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// PUBLIC GAMING INTERNATIONAL // September/October 2016

will attract younger and more dynamic

crowds that are indifferent to tradi-

tional gambling games. Creators from

other industries, such as video games,

board games, and sports, probably will

enter this new market with innovative

solutions of their own.

Traditional legislation authorizing li-

censed gambling allows a state gaming

board to oversee gambling games, or

those involving the elements of prize,

consideration, and chance. Gaming

authorities, in partnership with law

enforcement agencies, are authorized

to prevent such games from being

conducted outside a casino or other

licensed gaming establishment. The

regulations are clear—games per-

mitted in a casino cannot be played

outside of a casino for money, with the

exception of special cases like licensed

charity games.

Skill-based games, however, can be

played outside of a casino for money

without a gaming license. The new

regulations in Nevada and New Jersey

may allow these activities to be consid-

ered “gambling games” if they occur

within a casino and have been ap-

proved by gaming authorities. In this

context, whether an activity is consid-

ered “gambling” is not determined by

the characteristics of the game itself,

but by the approval of the game by

state authorities.

This creates ambiguity around tradi-

tional gaming enforcement; casinos

now may be permitted to oper-

ate games for money that are also

permitted to be played for money

outside a casino. This raises addi-

tional questions:

• If a casino operates a skills-based

game outside its complex without

the approval of authorities, can it ar-

gue that the game is not a “gambling

game” and is therefore beyond the

jurisdiction of the gaming officials?

• Does approval of a skill game for

play in a casino as a “gambling

game” prevent its play for money

outside a licensed environment?

Despite these grey areas, the clear

intent of legislation has been that casi-

nos should be allowed to operate skill

games within their establishments.

Similar activities involving skill games

outside a casino may well be beyond

the jurisdiction of regulators.

Other states that may seek to expand

gaming opportunities beyond tra-

ditional gambling games should be

aware of potential language conflicts

with standard enforcement laws and

policies. Although intent may be clear,

legal issues may arise because of the

wording of future skill-based regula-

tions as they are incorporated into

existing policies.

smartphones fuel gaming

among millennials

Millennials—the tech-savvy genera-

tion of young adults who are coveted

by marketers across industries—are us-

ing mobile smartphone technology to

fuel unprecedented interest in gaming.

In a recent report by the UK Gaming

Commission, the percentage of 18- to

34-year-olds gambling on their smart-

phones has increased from 10% in

2008 to 17.5% in 2014. This age co-

hort is the first truly “on-line” genera-

tion, and their use of mobile phones

demonstrates their familiarity and

proficiency with technology—they

spend 3.2 hours per day on average on

their smartphones, or nearly a full day

each week.

The heavy use of smartphones is great

news for gambling companies, who

have moved their services online.

Advancements in smartphone tech-

nology have enabled the placing of

bets for sport, playing online poker,

and accessing online casinos, which

means there is more opportunity for

gambling providers to engage play-

ers. Millennials can now gamble via

social networking sites and play games

through apps, while providers can cap-

ture behavioral tracking data to inform

game design in the future.

Mobile gambling, however, is only

one segment of the overall gaming

industry, an estimated $36 billion

behemoth worldwide. It is an indus-

try enjoying dramatic growth and

equally dramatic shifts in thinking

about game development and how to

engage players.

Game developers traditionally focused

on achieving such metrics as DAU

(daily active users) and MAU (month-

ly active users). New thinking centers

on “regulars,” those who play a certain

game every day (in many instances, 90

minutes or more per day). Developers

try to create a gaming environment

that will continue to engage such

frequent users. Frequently, this can

be achieved through social gameplay

within a game … the player-to-player

interactions, sharing, and competing.

To emphasize the strategic importance

of regulars, Kabam, a company that

has created six game titles that gener-

ated $100 million in revenue, is think-

ing about how to develop games that

may last for as long as a decade.

While developers scramble to compete

in the U.S., UK, and Japanese gaming

markets, China has, somewhat quietly,

become the largest mobile gaming

market in the world. The Chinese

market represents new complica-

tions from technical, regulatory, and

marketing perspectives. In fact, Asian

companies are expected to be very ag-

gressive in acquiring western compa-

nies to help fuel the Chinese market.

So the industry faces a challenging

admixture of dynamics: Millennials’

attitudes toward gaming, the rise of

the Chinese market, and the growing

presence of VR (virtual reality) hard-

ware. The stage is set for unprecedent-

ed innovation and industry growth.