HK1142707B - System and method for facilitating responsible behaviour - Google Patents
System and method for facilitating responsible behaviour Download PDFInfo
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- HK1142707B HK1142707B HK10109056.0A HK10109056A HK1142707B HK 1142707 B HK1142707 B HK 1142707B HK 10109056 A HK10109056 A HK 10109056A HK 1142707 B HK1142707 B HK 1142707B
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Description
The application is a division with application number 2004800246684, application date 8/27/2004 and entitled "system and method for urging responsible behavior".
Technical Field
The present invention relates to a system and method for facilitating responsible behaviour. In particular, but not exclusively, the invention relates to a method of facilitating the prevention and detection of problem gambling and other types of gambling behaviour and providing assistance in respect of problem gambling. However, it is envisaged that the present invention is applicable to other than problem gambling, such as, but not limited to, alcoholism and shopping.
Background
Problem behaviour can easily and rapidly become compulsive addictive behaviour, manifested in many forms such as gambling, shopping, alcoholism, abuse of goods, dependence, e.g. using credit cards, lending and other such behaviour.
For example, all forms of gambling or games, whether wagered on horse racing or football games, such as roulette, blackjack or gaming tables for craps or slot machines (pokies) in casinos, are popular entertainment. For example, it is estimated that about 3 million people play games frequently in the state of victoria in australia alone, accounting for about 15% of the total population in australia.
In addition to providing excitement and entertainment, games also provide the opportunity to win large amounts of money. However, in most games, players who lose money and want to play the game want to be able to make up for their losses. It is well known that games can also become addicted.
The consequences of such problem gambling are not limited to the problem gambler being in financial debt, but also spread to the friends and family of the problem gambler and even to the whole community, such as theft to gain money to gamble, psychological stress, breakdown of interpersonal relationships and unemployment.
For example, in australia, it is estimated that 2.1% of players have problems with the game. There are 140,000 players who are estimated to have serious game problems, of which 1/10 has a severe suicidal tendency due to their game habits. Since 1992, 7200 children in victoria in australia were homeless because of problem gambling, and in 2000/2001, about 30,000 families in victoria were negatively affected by problem gambling. The play of games by minors is also problematic, with an estimated 200,000 teenage players in australia. Juvenile game play is particularly detrimental because the juvenile has no allocated income to pay for the game fee, and juvenile education is often faced with the consequences of juvenile game play.
Minimal assistance to problem players has recently emerged. One form of assistance is provided by self-service groups, such as anonymous players. However, such assistance relies on the player first perceiving their problem, and second the player actively seeking help. In this case, problems have occurred and solutions need to be found.
Some card games display responsible game announcements and/or catalogs, providing brief advice and calling for help. However, once problems have occurred, it still relies on self-help and assistance. In any event, card games and other gaming establishments are created that do not wish to organize players who are able to play within their ability, nor to block players who have had their will to stop play at their discretion.
The corollary of this situation is that in addition to the deleterious effects of the problematic gambling activities described above, the gambling industry typically generates enormous revenues to governments, which in turn causes governments to rely to some extent on such revenues for the provision of various government services.
This problem, and the associated consequences of problematic gambling and addictive gamblers, is well known and public proposals for society include the requirement to reduce gambling points and to strengthen constraints on gambling. Many fear that playing a game will be viewed as completely illegal, which will not only deprive millions of people of entertainment from the game, but will also result in the loss of thousands of people and real financial debts of the government.
In addition to the above estimates and reviews, as well as evidence investigation and review of real-life problems, a further problem is the lack of objective data and statistics that can be relied upon with certainty.
One attempt to address one aspect of this problem is the limited introduction by card gaming machines of personal gaming restrictions whereby players add their own monetary limits to their gaming activities. However, such systems are purely voluntary and seem to be usable only by players who are inherently mentally responsible and therefore unlikely to become problem players. In addition, such systems are subject to abuse in that players can continue to play as long as they can play at different casinos or choose not to use any card game membership cards, even if their self-set limits have been reached or exceeded.
WO 01/63439 discloses another attempt to adapt a game of suggestive questions in the form of a system and smart card. The system includes interfacing with financial resources to facilitate the transfer of funds to and from the card to the gaming establishment for gaming purposes. The card comprises a clock device and an electronic purse, the input and/or output of electronic values of which is limited for a predefined period. The clock lock feature enables the e-wallet to be locked after a predetermined period of use or at a particular time, such as during business hours, in an attempt to prevent problem play. While this system provides some mechanism for prompting some of the above-mentioned violations, it is somewhat inflexible and cannot take into account all factors related to potentially problematic gambling or other potentially problematic behaviors.
Another attempt to suggest problematic gambling behaviour is disclosed in canadian patent application No.2,331,238. This document discloses a "secure gaming" system comprising an interface between an online player and an internet-based gaming website. Players in a conventional casino, such as playing card games, may also be able to join the system using an identification card or smart card that is used in the same slot as a conventional bonus card issued by the gaming establishment or integrated with a conventional bonus card. The player approves game control parameters, such as monetary and/or time limits, established through the registration process. Monitoring software tracks the player's gaming activity, intervenes with warning information about approaching or exceeding limits, and has the ability to terminate the game when a limit is reached.
One problem with such systems is that the game control parameters are based on the player's response to the questionnaire during the registration process. While this system can take into account other relevant factors of game play, it relies on players to honestly disclose their situation and accurately recall their game habits and behaviour. Also, the player may choose to accept or reject parameters suggested by the system or specify their own parameters. Thus, in the event that a player's gambling activity violates gambling control parameters, the gambling control parameters may be inaccurate and potentially dangerous or actual problem gambling may not be detected.
The foregoing problems and consequences associated with game play are generally equally applicable to other problematic/impending addictive behaviors such as alcohol abuse, abuse of other items, shopping and consumption.
Accordingly, there is a need for a system, method and/or apparatus for facilitating responsible behaviour that identifies problem gamblers or gamblers exhibiting behaviour that may become problematic without relying on information disclosed by the individual concerned to make such identification. Preferably, the system, method and/or apparatus assists individuals exhibiting problematic or potentially problematic behavior in seeking assistance, preventing their behavior from becoming more difficult to resolve, such as becoming compulsive addictive behavior, and/or preventing further cravings for such behavior if it becomes problematic. For example, with respect to gaming, there is a need for a system, method, or apparatus for identifying a player having a problem with a game or a player exhibiting behavior that may become problematic without relying on information disclosed by the relevant individual to make such identification. Preferably, such systems, methods and/or apparatus assist problem players in seeking assistance, prevent players from becoming problem players, and/or prevent identified problem players from further play. Another feature that is needed is a system, method, and/or apparatus that can compare statistics, can have a more accurate estimate and monitor of problematic behavior, and can be used to further improve problematic behavior.
In this specification, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a method, system, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed.
In this specification, the term "player" refers to any person in contact with a gaming establishment, and is not limited to persons that may be categorized as players who play games on a regular basis or with a particular amount of money. Similarly, terms referring to persons participating in other activities, such as "shopper", "lender" or "consumer of narcotics", are not limited to persons participating in these activities to any degree.
Disclosure of Invention
The invention resides, in one form, although not necessarily the only or indeed the most prominent form, in a system for facilitating responsible behaviour, the system including:
identifying means for identifying an entity;
a facility for authenticating the identification means and facilitating pursuit of the behaviour;
a storage device connected in communication with the facility for storing information relating to the activity of the pursuit entity, the information being based on the entity monitoring the actual pursuit activity; and
a modeling module, coupled in communication with the storage, for generating a profile of the entity based on the stored information regarding the pursuit of the behaviour by the entity and comparing the profile to the behaviour model to determine the type of behaviour of the entity.
Preferably, the behaviour model describes one or more behaviours.
Suitably, the modelling module compares the profile of the entity with a model describing the early behaviour of the entity.
Suitably, the modelling module compares the profiles of the entities with models describing the behaviour of the distribution of other entities.
Preferably, the behaviour model includes one or more criteria relating to behaviour.
Suitably, the criteria include one or more of: acceleration criteria, loss-cost criteria, frequency criteria, deadline criteria, mutual behavior criteria, income proportion criteria, age criteria, gender criteria, overload criteria, disposable income criteria, time of use spending proportion criteria.
Preferably, in determining the type of behavior of the entity, the modeler module considers whether any limits, blocks, triggers and/or exclusions relating to the entity have been activated or overridden or whether the entity attempts to override such limits, blocks, triggers and/or exclusions.
Suitably, the modeler module weights the entity overriding or attempting to override the limits, triggers and/or exclusions generated by the behaviour model differently than the limits, triggers, blocks and/or exclusions set for the entity overriding himself.
Suitably, the targeted message is sent to the entity in response to activation of one or more limits, blocks or triggers related to the entity. The targeted message may be one or more of the following: an electronic message sent to the facility, an SMS message sent to the entity's portable communication device, an email sent to the entity's email address, an email sent to the entity's mailing address, a verbal message communicated to the entity by the individual.
Suitably, the resolution module initiates a change in one or more operating parameters of the facility in response to the triggering of one or more limits, blocks or triggers to the entity. Changing one or more operating parameters of the facility includes: preventing pursuit of behaviour, periodically preventing pursuit of behaviour, limiting the maximum amount of money spent per pursuit of behaviour, limiting the maximum length of time that behaviour can be tracked, limiting the number of times behaviour can be pursued simultaneously, limiting the number of times behaviour can be pursued continuously, reducing the speed at which behaviour can be pursued.
Preferably, the modeling model takes into account whether any restrictions, blocks or triggers for the entity are activated in determining the type of behavior of the entity.
Suitably, the system further comprises a resolution module for checking whether a restriction, a blocking or a trigger for the entity has been activated.
Suitably, the system further comprises a reference module for updating stored information about entities that are provided with assistance for their behaviour.
Suitably, the system further comprises a reporting module for generating a report on the pursuit of the behaviour by the entity.
Preferably, the identification means only stores a unique identifier for identifying the entity and no other information about the entity.
Suitably, the identification means is an electronic purse.
In another form, the invention resides in a method for facilitating responsible behaviour by an entity, the method including the steps of:
verifying an identification means identifying the entity;
facilitating pursuit of an activity through the facility;
monitoring the actual pursuit of the behaviour of the entity;
storing information about the pursuit of an entity in a storage device connected to a facility for communication;
generating a profile of the entity based on the stored information about the pursuit of the behaviour by the entity;
comparing the profile and the behavioral model of the entity; and
the type of entity behavior is determined.
Suitably, the comparing step comprises comparing the profile of the entity with a model describing early behaviour of the entity.
Suitably, the comparing step comprises comparing the profiles of the entities with a model describing the behaviour of the distribution of the other entities.
Preferably, the comparing step comprises comparing the profile of the entity with one or more criteria relating to behaviour.
Suitably, the criteria include one or more of the following: acceleration criteria, loss-cost criteria, frequency criteria, deadline criteria, mutual behavior criteria, income proportion criteria, age criteria, gender criteria, overrun criteria, disposable income criteria, time of use spending proportion criteria.
Suitably, the determining step comprises considering whether any restrictions, blocks, triggers and/or prohibitions regarding the entity have been activated.
Preferably, the determining step includes considering whether any limits, blocks, triggers and/or exclusions with respect to the entity have been overridden or attempted to be overridden.
Suitably, the determining step comprises weighting the overriding or attempting to override a limit, trigger and/or disablement generated by the behaviour model by the entity differently than the overriding or attempting to override a self-imposed limit, trigger and/or disablement by the entity.
The method may further include the step of sending the targeted message to the entity in response to activating one or more limits, blocks and/or triggers of the entity.
The method may further include initiating a change in one or more operating parameters of the facility in response to activating the one or more limits, blocks, and/or triggers of the entity.
Suitably, the method may further comprise the step of seeking assistance to the entities with respect to their behaviour.
Suitably, after confirming that the behaviour of the entity is of a risk behaviour, a problem behaviour or a compulsive/addictive behaviour or of a sub-category thereof, assistance is sought with the entity.
Suitably, the method further comprises generating a report on the pursuit of the behaviour by the entity.
Suitably, the method further comprises the identifying means storing only the unique identifier for identifying the entity and not storing other information about the entity.
Suitably, the method further comprises electronically storing the money in a storage means or on an identification means for pursuing the behaviour.
Other features of the present invention will become apparent from the detailed description that follows.
Drawings
In order to assist the understanding of the present invention and to enable one skilled in the art to practice the invention, a preferred embodiment thereof will now be described, by way of example only, with reference to the accompanying drawings, in which:
FIG. 1 shows a system according to an embodiment of the invention;
FIG. 2 illustrates an example of information that may be stored with the identification device in the system shown in FIG. 1;
FIG. 3 is a diagram of some system components and some method steps in one embodiment of the invention;
FIG. 4 illustrates one example of identification criteria for identifying problem games and potential problem games;
FIG. 5 illustrates criteria that are considered to categorize players;
FIG. 6 illustrates activities that a classified player may perform;
FIG. 7 is a screen shot illustrating one embodiment of the invention in which a player may specify limits on his or her play activity;
FIG. 8 is another screenshot of the embodiment shown in FIG. 7;
FIG. 9 is a screen shot illustrating an account used in a game; and
FIG. 10 is a flow diagram of changing one or more operating parameters of a gaming establishment, according to an embodiment of the present invention.
Detailed Description
Embodiments of the present invention that will now be described relate to systems and methods for facilitating liability games. However, it will be appreciated that the invention is not limited to this application and may be used for other forms of behaviour which may become problematic or compulsive addictive, such as, but not limited to, shopping, consumption of narcotic substances such as alcohol, lending or spending money, and the like. Thus, the reader will understand that reference to, for example, a player, as referred to herein, in another application of the invention may refer to another related entity, such as a shopper, lender, consumer, or narcotic user. Similarly, reference herein to a gaming establishment may in another application be, for example, a shopping establishment such as an EFTPOS machine or ATM. Furthermore, the models and criteria referred to herein for determining types such as "dangerous" behavior, problem behavior, and/or compulsive addictive behavior and/or other types or sub-types of behavior referred to herein also vary according to the particular application of the present invention.
Embodiments of the invention relate to entities in the form of players playing gaming establishments such as, but not limited to, roulette, craps or blackjack or electronic games (pokies) at casinos or clubs. However, it should be understood that the invention is not limited to such applications, and may be used in other gaming establishments, such as lottery sales offices, horse races, dog races (greyhouns), horse racing (trotting), etc., other arenas, internet games, Keno games (Keno), Lotto, etc.
Referring to fig. 1, a system 2 according to one embodiment of the invention includes one or more gaming establishments 4, such as roulette, electronic gaming machines (e.g., poker machines) or similar devices, for example, with the gaming establishments 4 connected to and communicating with a casino computer 6 by a local network (LAN) 8. The casino computer 6 is connected to the scheduling/updating module 10 for communication. The scheduling/updating module 10 is communicatively connected to a local storage means in the form of a local database 12, the local database 12 being off-line and accessible only by the site computer 6 via the scheduling/updating module 10. The scheduling/updating module 10 communicates through a communication network 16, such as the internet, to a Central Operations Center (COC) 14. Although FIG. 1 illustrates central operations center 14 as being located in a separate location from the gaming floor, it should be understood that the system of the present invention is not limited to such an arrangement and central operations center 14 may be located within the same or a different gaming floor.
The central operations center 14 includes a storage device in the form of a central database 18 that is connected in communication with a search module 20, a parsing module 22, a modeling module 24, an application module 26, a reference module 28, and a reporting module 30.
The system 2 further comprises identification means 32 for identifying the player, which identification means 32 may be in the form of, for example, a card comprising a magnetic strip or an integrated circuit for storing information about the player. Alternatively, the identification device 32 may be a key ring or other portable device capable of transmitting a signal, such as an RF signal, wherein the signal represents information stored in the identification device. Those skilled in the art will appreciate that the present invention is not limited to the particular type of identification means used.
In one embodiment, the present invention requires that each person wishing to play a game, in a particular jurisdiction, such as a state, administrative domain, country or other region, or within a particular gaming activity, such as a particular casino, holds an identification device 32. Without the identification device 32, the player cannot play the game. Thus, when not all people in a particular jurisdiction, such as a state, may have identification devices 32, then all people who want to play, for example, a particular card game will need identification devices 32 to play the game. Preferably, one valid identification device 32 will allow game play at multiple game sites within a particular jurisdiction.
In a preferred embodiment, for security, the identification means 32 includes a unique identifier, only in digital form or otherwise, about the player, and no other information. A look-up table of player-related information is stored on the central database 18 to facilitate efficient and economical central updates of player information. This avoids the necessity of having to update the information on the identification means or having to retransmit a replacement identification means. This embodiment also enables any adjustment and/or requirement that would affect the vulnerable information without having to recall the identification means 32 and/or re-issue a replacement identification means.
Alternatively, the identifying means 32 may comprise additional information, such as shown in the storage means of the figure. The information stored in the storage means of the identification means 32 will depend on the option selected. Thus, in this alternative embodiment, the identification device 32 may be in the form of a card containing a magnetic sheet, the storage device may be in the form of an Integrated Circuit (IC) with a unique identifier stored by the magnetic sheet, and other information, as shown in fig. 2, stored in the integrated circuit. In another alternative embodiment, only the IC may be used to store unique identifiers and other information.
The information illustrated in fig. 2 will depend on the type of activity to which the present invention relates. Where the action involved is a game, in one embodiment the identification means 32 and/or the storage means 18 store information other than a unique identifier of the player, such as an identification number, the identification means 32 and/or the storage means 18 also store: gender, disposable income, age bracket of the player, and/or age certification. For this option, the identification means 32 and/or the storage means 18 may also store the following information: name, address, email address, portable communication device contact number, date of birth, one or more personally set gaming restrictions, and/or one or more personally set blocks that can block the owner of the card from playing games at the owner's option. The only mandatory information required by the identification means 32 is valid age proof. Only the unique identifier stored on the identification means and the storage means 18 is mandatory information. Thus, in one embodiment, after the player proves their age, the player may participate anonymously in the game in the sense that they are identified with only a unique identifier.
Since the player may obtain the identification device 32 without providing a name and/or address to enable game play, in one embodiment, the resources are directed to the gaming establishment 4 used by the player when the player uses their identification device 32. Information can then be communicated to the player through gaming establishment 4, for example, in the form of a targeted message warning of approaching, reaching, or exceeding a limit, a query as to whether the player continues to play the game, or a notification that further play has been prevented. The communication with the player may alternatively be in the form of human intervention, such as a casino employee contacting the player and personally communicating the targeted message. The physical location of the player can be based on the gaming establishment at which the player is playing. The communication with the player can alternatively or additionally be via e-mail to the player's e-mail box, mail to an actual mailing address, or SMS message to the player's portable communication device, such as a mobile phone or PDA, depending on the urgency of the corresponding information and targeted message provided by the player. For example, the targeted message informing the player that the limit is exceeded is preferably via a quick communication means, such as via gaming establishment 4, or via an SMS message. E-mail is a suitable communication means, for example, in the case where the gaming establishment is provided by a network server for internet gaming.
In a second option, shown in fig. 2, the recognition means and/or the storage means 18 store the following mandatory information: identification number, name, address, email address, date of birth, gender, disposable income, and age identification. For this option, the identification means and/or storage means 18 may also store one or more personally set gaming limits and/or personally set blocks. Now that an address is provided, the resource can be sent to the known location. However, in the event that the player changes location without the system being updated or the address provided being incorrect, the above-mentioned resources of the present invention can be given to the player as the first option described above.
Referring to fig. 7 and 8, the self-imposed play limit 33 and/or self-imposed prevention and/or automatic inhibition may be designed according to the needs of the player, but this is an optional feature of the invention. Alternatively, or in parallel, the limit and/or block and/or trigger and/or disable can be set by an authorized party or player. For example, the block may be as much as $ 2, with the gaming machine preventing the player from playing a higher-pitched game. One or more gaming machines may include one or more blocks if desired. Blocking may prevent a player from playing a game at a particular time and/or on a particular date, for example, when the player receives their payroll/pay, or within certain hours when the player may, for example, be drowned in their game and have less memorable consequences. For example, FIG. 7 shows that the maximum play period is 3 hours and the maximum game cost is $ 100. The time limit and/or the number limit and/or the machine value limit, weekly, daily, monthly and/or yearly, may be specified by the player. Options that override the prescribed limits may be activated or deactivated. Such restrictions may be set for all different game types of games, such as gaming tables, lotteries, competitive wagering, internet games and slot machines or one or more specific types of games. This setting of limits and triggers can be done over the communication network 16 by the terminal 15 or by a suitable machine 4 equipped at the casino.
In the preferred embodiment, there is no money stored electronically within the identification appliance 32, so loss of the identification appliance does not result in an economic loss to its owner. However, the identification means may be used to pay for the game. Referring to fig. 9, a player may deposit funds into an account stored on the central database 18 through the terminal 15 and the internet 16 using well known electronic funds transfer means. Once the identification device is authenticated and the game is allowed, funds are credited from the account when wagering. The benefit is credited to the account during the game and/or at the end of the game.
In an alternative embodiment, the identification means 32 is used as an electronic wallet in which money that the player can use to pay for the game is electronically stored. Money may be transferred to the identification device 32 over the network 16 using commercially available technology. For example, where the identification device is a card, then a suitable card reader/writer may be used.
Alternatively, the player may specify a maximum balance 35 for playing the game via the identification means 32. Alternatively, the maximum balance may be specified by an authorized other party, if desired, as described below. The maximum balance feature may be used in an electronic wallet embodiment or in an embodiment where funds are deposited into the central database 18.
The scheduling/updating module 10 may be a single module or two separate modules, that is, the scheduling module is connected to the updating module for communication. The scheduling/updating module 10 receives the inquiry from the gaming establishment 4 through the venue computer 6 and transmits data to the gaming establishment 4, for example, to check the status of information about the player holding the identification device 32. The checking of the player status is typically performed by querying information about the player stored in the central database 18 via the communication network 16. However, if the communication network 16 fails or the scheduling/updating module 10 is offline for some other reason, a check of the player status may be performed by querying the offline local database 12 and/or the identification device 32 and returning the player status to the gaming establishment 4 to notify the player. The scheduling/updating module 10 is also responsible for encrypting and storing the data obtained from the identification means 32 and transmitting the encrypted data to the central operations center 14 over the communication network.
According to one embodiment, the parsing module 22 receives encrypted data from the scheduling/updating module 10 over the communication network 16. The parsing module 22 decrypts the encrypted data and updates the central database 18 and the stored venue record can be deleted. The resolution module 22 checks for self-imposed limits and/or any other limits or triggers. If they are present and are overridden/activated, a block may be placed on the identification device 32 at the discretion of the player or by the discretion of an authorized other party to prevent further game play by the player. If the status changes, the offline local database 12 and/or the identification device 32 may be updated, for example, by batch updating. In one embodiment, as described in further detail below, the resolution module 22 determines whether to initiate one or more activities with respect to the entities and their pursuits.
Application module 26 handles system member applications so that application module 26 can be accessed by the public through a communications network. Thus, the application can be submitted via the internet. However, the application module 26 also allows applications to be processed through the mail and the relationship between the system 2, the identification means 32 and the public to be established. In another embodiment, application module 26 may be accessed through designated mechanisms, such as a display, keyboard, and scanner, to submit applications. Such devices may be located in a casino or elsewhere, such as a shopping mall. In another embodiment, application module 26 may be accessible by field personnel receiving and entering applications at a kiosk or the like. In one embodiment, the application module 26 is responsible for updating the central database 18 and the venue offline local database 12.
The modeler module 24 compares the information stored in the central database 18 regarding the gambling pursuit of all gamblers with one or more stored models describing one or more gambling behaviour such as "at risk" gambling, problem gambling and/or compulsive/addictive gambling. Further categorization or classification of the types of game actions may be used, such as low, medium, or high, etc. The functionality of the modeler module 24 includes determining the type of gambler behaviour and, in one embodiment, generating a list of gamblers meeting "at risk" gambler criteria, problem gambler criteria and/or compulsive/addictive gamblers or sub-types thereof. The list may be submitted to a treatment service provider, such as a counselor. The modeler module 24 also separates all stored player personal information from the unique identifier associated with the identification means 32. The actions of the modeling module 24 and the treatment service provider will be described in detail below.
The reference module 28 updates the records generated by the modeling module 24 and performs the updating of the records in the central database 18 depending on whether any action was taken by the treatment service. For example, players receive advice to help their game questions, but such assistance provided may also be denied, as described in more detail below. The reference module 24 updates the data in the central database 18 to indicate whether the player is accepting the advice or whether they have declined the advice. The reference module 24 is also responsible for updating voluntary blocks of games created in the central database 18 and releasing such blocks when appropriate. The reference module 24 is also responsible for updating and canceling the self-imposed limits stored in the central database 18 and outputting the final results of the treatment.
In the system and method of the present invention, the reporting module 30 is responsible for generating statistics, such as, but not limited to, a player using a gaming establishment 4, such as a poker machine 34, demographic and sociological statistics, revenue statistics, and the like. The reporting module 30 also monitors statistics such as the payback of the gaming establishment, productivity of the gaming establishment, loyalty data of players and establishments, and game problem recognition rates.
The search module 20 may also be used to search the data in the central database 18 when required by the various modules 22, 24, 26, 28, 30 in the central operations center 14 and/or the venue computer 6 and/or the venue's dispatch/update module 10.
Further features of embodiments of the present invention will now be described with reference to figure 3.
If a player wishes to use a gaming establishment 4, such as a poker machine 34 or a gaming table 36, such as an identification device 32 in the form of a card, verification by the gaming establishment 4 must be passed. This may be achieved, for example, by inserting the identification device 32 into a card reader 13, shown in FIG. 1, which is mounted in or in communication with the facility 4. In one embodiment, this card must remain in the establishment 34 throughout the game to ensure that players can only use a single machine at a time. Alternatively, the identification means 32 may be removed from the card reader 13 after verification by the facility 4, and the identification means may allow the player to use a predetermined number of machines simultaneously or sequentially, for example within a predetermined period of time, such as within 12 hours between a prescribed number of times. For example, the identification means may allow a player to use 5 machines at the same time or 20 machines in one night.
When the card is inserted into the device 34, the scheduling/updating module 10 starts checking the player status via the communication network 16 and the central operations center 14 starts verifying whether any blocking is set for the player. According to one embodiment, if there is a personally set block and/or a block created by another authorized party, for example, approval of the game is denied and information of this result is returned to machine 34 to prevent the player from playing the game. Prevention of play may be accomplished by physically disabling the machine using any suitable electronic and/or mechanical means known in the art. Play of the game on the machine is permitted without the block being set. If the identification device 32 reports that it was stolen, a block is placed on the identification device 32 to prevent game play through the identification device 32.
In the case where the gaming establishment is, for example, a gaming table such as a roulette table, the dealer at the table must use the identification means 32 to check whether the player is permitted to play the game, such as using the card reader 13. Once the player is authenticated as being permitted to play the game or otherwise, as described above, the player's money may be exchanged for chips by the dealer to enable the player to participate in the game. Money may be drawn from the player's central account or from the identification device if the identification device is available as an electronic wallet.
After the player is permitted to play the game, the player's play activity is monitored and information regarding the player's game is stored by the storage device 18. According to one embodiment, each transaction is registered by the system. The transaction is when a player changes cash to, for example, gaming chips or gaming chips to cash. In another embodiment, each bet, wager and/or game placed by the player is monitored and information related thereto is stored by the system. Information regarding the player's game play is periodically transmitted to the central operations center 14 via the communication network 16 and stored by the storage device 18. For example, the amount of money accumulated during a round of play and the entire play may be stored. The number of wagers and the number of rounds played per round of game play may be stored. The number of wins and losses and their frequency may be stored. Additional and/or alternative information regarding the gambling activities of the gambler may be stored by the storage device 18.
In one embodiment, a limit/trigger has been set, the stored information, such as the cumulative amount of play fees and/or the total amount of play time, is compared to a self-set limit/trigger and/or any other party-set limit and/or trigger that is appropriately authorized, and if the limit and/or trigger is approached or has been exceeded, the player is notified. In one embodiment, whether a player is allowed to override a limit is determined by the player and/or a suitably authorized party at the time the player applies for or after the identification means 32. For example, overrides of limits may be initially allowed, but where limits are continually overridden, modeling module 24 may determine to at least temporarily deny authorization to allow such behavior to override limits. Thus, any overrides to the limits are reported to the modeler and, in the preferred embodiment, are considered in determining the type of player's behavior. Overriding of the limit is discussed in detail below. For player personal records, overrides of limits are also recorded for later reporting to the player, which provides valuable data for analysis.
In one embodiment, the central database 18 updates each player's activity at least when the identification device 32 is removed from the gaming machine or stolen at a point of cashier, such as when the player redeems chips. Updates to the central database 18 may also be made during the game. The updates will include, but are not limited to, the number of games played, the time spent playing, the money won or lost, the reputation won or lost, the time between successive gaming activities, the identification of the machine or gaming establishment and/or the venue and/or whether the player requires a play history of their game.
Referring to act 38 of FIG. 3, in one embodiment of the present invention, periodically, such as hourly, daily, weekly, and/or monthly, the modeler 24 compares the information records for each player stored in the central database 18 to one or more models used to determine the type of gambling activity, such as "at risk", compulsive, and/or addictive gambling behavior, or one or more sub-types thereof, such as high "at risk" gamblers or low problem gamblers. If one or more recognition criteria such as "at risk", problematic, compulsive, and/or addictive games are not met 40, then no action is taken 42. However, in one embodiment, the comparison between the stored information regarding the player's behavior and the behavior model is still recorded with no result, and the date the comparison was made.
If one or more behavioral model criteria are met 44, in one embodiment, a suggestion process 46 is initiated based on an identification number or a unique identifier held by the player meeting the criteria. The recommendation process is discussed in detail below. However, in the system and method of the present invention, suggestions are only available options when the modeler module 24 determines that the player's behavior corresponds to a particular type of behavior. For example, if the player is classified as a dangerous player, it may be more appropriate to set one or more limits or blocks than to immediately provide advice to the player. Such limits may be in the form of game time limits, monetary limits, or similar types of limits described herein.
Examples of identification criteria for determining the type of activity, such as a problem game, are shown in fig. 4 and 5. At step 50, the number of games is determined to be a total win or loss. In the event that the player wins, no action is taken, step 52. in this embodiment, the player has lost, step 56, the amount lost is compared to a value such as player income or player income rating, step 54, wherein such information is provided by the player or previous game winnings or losses, i.e., the player's earlier actions, step 58. The amount of revenue may be, for example, a monetary amount that may be made available for revenue or that may be prepared by the player or that may be affordable and that may be specified by the player at the time of application for the identification device 32. Alternatively, income or income bracket may be obtained by consulting a tax office record of the gaming establishment in the jurisdiction. In another embodiment, the "affordable loss" amount is determined by the number of credits allocated to the player. The number of credits can be determined by information provided by the gambler, such as one or more of income, payout, number of dependents and/or the like.
In one embodiment, the player is only allowed to play the game for a specified period of time, such as a month, with a "payable loss" amount. In an alternative embodiment, the player is allowed to exceed the "loss affordable" identity a limited number of times. If the player exceeds the "loss on load" amount, or exceeds the "loss on load" amount more than allowed times, for a prescribed period of time, such as a month, the identification means 32, and thus the gaming device, is at least temporarily suspended. The duration of the pause may be a specified period of time, such as one month. Alternatively, the pause period may be the time remaining in the month that reaches or exceeds the amount of "affordable loss". Another alternative embodiment may be until the amount of excess "affordable loss" is reduced or paid off completely. The pause may continue until some other established guideline is met.
Referring to step 60, if it is determined that the player can afford the loss after comparing the amount of "affordable loss", no action is taken to check the recognition criteria. However, referring to step 62, if it is determined that the loss is unbearable by the player, if the loss unbearable by the player occurs only this time, as shown in step 64, in this example, no action is taken, as shown in step 66. However, criteria may be established such that any non-affordable losses and/or triggers, for example, a player does not require his historical behavior over a period of time, resulting in further action. Referring to step 68, if the inability to pay loss does not reach a certain frequency and the behavior model's treatment plan, for example, the player inability to pay loss more than a predetermined number of times within a certain period of time, a suggestion is provided to the player as shown in fig. 70.
Embodiments of the present invention combine the development of known standards from the internationally recognized Mental disorder Diagnostic statistics manual (DSM-1V) 4 th edition and South OKEX screening Gambling questionnaire (SOGS) for problem Gambling with respect to international recognition of Mental disorder Diagnostic statistics, for example, one or more behavioral models for determining types of behaviors and identifying, for example, "danger" Gambling, problem Gambling and/or compulsive Gambling and/or sub-types thereof, but draw conclusions based on the actual Gambling behavior recorded for each respective gambler rather than relying on the honesty or accuracy of Gambling disclosing their behavior or details about their personal situation, such as income or payout, etc.
The behavioral model of at least one embodiment of the invention is based on statistical modeling and current psychological understanding, and includes the ability of other parties, appropriately authorized, to set limits and/or triggers to players. The dependency on data information and early, i.e. historical behavior patterns is also dynamic. The historical behavior may be the historical behavior of the entity whose type of behavior is being determined. Alternatively, the historical behavior may be behavior distributed by other entities. However, the reader will appreciate that the present invention is not limited to the specific DSM-1V and/or SOGS standards specified herein, and that suitable alternative standards developed by other associations for identifying types of behaviors, such as problematic or "dangerous" behaviors, etc., may be employed.
Identification criteria include research-based criteria, demographic criteria, and information currently obtained by monitoring and recording player activity through the system of the present invention. Referring to fig. 5, the criteria based on the research include an acceleration criterion 91 whereby the game involves a wager increase amount, a tracking loss criterion 93 whereby it increases in the game after a significant loss occurs; a frequency criterion 95 relating to the number of hours and/or days spent on the game; a duration criterion relating to the duration of each round of play; a game interval criterion 99 relating to the time between successive game activities; override criteria 101, which relates to whether a player has overridden or attempted to override any player-set or modelled limits, triggers, blocks or exclusions generated by the modeler module 24, and override or attempted frequency and/or revenue proportion criteria 103, which relates to the proportion of the player's disposable revenue spent on the game if such information has been provided by the player. Demographic criteria include player disposable income criteria 105, age criteria 107, gender criteria 109, and time spent usage proportion criteria 111.
At least some of these criteria will also apply to activities outside of gaming. For example, for consumption behavior of narcotic substances, such as alcohol, many of these criteria, such as acceleration criteria, frequency criteria, duration criteria, override criteria, gender criteria, income proportion criteria, gender criteria, and age criteria, would be applicable in a behavior model for determining whether an entity has a problem with alcoholism or is "at risk" or of another type. For other types of activities, the game interval criteria is referred to as activity interval criteria.
In one embodiment, if a player overrides or attempts to override a limit, trigger or prohibition generated by the modeling module 24, such overriding or attempting overriding will be weighted differently than if the player overrides or attempts to override a personally set limit, trigger or prohibition. In one embodiment, the different weight will be a larger weight. This is because, after comparing player behavior to one or more behavior models, the modeler module 24 generates limits, triggers, blocks or disables that are deemed necessary to protect the player based on the monitored behavior of the player. Self-imposed limits, triggers, blocks and/or banners may be preventive and may rarely indicate the actual behavior of the player.
FIG. 5 illustrates different criteria that may be considered helpful in classifying players as low "risk" players, high "risk" players, or problem players in accordance with one embodiment of the present invention. For example, where a player's activities meet research-based criteria such as an acceleration criterion, a tracking loss criterion, a frequency criterion, and a duration criterion, the player will be classified as a high "risk" player. FIG. 5 also illustrates other criteria used in determining entity behavior types.
FIG. 6 illustrates different actions in the case of players classified as low "risk" players 94, high "risk" players 96, or problem players, according to one embodiment of the invention. Referring to step 100, when a player is identified as belonging to one of the types described above, the low "risk" player may be more closely monitored, for example, by more often comparing the player's behavior to identification criteria. Low "risk" players may be offered advice that will cause no further problems, as shown in step 80 of fig. 4. Alternatively, as shown in step 102 of FIG. 6, the provided advice may be declined, as recorded by the central database 18, but the player is still responsible. This situation is also applicable to high "risk" players or problem players.
Referring to step 104 in FIG. 6, the high "risk" player may manage the SOGS itself, or an alternate version, such as SOGS-R (version R) or the appropriate alternate means mentioned above. High "risk" players may be provided with a copy of their game history and a profile and profile of problem players for comparison. This has the potential to highlight the nature and extent of the problem for the players, thereby making them responsible for their behaviour. They are also provided with more information and support. These actions are also taken against the player as shown in step 106, and in addition to the administrator performing the SOGS-R or other assessment method, the administrator also informs the player that more support is needed because the problem player is considered to require more assistance than a high "at risk" player.
Referring to step 108, alternatively, the problem gambler may also receive a diagnostic interview by a counselor after being provided with his gambling history and profile. This can be compared to problem players to highlight their problems. The tutor can then instruct the player to receive further support. In each case, the central database 18 is updated with the results of the action.
Referring to FIG. 3, in the event that a suggestion 72 is provided to the player, the player may decline 74. The fact that the player declined the advice is recorded 76 by the central database 18 on the player's record. If the advice is accepted 76, the central database 18 is also recorded on the player's record.
Referring to FIG. 4, in the event that a recommendation is accepted, the recommendation may determine that no problems exist, as shown in step 80. Alternatively, a problem may be identified as shown in step 82. The player may then enter the advice routine, step 84, and a block will be placed on the player's identification device 32, as shown in step 86, to prevent further game play. Alternatively, the player may be allowed to continue playing the game as long as deemed appropriate, but with constraints. For example, monetary and/or time limits may be set that cannot be exceeded. Alternatively or additionally, the maximum balance used for the game over a prescribed period of time may be reduced. This may be achieved by limiting the available balance stored on the identification means 32 or stored by the storage means 18. Alternatively, or in addition, this may be achieved by changing the configurable operational scheme of the gaming establishment 4. In the event that the player overrides any limits, triggers, blocks or bans, they are recorded if allowed and given appropriate weights depending on whether they are set by the player or by the module 24.
Referring to step 88, the player then engages in a plurality of advice sessions, which may include contacting personal counselors, psychiatrists and/or psychologists, group treatment, supporting group work and/or financial advice/planning. Counseling can be designed on a personal or home unit level. The self-imposed restriction and prevention features on the identification device 32 provide a self-administered tool for the player and may provide a valuable basis for treatment strategies. When the counselor, psychiatrist and/or psychologist deems the player to have received adequate treatment, the player may be given further play to be cleared, as shown at step 90. As shown at step 92, the block may be removed from their identification means 32 to allow game play, and preferably the card includes new or updated limits, triggers, blocks and/or disables to carefully monitor the player's activities and identify other problems. The updated limits will be recorded in the central database 18.
In a preferred embodiment of the present invention, a "dangerous," problematic, or compulsive player, as described above, is determined by comparing the player's actual behavior to one or more models, without one or more game limitations. The gaming limits, whether self-imposed or imposed by authorized other parties, and information regarding their attainment and/or overriding, provide useful additional information in determining the type of gaming activity for the player, but are not essential.
Embodiments of the present invention allow the aforementioned optional play limits to be exceeded without the system automatically identifying the player as a problem or even "dangerous" player. The player may specify that these limits can be stopped or personally set limits can be overridden. The present invention takes into account the player's general behavior and/or the player's behavior compared to other players in the group. The present invention also takes into account that behavioral anomalies may occur, but these do not adequately account for players who have become dangerous. For example, self-imposed limits may be purposefully set by players at low levels as their own "early warning system". The system may allow the limit to be exceeded, for example, a specified number of times per time period, for example, three times a month, before any follow-up action occurs. The permission may be given by the player or an authorized third party. Alternatively, an authorized third party may command that the restrictions cannot be overridden. Whenever a limit is exceeded, the target message is sent to the player either through the gaming establishment 4 at which the player plays the game or through email or SMS or mail or other means, in which case the limit is selected or enforced.
In response to the modeler module 24 determining that the player's behaviour is of a particular type, such as a "dangerous" player, the system can alter the operation of the gaming establishment 4 in an attempt to assist the player in perceiving his problems, according to one embodiment of the present invention. The resolver module 22 sends instructions to the gaming establishment 4 via the field computer 6 to change gaming establishment parameters such as prevent use, periodically prevent use, define a maximum wager amount, define the number of games played simultaneously such as define the number of lines, draws, throws, spins, defines the number of consecutive games played such as up to 20 spins, draws, spins, throws, reduce the speed of game play such as reduce the speed of game wheel rotation. Other changes in parameters may be envisaged which will depend on the type of behaviour undertaken, in the case of game play, the type of game played and any configurable options available. This change is for the player using the particular identification device 32 and all changes will be monitored and authorized by the venue computer, consistent with local gaming regulations, etc.
With respect to changing one or more operating parameters of the facility, according to one embodiment, this includes preventing the player from playing the game at least until it has been checked with respect to the stored limits and triggers whether the player is allowed to play the game. The player may be prevented from playing the game by controlling a coin or bill acceptor and/or a cashless acceptor such as a token acceptor and/or a card reader 13 of the gaming establishment 4. The receiver may be prohibited from receiving funds or tokens for the game, for example, by physically blocking the receiver so that funds or tokens cannot be inserted or rejected from being deposited and returned to the player. In one embodiment, the card reader cannot be physically blocked because the player needs to be identified by the card, but the system prevents the spending of funds by the card.
Preventing a player from playing a game by changing one or more operating parameters of the facility may be considered an active mode of the system and method of the present invention. In the first active mode, according to one embodiment, there is no need to modify the firmware of gaming establishment 4, thereby providing independence from the manufacturer of gaming establishment 4. The gaming establishment 4 includes a microprocessor controller and a microprocessor controller controlled coin, banknote and/or token acceptor and/or card reader 13. The receiver is operated by an electronic signal to enable or disable the receiver. The receiver is also capable of detecting the denomination of funds inserted or the amount of transaction through the card or banknote. This can mark the denomination and quantity by generating a pulse. Alternatively, other signals may be used. In one embodiment, the default state of the receiver is to prohibit receipt of funds. The receiver will remain disabled unless the microprocessor sends an enable signal to the receiver. The type of receiver associated with this aspect of the invention may typically be part of the gaming establishment 4 depending on the jurisdiction.
The microprocessor is connected to the site computer 6 for communication with the central operations center 14. The microprocessor also communicates through a hardwire patch panel or USB interface or other communication means such as a wireless communication connection to a venue receiver. The microprocessor controller shares the receiver connected to the gaming establishment 4, but the microprocessor controller board is independent of the bus of the gaming establishment 4 and therefore cannot affect the gaming establishment 4 except for disabling or enabling the receiver. The microprocessor controller is also connected to communicate with the card reader 13 and the display of the gaming establishment 4 to initiate appropriate messages to be displayed regarding the receipt or rejection of funds and other messages such as the pre-promised limit being met or allowed to pause the game and the like. In one embodiment, the power supply for the microprocessor controller is derived from the power supply of the gaming establishment 4 by any suitable means known to those skilled in the art. Alternatively, some other power supply may be utilized, such as a reduced mains supply.
Referring to table 1 and figure 10, according to one embodiment, the receiver is initially prohibited from receiving funds or tokens and will remain in this state unless: the inserted card is not from the excluded group, the card is not stolen, damaged or expired, a limit of prior commitment is set, if any limit is applied to the card, it is not reached, any time interval, player pause or other time limit or pause is not effected on the card, coins or notes or non-cash tokens for the particular game that have been inserted do not exceed the maximum wager or amount of consumption within a relevant period, such as next, day, week, month or year, no goal screen message is displayed or scheduled to be displayed, and the player is not the person identified by the modeling and identification process, whether the person is identified as a person to prevent game play or designated to a counselor.
If the above conditions are met, the microprocessor controller activates the receiver. The gaming establishment 4 then controls the coin, bill and cashless gaming in a conventional manner. This includes the ability of gaming establishment 4 to disable the receiver. The process does not change, affect or interfere with the operation of the gaming establishment's management software or firmware at any time. There is no potential fraud, manipulation or compromise to the integrity of the gaming establishment management software or firmware operating mechanisms. This aspect of the invention enables or prevents a player from playing a game by stopping the deposit of funds or tokens via the receiver. If the above condition is met, i.e. not activated, the inhibit signal to the receiver is cancelled and the receiver will process the funds according to the conventional rules of the gaming establishment 4 as currently happens.
Watch 1
| Receiver state | Operational or player conditions |
| Inhibit | Card-less insertion |
| Inhibit, pending status results | Inserting card and checking card state |
| Inhibit | Game wheel number limit |
| Inhibit | Time limit for each round of play |
| Inhibit | Number of days limit |
| Inhibit | Time of day limitation |
| Inhibit | Limitation of number of weeks |
| Inhibit | Time of week limitation |
| Inhibit | Limitation of number of months |
| Inhibit | Limitation of month time |
| Inhibit | Limitation of number of years |
| Inhibit | Time of year limit |
| Inhibit | Machine denomination rejection |
| Inhibit | Game mode restriction |
| Inhibit | Exclusion of specific dates or times |
| Inhibit | The above conditions are not true, and coins can be inserted |
| Starting to inhibit | The inserted money reaches the limit promised in advance. If the coin or bill reaches the limit, the status becomes disabled. Capable of playing games when inserted into a credit card |
| Inhibit | Between game plays, the system processes player information and checks for restrictions |
| Starting up | If the last game has not been reached |
| The receiver state becomes active, with any restrictions. Can play games |
When the system sets a high inhibit signal in the coin acceptor, any inserted coins are rejected and returned to the acceptor. Similarly, in the case of a bill acceptor, any inserted bill is rejected and returned to the player when the inhibit signal is high. Similarly, in the case of a cashless instrument such as a receiver of tokens or cards, any token, card, or the like is rejected and returned to the player when the disable signal is high. In a coin acceptor, if the inhibit signal is set high for some reason and a coin is flowing in, any coin that enters the active area of the acceptor is rejected once the signal rises. Similarly, in the case of a banknote acceptor, for example, if the inserted denomination exceeds the previously committed amount, the banknote is rejected. Similarly, in the case of a cashless acceptor, cashless tokens or currency that are in any form transferred to gaming establishment 4 are rejected if the inserted denomination exceeds a previously committed amount.
In this active mode, the system knows the denomination of money or funds that gaming establishment 4 receives, where the receiver uses impulse or other techniques to inform gaming establishment 4 of the denomination of money inserted. Thus, the system knows the projected amount wagered by the player before any game is initiated at the gaming establishment 4. Thus, the system can refuse to accept funds once a pre-promised maximum amount of consumption is reached or a time limit is reached.
The components required to implement this aspect of the invention are readily available and conventional components may be adapted for use in a wide variety of gaming establishments 4. However, if any compatibility issues exist, the MicrocoinQL or equivalent coin, banknote or cashless acceptor, for example, is contemplated to address such issues.
In the second active mode, according to one embodiment, the firmware of the gaming establishment 4 is altered such that at the instruction of the field computer 6 or the central operations center 14, the firmware of the gaming establishment 4 disables or enables the game via the receiver or other device rather than via the microprocessor controller as in the first active mode. Otherwise, in the second active mode, the system operates in the same manner as the first active mode. In the second active mode, the firmware of the gaming establishment 4 disables or enables the game based on the conditions identified in table 1. The second active mode requires that the manufacturer allow the firmware of the gaming establishment 4 to be modified, which may be rejected and/or take time to implement, in which respect the second active mode is less desirable than the first active mode.
In contrast, according to one embodiment, a system in a passive mode has no ability to change the operating parameters of gaming establishment 4, such as disabling the receiver. The passive mode monitors the player's gaming behavior in real time and sets this information prior to the player's or field staff or some other appropriately authorized party action. In the active mode, the reaction and intervention is achieved electronically by preventing game play and better controlling screen messages.
The system and method is also applicable to interstate and overseas visitors by issuing an identification device 32, such as a card as described above, to the accessing gambler that provides the appropriate identification functionality. The system and method of the present invention is implemented on a national basis and interstate visitors may face the problem of the proposed filing aspect of the present invention. It is envisaged that overseas visitors will not face the issue of submission of recommendations, but this is possible. Data from interstate and overseas visitors will be stored in the central database 18 for statistical purposes. So-called "high roller" would also be issued to the identification means, storing their statistics as described above, but there is still a concern about liability in the establishment of games for use by the wild gambler.
Thus, the system and method of the present invention provides a solution to problematic and/or compulsive addictive behaviors, such as problem gambling. This is accomplished by preventing anyone without the identification means 32 from engaging in certain activities within the jurisdiction or venue, obtaining the identification means 32 with minimal information from the entity, and thereby protecting its privacy. The system and method provide for the prompt of an early dangerous entity, such as a player, to be able to set one or more limits, triggers, blocks and/or prohibitions, and/or provide advice before the problem develops rather than after, based on the actual activities monitored by the system, and upon the selection of the player or an authorized third party. The rapid identification of any problem allows the system and method to quickly feed limited advice resources to dangerous and problematic entities, thereby reducing the likelihood of longer term advice being necessary.
The system and method does not rely on entities to perceive their problems and/or to provide help to themselves after a problem has occurred and to bring the behavior of the entity to their attention. If a problem occurs, the statistical information provides all the necessary data to the entity to validate the problem. The system and method does not rely on the entity honestly disclosing their compulsive addictive habits or accurately recalling them, or the entity disclosing other details about, for example, their circumstances, such as their income. The invention also prevents minors from engaging in specific activities/behaviors, if a person is under the legal age of the activity the identification means is not available and without the identification means the activity cannot be engaged.
In addition, the system and method make individuals responsible and reliable, but provide a variety of mechanisms for receiving assistance if a problem occurs, the nature of which depends on the scope of their problem. Nonetheless, the system and method does not violate citizenship because entities are allowed to engage in legitimate activities and retain their privacy. The entities are also allowed access to their records held by the central database 18 at any time after being requested, as shown at 110 in fig. 3. Entities are allowed to access their records through the internet 16.
The system and method provide an accurate and objective database of statistical data that enables the industry of interest, authorized other parties, if any, and governments to direct and monitor problematic behavior and provide additional services to the relevant parties. Reliable and accurate statistics extracted from actual behaviour will be used to improve the sometimes excessive and undiscovered responses of certain areas to problematic/compulsive/addictive behaviour, such as gambling. The verification statistics can: facilitating monitoring of payout in electronic gaming machines and other forms of gaming establishments; help determine the appropriate degree of quantity and distribution of facilities that enable the pursuit of such activities as gaming, consumption of narcotic articles, and the like; providing "normal" and "abnormal" behavior at any time within a particular jurisdiction; providing guidance to members of the industry, government and regulatory agencies; providing loyalty frequent participation data to the facility provider as the entity permits; confirming the execution of responsibility concerning participation in the relevant activity; determining the potential sustainability of a particular form of activity, such as lending or gaming and a particular form thereof; and reporting the scope of the problem according to a particular definition and/or classification of the problem.
Self-imposed limits and blocks and/or limits, triggers and blocks set by other parties appropriately authorized may be associated with the identification means, providing a mechanism for an entity wishing to restrict its behaviour which is independent of the entity's continence in pursuing its behaviour. Such blocking, limiting and/or triggering may also result in a more successful process than overall blocking on any particular activity, such as a game, in the event of a problem.
Throughout the specification the aim has been to describe the invention without limiting the invention to any one embodiment or specific collection of features. Those skilled in the relevant art will recognize that changes may be made to the specific embodiments described above without departing from the scope of the invention.
Claims (39)
1. A system for facilitating responsible behavior of an entity, the system comprising:
identification means for identifying the entity;
-means for authenticating the identification means and facilitating pursuit of the behaviour;
a storage device, communicatively connected to the facility, for storing information related to the pursuit of the behaviour by the entity, the information being based at least on monitoring the actual pursuit of the behaviour by the entity;
characterized in that the system further comprises a modeling module, connected in communication with the storage, for comparing the stored information based on monitoring the actual engagement of the behavior by the entity with at least one behavior model based on statistical modeling, to determine the type of behavior of the entity.
2. The system of claim 1, wherein the behavior model describes one or more types of the behavior.
3. The system of claim 1, wherein the modeling module compares at least some of the stored information based on monitoring the actual pursuit of the behavior by the entity with at least one behavior model that describes early behavior of the entity.
4. The system of claim 1, wherein the modeling module compares the profile of the entity with a model describing behavior of other entity distributions.
5. The system of claim 1, wherein the behavior model includes one or more criteria regarding the behavior.
6. The system of claim 5, wherein the criteria comprises one or more of: acceleration criteria, tracking loss criteria, frequency criteria, duration criteria, activity interval criteria, income proportion criteria, age criteria, gender criteria, override criteria, disposable income criteria, time spent usage proportion criteria.
7. The system of claim 1, wherein the modeling module, in determining the type of the entity behavior, examines whether any restrictions, blocks, triggers, and/or prohibitions regarding the entity have been activated.
8. The system of claim 1, wherein the modeling module in determining the type of the entity behavior examines whether any restrictions, blocks, triggers, and/or exclusions regarding the entity have been overridden or attempted to be overridden by the entity.
9. The system of claim 1, wherein the modeling module weights the entity overriding or attempting to override the limits, triggers, blocks, and/or prohibitions produced by the behavioral model differently than if the entity overriding or attempting to override the limits, triggers, blocks, and/or prohibitions set by the principal.
10. The system of claim 1, further comprising a resolution module to check whether a limit, block, or trigger on the entity has been activated.
11. The system of claim 10, wherein the parsing module sends a targeted message to the entity in response to the activation of one or more limits, blocks, or triggers related to the entity.
12. The system of claim 11, wherein the targeted message is one or more of: an electronic message sent to the facility, an SMS message sent to the entity's portable communication device, an email sent to the entity's email address, an email sent to the entity's mailing address, a verbal message communicated to the entity in person.
13. The system of claim 11, wherein the resolution module initiates a change in one or more operating parameters of the facility in response to the activation of one or more limits, blocks, or triggers related to the entity.
14. The system of claim 13, wherein the change to one or more operating parameters of the facility comprises: preventing the performance, periodically preventing the performance, limiting a maximum amount of money spent engaging the performance each time, limiting a maximum length of time the performance can be engaged, limiting a number of times the performance can be engaged simultaneously, limiting a number of times the performance can be engaged in succession, reducing a speed of engaging the performance.
15. The system of claim 13, wherein the action is playing a game and the changing one or more operational parameters comprises: preventing game play, periodically preventing game play, limiting the maximum amount of money wagered per game, limiting the maximum length of time that a game can be played, limiting the number of games played simultaneously, limiting the number of games played in succession, limiting the number of strokes or picks or turns or throws of a game, reducing the speed of game play.
16. The system of claim 1, further comprising a reference module for updating stored information about entities if the entities are provided with assistance regarding their behavior.
17. The system of claim 1, further comprising a reporting module 30 for generating reports regarding said pursuit of said behaviour by an entity.
18. The system of claim 1, wherein the identifying means stores only a unique identifier for identifying the entity and no other information about the entity.
19. The system of claim 1, wherein funds required to engage in the activities are stored electronically by the storage device.
20. The system of claim 1, wherein the identification device electronically stores funds needed to engage in the behavior.
21. A method for facilitating responsible behaviour by an entity, the method comprising the steps of:
facilitating engaging in the behaviour by the facility in response to verifying the identification means identifying the entity;
monitoring the entity actually engaging in the behavior;
sending information about the actual pursuit of the behaviour by the entity into a storage device connected to communicate with the facility;
determining, in a modeling module communicatively coupled to the storage, a behavior type of the entity;
characterized in that the type of behavior of the entity is determined by the modelling module by comparing information about the actual pursuit of the behavior of the entity with at least one behavior model based on statistical modelling.
22. The method of claim 21, wherein determining the type of behavior of the entity comprises comparing at least some information about the actual pursuit of the behavior of the entity with at least one behavior model describing early behavior of the entity.
23. The method of claim 21, wherein determining the type of behavior of the entity comprises comparing a profile of the entity with a behavior model that describes distributed behavior of other entities.
24. The method of claim 21, wherein determining the type of behavior of the entity comprises comparing at least some information about the actual pursuit of the behavior by the entity to one or more criteria about the behavior.
25. The method of claim 24, wherein the criteria comprises one or more of: acceleration criteria, tracking loss criteria, frequency criteria, duration criteria, activity interval criteria, income proportion criteria, age criteria, gender criteria, override criteria, disposable income criteria, time spent usage proportion criteria.
26. The method of claim 21, wherein determining the type of behavior of the entity comprises considering whether any restrictions, blocks, triggers, and/or prohibitions relating to the entity are activated.
27. The method of claim 21, wherein determining the type of behavior of the entity comprises reviewing whether any restrictions, blocks, triggers, and/or exclusions regarding the entity have been overridden or attempted to be overridden.
28. A method according to claim 21, wherein the determining step comprises weighting the entity to override or attempt to override a limit, trigger, block and/or ban generated by the behaviour model differently than if the entity overrides or attempts to override a limit, trigger, block and/or ban set by oneself.
29. The method of claim 21, further comprising the step of sending a targeted message to the entity in response to the activation of one or more restrictions, blocks and/or triggers related to the entity.
30. The method of claim 29, wherein the targeted message is one or more of: an electronic message sent to the facility, an SMS message sent to the entity's portable communication device, an email sent to the entity's email address, an email sent to the entity's mailing address, a verbal message communicated to the entity in person.
31. The method of claim 21, further comprising initiating a change in one or more operating parameters of the facility in response to the activation of one or more limits, blocks, and/or triggers related to the entity.
32. The method of claim 31, wherein the changing one or more operating parameters of the facility comprises: preventing the performance, periodically preventing the performance, limiting a maximum amount of money spent each time the performance is performed, limiting a maximum length of time the performance can be performed, limiting a number of times the performance can be performed simultaneously, limiting a number of times the performance can be performed continuously, reducing a speed at which the performance can be performed.
33. The method of claim 31, wherein the action is playing a game, and the changing one or more operating parameters of the facility comprises: preventing game play, periodically preventing game play, limiting the maximum amount of money wagered per game, limiting the maximum length of time that the game can be played, limiting the number of games played simultaneously, limiting the number of games played in succession, limiting the number of strokes or picks or turns or throws of a game play, reducing the speed of game play.
34. The method of claim 21, further comprising providing assistance to the entities regarding their behavior.
35. The method of claim 21, wherein assistance is provided to the entity after classifying the behavior of the entity as at-risk behavior, problem behavior, or compulsive/addictive behavior, or a sub-category thereof.
36. The method of claim 21, further comprising generating a report regarding the pursuit of the behaviour by an entity.
37. The method of claim 21, further comprising the identifying means storing only a unique identifier for identifying the entity and no other information about the entity.
38. The method of claim 21, further comprising electronically storing money for pursuing the behaviour in the storage means.
39. The method of claim 21, further comprising electronically storing money for pursuing the behaviour on the identification device.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2003904611 | 2003-08-27 | ||
| AU2003904611A AU2003904611A0 (en) | 2003-08-27 | System and method for facilitating responsible behaviour |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK1142707A1 HK1142707A1 (en) | 2010-12-10 |
| HK1142707B true HK1142707B (en) | 2013-11-29 |
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