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How casinos distract

blog.ketyov.com

31–37 of 37 posts

Re: How casinos distract

#31
post #13

Last time (and only time) I was in Vegas all I could see is decrepitude and sadness. One incident that stuck with me was how an old man had a heart attack ( I am guessing ) while playing coin slots. The ambulance came and took him away. Not sure why but that just seemed so sad to me.

That's happened at card games and they keep going!

Re: How casinos distract

#32
post #30

I work in a small casino in Canada and I bet I could put a slot machine in a giant room with nothing else in it and people would still play it. But there has to be money involved nobody will play if money can't be won, it's not the slot machine or deck of cards it's the gambling.

But there has to be money involved nobody will play if money can't be won

Zynga Texas Hold'Em seems to be a fairly definitive disproof by counterexample here. (For that matter, a lot of MMORPGs/social games/etc use gambling mechanics and psychology without any monetary reward for winning the game.)

Re: How casinos distract

#33
post #29

Earlier quoted context omitted.

You can thank Inge Telnaes and his virtual reel patent for this. It changed the industry in the late 80s and early 90s. http://www.google.com/patents?id=G4YzAAAAEBAJ&printsec=f...

Exactly, there are (usually) 22 stops on a reel, a real reel, but video can have 100 stops; this includes the blank spaces. If you're curious just search for "PAR sheet" or "payable and reel sheet".

A virtual reel can have thousands of stops. 99% of those can map to the same physical space. That's the magic of Telnaes.

A typical PAR sheet is mentioned in the study two leaps above, but that's just reverse-engineering the math. Understanding virtual reels helps look at it from the designer's direction.

The invention of "bonus games" that play when a certain reel combination was hit also changed the math drastically. A lot of companies that were locked out of virtual reels by IGT's ownership of the Telnaes patent used this technique to offer similar payout structures.

Re: How casinos distract

#34
I was born and raised in Las Vegas. Actually, my family goes back to the '30's there. Some of the strategies mentioned in the article are a bit more complex than I've thought about, but are unsurprising. I've noticed more basic things like the round and meandering layout of casinos that make you (a) walk past the gaming areas to get anywhere and (b) make it difficult to navigate your way out of the gaming areas. Other techniques are the minimizing of natural light and absence of clocks so as not to remind people how much time is going by. This is all in addition to the inherent addictive nature of gambling. They've shown that rats in a cage, when presented with a lever that randomly delivers food when activated, will begin to obsessively trigger the lever and let the food pile up rather than hitting it only when they are hungry. In fact, B.F. Skinner, the father of behaviorist thought wrote a somewhat tongue in cheek paper in which he postulated that the gambling drive is so powerful that we could easily abolish all mandatory taxes if we instead encouraged people at a young age to gamble (on lotteries, etc.) - we'd have all the tax revenue we'd need.

I don't think most of these more exotic strategies (i.e. other than gaming itself and alcohol) were consciously employed when organized crime ran the industry. They made so much money skimming profits that they weren't too worried about squeezing dimes out nor were they sophisticated in that way (they were very sophisticated in other ways). In that time, the culture was marked by personal relationships (who you know), "comping" or giving free things, cheap rooms and food, more live entertainment, more well dressed adults going out at night rather than people walking the strip in the day pushing strollers, etc. Also there was a notable lack of violent crime in and around the casino areas. Organized crime wouldn't allow purse snatchers, card cheats, etc. (Of course I mean other than the crime committed by the mafia in enforcing this peace or crime among themselves).

This all changed as corporations began to run things and the mafia became more marginalized beginning in the '90's. The corporation's spreadsheet toting MBA's began calculating profitability on a per-square-foot basis. This resulted in less comping, more expensive food and hotel rooms, live entertainment replaced with more video poker, and many of the more esoteric strategies to induce gaming profits such as those mentioned in the article. It also resulted in some notable failures - for example the idea of appealing to families by adding huge kids rides and carnival style game areas. (This idea was taken from the Circus Circus Hotel which was the first to have that.) The idea kind of flopped and the hotels realized that people with kids don't spend 16 hours at a blackjack table (shocker). A spectacular example of this was the theme park behind the MGM that they eventually tore down. They shifted back to gaming and adult entertainment launching the "what happens in Vegas stays in Vegas" campaign and we saw the rise of casinos like the Palms that appealed to young men trying to relive the cool sophistication of Hugh Hefner's days in the '60s.

Re: How casinos distract

#35
post #11
post #4

This is interesting… but I admit I found it a bit odd that point 1 was about "how round everything is on the casino floor", directly followed by an example of the Venetian's color scheme complete with a photo example showing not a single round feature... This is a very interesting subject, perhaps worthy of a more scientific study.

In the text it said he switched out that image from the original venetian to the casino ventian, so maybe you saw the old version. In this one, I counted 16 circles/round objects if you include the archways in the doorway.

Yep, he certainly did switch out the image.

Re: How casinos distract

#36
post #32
post #30

I work in a small casino in Canada and I bet I could put a slot machine in a giant room with nothing else in it and people would still play it. But there has to be money involved nobody will play if money can't be won, it's not the slot machine or deck of cards it's the gambling.

But there has to be money involved nobody will play if money can't be won Zynga Texas Hold'Em seems to be a fairly definitive disproof by counterexample here. (For that matter, a lot of MMORPGs/social games/etc use gambling mechanics and psychology without any monetary reward for winning the game.)

Before I worked in a casino and before regulations changed to allow them my uncle had "grey area" slot machines which didn't spit out anything but points added up on an on-screen counter.

Occasionally you would get people would spend too much and need help, the same for alcohol some people just can't regulate their vices. But anyway, my uncle offered to take a slot machine to their house set it up so they could play all they wanted without cost, or gain! Nobody he offered that to wanted to play without winning.

As for the "non-gaming" i.e. not casino type games, such as the MMOROGs/social games I would say players are aware before they play no money is won (unless there are side bets) but levels are status are probably just as valuable to them. Even with slots I have seen people trying to win the jackpot which may be $500 yet spend weeks trying to get it spending 100x that amount, or a bonus pot/progressive which may be almost nothing; it's not so much the money as it is the feeling but with slots it doesn't pay out in feelings only money.

For all of those examples I always think of an article I read about the US military where soldiers in WWI and WWII were not shooting at the enemy, soldiers were frozen with fear. So a system was created where the soldiers were trained to shoot at a target that popped up and when hit it would fall down. The response was to shoot and when hit the falling target was the reward and it got to the point the soldier would shoot it without thought more instinct. This training is called "Stimulus Response Reward" and I think gambling as well as any repetitive system seems to condition people to act, add to that genetic predisposition of gamblers to gamble on top of SRS.

Re: How casinos distract

#37
post #29

Earlier quoted context omitted.

Exactly, there are (usually) 22 stops on a reel, a real reel, but video can have 100 stops; this includes the blank spaces. If you're curious just search for "PAR sheet" or "payable and reel sheet".

A virtual reel can have thousands of stops. 99% of those can map to the same physical space. That's the magic of Telnaes. A typical PAR sheet is mentioned in the study two leaps above, but that's just reverse-engineering the math. Understanding virtual reels helps look at it from the designer's direction. The invention of "bonus games" that play when a certain reel combination was hit also changed the math drasticall…

That's probably true I'm just going by memory and what we have.

IGT seems to own all, it's like you can't touch a thing without IGT being involved. I've even heard stories of potential new IGT employees being asked if they have any invention ideas, if they do IGT will but them.

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