Center for Gaming Research
I've gotten an increasing number of questions about whether the national gaming market is saturated, and I figured that the best way to answer it was to get as much data as I could. Here is the result:
United States Commercial Casino Revenues
States with Commercial and Racetrack Casinos, 2001-13
This report tracks the annual calendar year revenue totals for all commercial casinos states since 2001, with the addition of slot revenues from Connecticut’s tribal casinos.
Where possible, I got state data for calendar years; for the few states where that data was not available, I used the American Gaming Association's State of the States reports.
I hope that this report is a good reference for those seeking to understand how individual states and the nation as a whole have fared with gaming revenues since 2001. I've certainly learned a few things from working on it.
The latest occasional paper has been posted:
Paper 24: April 2013
Michelle Robinson. "Billy Graham Comes to Las Vegas: Faith at Work on the Strip"
ABSTRACT: An exploration of Billy Graham’s 1978 Christian Crusade in Las Vegas, this paper argues that the Billy Graham Evangelical Association (BGEA) developed distinctly Vegas-styled evangelical tactics to address challenges posed by the city’s fragile religious infrastructure and competing attractions on the Las Vegas Strip. To organize a spectacular and successful ecumenical event that would garner local and national attention, BGEA simultaneously leveraged popular notions of Vegas as “Sin City” while recruiting Christian evangelicals from beyond the city proper to temporarily transform the religious ecology of the Strip.
View the paper here (pdf)
61-April 11, 2014
"Brave New Play: A Brief Look at Digital Natives, Changing Play Ecosystems, and Wager-Based Gaming"
In this April 11 Gaming Research Colloquium talk, Andrade presents some recent research and insights into new forms of popular digital and reality-based play. New game forms such as cosplay, larping, virtual-location based games, co-presence, and play communities are established norms of play with tens-of-thousands of players/participants and gaining popularity as productive gaming communities.
Listen to the audio file (mp3)
View the flyer (pdf)
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