6. The method of claim 1 , wherein the plurality of game session patterns represents at least one game factor selected from the group consisting of: game session length, play behavior, game behavior, game language, game location, game selection, elapsed time with one game, wagering behavior, game type, game theme, wager amounts, wager denominations, play rates, typical bonus values, game brand, prize distributions, amounts of incremental wagers, frequency of wagering, for instance the presence or absence of multiple rounds of wagering in a game, the number of rounds of wagers permitted in a game, maximum wager amounts permitted, minimum wager amounts permitted, amount of wagering, elapsed time between selected events for instance starting a new game, reaction to bonus rounds, reaction to progressive outputs, pay table features, amount of incremental wagers, frequency of wagering, elapsed time for player reaction, amount of wagering, elapsed time between wagers, frequency of player action, game rules, game complexity, ability for a player to control or have an effect on a game outcome, whether an outcome is predetermined, whether parallel wagering is provided, average game speed, average wager amounts, average wager rate, presence or frequency of bonus rounds, presence and frequency of progressive outputs, payout percentages, win rates, win percentages, loss rates, loss percentages, use of special features, frequency of use of special features, number of lines played, total amount wagered, and type of payment received.
1. A computer implemented method of operating a wagering game system in real time, comprising the steps of: establishing a communication link using network infrastructure between a plurality of gaming devices and a central recommender processor, wherein each gaming device is operated by a player having a wagering game system registration, and wherein each gaming device is programmed to carry out game functions of receiving wagering and game instructions, determining a game outcome and determining an award; generating a gaming and play behavior model by partitioning stored play data into a plurality of game session patterns, each game session pattern corresponds to a time period and indicates occurrence of game factors over the time period; detecting, at the recommender processor, in real time or near real time that a current player begins to play a game or indicates a desire to play the game using a first gaming device of the plurality of gaming devices; collecting, by the recommender processor from the first gaming device using the communication link, at the moment of the detection that the current player begins to play the game or indicates the desire to play the game, a first set of real time game data defining occurrence of game factors for game play in an ongoing live game; determining, by the recommender processor, that the first set of real time game data has been collected for a minimum length of time of game play required to categorize game behaviour using the plurality of game session patterns; matching, by the recommender processor, the first set of real time game data to a first set of game session patterns of the plurality of game session patterns; determining, by the recommender processor, at least one game player type from among a set of predefined game player types for the current game player based on the first set of game session patterns; and transmitting from the recommender processor to the first gaming device using the communication link, a selection of games identified for the determined at least one game player type.