An electronic gaming machine includes a display, a digital camera device, a credit input mechanism, and a processor programmed to perform operations comprising: (i) receiving, from the digital camera device, a digital image of the player; (ii) determining an emotional state of the player by performing facial expression analysis on the digital image; (iii) determining an emotion level of the player by categorizing the emotional state of the player based on the determined emotional state, the categorizing includes a first state representing a positive emotional level and a second state representing another emotional level; (iv) determining that the emotional level is the other emotional level; and (v) automatically initiating a game session action during the game play session, the game session action is configured to cause the player to transition to the positive emotional level. 11634534_1 (GHMatters) P111606.AU RECEIVING A DIGITAL IMAGE OF A DETERMINING AN EMOTIONAL STATE BY PERFORMING FACIAL EXPRESSION ANALYSIS ON THE DIGITAL IMAGE r630 DETERMINING AN EMOTIONAL LEVEL BY CATEGORIGING THE EMOTIONAL STATE OF THE PLAYER 640 , 644 CATEGORY 1: CATE Y 642 CATEGORY 3: EXCITED DISTRACTED SATISFIED CATEGORY 2: UNHAPPY ENGAGED CONTENT ANGRY LIMITED ATTENTION EXPRESSIONLESS 650 670 I YT NO ACTION 660 LOCAL SYSTL EOM SYSTE M LOCAL OR LCLSSE 662 SYSTE M ,, 664 674,, DRINK OFFER, LIGHT SHOW FCOMPLA ATTNDAT MSI ATTENDANT
GAMING MACHINE AND METHOD FOR EVALUATING PLAYER REACTIONS