Virtual Reality IAGR – Sydney 2016 Christina Thakor-Rankin 1710 Gaming Ltd
Virtual Reality
IAGR – Sydney 2016
Christina Thakor-Rankin 1710 Gaming Ltd
• Back to the Future: 2014 > 2016
• Augmented Reality
• Virtual Reality
• Spectators, sport and betting
• Casinos, consoles, and poker
• Skill Based Slots - VGMs • Blended Reality – SPIN meets SKILL
• Considerations
Discussion Points
Augmented Reality - 2014
Augmented Reality - 2014
Augmented Reality - 2016
Augmented Reality - 2016
Virtual Reality – sports and betting
Virtual Reality – sports and betting
Virtual Reality – sports and betting
• Group and community bonus and promotions • Multi-match multi-player offers > increased spend • Longer and continuous session times > greater stickiness and brand loyalty
Virtual Reality – sports and betting
• Operator branded VR TV channel • Live streaming with personalised in-play betting messages • Live commentary with audio in-play betting messages
... Rooney 5/1 to score next goal…
Virtual Reality - 2014
• Full digital replication of the land experience • Fully immersive – sights, sounds, actions • Voice activated deposits and interactions
• Full integration land & digital play against customers in the casino from home
• Which regulations will apply offline or online?
Virtual Reality – 2016 CASINO
Virtual Reality – 2016 CASINO
Virtual Reality – 2016 CASINO
• Multi-dimensional 3D experience • Immersive experience with no external distractions • Need to adapt play to use a gamepad or console
Virtual Reality – 2016 POKER
Virtual Reality – 2016 POKER
• Touchpad operation emulates laptop experience
Virtual Reality – 2016 - POKER
• Multi-dimensional 3D experience • Immersive experience with no
external distractions • Interactive experience with chat
• Need to adapt play to use elevated
touchpad – may move to ‘natural’ behaviours in future
Virtual Reality – 2016 – ‘NATURAL BEAVIOUR’
• VR Headset and hands
Virtual Reality – 2016 – ‘NATURAL’
Normal Reality – LIVE DEALER
Virtual Reality – LIVE DEALER
Why do players play live dealer games?
Virtual Reality – LIVE DEALER
Personalised, ‘private’, VIP games
Skill Based Slots
• VGM (Video Game Gambling Machine)
Skill Based Slots
Blended Reality?
Volunteers please…
Blended Reality
Blended Reality
Blended Reality
Blended Reality – SPIN + SKILL
Considerations
Game Play & Content - private versus public - will regulators have full visibility on personalised content? - e.g. personalised bonuses, sexualised content Social Responsibility – extension of scope - will regulators need to consider wider health implications? - e.g. nausea, dis-orientation, RSI Responsible Gambling – totally immersive experience - will regulators need to re-define ‘reality checks’? - e.g. easy to lose track of play time – does skill need time limits Power of Peer Pressure – skill and bragging rights - will regulators need to consider the impact of skill related gambling? - e.g. play becomes ‘practice’ becomes underlying addiction Legislation & Regulation – multi-channel by nature - will regulators need to move to a multi-channel position? - e.g. ‘principles’ and ‘premises’ (physical and/or digital)
Thank you
Christina Thakor-Rankin 1710 Gaming Ltd