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G3-247 Report MOBILE & TABLET GAMING


WHAT CAN MOBILE/TABLET REAL MONEY GAMING LEARN FROM THE SUCCESS OF SOCIAL GAMING ON MOBILES? AND WHAT CROSS-OVER CAN WE EXPECT?


Ashley Lang, Founder and CEO of Odobo - User experience.


If you look at how a player gets up and running with a virtual currency casino versus a real money offering, the two journeys are incomparable. On the social side, get- ting started is as easy as signing into your Twitter or Facebook account, authorising an in-app purchase, and getting directly into the game. On the real-money side, a player has to seek out an operator either via website or app, register with a complex form specific to their juris- diction, enter payment information, make a payment, and only then, assuming that there are no KYC deposit hurdles as some jurisdictions have, can they play. In some cases there are even special identification meas- ures that need to be undertaken prior to registering for an operator to comply with the local legal landscape.


In some way, this relates to the point of cross-over. Would we have more real-money gamblers if it was an easier experience? Furthermore, if we had like-for-like


On the social side, getting


started is as easy as signing into your Twitter or Facebook


account, authorising an in-app purchase, and getting directly into the game.


player journeys, would we see comparable numbers of players with more players attempting both sides?


HOW IS NFC BEING INCORPORATED INTO MOBILE GAMING APPLICATIONS AND WHAT ARE THE BENEFITS TO THE PLAYER?


Luke Alvarez, CEO, Inspired Gaming Group -NFC has been under-utilised so far and many retailers are looking at how it can be better harnessed for gaming. We are working on some ideas that involve NFC.


Jerry Bowskill, Chief Technology Officer for Williams Interactive - NFC offers potential in a cou-


ple of areas. It provides a mechanism for mobile devices to interact with physical land based gaming systems and there are a number of research and development initia- tives to see how this can be used to enhance the playing experience, whether that’s by allowing the player to ‘walk away’ with a gaming title they discover on a casi- no floor or ‘walk in’ with a free spin that has been awarded on the internet. The second are of promise is around payments and this is already well advanced in Europe with NFC becoming a standard by which debit card transactions are conducted at point of sale termi- nals.


HOW SEGMENTED IS THE TABLET/MOBILE PLAYER BASE? IS THE MOBILE/TABLET AUDIENCE A NEW AUDIENCE - A YOUNGER PLAYER BASE OR AN OLDER (SILVER- SURFER) PLAYER BASE?


Bryan Kelly, Senior Vice-President of Technology, Bally Technologies - It is younger - approximately 10-15 years younger. And as the baby boomers grow older, they’re also more tech savvy; they’re used to using tablets, used to resistive communi- cation. Casinos need to provide these tools to engage with their players, to communication with them 24/7.


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