Events
IAGA SUMMIT New York 2017
think they are still responsive to mail promotions that may or may not contain incentives such as free items or other enticements. Billboards and posters are still effective as well as magazine ads..
Omer Sattar: It is important to recognize that technology inherently is not the goal but rather a mechanism which permits a person to do the “something” which they desire to do. To that extent, technology should be as invisible as possible and rather the focus should be on the UX (User Experience).
We know from extensive published research on Millennials and Gen Y that they are more social and interactive than ever before, we know that they don’t mind sharing information publicly but paradoxically also believe that corporations have an ethical duty to preserve their privacy, we know that they prefer not to be actively marketed to by brands but rather prefer to curate their experience in the manner they deem fit, and we know that they will share the feedback of their experience not only with their friends and family but also with the world at large. So, technology is by no means the only way but we as the gaming industry must take the time and make the effort to scour the latest technologies and products and layer them into the experience of visiting a traditional gaming venue. Gaming has historically been a late adopter of most technology (an example being electronic payments) and we must strive to change that.
Can we adapt current regulations governing gaming to encompass new technologies, or do we need a new rulebook?
Omer Sattar:Tere is a great body of current regulation, albeit with variances amongst jurisdictions, in gaming. Much of this can be adapted and built upon. It is almost entirely incumbent on operators and suppliers to educate legislators and regulators as to the latest products and technologies. Protection of the integrity of gaming has always been and will always be critical to the survival and the growth of the industry. As long as all constituents agree to that as a baseline, existing regulations can be adapted.
David Trunkfield: It depends on the starting point of the regulations - the longer ago they were written, the greater the need for a "new rulebook". However the core principles and aims of regulation dont need to change - it's just in some cases it may be easier to draft a new set of legislation (e.g UK's 2005 Gaming Act) rather than trying to amend legislation that dates from the 1960s or earlier
Connie Jones: I am not a regulator but I don’t believe we “need to reinvent the wheel.” Current regulations can be modified and in some cases new regulations may need to be added.
What are the most disruptive technologies facing the gaming industry right now - and how should we deal with them to protect the player?
Connie Jones: Te explosion of e-Sports and Daily Fantasy Sports poses challenges for responsible gaming. According to an ESPN survey, about 118
million Americans gambled on sports in some manner in 2008. · About 67% of all college students bet on sports. · Sports betting is second to poker in popularity of gambling games among college students. Te NCPG document, Fantasy Sports Consumer Protection Guidelines Final December 4 2015 provides a comprehensive set of guidelines for player protections.
Omer Sattar: Approximately 88% of Americans carry less than $100 in cash in their pockets on any given day, yet when these same people come to a gaming facility, they have to source cash in order to game. When it comes to how a gaming facility operates today it is effectively how retailed worked three decades ago. Tere is a massive burden associated with handling cash, not to mention the AML/KYC issues, and yet once TITO replaced coin more than a decade ago the industry basically stopped innovating to take the next step beyond TITO. Te good news is that in the last few years this is finally changing. Tere is a concerted effort by various participants to create and deploy an “invisible layer of payments” that allows a patron to safely and responsibly play their game of choice without physically handling cash. Over the next ten years this is probably one of the most significant changes that we’ll see take place in gaming.
David Trunkfield: New types of events that offer wagering or wagering like activity (e.g. esports, fantasy sports) which are not captured by traditional definitions need to be brought into the fold of regulation in order to protect the player. As a disruptive technology in gaming, augmented and virtual reality could potentially have a major impact on casino and slot games.
How can technology be harnessed to not only provide new experiences, but also make them safer too?
Omer Sattar: Technology has always been and must remain a tool to make our lives better, and better includes safer. Whether it’s the removal of physical cash, deep learning or AI, or the benefits of private/public blockchains, if our North Star remains the question, does this technology protect the integrity of gaming, we will continue to enhance the experience in a safe and sound manner.
David Trunkfield: Technology provides the opportunity for gaming companies and regulators to have much greater knowledge about individual players and their behaviour, and an ability to monitor this. Harnessing this data could significantly enhance player protection from a responsible gaming standpoint, if embraced by the industry.
Connie Jones: It is somewhat ironic that it is much easier to provide responsible gaming tools via an online gambling product as opposed to a land based device, yet there is greater fear related to gambling addiction due to legalization of online gambling. From a technology perspective, it is far simpler for players to self-exclude online or to set limits in time and money. Responsible gaming information and guidelines can also be incorporated into a gaming website. More players are seeking problem gambling information online. Chat rooms and various treatment modalities are being utilized via the internet to assist players who may have a problem.
IAGA
The International Association of Gaming Advisors (IAGA) will hold its 36th annual International Gaming Summit May 30-June 1, 2017 at the JW Marriott Essex House, New York, US.
NEWSWIRE / INTERACTIVE /
247.COM P61
David Trunkfield, Partner, PwC Global Gaming Leader
David is a partner in the UK firm of PwC and leads the Global Gaming Group at PwC. David has been with PwC since 2001, and prior to that spent 5 year working for the COBA Group, a boutique strategy consulting firm. David has been working in the gaming industry since 1999, working on gaming projects across the world across all product areas and across a wide range of issues. Most recently David has been leading PwC’s Online Gambling research commissioned by Gambleaware, looking at how to better identify and mitigate harmful play online. David has written a number of gaming thought leadership publications and has been featured in trade press and the national and international press. He has acted as an expert witness in a casino license application, and is a regular speaker at industry conferences.
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