2012年4月1日 星期日

Wiki 8: Gaming Entertainment

Discover how gaming entertainment converges with the hospitality industry in terms of its economical and social impact.


Economical positive impact

Government Revenue
Governments earn revenue from gambling in several ways. The first way is through the taxation of gambling venues/operations. In most countries these taxation rates tend to be much higher than exist for other industries. Governments earn gambling revenue is to become directly involved in the provision of gambling and directly receive its revenue. Also, it earns gambling revenue by taxation of gambling winnings by consumers, although this constitutes a very small revenue source.




Positive impacts on other businesses
Many casinos offer hotels, restaurants, and entertainment in addition to their traditional gambling activities. These associated amenities could potentially compete with similar businesses in the local area. On the other hand, it is possible that local hotels, restaurants and entertainment venues might benefit from the ‘overflow’ and/or in situations where the casino does not offer these associated amenities. Positive impacts on other businesses have been most commonly reported with ‘destination casinos’ that draw their patronage from outside the immediate area (i.e., bringing in a true influx of wealth), require overnight stays, and are located in tourist areas offering other entertainment and sightseeing opportunities. Specific sectors that benefit most consistently are hotels, restaurants, lounges, and other types of entertainment. It helps create more jobs.



Personal Income
Changes in average personal income are another indirect indicator of the positive or negative economic impacts of gambling. Income changes could occur because gambling brings in new money, acts as an economic stimulus, replaces existing jobs with lower wage jobs, or interferes with economic growth.


Economical negative impact

Negative impacts on other business have been reported most commonly in studies where gambling patronage is derived locally. This scenario applies to EGMs that are introduced into bars/lounges, lotteries, and non-destination type casinos. The type of business that is most commonly reported to be negatively impacted is other forms of gambling, with the most common pattern being recently introduced forms (i.e., casino gambling, Internet gambling) accelerating the decline of older forms (e.g., horse racing, dog racing, bingo, lotteries)


Social positive impact


Infrastructure Value
The construction of a new gambling venue (e.g., casino) adds to the physical assets and wealth of the local community. This is especially true if this new venue is associated with infrastructure upgrades (e.g., roads, electrical, sewage) to accommodate the new facility, and if the new building and infrastructure upgrades are financed by out-of-jurisdiction investors. Increased infrastructure value can also occur when a new gambling venue stimulates the construction of complementary businesses (e.g., hotels, restaurants) to take advantage of the increased patronage of the area.






Public Services
Governments exist to serve their people, and so it is a natural expectation that the increased government revenue derived from gambling would be used for the enhancement of public services (e.g., health, education, social security). Indeed, these ‘public benefits’ are often touted by governments as the main justification for the introduction or expansion of gambling. In addition, in many jurisdictions certain forms of gambling (typically raffles and bingo) are delivered by charitable/community organizations and/or gambling revenues are earmarked for these groups, the revenues of which are then used for the benefit of the local community. However, it is also sometimes the case that government gambling revenue is used to avoid raising taxes, reduce government debt, or to maintain rather than enhance existing services.







Leisure Activity
One of the important positive impacts of gambling is that it provides entertainment value and an additional leisure option for the population. Furthermore, the fact that the majority of people in Western countries participate in some form of gambling and that gambling revenue is in the billions of dollars in many jurisdictions provides evidence of its value to society. This positive impact of gambling is fairly self evident, which is perhaps why relatively few studies have examined it in detail.


Social negative impact

Problem Gambling
Depending on the country, the year, and the assessment instrument, the past year population prevalence of problem gambling ranges from 0.4% to 7.5%. There are both monetary and social/nonmonetary costs associated with problem gambling. The monetary costs include money spent on a) treatment and prevention; b) policing, prosecution, incarceration, and probation for gambling-related crime; c) child welfare involvement for gambling-related family problems; and d) unemployment and welfare payments and lost productivity because of gambling-related work problems. However, because only the minority of problem gamblers seek or receive treatment, and only a minority typically have police/child welfare/employment involvement, the bulk of the impacts tend to be social/nonmonetary in nature. 

The social impacts include things such as mental health problems, suicide, family/relationship problems, divorce, and the potential for intergenerational modelling of excessive gambling. They were also observed to not be sleeping as well as they should and their quality and quantity of real-life socialization and academic work saw a sharp decrease.



Bankruptcies have been studied more than any other index of problem gambling, with the large majority of studies finding that bankruptcy increased following the introduction of casinos and/or multiple forms of gambling. The relatively strong relationship between bankruptcies and gambling availability makes theoretical sense, considering that financial difficulties are typically the most common problem reported by problem gamblers.


Crime
Theoretically, the introduction of legal gambling should influence crime rates in one of several ways. One way is by decreasing the rate of illegal gambling. This has a fairly reliable effect, although it is somewhat dependent on whether illegal forms can still offer some form of competitive advantage. Another way is by increasing the number of problem gamblers, a percentage of which will commit crimes to support their gambling 21 (primarily ‘property’ crimes that have the potential of raising additional revenue) . A third is because certain forms of gambling offer increased opportunities for illegal activity to occur (i.e., passing counterfeit money, money laundering, loan-sharking, cheating-at-play, race fixing, theft, fraud) (Barthe & Stitt, 2007). A fourth is by creating venues (i.e., casinos) that serve alcohol and thereby potentially contribute to alcohol-related offences (i.e., assault, driving under the influence) and/or disproportionately attract a clientele with criminal tendencies. A fifth and final way is by increasing the overall number of visitors to the area (with this population often not being taken into account when determining a jurisdiction’s crime rate per capita).




 

Successful strategies of operating gaming entertainment  

Example: The Sands Macau

 

 Special Strategies

Providing free non-alcoholic drinks for different customers
Close to Ferry pier (Transportation )

 Wide range of minimum bets (Casino) - Target different kinds of customers

Decent live entertainment - World famous stars and Great show

Operating Hours - 24 hours (For visitors from different countries)

Updated trends & development of gaming entertainment industry



The Rise of Special Effects with High Technology

Many live performances or theme parks are incorporating new and appealing special effects. Movies in Disneyland utilize new technologies and continue to bear more and more special effects.This proves that the divide between creativity and engineering is constantly being decreased by the gaming entertainment industry.


Target Market - China
The fact that customers from China are spending much more in the gaming entertainment industry. Most of them are very rich. Company should reach more ideas to achieve Chinese visitors. For example, traditional Chinese decoration or Putonghua training session for staffs