of the player based on:

the associated one or more gaming events; and

the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level.

2. The gaming system in accordance with claim 1 , wherein the processor is further programmed to execute a mental state calibration phase, wherein executing a mental calibration phase comprises:

collecting measured data from the sensor for a defined period of time;

associating gaming events that correspond to the interaction of the player;

comparing the collected measured data with the associated gaming events; and

based on the comparing, determining a median mental state threshold for the player for each of the associated gaming events.

3. The gaming system in accordance with claim 1 , wherein the mental state comprises one of the following: a level of stress; a level of positive excitement; a level of negative excitement; a level of depression; a level of boredom; and a level of intoxication.

4. The gaming system in accordance with claim 1 , wherein the measured data comprises one or more of the following: an amount of pressure applied to the input device; an amount of force applied to the input device; a duration of force applied to the input device; a frequency of force applied to the input device; and a click accuracy.

5. The gaming system in accordance with claim 1 , wherein the acceptable interaction threshold is one or more of the following: a threshold amount of pressure applied to the input device; and a threshold amount of force applied to the input device.

6. The gaming system in accordance with claim 1 , wherein a gaming event comprises one or more of the following: a win; a loss; a number of consecutive losses; a number of credits awarded; a number of credits lost; a close loss; a close win; and no input being required.

7. The gaming system in accordance with claim 1 , wherein the input device comprises at least one of a touch screen and a button.

8. The gaming system in accordance with claim 1 , wherein the processor is further programmed to provide a resolution based on the determined mental state of the player.

9. The gaming system of claim 1 , wherein the processor is further programmed, in carrying out the player action, to initiate a cash-out action for the player.

10. The gaming system of claim 1 , wherein the processor is further programmed, in carrying out the player action, to initiate a spin of at least one reel in the game.

11. The gaming system of claim 1 , wherein the processor is further programmed, in carrying out the player action, to place a wager for the player in the game.

12. A method for determining a mental state of a player during play of a game on a gaming machine, the method comprising:

receiving an interaction of a player at an input device;

carrying out a player action within the game for the player in response to receiving the interaction by the input device, the player action associated with the input device;

receiving, from a sensor of the input device, data associated with the interaction of the player with the input device, wherein the sensor comprises at least one of an accelerometer, a pressure sensor, and a force sensor;

determining, from the data, that the interaction of the player with the input device exceeds an acceptable interaction threshold level;

identifying one or more gaming events within the game corresponding to the interaction of the player; and

determine a mental state of the player based on:

the one or more gaming events; and

the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level.

13. The method in accordance with claim 12 , further comprising:

executing a mental state calibration phase, wherein executing a mental calibration phase comprises:

collecting measured data from the sensor for a defined period of time;

identifying gaming events that correspond to the interaction of the player with the input device over the defined period;

comparing the collected measured data with the identified gaming events; and

based on the comparing, determining a median mental state threshold for the player for each of the identified gaming events.

14. The method in accordance with claim 12 , wherein the mental state comprises one of the following: a level of stress; a level of positive excitement; a level of negative excitement; a level of depression; a level of boredom; and a level of intoxication.

15. The method in accordance with claim 12 , wherein the measured data comprises one or more of the following: an amount of pressure applied to the input device; an amount of force applied to the input device; a duration of force applied to the input device; a frequency of force applied to the input device; and a click accuracy.

16. The method in accordance with claim 12 , wherein a gaming event comprises one or more of the following: a win; a loss; a number of consecutive losses; a number of credits awarded; a number of credits lost; a close loss; a close win; and no input being required.

17. The method in accordance with claim 12 , further comprising providing a resolution based on the determined mental state of the player.

18. The gaming system of claim 12 , wherein carrying out the player action comprises initiating a cash-out action for the player.

19. The gaming system of claim 12 , wherein carrying out the player action comprises initiating a spin of at least one reel in the game.

20. The gaming system of claim 12 , wherein carrying out the player action comprises placing a wager for the player in the game.

21. An input device that enables a player to execute one or more inputs in a game of chance on a gaming machine, the input device comprising:

an interface configured to receive an interaction from the player;

transmit a signal to a game controller indicating a player action to be carried out within the game of chance in response to receiving the interaction by the interface, the player action associated with the interface;

a sensor, the sensor configured to measure data associated with the interaction of the player with the input device, wherein the sensor comprises at least one of an accelerometer, a pressure sensor, and a force sensor; and

a processor programmed to:

receive measured data from the sensor;

determine, from the measured data, that the interaction of the player with the input device exceeds an acceptable interaction threshold level;

associate one or more gaming events within the game of chance with the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level, wherein the one or more gaming events correspond with the interaction of the player with the input device; and

determine a mental state of the player based on:

the associated one or more gaming events; and

the determination that the interaction of the player with the input device exceeds the acceptable interaction threshold level.

22. The input device in accordance with claim 21 , wherein the processor is further programmed to execute a mental state calibration phase, wherein executing a mental calibration phase comprises:

collecting measured data from the sensor for a defined period of time;

associating gaming events that correspond to the interaction of the player with the input device;

comparing the collected measured data with the associated gaming events; and

based on the comparing, determining a median mental state threshold for the player for each of the associated gaming events.

23. The input device in accordance with claim 21 , wherein the mental state comprises one of the following: a level of stress; a level of positive excitement; a level of negative excitement; a level of depression; a level of boredom; and a level of intoxication.

24. The input device in accordance with claim 21 , wherein the measured data comprises one or more of the following: an amount of pressure applied to the input device; an amount of force applied to the input device; a duration of force applied to the input device; a frequency of force applied to the input device; and a click accuracy.

25. The input device in accordance with claim 21 , wherein the acceptable interaction threshold is one or more of the following: a threshold amount of pressure applied to the input device; and a threshold amount of force applied to the input device.

26. The input device in accordance with claim 21 , wherein a gaming event comprises one or more of the following: a win; a loss; a number of consecutive losses; a number of credits awarded; a number of credits lost; a close loss; a close win; and no input being required.

Assignments (6)
RELEASE (REEL 060204 / FRAME 0378) Recorded Mar 2, 2026
From: BANK OF AMERICA, N.A.
To: ARISTOCRAT TECHNOLOGIES, INC.; VIDEO GAMING TECHNOLOGIES, INC.
Reel/Frame 074990/0458 →
NOTICE OF ASSIGNMENT OF SECURITY INTEREST Recorded May 27, 2022
From: UBS AG, STAMFORD BRANCH
To: BANK OF AMERICA, N.A.
Reel/Frame 060204/0378 →
RELEASE OF SECURITY INTEREST Recorded Mar 16, 2022
From: UBS AG, STAMFORD BRANCH
To: ARISTOCRAT TECHNOLOGIES, INC.; BIG FISH GAMES, INC.; VIDEO GAMING TECHNOLOGIES, INC.
Reel/Frame 059368/0575 →
SECURITY INTEREST Recorded Jun 3, 2020
From: VIDEO GAMING TECHNOLOGIES, INC.
To: UBS AG, STAMFORD BRANCH, AS SECURITY TRUSTEE
Reel/Frame 052828/0282 →
PATENT SECURITY AGREEMENT Recorded Jan 16, 2015
From: VIDEO GAMING TECHNOLOGIES, INC.
To: UBS AG, STAMFORD BRANCH
Reel/Frame 034779/0873 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 1, 2014
From: MILLIGAN, DANIEL WILLIAM; LECHLITNER, BEN
To: VIDEO GAMING TECHNOLOGIES, INC.
Reel/Frame 032801/0749 →
Continuity (1)
Related Publication 20150187171A1 · Jul 2, 2015