iGB Affiliate 70 Aug/Sept | Page 31

FEATURE on Curaçao licences, KYC – know your customer – checks are less stringent than with licenses from the UK, Malta or similar territories. Figure 3: CS:GO pistol with a skin Untapped markets Since cryptocurrency is pseudo-anonymous, in that you can see all the transactions from any given individual but you don’t necessarily know who that individual is, it can be difficult to work out whether players are from regulated jurisdictions or not. A player might be in a country or territory that is a grey or unlicensed market, or where gambling is socially unacceptable. Using cryptocurrency, they can gamble while maintaining their privacy. As the world gets richer, these developing markets are opening up and producing excellent revenues for crypto-gambling businesses. For example, Japan is a huge, untapped market that combines a love of cryptocurrency and privacy with technical ability; operators with good Japanese- speaking customer-services teams have done very well there. India is another interesting market – a country that is getting wealthier but where gambling remains socially unacceptable. With the proliferation of internet and mobile web, Indian crypto gambling is picking up. Africans have also embraced cryptocurrency. If you live in sub-Saharan Africa, you may not have a bank account but if you have a mobile phone there’s a 15% chance you’re using some kind of mobile money account – that is, a virtual currency. For perspective, only about 2% of the population have cryptocurrency accounts right now. But territories with internet access and unstable, government-backed currencies are primed for cryptocurrency growth. When you’ve got such wide adoption and acceptance for cryptocurrency in Africa, gambling will follow. Skin in the game If online crypto gambling will potentially achieve annual revenue of $8bn by 2022, how is it that crypto gambling is likely to become bigger than igaming? The answer lies in the world of video games. If you are a gamer playing the likes of Counter Strike: Global Offensive (CS:GO), PUBG, DOTA2, you’ll know about skins. A skin is a graphic used to change the appearance of the user interface, a game character or an object used in the game – a gun like the one in Figure 3, for example. They don’t affect gameplay, they are just cosmetic enhancements. Source: RCGComix / Deviant art Skins vary in popularity and rarity. Some are worth tens of thousands of dollars because they are rare and give the owner major bragging rights. They are also, effectively, a currency; you can exchange them for other skins or other currencies, such as US dollars or cryptocurrency. 2018, a case in the US Courts of Appeals reversed a Western District of Washington court decision against Big Fish Casino concerning whether loot-box winnings were a ‘thing of value’. The appeals court ruled: “Big Fish Casino is free to play and there is never a possibility “Skins have value and are tradable: they are effectively a currency. Put together these items of value with an urge to gamble and you have skins gambling” Valve, the company behind some of the world’s biggest games, encourages the adoption and trading of skins because it is profitable. Halvetti, a blogger on hltv.org, put sales of Valve’s CS:GO – a major game that trades skins – at 21,352,159 as of May 2016, generating revenue of about $310m. Valve has something called a “Steam transaction fee” of around 10%, which is applied to every skins transaction it controls. Based on csgobackpack calculations, the value of all items was $211,713,935. If every person traded on average one item a year, Valve would gain an extra $21m in revenue. Skins are big business. So skins have value and are tradable: they are effectively a currency. Put together these items of value with an urge to gamble and you have skins gambling. ‘Loot boxes’ or ‘prize crates’ are massive gambling phenomenon. A player receives a loot box within a game, when they hit a certain level or by tra ding items for it (or maybe they just bought it). When the player opens the virtual box, they may or may not get items that are more valuable than its sticker price. Sounds like gambling? Of course, loot-box designers can adjust the probability of the value of each item given away and so you get a gross-gaming margin of a certain percentage. One of the odd things about loot boxes is how unclear governments are on whether this is technically gambling. In March of receiving real cash or merchandise, no matter how many chips a user wins.” It also noted that “extended gameplay cannot result in any gain to the user, pecuniary or otherwise, aside from the amusement that accompanies continuing to play a game that is already available to play for free”. It seems that the case against Big Fish Casino fell apart because its terms and conditions prohibit the transfer or sale of virtual chips, meaning anyone who sells them on the secondary market is violating the operator’s T&Cs. But… you can sell these chips on secondary markets and – from what I understand – Big Fish Casino can’t find out if you have. The effect is a huge loophole in gambling legislation in the United States and globally. In March 2018, Valve introduced a seven-day trading ban to create friction around gambling transactions and dissuade players from using their skins to gamble. Valve has also issued various cease-and- desist notices to skins-gambling sites. And this is where this story takes an interesting turn in relation to cryptocurrency. Skins are currency but with infinite denominations: each skin has a unique value and there are lots of them. Traditional currency, on the other hand, has a series of denominations: a $10 note, $100 note and so on. In crypto circles we call cash – dollars, pounds, Euro – fiat currency, which is Latin for “Let it be done”. That’s because iGB Affiliate Issue 70 AUG/SEP 2018 27