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WHAT ARE CLASS II SLOT MACHINES. Simply put, Class II slot machines attempt to replicate the traditional ‘Las Vegas style‘ Class III slot machine experience while staying within regulatory guidelines.The Class system is outlined by the Federal Government in The Indian Gaming Regulatory Act and this act defines Class II as “the game commonly known as bingo (whether or not electronic. An electronic game is a game that employs electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic game including handheld electronic games, standalone systems (e.g. Pinball, slot machines, or electro-mechanical arcade games. Wheel of Fortune slots online support free gameplay with a demo slot version. You can play free Wheel of Fortune slot machine using free coins like in all other games of the kind. The demo slot is a handy tool in learning the nooks and crannies in Wheel of Fortune Slots free of charge without having to spend actual cash.

The gaming industry is big business in the U.S., contributing an estimated US$240 billion to the economy each year, while generating $38 billion in tax revenues and supporting 17 million jobs.

What people may not realize is that slot machines, video poker machines and other electronic gaming devices make up the bulk of all that economic activity. At casinos in Iowa and South Dakota, for example, such devices have contributed up to 89 percent of annual gaming revenue.

Spinning-reel slots in particular are profit juggernauts for most casinos, outperforming table games like blackjack, video poker machines and other forms of gambling.

What about slot machines makes them such reliable money makers? In part, it has something to do with casinos’ ability to hide their true price from even the savviest of gamblers.

The price of a slot

An important economic theory holds that when the price of something goes up, demand for it tends to fall.

But that depends on price transparency, which exists for most of the day-to-day purchases we make. That is, other than visits to the doctor’s office and possibly the auto mechanic, we know the price of most products and services before we decide to pay for them.

Slots may be even worse than the doctor’s office, in that most of us will never know the true price of our wagers. Which means the law of supply and demand breaks down.

Casino operators usually think of price in terms of what is known as the average or expected house advantage on each bet placed by players. Basically, it’s the long-term edge that is built into the game. For an individual player, his or her limited interaction with the game will result in a “price” that looks a lot different.

For example, consider a game with a 10 percent house advantage – which is fairly typical. This means that over the long run, the game will return 10 percent of all wagers it accepts to the casino that owns it. So if it accepts $1 million in wagers over 2 million spins, it would be expected to pay out $900,000, resulting in a casino gain of $100,000. Thus from the management’s perspective, the “price” it charges is the 10 percent it expects to collect from gamblers over time.

Individual players, however, will likely define price as the cost of the spin. For example, if a player bets $1, spins the reels and receives no payout, that’ll be the price – not 10 cents.

So who is correct? Both, in a way. While the game has certainly collected $1 from the player, management knows that eventually 90 cents of that will be dispensed to other players.

A player could never know this, however, given he will only be playing for an hour or two, during which he may hope a large payout will make up for his many losses and then some. And at this rate of play it could take years of playing a single slot machine for the casino’s long-term advantage to become evident.

Short-term vs. long-term

This difference in price perspective is rooted in the gap between the short-term view of the players and the long-term view of management. This is one of the lessons I’ve learned in my more than three decades in the gambling industry analyzing the performance of casino games and as a researcher studying them.

Let’s consider George, who just got his paycheck and heads to the casino with $80 to spend over an hour on a Tuesday night. There are basically three outcomes: He loses everything, hits a considerable jackpot and wins big, or makes or loses a little but manages to walk away before the odds turn decidedly against him.

Of course, the first outcome is far more common than the other two – it has to be for the casino to maintain its house advantage. The funds to pay big jackpots come from frequent losers (who get wiped out). Without all these losers, there can be no big winners – which is why so many people play in the first place.

Specifically, the sum of all the individual losses is used to fund the big jackpots. Therefore, to provide enticing jackpots, many players must lose all of their Tuesday night bankroll.

What is less obvious to many is that the long-term experience rarely occurs at the player level. That is, players rarely lose their $80 in a uniform manner (that is, a rate of 10 percent per spin). If this were the typical slot experience, it would be predictably disappointing. But it would make it very easy for a player to identify the price he’s paying.

Raising the price

Ultimately, the casino is selling excitement, which is comprised of hope and variance. Even though a slot may have a modest house advantage from management’s perspective, such as 4 percent, it can and often does win all of George’s Tuesday night bankroll in short order.

This is primarily due to the variance in the slot machine’s pay table – which lists all the winning symbol combinations and the number of credits awarded for each one. While the pay table is visible to the player, the probability of producing each winning symbol combination remains hidden. Of course, these probabilities are a critical determinant of the house advantage – that is, the long-term price of the wager.

This rare ability to hide the price of a good or service offers an opportunity for casino management to raise the price without notifying the players – if they can get away with it.

Casino managers are under tremendous pressure to maximize their all-important slot revenue, but they do not want to kill the golden goose by raising the “price” too much. If players are able to detect these concealed price increases simply by playing the games, then they may choose to play at another casino.

This terrifies casino operators, as it is difficult and expensive to recover from perceptions of a high-priced slot product.

Getting away with it

Consequently, many operators resist increasing the house advantages of their slot machines, believing that players can detect these price shocks.

Our new research, however, has found that increases in the casino advantage have produced significant gains in revenue with no signs of detection even by savvy players. In multiple comparisons of two otherwise identical reel games, the high-priced games produced significantly greater revenue for the casino. These findings were confirmed in a second study.

Further analysis revealed no evidence of play migration from the high-priced games, despite the fact their low-priced counterparts were located a mere 3 feet away.

Importantly, these results occurred in spite of the egregious economic disincentive to play the high-priced games. That is, the visible pay tables were identical on both the high- and low-priced games, within each of the two-game pairings. The only difference was the concealed probabilities of each payout.

Armed with this knowledge, management may be more willing to increase prices. And for price-sensitive gamblers, reel slot machines may become something to avoid.

An electronic game is a game that employs electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic game including handheld electronic games, standalone systems (e.g. pinball, slot machines, or electro-mechanical arcade games), and exclusively non-visual products (e.g. audio games).

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Teletype games[edit]

The earliest form of computer game to achieve any degree of mainstream use was the text-based Teletype game. Teletype games lack video display screens and instead present the game to the player by printing a series of characters on paper which the player reads as it emerges from the platen. Practically this means that each action taken will require a line of paper and thus a hard-copy record of the game remains after it has been played. This naturally tends to reduce the size of the gaming universe or alternatively to require a great amount of paper. As computer screens became standard during the rise of the third generation computer, text-based command line-driven language parsing Teletype games transitioned into visual interactive fiction allowing for greater depth of gameplay and reduced paper requirements. This transition was accompanied by a simultaneous shift from the mainframe environment to the personal computer.

Examples of text-based Teletype games include:

  • The Oregon Trail (1971) - the earliest versions
  • Trek73 (1973)
  • Dungeon (1975)
  • Super Star Trek (1975)
  • Adventure (1976) - the earliest versions
  • Zork (1977) - the earliest versions

Electronic handhelds[edit]

The earliest form of dedicated console, handheld electronic games are characterized by their size and portability. Used to play interactive games, handheld electronic games are often miniaturized versions of video games. The controls, display and speakers are all part of a single unit, and rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a digital watch, which they sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and Vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds were at their most popular from the late 1970s into the early 1990s. They are both the precursors to and inexpensive alternatives to the handheld game console.

Examples of handheld electronic games include:

  • Mattel Auto Race (1976)
  • Simon (1978)
  • Merlin (1978)
  • Game & Watch (1979)
  • MB Omni (1980)
  • Bandai LCD Solarpower (1982)
  • Entex Adventure Vision (1982)
  • Lights Out (1995)

Pinball machines and similar devices[edit]

Since the introduction of electromechanics to the pinball machine in 1933's Contact, pinball has become increasingly dependent on electronics as a means to keep score on the backglass and to provide quick impulses on the playfield (as with bumpers and flippers) for exciting gameplay. Unlike games with electronic visual displays, pinball has retained a physical display that is viewed on a table through glass. Similar forms of game such as pachinko have also become increasingly dependent on electronics in modern times.

Examples of pinball games include:

  • The Addams Family (1991)
  • Indiana Jones: The Pinball Adventure (1993)
  • Star Trek: The Next Generation (1993)

Redemption games and merchandisers[edit]

Redemption games such as Skee Ball have been around since the days of the carnival game - well earlier than the development of the electronic game, however with modern advances many of these games have been re-worked to employ electronic scoring and other game mechanics. The use of electronic scoring mechanisms has allowed carnival or arcade attendants to take a more passive role, simply exchanging prizes for electronically dispensed coupons and occasionally emptying out the coin boxes or banknote acceptors of the more popular games.

Merchandisers such as the Claw Crane are more recent electronic games in which the player must accomplish a seemingly simple task (e.g. remotely controlling a mechanical arm) with sufficient ability to earn a reward.

Examples of redemption games include:

  • Whac-A-Mole (1976)
  • Skee Ball - modern electric versions

Examples of merchandisers include:

  • Claw crane (1980)

Slot machines[edit]

The slot machine is a casino gambling machine with three or more reels which spin when a button is pushed. Though slot machines were originally operated mechanically by a lever on the side of the machine (the one arm) instead of an electronic button on the front panel as used on today's models, many modern machines still have a 'legacy lever' in addition to the button on the front. Slot machines include a currency detector that validates the coin or money inserted to play. The machine pays off based on patterns of symbols visible on the front of the machine when it stops. Modern computer technology has resulted in many variations on the slot machine concept.

Audio games[edit]

An audio game is a game played on an electronic device such as—but not limited to—a personal computer. It is similar to a video game save that the only feedback device is audible rather than visual. Audio games originally started out as 'blind accessible'-games, but recent interest in audio games has come from sound artists, game accessibility researchers, mobile game developers, and mainstream video gamers. Most audio games run on a computer platform, although there are a few audio games for handhelds and video game consoles. Audio games feature the same variety of genres as video games, such as adventure games, racing games, etc.

Examples of audio games include:

  • Real Sound: Kaze no Regret (1997)
  • Chillingham (2004)
  • BBBeat (2005)
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Tabletop games[edit]

A tabletop audio game is an audio game that is designed to be played on a table rather than a handheld game.

Examples of tabletop audio games include:

  • Brain Shift (1998)[1]
  • Who Wants to be a Millionaire? (2000)

Video games[edit]

A video game is a game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device.[2] However, with the popular use of the term 'video game', it now implies any type of display device.

Arcade games[edit]

Electronic video arcade games make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high end pc components. Arcade games may feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, and they provide an experience that some gamers consider more immersing and realistic.

Examples of arcade games include:

  • Galaxy Game (1971)
  • Pong (1972)
  • Space Invaders (1978)
  • Galaxian (1979)
  • Pac-Man (1980)
  • Battlezone (1980)
  • Donkey Kong (1981)
  • Street Fighter II (1991)
  • Mortal Kombat (1992)
  • Fatal Fury (1992)
  • Killer Instinct (1994)
  • King of Fighters (1994–2005)
  • Time Crisis (1995)
  • Dance Dance Revolution (1998)
  • DrumMania (1999)
  • House of the Dead (1998)

Computer video games[edit]

A personal computer video game (also known as a computer game or simply PC game) is a video game played on a personal computer, rather than on a video game console or arcade machine. The vast majority of computer games today are video games, and since the earliest days of the medium, visual displays such as the cathode ray tube have been used to relay game information.

Console games[edit]

A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console, and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console called a controller. The controller generally contains a number of buttons and directional controls (such as analog joysticks) each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game console.

Console games are most frequently differentiated between by their compatibility with consoles belonging in the following categories:

  • Traditional console, also called 'home console' - A multi-game system that uses the screen of a television to produce graphics.
  • Handheld game console - A multi-game system the screen and controls of which are compacted into a single handheld device.
  • Dedicated console - A (typically) single game system of either the Plug and play variety or the LCD game.
  • Educational console - A multi-game console supporting primarily educational games. These consoles are often simplified for use by children.

Within these categories the systems are differentiated between by their manufacturer and generation (corresponding to the year of their release). Console games are also often differentiated by game genre.

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Hybrid or Combined Games[edit]

Game hybridization refers to the integration of an interactive, electronic component into a game. A 'hybrid' or 'combined game' is any tabletop game where an electronic device and/or application is an element crucial to the gameplay.[3] These games are a catalyst for creating new game mechanics. Important consequences of this technology are: the possible substitution of the gamemaster or person who leads a game for an application or device, which can be more fair, with less room for bias, cheating or favouritism, and can be intelligently randomised; the possibility of using artificial intelligence and machine learning in games; greater randomisation of events; possibility of conducting fast and advanced mathematical calculations, making some complex games easier or available to a wider group of consumers; and enhanced player immersion with the aid of various stimuli like sound or animation.[4]

One may categorize hybrid games as follows:

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  • Purpose-built devices: Where the game uses a device that has certain functions (like an electronic dice or spinner) to play out the game. An example would be 'Monopoly: Electronic Banking' (2007) by Hasbro, [5] where all players have an electronic card which carries virtual Monopoly currency, and use a machine to increase and deduct their earnings.
  • Beacon technology games are mobile, digital games that employ BLE (Bluetooth Low Energy) Beacons to track and control players movements and actions. An example: Artifact Technologies created a mobile, digital board game, called BattleKasters [6] where players physically walk around to cast spells or unlock cards.
  • Augmented Reality: board games that interact with a mobile device and immerse the player in the virtual environment through animation, sound and/or vibrations. Example: Roar! by Trefl,[7] which utilises sound as part of the gameplay.

Other[edit]

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Electronics have been adapted for use in a wide range of applications. Board games such as Dark Tower, for instance, rely heavily upon electronics. Non-traditional electronic games such as Rubik's Revolution or electronic toys which blur the boundaries between games and toys such as the Electronic Magic 8 Ball Date Ball[8] or the Electronic Ouija Board[9] are often considered electronic games as well.

Electro-mechanical games[edit]

These were types of arcade games similar to arcade video games but relying on electro-mechanical components to produce sounds or images rather than a cathode ray tube screen.[10] These were popular during the 1960s and 1970s, but video games eventually overtook them in popularity during the golden age of video arcade games that began in 1978.

A popular early example was Sega's Periscope in 1966.[11] It was an early submarine simulator and light gun shooter,[12] which used lights and plastic waves to simulate sinking ships from a submarine.[13] Sega later produced gun games which resemble first-person shooter video games, but were in fact electro-mechanical games that used rearimage projection in a manner similar to the ancient zoetrope to produce moving animations on a screen.[10] An early example of this was the light gun game Duck Hunt,[14] which Sega released in 1969;[15] it featured animated moving targets on a screen, printed out the player's score on a ticket, and had sound effects that were volume controllable.[14]

Non-human games[edit]

With the development of technology geared toward electronic entertainment of animals (typically pets), video games for pets have also been created. Since the majority of animals lack opposable thumbs, the fine motor skills required for use in most gaming is unavailable to these animals. Furthermore, the visual perception of many animals is influenced by a different visible spectrum than humans.[16] Techniques that de-emphasize manual control and visual components have been developed to circumvent these problems beginning with the development of television for pets.[17][18] From this point, developers have branched out into the realm of electronic games with such products as Mice Arena (for mice), Chicken Petman, and Cyberpounce (for cats).[19][20][21]

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References[edit]

  1. ^'Brain Shift'. BoardGameGeek. Retrieved 2019-09-28.
  2. ^'TELEVISION GAMING APPARATUS AND METHOD'. United States Patents. Archived from the original on 2013-07-02. Retrieved 2008-06-25.
  3. ^Regan Mandryk, Diego S Maranan, False prophets: exploring hybrid board/video games. CONFERENCE PAPER · JANUARY 2002 doi:10.1145/506443.506523 ·
  4. ^Danesh, A., Inkpen, K.M., Lau, F.W., Shu, K.S., Booth, K.S. Geney: Designing a collaborative activity for the Palm handheld computer. In Proceedings of CHI, Conference on Human Factors in Computing Systems. Seattle, USA, April 2001
  5. ^'Monopoly: Electronic Banking (2007)'. BoardGameGeek. Archived from the original on 21 September 2017. Retrieved 21 September 2017.
  6. ^'Beacons bring board game into the real world: Artifact's BattleKasters makes PAX Prime debut'. GeekWire. 28 August 2015. Archived from the original on 21 September 2017. Retrieved 21 September 2017.
  7. ^'Roar!'. Archived from the original on 23 August 2017. Retrieved 21 September 2017.
  8. ^Hanks, Anna. Over the 8 Ball - This Essay for Entertainment Purposes Only ...Archived 2010-02-01 at the Wayback Machine. The Austin Chronicle. 29 October 1999.
  9. ^Meacham, Tara. About Ouija Boards. eHow. Retrieved 8 December 2008.
  10. ^ abD.S. Cohen, Killer Shark: The Undersea Horror Arcade Game from Jaws, About.com, archived from the original on 2011-07-17, retrieved 2011-05-03
  11. ^Steven L. Kent (2000), The First Quarter: A 25-Year History of Video Games, p. 83, BWD Press, ISBN0-9704755-0-0
  12. ^Brian Ashcraft (2008) Arcade Mania! The Turbo Charged World of Japan's Game Centers, p. 133, Kodansha International
  13. ^Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond: the story behind the craze that touched our lives and changed the world, p. 102, Prima, ISBN0-7615-3643-4
  14. ^ ab'1969 Sega Duck Hunt (Arcade Flyer)'. pinrepair.com. Archived from the original on 2011-04-29. Retrieved 2011-05-03.
  15. ^Duck Hunt (1969) at the Killer List of Videogames
  16. ^Newby, Jonica. Dogs' EyesArchived 2008-12-25 at the Wayback Machine. ABC Online. 25 September 2003.
  17. ^Entertainment Property for Dogs Raises Awareness and Money for Animal CharitiesArchived 2009-01-06 at the Wayback Machine. PR Newswire. 28 November 2004.
  18. ^Pet VideosArchived 2008-10-22 at the Wayback Machine. PetDVDLibrary.com. Retrieved 8 December 2008.
  19. ^Ashcraft, Brian. Video Games For AnimalsArchived 2008-10-05 at the Wayback Machine. Kotaku. 18 April 2006.
  20. ^Cats become the new e-consumers.(Product Information)Archived 2009-10-11 at the Wayback Machine. Computer Weekly. 7 June 2001.
  21. ^Chatterton, Sally. The Daily Website: www.cyberpounce.comThe Independent (London). 12 June 2001.
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