Similarities between Business Models of Gaming and Gambling

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Similarities between Business Models of Gaming and Gambling June 9, 2015 1/18

Content Introduction 1 Introduction 2 3 4 2/18

Gaming and gambling is treated differently Gambling is highly regulated in all jurisdictions while gaming is not 1 Offering of gambling is often highly limited to state-owned operators or a few license holders 2 Offering gambling without a license is criminalized 3 Gambling is highly taxed, gaming is taxed like any other product The reason for the different regulation is that gambling leads to social costs and gaming not Is that (still) true? 3/18

Four heuristics to distinguish gaming and gambling Heuristic 1: Gaming is based on skill,gambling is based on chance Contradiction: Some games (mostly board games) involve 100% chance. Some gambling forms e.g. poker or Black Jack involve skill Heuristic 2: Only gamblers can win money Contradiction: Prize money in sports and e-sports is common; gambling can also be played with play money Heuristic 3: Only gamblers pay a consideration Contradiction: Gaming products cost money, entry fees to tournaments are possible; gambling can also be played with play money Heuristic 4: Gambling is addictive, gaming is not Contradiction: Gaming and gambling can both be addictive 4/18

Flat Fee and Pay2Play Flat Fee Traditional business model Pay once, play as often and long as desired Example: Super Mario on a Nintendo console Pay2Play Developed for arcade halls Player has to pay to get game started and for each successive game Example: Street Fighter in arcade hall 5/18

Money spent and number of plays in Flat Fee and Pay2Play In flat fee games, money spent is independent from number of plays, in Pay2Play money spent is dependent on number of plays 6/18

Addon Introduction Initially a game is sold for a fixed price, later addon(s) are sold also for a fixed price Similar to flat fee model, difference is that spending per head is not identical but " staired" Example: Diablo 7/18

Free2Play Introduction Free2Play is a rather new business model, evolved with mass adoption of internet, rise of social networks, smartphones, tablets, and micropayments Playsers can play as often as they wish without paying Revenues come from advertisement and players, who pay voluntarily 1 Payments as donations 2 Payments to stop of advertisements 3 Payments to obtain in-game items (which do not give an in-game advantage) Only a fraction actually pays, but Free2Play games attract more players, which can make it more profitable than a flat fee game League of Legends 8/18

Pay2Win Introduction Pay2Win games can most often be played for free, but players need to pay in order to advance in the game Payment is typically made for a temporary boost, an item which gives more strength or health to the player s avatar, or just to unlock the next stage Similar to Free2Play games, most players do not pay for playing Attracts fewer players than Free2Play, but average spending per head is higher A small fraction of players ("whales") pay huge amounts to stay on top of the game (some gamers report to have paid >$10,000 in one month for a game) " Whales" are responsible for a significant part of the revenues Financial incentive of the producer is to attract "whales" Prominent business model in puzzle games (e.g. Candy Crush Saga) and in competitive games where players and/or guilds play against each other and are ranked (e.g. The Hobbit, Kingdoms of Middle Earth) 9/18

Concentration of Gaming Revenues 10/18

Gambling: Pay2Play and Pay2Win Gambling (for money) is Pay2Play but other than in gaming, the price is not fixed per participation but variable Gambling is also Pay2Win: the more is spent, the higher the likelihood to win (of course, only from a gross not a net perspective) Similar to Pay2Win gaming: most gamblers play only for small money, a small fraction "highrollers" or "most intense gamblers" gambles for huge amounts "Most intense gamblers" are responsible for a significant part of the revenues Financial incentive to attract and sustain "most intense gamblers" Hypothesis: concentration of gambling revenues is lower for lotteries than for casino gambling or sports betting 11/18

Concentration of online Fixed Odds betting Figure: Fixed Odds betting stakes in $ (bewin dataset, n=39,719) Player group Share of total playing volume Top 1% 31.41% Top 5% 58.49% Top 10% 71,25% GINI-coefficient 79.82% 12/18

Concentration of online Lice Action betting Figure: Live Action betting stakes in $ (bwin dataset, n=24,794) Player group Share of total playing volume Top 1% 48.99% Top 5% 80.14% Top 10% 89.40% GINI-coefficient 91.87% 13/18

Concentration of online poker revenues 1/2 Table: Concentration in online poker playing behavior at PokerStars (n=2,127,887) O Median σ Top 10% Top 5% Top 1% Number of sessions 24.03 7 49.3 63 108 247 Session length in min. 50.27 42 37.76 94.78 118.6 182.3 Total playing time in h 25.28 4.88 65.21 62.78 117.6 318 Number of tables 1.31 1.05 1.04 1.65 2.36 6.03 Playing intensity (US/$ rake/h) 2.4 0.87 4.46 6.12 9.9 19.75 Playing volume in US/$ 177.5 4.86 1,935 173.9 460.1 2,685 Playing duration 55.32 27 60.83 160 175 182 Sessions/day 0.74 0.6 0.66 1.5 2 3 Playing time/day 38.7 20 53.62 98.34 142.03 259 Playing volume in US/$/day 2.48 0.27 14.45 4.42 9.15 35.42 14/18

Concentration of online poker revenues 2/2 Figure: Playing volume in $ rake paid over six months by percentiles (n=2,127,887) Player group Share of total playing volume Top 1% 59.59% Top 5% 83.10% Top 10% 91.06% GINI-coefficient 91.67% 15/18

Concentration of slot machine revenues Table: Concentration of German slot machine revenues by number of visits Several times/week Several times/month Once a month <Once a month Never Share of adult pop. 0.30% 1.20% 2.20% 8.30% 87.80% Player Share 2.50% 10.00% 18.33% 69.17% 0.00% No. of Players 154,256 617,026 1,131,214 4,267,762 45,145,726 Visits per player 16 4 1 0,5 0 No. of visits per month 2.47 2.47 1.13 2.13 0 Share of revenues 30,.09% 30.09% 13.79% 26.02% 0% Revenues in mil. C 1,315 1,315 603 1,137 0 Spending per head in C 8,525 2,131 533 266 0 It is sensible to assume that frequent players also play longer sessions and more intensely > revenues are even more concentrated 16/18

Gambling is characterized by a few players being responsible for a significant proportion of revenues The Pay2Win business model of gaming is also characterized by a few gamers being responsible for a significant proportion of revenues One part of the gaming world becomes similar to gambling Financial losses in gambling are precipitating, that is, an important reason for gambling problems Hypothesis1: financial losses in gaming are besides losses in time an important reason for gaming problems Hypothesis2: Business models like Pay2Win lead to social costs like gambling and have thus to be eyed by regulators 17/18

Thank you for your kind attention! ingo.fiedler@uni-hamburg.de 18/18