WO2022101661A1 - System and method for analysing gambling behaviour - Google Patents

System and method for analysing gambling behaviour Download PDF

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Publication number
WO2022101661A1
WO2022101661A1 PCT/IB2020/060643 IB2020060643W WO2022101661A1 WO 2022101661 A1 WO2022101661 A1 WO 2022101661A1 IB 2020060643 W IB2020060643 W IB 2020060643W WO 2022101661 A1 WO2022101661 A1 WO 2022101661A1
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data
gambling
processing unit
value
data processing
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PCT/IB2020/060643
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French (fr)
Inventor
Giovanni CURTI
Alejandro PEREZ GARCIA
Omar MOSCHILLO
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O.M. & Partners Sa
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Priority to PCT/IB2020/060643 priority Critical patent/WO2022101661A1/en
Publication of WO2022101661A1 publication Critical patent/WO2022101661A1/en

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players

Abstract

The present invention relates to a system and a method for analysing gambling behaviour during the use of entertainment devices, wherein a data processing unit is able to automatically detect is able to automatically and uniquely identify the player based on the identification data in the proximity of the entertainment device by associating a unique player identifier to the identified player, the data processing unit is able to time-stamp the gambling data received by a real-time clock and is able to store the gambling data provided with time- stamp in the non-volatile memory, the data processing unit is able to generate gambling session data by identifying a unique gambling session between the start of the unique gambling session, when the presence data and the credit input data are received, and the end of the unique gambling session, when the presence data is not received or the credit value data is zero or the gambling data is not received for a time exceeding a threshold value, and is able to store the gambling session data, and the data processing unit is able to generate matching data between the gambling data provided with time- stamp and the unique player identifier for each unique gambling session.

Description

SYSTEM AND METHOD FOR ANALYSING GAMBLING BEHAVIOUR
Field of the Invention
The present invention relates to a system for analysing gambling behaviour, i.e., a system adapted to analyse players’ behaviour while gambling with entertainment devices. According to a further aspect, the present invention relates to a method for analysing gambling behaviour, i.e., a method adapted to analyse players’ behaviour while gambling with entertainment devices.
Background Art
The high prevalence of gambling entertainment devices, such as AWP (Amusement with Prizes) and VLT (Video Lottery Terminals) devices, has resulted in an increase in negative effects in the use of these games, with growing concern from today's society. Such negative effects comprise the development of psychological disorders falling within the category of impulse control disorders, generally known as "pathological gambling" or "gambling disorder".
Similar to a drug addiction, the player suffering from pathological gambling shows a growing loss of control over the game, increasing the playing frequency, the time spent playing, the sum spent in the apparent attempt to recover losses, investing more than his/her own economic possibilities. In addition to compulsive aspects, pathological gambling is characterized by typical cognitive distortions, such as the illusion of control over the outcomes of the games and the distorted perception of so-called "near wins", i.e., gambling situations in which a combination occurs which approaches that chosen by the gambler, perceived as an approximation of a success and therefore as an incentive to continue betting.
The main symptoms of such addiction can be identified in the intense desire, anxiety or unstoppable need to perform the gambling activity considered pleasant, the progressive loss of control over the gambling itself, the neglect of previous usual activities, whether family, academic, work or leisure.
The identification of the subject who can be considered affected by pathological gambling disorder is, to date, carried out by means of an a posteriori evaluation through a medical- clinical diagnosis and on a voluntary basis.
In recent years, various clinical detection methods have been further developed, often with the aim of defining a point system which allows a potential patient at risk of pathological gambling disorder to be diagnosed earlier. The most established methods divide the possible outcomes into three risk groups: low-risk player, moderate-risk player, and problematic player.
The low-risk player can sometimes display one or more attitudes similar to problematic players, although without negative consequences from the gambling behaviour.
The moderate-risk player exhibits one or more problematic player attitudes most of the time and may develop negative consequences from the gambling behaviour.
The problematic player implements a gambling behaviour with negative consequences for himself and for those close to him, having lost control of the gambling behaviour.
The aforementioned methods, however accurate, have some intrinsic limitations, and in particular, the detection is carried out through subjective information based on the effects and consequences that it generates and do not take into account the behaviour of the subject during the gambling itself. In addition, they require a medical specialist's interpretation of the information available about the player- subject from direct observation, a questionnaire, or a combination of both. They require follow-up, therefore with diagnosis at a significant distance from the first symptoms visible or assumed by the subject. Finally, the division into the three risk groups depends on the aggregation of detectable effects, for example by observation, and/or declared effects, for example by questionnaire, which does not allow the classification or gradation among players belonging to the same risk group.
It would therefore be desirable to have a system and a method for analysing gambling behaviour capable of minimizing the drawbacks described above. In particular, it would be desirable to have a system and a method for analysing gambling behaviour capable of analysing the behaviour of players during gambling with entertainment devices quickly and at a reduced cost.
It would also be desirable to have a system and a method for analysing gambling behaviour capable of providing elements for objectively evaluating the subject's gambling behaviour during the gambling itself.
Summary of the invention
An object of the present invention is to provide a system and a method for analysing gambling behaviour capable of minimizing the aforesaid problems.
In particular, an object of the present invention is to provide a system and a method for analysing gambling behaviour capable of performing the aforementioned analysis during the use of the same entertainment devices.
A further object of the present invention is to provide a system and a method for analysing gambling behaviour capable of considerably reducing the times and costs for carrying out the aforementioned analysis.
Finally, an object of the present invention is to provide a system and a method for analysing gambling behaviour capable of defining an objective analysis of the gambling behaviour.
The present invention relates to a system for analysing gambling behaviour, i.e., a system adapted to analyse players’ behaviour while gambling with entertainment devices. According to a further aspect, the present invention relates to a method for analysing gambling behaviour, i.e., a method adapted to analyse players’ behaviour while gambling with entertainment devices.
The aforementioned objects are achieved by a system for analysing gambling behaviour during the use of entertainment devices, in accordance with the appended claims.
The aforementioned objects are further achieved by a method for analysing gambling behaviour during the use of entertainment devices, in accordance with the appended claims.
Detailed description of the invention
The term "entertainment devices" refers, in the present invention, to gambling machines, typically of the electro-mechanical or electronic type.
The entertainment device sector referred to is preferably related to machines defined with the acronym AWP, Amusement With Prize, or machines defined with the acronym VLT, Video Lottery Terminal.
The term "gambling session" means the time a player spends playing on an entertainment device, from the moment the player inputs credits in the aforesaid entertainment device until the end of the game. This definition is the same in both AWP-type and VLT-type machines. Depending on the type of machine used, the gambling session comprises a plurality of games or coincides with a single game.
AWP machines are electronic devices each comprising a mobile container housing a gaming card which interacts with the dealer system through an access point. They are similar to controlled cycle "slot machines", where every N games the machine must guarantee a minimum return percentage (prizes) to the player, the so-called RTP (Return to Player). Therefore, the machine will pay only if the mathematics thereof allows it to collect enough money over time to pay the premiums to which it is obliged, and such payment, for each individual device, is at least equal to 65% calculated on a value of N which varies depending on the manufacturer, from 28,000 to 140,000 games, where 30,000 games is the most common number and will be the one used as a reference in the following. There is no minimum cost of a game nor the Jackpot, while there is the maximum cost of a game and the maximum win, for example €1 and €100 respectively as a reference in the following. In light of the above, a 30,000 game cycle requires the introduction of €30,000 of which at least 65% must be returned in prizes, equal to €19,500. The minimum duration of a game is estimated at 4 seconds, measured between two activations of the start button in consecutive games.
This controlled behaviour of AWP machines, desirable for all parties, as well as the game models typically employed, make the average spending calculatable with some precision in relatively short gambling sessions, however manufacturers are aware that certain behaviours of machine mathematics cause the player to have the perception that the result depends on his skill, reinforcing the willingness to continue playing to reach the prize. It is therefore estimated that the maximum basic hourly expenditure (Maximum_basic_hourly_expenditure) is €212/hour for a total number of games (Ntotal_games) equal to 200 in a total time (Ttotal) of 33 minutes.
VLT-type machines can be considered an evolution of the traditional AWPs, being real terminals connected to a central gambling system and without the gaming card inside, i.e., the game and the outcome of play develops on the central system and is subsequently displayed on the VLT screen. Unlike AWP machines, VLT machines use the so-called statistical cycle, where minimum RTP, equal to 83%, must be achieved within 5,000,000 games. The play is live, i.e., each time the game start button is activated, it is equivalent to a single game. The minimum cost of a game, the maximum cost of a game, and the maximum win (for example, €0.50, €10, and €5,000) are fixed. National Jackpots and local Jackpots are also available, for example up to €500,000 and up to €100,000. The minimum duration of a game is estimated at 2 seconds, measured between two activations of the start button in consecutive games.
It is therefore not possible to approximate the average or total maximum expenditure from the number of games per cycle, as in the case of AWP-type machines, but despite the high volatility of this type of machine, a maximum hourly basic expenditure (Maximum_hourly_basic_expenditure) of €2370/hour is estimated for a total number of games (Ntotal_games) equal to 1,200 in a total time (Ttotal) of 60 minutes
Regardless of the type of machine used and the mathematics hypothesized, the present invention is focused on a system for analysing gambling behaviour during the use of entertainment devices.
The system according to the present invention comprises an analysis device provided with a data processing unit operatively connected to a communication interface, detection means, a non-volatile memory and a real-time clock, all components part of the same analysis device. The device as described above could be installed within or at an entertainment device, depending on the possibilities of maintaining a data connection between the analysis device and the entertainment device and allowing use of the same analysis device without any evidence for the player.
The communication interface captures all the relevant data on the player's behaviour in relation to the game, therefore it is adapted to be operatively connected with the entertainment device for receiving gambling data comprising at least credit input data and credit value data. The connection of the communication interface with the entertainment device's CPU is preferably via USB or serial connection using a gambling event- oriented protocol.
The detection means are adapted to automatically detect a player in the proximity of the entertainment device and generate presence data and identification data. Preferably, such detection means comprise a presence detector, adapted to generate said presence data, and a camera, adapted to generate said identification data. The aforementioned camera must not be visible to the player, to maintain the possibility of detecting the latter without affecting the game. In this regard, the camera preferably has an aperture with a lens size of less than 4 mm while maintaining facial recognition capabilities, and can be activated automatically upon detection of the player's presence by said presence detector. For example, a CCD-type camera could be employed with a minimum resolution sufficient to allow the biometric recognition of the player, which can allow an angle, adjustment and translation with respect to the wall of the entertainment device.
Therefore, preferably the presence detector also with positioning and dimensions such that it is not visible to the player, defines the proximity detection of the player in front of the entertainment device.
The non-volatile memory operatively connected to said data processing unit allows the storage of both current and historical data. In one embodiment, this can be obtained by means of a memory with sufficient capacity to store at least 48 hours of data, for storing current data, and additional memory for storing historical data.
The real-time clock operatively connected to said data processing unit allows the stamping of the received data and may also perform the memory task to maintain the stamping information for a predetermined number of days, for example 60 days.
The gambling behaviour analysis system may further comprise a network communication device, part of the analysis device and operatively connected with the data processing unit, as well as a server provided with a database operatively connected with the analysis device, in which the network communication device is adapted to send suitable data to said database.
In a further embodiment, the analysis system according to the present invention could comprise a plurality of analysis devices, each operatively connected to an entertainment device, respectively, which in turn can be arranged in the same geographic location or located in different geographic locations. In this regard, each of the aforementioned analysis devices is provided with a network communication device, where the server, as described above, is provided with a database operatively connected with the analysis device and the network communication devices are adapted to send appropriate data to said database, as described in greater detail below. The structure of the information in the database is preferably such as to allow the reconstruction of the unique gambling sessions and the time-stamping of the successive gambling events, as described in greater detail below.
According to a further embodiment, the analysis device comprises a data acquisition module and a data collection module, i.e., physically separate modules which contribute to the acquisition and collection of gambling data in the entertainment device to which they are operatively connected.
Preferably, the data acquisition module comprises a presence detector, a camera, the realtime clock, the communication interface, the non-volatile memory, the data processing unit and an IR transmitter, the latter preferably of the multi-LED type with a minimum flow rate of 10 metres. Such an acquisition module may further comprise an infrared lighting support which compensates for and improves the contrast of the camera.
Similarly, the data collection module preferably comprises an IR receiver, a non-volatile memory, a data processing unit and a network communication device, the latter preferably of the Wi-Fi type.
The data acquisition module and the data collection module are, therefore, operatively connected for the data exchange respectively via the IR transmitter and the IR receiver. In particular, the collection module, being provided with the network communication device, is capable of moving the data outside of the entertainment device environment to the server to which it is operatively connected.
It is also possible to envisage a transmission other than IR, using any type of system adapted to transmit information, for example of the Bluetooth or Wi-Fi type.
Regardless of the creation of the analysis device in a single module, or defined by the aforementioned data acquisition module and data collection module, i.e., which is an integral part of the entertainment device or external thereto, the definition of the method for analysing gambling behaviour during the use of entertainment devices, according to the present invention, remains unchanged and comprises the following steps.
Automatic detection step of a player in the vicinity of an entertainment device, generating presence data and identification data.
Automatic and unique identification step of a player based on identification data.
Association step of a unique player identifier of the identified player.
In the aforementioned steps, the data processing unit is adapted to automatically and uniquely identify the player based on the identification data by associating a unique player identifier to the identified player. The automatic and unique identification of the player takes place without generating any external signal which may arouse suspicion in the player and the identification ends with the association of a unique player identifier specific to each entertainment device. The association of the unique player identifier may be accomplished by extrapolating an identifier already present, in which case facial recognition will be disabled if the presence of the identified player does not change. If the player recognition is lost and after verifying that the remaining credit value is zero, facial recognition will be reactivated to allow the identified gambling sessions to be merged. In the case of an identification not previously registered, a self-registration will be carried out, thus registering a new unique player identifier and associating it with the new identified player.
The gambling behaviour analysis method further comprise the following steps.
Step of receiving gambling data from the entertainment device, comprising at least credit input data and credit value data.
Step of time- stamping the received gambling data.
Step of storing the gambling data provided with time- stamp.
In the aforementioned steps, the data processing unit is adapted to time-stamp the gambling data received by the real-time clock and is adapted to store said gambling data provided with time-stamp in the non-volatile memory,
The gambling behaviour analysis method continues with the following steps.
A step of generating gambling session data, identifying a unique gambling session between the start of the unique gambling session, when the presence data and the credit input data are received, and the end of the unique gambling session, when the presence data is not received or the credit value data is zero or said gambling data is not received for a time exceeding a threshold value.
Step of storing the gambling session data.
The data processing unit is adapted to generate gambling session data by identifying a unique gambling session between the start of the unique gambling session, when the presence data and the credit input data are received, and the end of the unique gambling session, when the presence data is not received or the credit value data is zero or the gambling data is not received for a time exceeding a threshold value, and is adapted to store the gambling session data.
The method for analysing gambling behaviour finally comprises the step of matching the gambling data provided with time- stamp with the unique player identifier for each unique gambling session.
The data processing unit is, therefore, adapted to generate matching data between the gambling data provided with time- stamp and the unique player identifier for each unique gambling session.
The system and method described above therefore allow the detection of the presence of the player in front of the entertainment device, automatically creating a gambling session downstream of the player identification, preferably of the biometric type, i.e., automatically creating a new unique player identifier to be associated if not present.
The gambling session is therefore automatically defined by the system, which also captures all the relevant data on the player's behaviour in relation to the gambling. In particular, the gambling session is defined by the detection of the presence of the player and the simultaneous introduction of credit in the entertainment device, without the need for a simultaneous association of a unique player code, which can be assigned later. Such gambling session remains open until the automatic closing when the presence data is not received or the credit value data is zero or the gambling data is not received for a time exceeding a threshold value or after a reasonable time without activity.
The analysis device creates a master data container with each open gambling session. A session may maintain a data sub-container depending on the type of gambling events. All the containers and events will have a time-stamp, defined by time-stamping using the real-time clock.
It is possible to hypothesize some exemplary cases in the management of gambling sessions, for example, considering as unique sessions the gambling sessions interspersed for less than two minutes with the same player. In this case, the session closing time will be set in the case where the player is not present, regardless of the actual closing and/or merging of two contiguous sessions.
The gambling data collected and processed will be stored in the non-volatile memory and possibly sent cyclically, respectively to the server of the system object of the present invention, or to the data collection module.
In the case of the presence of a plurality of entertainment devices operatively connected with the same gambling behaviour analysis system, each master container will have an identifying attribute both related to the unique subject and to the entertainment device to which it is connected.
Gambling compulsiveness tends to be understood as a manifestation of the basic disorders to which is added the irresistible need to play regardless of the outcome of the bets, which leads the player to bear continuous losses and increase the bets even more in the hope of being able to quickly recover losses.
In the present invention, the main vectors which have been identified to define the aforementioned compulsivity are aggressive betting, long gambling sessions, high average spending, low ratio of credit inserted/games played, and chaotic gambling.
Appropriate indices calculated by the data processing unit, or respective further steps of the previously described method, have therefore been identified with respect to these vectors, as described below in greater detail.
One of the vectors called "aggressive gambling" is defined as the method of making concatenated bets, i.e., with little or no space between games. The method for detecting this behaviour is checking the time between "game start" and "roll spin start" or "roll spin stop". This implies the player's willingness to optimize the game time as much as possible, allowing him to increase the number of games per hour, drastically reducing the average duration of the game. In this regard, the gambling behaviour analysis method further comprising the step of generating for the identified player the aggressive gambling index by the formula, preferably processed by the data processing unit:
Figure imgf000011_0001
Preferably, the communication interface is adapted, in the step of receiving gambling data, to receive the aforementioned gambling data related to game start button activation data, roll start button activation and roll stop button activation and the data processing unit is adapted to generate for the identified player an aggressive game index by means of the aforementioned formula. In particular, the step of generating an aggressive game index comprises the steps of: setting the value DS, retrieving the predetermined value Tgame_minimum, and calculating the value Tstarting_game_mean. In this regard, the data processing unit sets said value DS equal to 1 if the data processing unit calculates a ratio greater than an aggressive gambling threshold value (30%) between the sum of the number of roll start button activations and the number of roll stop button activations with respect to the sum of the number of game start button activations, roll start button activations and roll stop button activations, while setting said value DS equal to 0 otherwise. The value Tgame_minimum is predetermined and is preferably retrieved by the same data processing unit from the non-volatile memory, typically equal to 4 seconds for AWP-type machines and equal to 2 seconds for VLT-type machines. The value Tstarting_game_mean is instead calculated by the data processing unit as an average with respect to a predetermined number of games of the differences between the timestamp of the roll start button activation and the time- stamp of the game start button activation in each game.
A further vector is referred to as "long game " and the gambling behaviour analysis method further comprises the step of generating for the identified player a long game index by the formula, preferably processed by the data processing unit:
T session mean SL = 1 + ln(l + - - )
Tsession_base
The step of generating a long game index comprises the steps of retrieving the default value Tsession_base, and calculating the value Tsession_mean. In this regard, the data processing unit retrieves from the non-volatile memory the predetermined value Tsession_base. The value Tsession_mean is calculated by the data processing unit as an average with respect to a predetermined number of sessions of the durations of the unique gambling sessions of the identified player.
The processed formula will indicate the relationship between the average session and the base session. The average session corresponds, for example, to the average daily session within an observation period. The base session depends on the type of room in which the entertainment device is installed, for example selectable between 40 minutes and 120 minutes, preferably 50 minutes in the case of a VLT-type machine.
The frequency and daily time devoted to gambling are described in the international literature as significant indicators related to problematic gambling behaviour, defining a trend, but the main indicator to be considered is weekly or monthly spending. Because of the difficulty in determining what the reference player's eligible expense is,
This vector is referred to as "hourly expense " and the gambling behaviour analysis method further comprises the step of generating for the identified player an hourly expense index by means of the formula, preferably processed by the data processing unit:
Figure imgf000013_0001
Preferably, the communication interface is adapted to receive the gambling data related to the input credit value data. In particular, in which the step of generating an hourly expense index comprises the steps of retrieving the predetermined value Expenditure_hourly_base, calculating the value Expenditure_total, and calculating the value Time_session_total. In this regard, the data processing unit preferably retrieves from the non-volatile memory the predetermined value Expenditure_hourly_base. The value Expenditure_total is preferably calculated by the data processing unit as the sum of the input credit values with respect to a predetermined number of sessions. Finally, the value Time_session_total is preferably calculated as the sum of a predetermined number of sessions of the unique gambling session durations of the identified player. Preferably, the value Expenditure_hourly_base is equal to 180€/hour for the AWP-type machine and is equal to 948€/hour for the VLT-type machine.
It has occurred that a problematic player tends to sacrifice/risk small prizes to try to achieve bigger prizes. This is detected from the combined strategy of increasing bets when the machine concatenates a large number of no prize games. The average game duration tends to drastically decrease. The vector " game/expenditure ratio" is therefore identified, with the relative calculated index, preferably by the data processing unit, as
Nqame total/ Expenditure total
PI = 1 + n(l + ~ - — — - )
N game_unitexpenditure
Preferably, the communication interface is adapted to receive the gambling data related to the game start button activation data and input credit value data. In particular, the step of generating a game/expenditure ratio index comprises the steps of retrieving the predetermined value Ngame_unitexpenditure, calculating the value Ngame_total, and calculating the value Exependiture_total. In this respect, the data processing unit preferably retrieves from the non- volatile memory the predetermined value Ngame_unit_expenditure. The value Ngame_total is preferably calculated by the data processing unit as the sum of the number of game start button activations with respect to a predetermined number of sessions. Finally, the value Exependiture_total is preferably calculated by the data processing unit as the sum of the input credit values with respect to the number of predetermined sessions. The value Ngame_unit_expenditure is preferably predetermined at a value of 1.78 games/€ in the case of AWP-type machines and is preferably predetermined at a value of 1.6 games/€ in the case of VLT-type machines.
A further index is called "chaotic play", where the player changes the bet value without a clear strategy, increasing it to try to improve the prize multiplier and lowering it to obtain more time with the available balance. Chaotic gambling considerations can be associated with the player's awareness that they no longer have the financial resources to maintain the game, thus increasing the bet to recover the balance to be played and lowering it to lengthen the game time. The relative chaotic game index is therefore identified, preferably by the data processing unit, as
Figure imgf000014_0001
where the natural logarithm is applied to the absolute value of the fraction identified and corrected with a predefined constant "k", for example with a value of 0.3 or another defined value useful for correcting any singularities in the case of "n" equal to "m".
Preferably, the communication interface is adapted to receive the gambling data related to bet variation data. In particular, the step of generating a chaotic play index comprises the steps of calculating the value "n" and calculating the value "m". In this respect, the data processing unit preferably calculates the value "n" as the sum of the number of incremental bet variations with respect to a predetermined number of sessions. Similarly, the data processing unit preferably calculates the value "m" as the sum of the number of variations of decreasing bet with respect to the same number of predetermined sessions.
In either case, only the voluntary changes which precede the start of the game are counted. If the entertainment device automatically adjusts the available balance bet, it will not be counted as a voluntary change. In addition to the extracted or processed data already described, the system preferably receives and applies a time- stamp to all further events which occur during the game, or to a previously identified subset thereof.
The system according to the present invention may also be provided with a web application for managing the data collection. This web application must have at least the capabilities of machine status monitoring, information reception monitoring and global dashboard. It is also possible to use the web application to define the vectors to be checked and the indices thereof.
In addition to the calculation of the indices discussed above, it is also possible to consider a formulation of "Pathological Gambling level", defining a further step of the method which is related to the calculation of the aforementioned level based on one or more of the indices described above.
For example, the data processing unit may calculate the GAP level as
GAP Level = GA * SL * SO * PI * GC
Where AG, SL, SO, PI and GC correspond to the indices calculated previously.
According to a further embodiment, the data processing unit can calculate the GAP Level as
GAP Level = GC * [Pl * GA * SL + P2 * SO + P3 * PI] in which the values of Pl, P2 and P3 correspond to a weight-based weighting of the aforementioned values of Pl, P2 and P3 which would allow modulating the importance of each of the vectors.
In both cases, the objective is to establish a synthetic GAP level to be compared with appropriate threshold values able to define a risk scale, where a first range corresponds to a serious risk, a second range adjacent to the previous one corresponds to a moderate risk, a third range adjacent to the previous one corresponds to a slight risk and a fourth range adjacent to the previous one corresponds to a non-problematic player.
The GAP Level thus defined may be subject to changes in terms of range extension and number, and in particular, is not intended to be linear, but rather to increase the current three categories of problematic players, bringing them to a higher number, for example equal to nine, so as to identify a plurality of subgroups of the three current categories which are not necessarily proportional to each other. The system according to the present invention may also employ the calculated GAP Level to inform the player or define strategies to limit the possibility of gambling if the calculated GAP Level defines a predefined risk, e.g., moderate or high.
To this end, the method according to the present invention could further comprise a step of sending an alarm signal to the entertainment device, for example by using the communication interface.
Alternatively, or in combination, the method according to the present invention could further comprise a step of sending a credit unloading command, a game stop command, or a stop command of the entertainment device.
The aim will be to deter the player with potential pathological gambling problems.
Thus, the system and method according to the present invention make it possible to objectify the player's behaviour in the use of entertainment devices, especially of the AWP and VLT-type, by identifying potentially abnormal behaviour indices in real time during the gambling steps thereof.
In fact, by means of the system and method according to the present invention it is possible to reduce the detection times of players at risk of pathological gambling and proactively establish a new state of the art in the evaluation and prevention of pathological gambling.
The system and method for analysing gambling behaviour according to the present invention therefore allow the detection of potentially negative effects from the player's behaviour directly during the gambling steps. In particular, the system and the method for analysing gambling behaviour according to the present invention allow objective measurements to be made which do not depend on the willingness of the player to make truthful statements, as well as on the analytical capacity of a clinical specialist. In this regard, the system and method of the present invention allow the rapid and low-cost obtaining of objective behavioural information which can be useful and complementary to increase the accuracy of the clinical specialist's diagnoses.
Finally, the gambling behaviour analysis system and method according to the present invention can allow the implementation of gambling dynamics adapted to reduce or limit potential adverse effects with the intention of implementing active deterrent actions.

Claims

1. System for analysing gambling behaviour during the use of entertainment devices, characterized in that it comprises an analysis device provided with:
- a communication interface, able to be operatively connected to said entertainment devices for receiving gambling data comprising at least credit input data and credit value data;
- detection means, able to automatically detect a player in the proximity of said entertainment device and to generate presence data and identification data;
- a data processing unit operatively connected to said communication interface and to said detection means;
- a non-volatile memory operatively connected to said data processing unit;
- a real-time clock operatively connected to said data processing unit; wherein said data processing unit is able to automatically detect is able to automatically and uniquely identify said player based on the identification data by associating a unique player identifier to said identified player, wherein said data processing unit is able to time-stamp said gambling data received by said real-time clock and is able to store said gambling data provided with time-stamp in the non-volatile memory, wherein said data processing unit is able to generate gambling session data by identifying a unique gambling session between the start of said unique gambling session, when said presence data and said credit input data are received, and the end of said unique gambling session, when said presence data is not received or said credit value data is zero or said gambling data is not received for a time exceeding a threshold value, and is able to store said gambling session data, and wherein said data processing unit is able to generate matching data between said gambling data provided with time- stamp and said unique player identifier for each unique gambling session.
2. System for analysing gambling behaviour according to claim 1, comprising one or more of said analysis devices each operatively connected to an entertainment device, respectively and provided with a network communication device, wherein said system for analysing gambling behaviour comprises a server provided with a database operatively connected with said analysis devices, and wherein said network communication devices are able to send said matching data to said database. System for analysing gambling behaviour according to claim 1 or 2, wherein said detection means comprise a presence detector, able to generate said presence data, and a camera, able to generate said identification data. System for analysing gambling behaviour according to claim 2 or 3, wherein said analysis device comprises a data acquisition module and a data collection module, wherein said data acquisition module comprises a presence detector, said camera, said real-time clock, said communication interface, said non-volatile memory, said data processing unit and an IR transmitter, and wherein said data collection module comprises an IR receiver, a non-volatile memory, a data processing unit and a network communication device, and wherein said data acquisition module and said data collection module are operatively connected for the data exchange respectively via said IR transmitter and said IR receiver. System for analysing gambling behaviour according to one of claims from 1 to 4, wherein said communication interface is able to receive said gambling data related to game start button activation data, roll start button activation and roll stop button activation, wherein said data processing unit is able to generate for said player an aggressive game index by means of the formula
Figure imgf000018_0001
wherein said data processing unit sets said value DS equal to 1 if said data processing unit calculates a ratio greater than an aggressive gambling threshold value between the sum of the number of roll start button activations and the number of roll stop button activations with respect to the sum of the number of game start button activations, roll start button activations and roll stop button activations and wherein said data processing unit sets said value DS equal to 0 otherwise, wherein said data processing unit retrieves said predetermined value Tgame_minimum from said non-volatile memory, and wherein said data processing unit calculates said value Tstarting_game_mean as an average with respect to a predetermined number of games of the differences between the time- stamp of the roll start button activation and the time- stamp of the game start button activation in each game. System for analysing gambling behaviour according to one of claims from 1 to 5, wherein said data processing unit is able to generate for said player a long game index by the formula
Figure imgf000019_0001
wherein said data processing unit retrieves from said non-volatile memory said predetermined value Tsession_base, and wherein said data processing unit calculates said value Tsession_mean as an average with respect to a predetermined number of sessions of the durations of the unique gambling sessions of said identified player. System for analysing gambling behaviour according to one of claims from 1 to 6, wherein said communication interface is able to receive said gambling data related to the input credit value data, wherein said data processing unit is able to generate an hourly expense index by the formula
Figure imgf000019_0002
wherein said data processing unit retrieves from said non-volatile memory said predetermined value Expenditure_hourly_base, wherein said data processing unit calculates said value Expenditure_total as the sum of said input credit values with respect to a predetermined number of sessions, and wherein said data processing unit calculates said value Time_session_total as the sum of the unique gambling session durations of said identified player with respect to a predetermined number of sessions.
18 System for analysing gambling behaviour according to one of claims from 1 to 7, wherein said communication interface is able to receive said gambling data related to the game start button activation data and input credit value data, wherein said data processing unit is able to generate a game/expenditure ratio index for said player by the formula
Figure imgf000020_0001
wherein said data processing unit retrieves from said non-volatile memory said predetermined value Ngame_unitexpenditure, wherein said data processing unit calculates said value Ngame_total as the sum of the number of game start button activations with respect to a predetermined number of sessions, and wherein said data processing unit calculates said value Expenditure_total as the sum of said input credit values with respect to the number of predetermined sessions. System for analysing gambling behaviour according to one of claims from 1 to 8, wherein said communication interface is able to receive said gambling data related to the bet variation data, wherein said data processing unit is able to generate a chaotic game index for said player by the formula
Figure imgf000020_0002
wherein said data processing unit retrieves said predefined value k from said nonvolatile memory, wherein said data processing unit calculates said value n as the sum of the number of incremental bet variations with respect to a predetermined number of sessions, and wherein said data processing unit calculates said value m as the sum of the number of variations of decreasing bet with respect to the same number of predetermined sessions. Method for analysing gambling behaviour during the use of entertainment devices, characterized in that it comprises the steps of:
- automatic detection of a player in the proximity of said entertainment device,
19 generating presence data and identification data;
- automatic and unique identification of a player based on identification data;
- association of a unique player identifier of said identified player;
- receiving gambling data from said entertainment device, comprising at least credit input data and credit value data;
- time-stamping said gambling data received;
- storing said gambling data provided with time- stamp;
- generating gambling session data by identifying a unique gambling session between the start of said unique gambling session, when said presence data and said credit input data are received, and the end of said unique gambling session, when said presence data is not received or said credit value data is zero or said gambling data is not received for a time exceeding a threshold value;
- storing said gambling session data;
- matching said gambling data provided with time- stamp and said unique player identifier for each unique gambling session. Method for analysing gambling behaviour according to claim 10, further comprising the step of generating for said player an aggressive game index by means of the formula
Figure imgf000021_0001
wherein said step of receiving said gambling data from said entertainment device comprises game start button activation data, roll start button activation and roll stop button activation, and wherein said step of generating an aggressive game index comprises the following steps:
- sets said value DS equal to 1 if the ratio between the sum of the number of roll start button activations and the number of roll stop button activations with respect to the sum of the number of game start button activations, roll start button activations and roll stop button activations is greater than an aggressive gambling threshold value and equal to 0 otherwise,
- retrieving said predetermined value Tgame_minimum, and
20 - calculating said value Tstarting_game_mean as an average with respect to a predetermined number of games of the differences between the time-stamp of the roll start button activation and the time- stamp of the game start button activation in each game. Method for analysing gambling behaviour according to claim 10 or 11, further comprising the step of generating for said player a long game index by means of the formula
Figure imgf000022_0001
wherein said step of generating said long game index comprises the following steps:
- retrieving said predetermined value Tsession_base, and
- calculating said value T session_mean as an average with respect to a predetermined number of sessions of the durations of the unique gambling sessions of said identified player. Method for analysing gambling behaviour according one of claims from 10 to 12, further comprising the step of generating for said player an hourly expense index by the formula
Figure imgf000022_0002
wherein said step of receiving gambling data from said entertainment device comprises credit input data, and wherein said step of generating an hourly expense index comprises the steps of:
- retrieving said predetermined value Expenditure_hourly_base,
- calculating said value Expenditure_total as the sum of said input credit values with respect to a predetermined number of sessions, and
- calculating said value Time_session_total as the sum of the unique gambling session durations of said identified player with respect to a predetermined number of sessions. Method for analysing gambling behaviour according one of claims from 10 to 13, further comprising the step of generating for said player a game/expenditure ratio index by the formula
21 N game J:otal/ Expenditure J:otal
1 + ln(l H - — - ; - — - )
N game_unitexpenditure wherein said step of receiving gambling data from said entertainment device comprises the game start button activation data and input credit value data, and wherein said step of generating a game/expenditure ratio index comprises the steps of:
- retrieving said predetermined value Ngame_unitexpenditure,
- calculating said value Ngame_total as the sum of the number of game start button activations with respect to a predetermined number of sessions, and
- calculating said value Expenditure_total as the sum of said input credit values with respect to the number of predetermined sessions. Method for analysing gambling behaviour according one of claims from 10 to 14, further comprising the step of generating for said player a chaotic game index by the formula
Figure imgf000023_0001
wherein said step of receiving gambling data from said entertainment device comprises the bet variation data, and wherein said step of generating a chaotic game index comprises the steps of:
- calculating said value n as the sum of the number of incremental bet variations with respect to a predetermined number of sessions, and
- calculating said value m as the sum of the number of variations of decreasing bet with respect to the same number of predetermined sessions.
PCT/IB2020/060643 2020-11-12 2020-11-12 System and method for analysing gambling behaviour WO2022101661A1 (en)

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Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080090645A1 (en) * 2005-12-02 2008-04-17 Walker Jay S Gaming Systems And Apparatus For Detecting A Signal Indicative Of A Problem Gambler And Dispatching An Event In Response Thereto
US20120021832A1 (en) * 2010-07-23 2012-01-26 Martin Lyons System and Method for a Player to Commit to Limitations With Biometrical Enforcement

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20080090645A1 (en) * 2005-12-02 2008-04-17 Walker Jay S Gaming Systems And Apparatus For Detecting A Signal Indicative Of A Problem Gambler And Dispatching An Event In Response Thereto
US20120021832A1 (en) * 2010-07-23 2012-01-26 Martin Lyons System and Method for a Player to Commit to Limitations With Biometrical Enforcement

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