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Insights from the International Association of Gaming Regulators Conference 2016

16/11/2016

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Photo Credit: Pixabay
Regulation may not be the most exciting topic for some.

But for those of us who work in the gambling harm sector the International Association of Gaming Regulators Conference (IAGR) offered real insight into trends in gaming and the regulation of gambling. ​​
IAGR was held in Sydney at the end of last month and our Director of Business, Graham Aitken, went along. We asked Graham to share some of the insights he gained from attending the conference.  Here are the 14 things he learned at IAGR…

1. Technology identifying harmful gambling behaviour

​Paul Delfabbro (School of Psychology, Adelaide) pointed out that he 'had not found any programs that would identify a problem gambler using DSM-5' (Diagnostic and Statistical Manual of Mental Disorders). He did not discuss whether this was a programming problem or an inadequacy of DSM-5 as an aid to diagnosis. He spoke about texting and messaging systems that can be tailored to an individual’s behaviour and thus be more effective in reducing harmful gambling.

2. Gambling and millennials

There were a number of speakers on this theme but there was no evidence that millennials were developing any more gambling problems than present. There was evidence that young people were gambling but nothing that compared that to earlier generations. Millennials were described as interested in fashion, food and travel, like to co-create products, use up to three different devices each day, are totally cashless, and want games to change.
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Image Credit: Public Domain Pictures

3. Skill-based games

​The introduction of skill-based games has been seen as a possible boost to a failing gambling sector. Skill based games were introduced into a New Jersey casino and analysis of their performance showed that there was no difference in ‘return to player’ for skill-based or pure random number generated games. It was suggested that players competing against each other and player history could be used to increase the difficulty for players who are displaying more skill.

4. Game currency

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Image Credit: Eduardo Woo Flickr
​A number of speakers referred to a requirement of younger players to have new games constantly. The fantasy sports development is viewed as something that could possibly go the same way as Pokémon Go i.e. become unfashionable and uninteresting. 

5. E-Sports

​Several speakers spoke about the growth of this form of betting and the development of huge stadiums to watch and bet on tournaments for computer generated games. They also spoke of a high potential for match-fixing in this environment.

6. Player identification

One speaker thought that player ID would enable vendors of online gambling products to determine the skill of a player and alter the difficulty of the game to ensure that the player doesn't win too much.
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Image Credit: Pixabay

7. Server-based vs cloud-based games

​Control of a game and updating and development of games was considered important. ​​This was because of the competing interests of regulators, their need for local control, and vendors who need ease for developments.

8. Online gambling regulation

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Image Credit: Pixabay
It was suggested that some designated countries should be allowed to provide online products as a solution to regulators who were concerned about online gambling products with no jurisdiction or regulations of taxes. Some speakers suggested that online gambling is “just another channel”.

9. Regulator collaboration

​One presentation spoke about the possible success of working alongside the gambling industry to bring about a reduction in harm and sustainability of the sector. There was some scepticism amongst the attendees.

10. Match fixing

​A spokesman from the National Integrity of Sport Unit  said that he couldn’t see the control of match-fixing getting any better in the near future. 

11. Host responsibility

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Image Credit: Pixabay
​While there was acceptance of a need for standards of best practice for gambling host responsibility there was not much actual substance offered.

12. Social casino gaming

​This is a concept where casinos are used as places where patrons can go to play computer games and casinos hope that this will lead towards a migration to gambling games. There was some evidence that this happens but there was no evidence of the level of harm this causes.

13. Virtual reality

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Image Credit: Pixabay
'​An interactive demonstration of the power of virtual reality and how it takes control of an individual's mind was staggering. Volunteers using a computer and relatively inexpensive stereo-goggles, quite literally, tried to walk a plank across the conference floor and were all transfixed (even if they closed their eyes). There were thoughts about the potential to take control of minds and have players make gambling decisions that were not based on any kind of reality. This is “around the corner!”

14. In summary

The conference was very informative on developments with gambling around the world and some of the opportunities and threats of new technology. Regulators were left wondering about the future and also how they can be proactive around developments which are yet to indicate harmful gambling behaviour. The gambling world has a future of:

  • New markets in developing countries
  • New opportunities for host responsibility through technology
  • New players through ever changing games
  • More threat of criminal fixing, fraud and extortion.
​
One venture capital provider (who was at the conference on an intelligence gathering mission) said that he thought the days of the bricks and mortar casino were coming to an end.
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Author

Graham Aitken is the Director of Business at the Problem Gambling Foundation. ​Graham has worked in the health sector for 35 years.His major learning experience in working with the Problem Gambling Foundation (PGF) is that greed is alive and well in the international gambling industry, and that lateral thinking is required to deal with the widespread problems this causes.

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