Regulated Skill-Based Gaming: GameCo and Gamblit
The 2010s saw ambitious attempts to bring skill-based gambling to regulated casino floors. GameCo and Gamblit Gaming led this charge, promising to attract millennials with familiar gaming mechanics while maintaining the gambling element casinos require.
The Millennial Problem
Casino Demographics
Casinos faced a challenge:
Average slot player age: IncreasingMillennial casino spend: Lower than previous generationsSkill game familiarity: High among younger playersTraditional slots: Perceived as passive entertainmentThe Proposed Solution
Create games that:
Blend video game mechanics with gamblingReward skill while maintaining house edgeAppeal to players raised on console gamingFit within existing regulatory frameworksGameCo: The First Mover
Company Background
Founded: 2015, New York
Concept: Skill-based video game gambling
Key Innovation: Variable RTP based on player skill
Product Approach
GameCo created games resembling console titles:
First-person shooters: Eliminate targets for winsRacing games: Finish position determines payoutAction games: Score determines returnHow Skill Affected Payout
The GameCo model:
| Skill Level | RTP |
| Expert | 95-99% |
| Average | 85-90% |
| Poor | 75-80% |
Regulatory Approvals
GameCo achieved:
Nevada: First skill-based game approval (2015)Atlantic City: Launch at multiple propertiesAdditional jurisdictions: Expansion continuedCasino Deployments
Placements included:
Caesars Atlantic CityHard Rock Atlantic CityPlanet Hollywood Las VegasOther major propertiesGamblit Gaming: The Hybrid Approach
Company Background
Founded: 2012, Los Angeles
Concept: Hybrid skill/luck gaming
Key Innovation: Skill games with gambling overlay
Product Philosophy
Gamblit took a different approach:
License familiar mobile gamesAdd gambling mechanicMaintain recognizable gameplaySkill influences but doesn't determine outcomeProduct Examples
Gamblit games included:
Pac-Man: Skill maze navigation affects multipliersMatch-3 puzzles: Matching skill provides bonusCard games: Skill/luck hybrid mechanicsThe "Mode 2" Architecture
Gamblit's system:
Player wagers and plays skill gameSkill score determined by performanceRNG determines final outcomeSkill score modifies but doesn't control resultRegulatory Journey
Gamblit approvals:
California cardroomsNevada casinosAdditional jurisdictionsTechnical Implementation
Cabinet Design
Both companies developed:
Large high-definition displaysConsole-style controllersComfortable seating for extended playSkill-appropriate interface designRTP Calculation Challenges
Skill-based gaming created new problems:
Traditional gaming: RTP fixed by paytable
Skill-based gaming: RTP varies by player ability
Regulatory Accommodations
Nevada and other jurisdictions created:
Skill-based gaming regulationsVariable RTP disclosure requirementsMinimum return standards regardless of skillTesting protocols for skill elementsMarket Results
Initial Enthusiasm
Early response included:
Significant media coverageCasino operator interestPlayer curiosityIndustry awards and recognitionSobering Reality
Results proved disappointing:
| Metric | Expectation | Reality |
| Player adoption | High | Low |
| Floor retention | Long-term | Short placements |
| Revenue per unit | Competitive | Below slots |
| Target demographic | Millennials | Mixed at best |
Why It Struggled
Analysis suggested:
Cognitive dissonance: Gamblers want luck, gamers want skillCasino environment: Not appealing to core gamersSkill pressure: Stress of skill gambling not funPayout expectations: Gamers expect to "beat" gamesInvestment required: Learning curve discouraged casualsThe Fundamental Tension
Skill vs. Gambling Psychology
The core problem:
Skill gamers want:
To win through abilityFair competitionMastery and improvementGuaranteed success with skillGamblers want:
Possibility of luck-based winsLow stress entertainmentHope without pressureImmediate gratificationThe Irreconcilable Conflict
Skill-based gambling struggled because:
High skill = Frequent wins = Low revenue for casinoLow skill = Frustrating losses = Player dissatisfactionNeither segment fully satisfiedHybrid pleased no one completelyCompany Outcomes
GameCo
Reduced operations significantlyShifted focus to esports bettingSome games remain deployedOriginal vision largely unfulfilledGamblit
Acquired/merged multiple timesProduct line discontinued in many marketsIntellectual property dispersedPioneer status but not commercial successLessons Learned
For the Industry
Skill-based gaming taught:
Demographics aren't destiny: Millennials will gamble traditionallySkill gambling is niche: Limited mass appealCasino environment matters: Context shapes behaviorTraditional games work: Slots and video poker endureFor Video Poker
Implications for video poker:
Skill element is optimal amountToo much skill creates problemsTransparent odds are valuedTraditional format is stickyThe Esports Alternative
Shifting Industry Focus
After skill-based gaming struggles:
Esports betting gained tractionTournament gambling expandedFantasy sports integrationDifferent model than machine-based skillWhy Esports Works
Esports betting succeeds where skill-based slots failed:
Skill is spectator, not participantBetting on others reduces pressureFamiliar sports betting modelExisting player baseLegacy and Future
What Survives
From the skill-based era:
Regulatory frameworks for skill gamesUnderstanding of player psychologyHybrid game design experienceEsports betting infrastructureOngoing Development
Some companies continue:
Konami: Skill-based elements in traditional gamesAGS: Hybrid featuresOthers: Incremental integrationThe GameCo and Gamblit era proved that pure skill-based gambling faces fundamental psychological barriers, while video poker's balanced skill/luck formula continues to succeed.