摘要:
A method and system for collecting and categorizing survey data includes receiving customer information from a customer. A query is identified based at least in part on the customer information. The query is output for presentation to the customer. In one embodiment, the query is presented to the customer by prompting an employee, such as a clerk at a point-of-sale terminal, to verbally present the question to the customer. A customer response to the query is then received. The request from the customer may be, for example, a request to purchase one or more products or it may be a request for assistance or information. The customer response is then captured and analyzed.
摘要:
Systems and methods are provided wherein an indication of a plurality of product categories is received, each product category being associated with a plurality of products. For example, the indication of the plurality of product categories may be received from a buyer. Buyer offer information, including an indication of an offer amount associated with the plurality of product categories, is also received. A subset of the plurality of products is selected for each of the product categories, and an indication of the selected products is provided. The buyer's offer may then be evaluated. If the buyer's offer is accepted, the selected products may be provided to the buyer in exchange for payment of the offer amount.
摘要:
A system, method, and ticket for a lottery player to increase a payout received for winning a lottery game is disclosed. A request to purchase a set of play indicia (e.g. lottery numbers) and to associate the play indicia with a multiplier is received from a player. Data relating to the set of play indicia and data identifying the multiplier are stored in a memory where they are logically associated with each other. A purchase price is determined for the multiplier based upon various factors including the expected value of the multiplier as applied to a lottery ticket. The set of play indicia may be for a drawing-type lottery game and/or an instant-type lottery game and may be defined by characters and/or other representations. The magnitude of the multiplier may be determined at random.
摘要:
Purchasing systems and methods are provided wherein a buyer takes possession of a product at a retailer. A purchasing system may communicate with a buyer through a communication network to establish a first price for a product between the buyer and a seller. The purchasing system may also arrange for the buyer to take possession of the product at a retailer, different from the seller, that offers the product for sale at a second price. Verification information, which enables the retailer to authorize the buyer to take possession of the product, is transmitted to the retailer. The buyer provides a payment, based on the first price, to the purchasing system in exchange for the right to take possession of the product at the retailer. In one embodiment, the purchasing system receives a buyer offer, including an offer price, related to the product. In another embodiment, the purchasing system transmits redemption information, including a redemption code, to the buyer. The redemption information may also include information that enables the creation of a voucher to be used when taking possession of the product. The purchasing system may also receive information related to an attempt by the buyer to take possession of the product, including the redemption code, from the retailer.
摘要:
In accordance with the present invention, a controller such as an online service provider computer or an ISP computer receives a survey including survey questions from a client desiring to have a survey conducted. The controller creates respondent questions based on the survey questions. The controller also selects one or more respondents from a list of possible respondents, such as a list of customer accounts. The respondent questions are transmitted to the selected respondents. Responses corresponding to the respondent questions are received. The controller applies an inconsistency test to the responses to generate an inconsistency test result. The inconsistency test determines if the responses originate from computers or humans not paying attention to the questions. Based on the inconsistency test result, a fraud signal may be generated. The fraud signal may result in several actions, such as the controller ignoring the responses received from the corresponding respondent, reducing or eliminating payment to the respondent, transmitting a message of reprimand to the respondent, and/or barring the respondent from future participation in surveys.
摘要:
A gaming device such as a video based slot machine provides a player the ability to modify at least one parameter of the slot machine. The slot machine then modifies other parameters to ensure a desired house advantage. Odds, payout schedules and wager amounts may be customized by a player, and the slot machine automatically determines changes in other parameters which were not customized to maintain a constant house advantage. Software running on the slot machine uses an equation that takes into account pertinent parameters or variables such as size of jackpot, amount wagered taken in at each pull, and probability of hitting the jackpot at each pull. Based on the equation, the software adjusts parameters other than the one(s) specified by the player so that the outcome (the house advantage) remains constant with each pull. A player interface provides an easy to use method of modifying selected parameters.
摘要:
A method for providing a product is described in which a selection of a product is received from a customer, a fee to play a game is received, an outcome of the game is determined, the product is provided to the customer if the outcome is a winning outcome, and a portion of the fee is credited to the customer if the outcome is a losing outcome.
摘要:
An electronic gaming device and method for operating the same is disclosed. According to one aspect of the invention, the device is a video poker machine that displays an initial hand of cards to a player. The player considers the initial hand and executes a game strategy by selecting certain of the cards to hold and others to discard, if any. A player's selection of cards causes a signal to be received by the device. The signal indicates which of the of the cards in the initial hand are to be held and which are to be dicarded. Based on the signal, the device determines a number of cards to be drawn. For each discard card, the device displays an additional draw card in place thereof and determines a payout based on a ranking of the final hand and the number of cards drawn.
摘要:
An electronic amusement device and a method for operating the device are disclosed. In accordance with one embodiment, a slot machine receives an initiation signal to initiate game play at the slot machine. The slot machine conducts a game in response to the initiation signal. The slot machine determines whether a propagation criteria has been achieved and outputs a propagation signal, indicating a performance adjustment, to at least one other slot machine. In accordance with a second embodiment, a slot machine that stores a performance level is disclosed. The slot machine receives a propagation signal indicating a performance adjustment, and the slot machine adjusts the performance level accordingly. A slot server and method for operating the server are also disclosed.
摘要:
An electronic gaming device, such as a slot machine, is provided which initiates a game without input from a player. After initiating the game, the device may present one or more active game elements, such as rotating slot reels, to the player. The device determines an outcome of the game corresponding to a final position of the active game elements. The device further provides an interval to the player to make payment before the final outcome of the game is displayed. Payouts to the player are based on the final outcome and whether the player has made payment. Payouts may be increased based on a measurement of the player's participation rate in a series of games and the frequency of the games played, as measured by the device.