Abstract
Skill-based gambling machines combine elements of video games (skill, social interaction, competition, achievement and progress) with the random pay-out schedule of electronic gaming machines (EGMs, slots, pokies, VLTs, FOBTS). These new machines are designed to be more engaging than traditional EGMs and specifically appeal to younger generations to address the aging EGM player base apparent in many international jurisdictions. Skill-based gambling machines are currently only legally-provided in a handful of U.S. states. International regulators have expressed concerns regarding the potential for machines to lead to harms due to players misunderstanding the extent to which skill can influence outcomes (illusions of control) and the subsequent capacity for informed consent. The extent to which consumers are interested in playing the new machines is not well understood, making their commercial viability unknown.
This presentation will share research results from two empirical studies examining consumer attitudes towards skill-based gaming machines, their interest and intent to play, and the extent to which they understand the role of skill vs. chance. Participants were recruited online and from U.S. casinos which provide skill-based gaming machines and completed surveys after exposure to the machines.
Implications
This presentation will provide research evidence regarding two important questions for researchers, regulators, policy makers, and industry professionals about skill-based gambling machines: Who is likely to play these? And Do consumers understand how skill-based gambling machines work?
Acknowledgment
This research was conducted with assistance from GameCo. The efforts of Mr. Blaine Graboyes and Ms. Danielle Rosenberg to facilitate participant recruitment are greatly appreciated.
Funding
This work was supported by an Australian Research Council Discovery Early Career Research Award [DE1060100459] awarded to Dr. Sally Gainsbury. In-kind support for this research was provided by GameCo