Background Image
Previous Page  89 / 100 Next Page
Information
Show Menu
Previous Page 89 / 100 Next Page
Page Background

September/October 2016 // PUBLIC GAMING INTERNATIONAL //

89

pokémon go could

herald a new world of

gambling technology

When the presence of a Pokémon

(an augmented reality) can trigger a

human stampede in New York City’s

Central Park (a “real” reality), you

know the world is in the grip of a

gaming tsunami.

Within two days of its release, the aug-

mented reality gaming app Pokémon

Go had been installed on more than

five percent of all Android smart-

phones in the U.S. Four days later, it

had become the most popular mobile

game of all time in the United States,

with 21 million users, a figure that

surpassed Candy Crush Saga’s high of

20 million.

Game makers Nintendo and publisher

The Pokémon Company are mak-

ing $1.6 million per day from the

US iOS store alone on a game that is

“free.” The moneymaking is generated

by in-app transactions, which enable

the purchase of items that will increase

the efficiency of Pokémon playing.

Advancements in mobile internet con-

nectivity and mobile processor speeds

have made games like Pokémon Go

more viable in recent months. Aug-

mented Reality (AR) is the foundation

of Pokémon Go. And while there has

been industry buzz around virtual real-

ity—AR’s more evolved cousin—as

VR goggles were made commercially

available for the first time this year, the

expense of VR hardware means it is a

market for the future, perhaps a few

years away from mass adoption.

The gambling industry is closely

observing the popularity of AR games

because the millennial generation, the

first truly “gamer” cohort, appears to

be disinterested in traditional ap-

proaches to gambling. Recent actions

have been designed to enable a new

gaming approach. For example, the

states of Nevada and New Jersey have

revised their gaming laws to permit

“variable payouts.” This will allow for

the advent of video-game-slot hy-

brids on the casino floor. Historically,

anybody playing a gambling machine

had to be offered the same chance of

winning. The legalization of variable

payouts means that players who have

mastered a certain video-game-style

bonus round, for example, can earn a

better chance of winning.

Coupled with AR and variable payouts

is the rising popularity of e-sports

betting. Sports-like gambling markets

could emerge around Pokémon GO

games, although it remains to be seen

how much of a “skill” element the

game actually possesses.

One of Pokémon Go’s principal attrac-

tions is the existence of highly coveted

rare creatures. This game feature has

sparked speculation that Nintendo

might launch a trading platform,

where monsters can be bought and

sold or traded like baseball cards. It

is a potentially lucrative, although

risky proposition as Valve recently

discovered. The maker of the game

Counter-Strike: Global Offensive (CS:

GO) and owner of the Steam games

platform, Valve introduced “skins”—

designer weapons of varying degrees of

rarity that could be acquired or sold.

Valve intended to create an in-game

economy, but an unwanted gambling

industry grew up around the skins.

Third-party sites used skins like a

digital currency with which players

could wager on lottery-style games or

esports matches.

The introduction of skins made CS:

GO one of the most popular games of

all time, but because much of CS: GO’s

audience is minors, Valve was sued for

profiting from underage gambling.

Augmented and virtual reality will play

a major role as game developers create

a mix of social, skill-based, and betting

game hybrids. Casinos of the future

may be virtual reality arenas, where

“cyber athletes” compete while audi-

ence members strap themselves into

their VR headsets and place their bets.

what constitutes gambling?

skill games expand the

traditional definition

What is gambling? For decades, gam-

bling has been defined as a game that

requires players to risk something of

value for a prize that is awarded based

on the outcome of an uncertain event.

You place your bets, spin the wheel

(or roll the dice or play the cards) and

hope to be rewarded.

Gambling has been defined as Prize

+ Chance + Consideration and needs

to include all three. This traditional

definition is changing, however, with

the legalization of skill-based gaming

in Nevada and New Jersey. Skill-

based gaming redefines gambling by

eliminating or reducing the amount

of chance involved in a game. Recent

changes have expanded the scope of

gaming laws so that such games may

be authorized, approved, and regulated

on casino floors.

Nevada and New Jersey are the leading

developers of gaming policy. Accord-

ingly, their regulatory models for skill-

based games will become templates

for other jurisdictions that may wish

to authorize such games. However,

expansion may be impeded by differ-

ing state statutes, regulations, and case

law that determine how a state defines

“gambling,” specifically, the compo-

nent of chance.

These changes provide casinos an

opportunity for innovation. Game

developers are confident that new

head-to-head and multiplayer games

INNOVATION

IN GAMES

OF CHANCE