46. A non-transitory computer readable storage medium having instructions stored therein thereon, the instructions, when executed, being operable to cause a computerized wagering game system to: establish a communication link using network infrastructure with a plurality of electronic gaming machines; generate a gaming and play behavior model by partitioning play data into a plurality of game session patterns, each game session pattern corresponds to a time period and indicates occurrence of game features over the time period; detect in real time or near real time that the player begins to play a game or indicates a desire to play the game using a first electronic gaming machine of the plurality of electronic gaming machines; collect, from the first electronic gaming machine using the communication link, at the moment of the detection that a current player begins to play the game or indicates a desire to play the game, a first set of real time game data related to game factors for game play in an ongoing live game; determine that the first set of real-time game data has been collected for a minimum length of time of game play; match the first set of real-time game data to a first set of game session patterns of the plurality of game session patterns; determine at least one game player type from among a set of predefined game player types for the current player based on the first set of game session patterns; and transmit, to the first electronic gaming machine using the communication link, the selection of wagering games which are identified based on the determined at least one game player type.
48. The computer readable storage medium of claim 46 , wherein at least a portion of the stored play data used for generating the gaming and play behavior model is linked to the player's wagering game system registration.