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The Effect of Online Gaming on Commercial Casino Revenue

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Abstract

This study estimates the effect of the online gaming industry on the commercial casino gaming industry. The findings from this study suggest that during the pre-UIGEA period, online gaming was a moderate substitute good for brick and mortar gaming in the U.S. In an online gaming market characterized by loose regulation and relatively easy access, online gaming revenue is estimated to cannibalize commercial casino revenue at a rate of 27 to 30 cents on the dollar. This study also led to the discovery of a seemingly valid instrumental variable, internet user rates, which can be used to correct internet gaming coefficient estimates for potential bias in future studies.
23
UNLV Gaming Research & Review Journal Volume 15 Issue 2
The Effect of Online Gaming on
Commercial Casino Revenue
Kahlil S. Philander
Abstract
This study estimates the effect of the online gaming industry on the commercial
casino gaming industry. The ndings from this study suggest that during the pre-UIGEA
period, online gaming was a moderate substitute good for brick and mortar gaming in
the U.S. During this early period in the online gaming market, which was characterized
by loose regulation and relatively easy access, online gaming revenue is estimated to
have cannibalized commercial casino revenue at a rate of 27 to 30 cents on the dollar. A
discussion of this nding’s relevance to the current gaming market and the related policy
considerations is provided. This study also led to the discovery of a seemingly valid
instrumental variable, internet user rates, which can be used to correct internet gaming
coefcient estimates for potential bias in future studies.
Keywords: internet gambling, online gaming, instrumental variable, ARIMA
Introduction
The adoption of online gaming in new jurisdictions tends to be touted by proponents
as a voluntary source of tax revenue (Legislative Analyst’s Ofce, 2010).
By regulating the industry, governments are thought to be able to increase
public revenues through an online gaming tax. These taxes are typically
levied on operators through a licensing fee and/or an excise tax applied to
gross gaming revenue.
To date, it has remained unclear what specic effect online gaming has
had on traditional brick and mortar (B&M) gaming. In particular, have
the two industries been gross-complements (an increase in the demand
for industry leads to an increase in the demand for the other), or have they
been gross-substitutes (an increase in the demand for one industry leads to
a decrease in the demand for the other). This paper seeks to measure the
nature of this relationship and the strength of the association.
Signicance
An understanding of the relationship between online gaming and brick and mortar
gaming is an important concept for both policy makers and private operators. For private
industries (or government-owned operators), the importance is clear. If the two industries
are substitutes, they should be concerned about cannibalizing their own sales; if the
industries are complements, they should explore how to leverage the benets across the
virtual and non-virtual gaming oor.
For policy makers, the distinction is more subtle. Among other considerations, policy
makers need to understand how the adoption of online gaming will affect the output and
tax revenue generated by existing B&M operations. For example, suppose that online
and B&M gaming are perfect substitutes and gross B&M revenue is taxed at 20%. The
introduction of online gaming at a 10% tax rate would actually lead to a decrease in tax
revenue – for every dollar in online gaming revenue, the government would receive $0.10,
but they would lose $0.20 from foregone B&M tax revenue. An argument similar to this
Kahlil S. Philander
University of Nevada
Las Vegas
Phone: (702) 722-
7342; Fax: (702) 895-2713;
Email: philande@unlv.
nevada.edu
If the two industries are
substitutes, they should be
concerned about cannibalizing
their own sales; if the industries
are complements, they should
explore how to leverage the
benets across the virtual and
non-virtual gaming ‡oor.
24 UNLV Gaming Research & Review Journal Volume 15 Issue 2
one has been posited regarding the effect of legal casino adoption on lottery revenue
(Walker, 2007a; Walker, 2007b). This argument of cross-industry tax effects is a specic
application of the more general argument from the seminal work of Ramsey (1927),
which provides a formal argument of the inter-relations between goods and excise taxes.
To date, there has been no published academic research that empirically estimates
the relationship between online and B&M gaming demand. As online gaming continues
to emerge as an area of interest for business research, understanding the nature of its
relationship with B&M gaming will be important for building theoretical and empirical
models.
Literature Review
Overview of Online Gaming in the United States
The rst recorded online casino to accept a wager was Intertops.com, based and
licensed in Antigua, which occurred in January 1996 (Business Wire, 2005). The online
gaming industry then grew to roughly 15 casinos by the end of 1996, 650 at the end of
1999, and 1,800 sites by the end of 2002 (Schwartz, 2006). The rst online poker room,
PlanetPoker, opened in 1998 and was quickly followed by many others (Williams &
Woods, 2007).
Online gaming continued to grow in the United States until October 2006, when the
Unlawful Internet Gambling Enforcement Act (UIGEA) was passed as an addition to the
Security and Accountability for Every Port Act of 2006. This measure effectively made
it illegal for any nancial transaction provider to transfer funds to online sites that take
bets on “outcomes of a contest, sports event or a game of chance” (Smith et al., 2007).1
2 Although this act did not make the specic act of betting illegal for the consumer, the
increased difculty of nancial transactions, and increasing uncertainty over the legality
of online gaming in the average consumer’s eyes, had a negative effect on online gaming
demand, and caused some foreign operators to exit the U.S. market (Rose, 2010). The
largest operator at the time, Party Gaming, was among the companies that left the U.S.
market. At the time, the U.S. online gaming industry was estimated to produce roughly 6
billion in revenue per year, while the commercial casino industry generated 32 billion in
revenue (Christiansen Capital Advisors, 2007; American Gaming Association, 2007).
Gaming Taxation Policy
The use of gaming regulation to generate tax revenue is often cited as a way to avoid
politically dubious tax increases while addressing budget shortfalls (Furlong, 1998;
Smith, 1999; Smith, 2000). Although the assumed electoral consequences of scal policy
changes have become the topic of recent debate (Alesina, Carloni, & Lecce, 2010), the
use of a Ramsey taxation framework, which applies excise taxes to generate a specic
amount of revenue (as opposed to using taxes to fund the nancing of a public good),
appears to be a reasonable assumption of general policy practices (Ramsey, 1927).
When cross-effects between goods’ demand are ignored, Ramsey (1927) suggests
that tax rates be inversely proportional to own-price elasticities of demand. However,
the introduction of cross-effects between goods complicates this axiom. Taxation on
a good must account for how distortions in demand for that good affect demand for
complementary and substitute goods. This concept has been noted by some gaming
researchers such as Smith (1999), “Empirical research on elasticity of gaming demand
has provided little practical guidance along these lines for taxation policy and design…
Estimating gambling demand elasticities is complicated by the extent to which different
gambling products are substitutes,” but policy applications and research into cross-
effects remain limited.
1 The SAFE Port Act had no direct relation to gaming, prior to the late addition of the UIGEA provisions. It
is an act designed to address maritime and cargo security.
2 The provisions outlined in the UIGEA did not come into full effect prior to June 1, 2010, though most
operators had already fully complied with the act, prior to that date.
25
UNLV Gaming Research & Review Journal Volume 15 Issue 2
6
between some industries, but none for online gaming. The relationships are all noted to be either
nil or substitutionary (as opposed to complementary).
Table 1
Relationships between Gaming Sectors – Maximum Reported Empirical Estimates3
Gaming Sector
From\To
Casino(1)
Gaming
Machines
Lottery
Betting
Services(2)
Casino
-27%
-27%
-20%
-32%
Gaming Machines
-27%
-27%
-20%
-32%
Lottery
-3%
(low-end)
-3%
(low-end)
Substitute
Magnitude
Unknown
-36%
Betting Services
0%
0%
Weak Substitute
-17%
Note: Reproduced from Swiss Institute of Comparative Law (2006)
(1) Results are largely from studies of U.S. venues where slot machines are by far the largest component of casino GGRs. The
effects of competition on casinos and gaming machines are assumed to be equal for this analysis.
(2) Assumes that these are predominantly horse and sports betting services.
In his early study of direct gaming demand elasticities, Suits (1979) estimates the
elasticity of demand for bookmaking services in Nevada, using data from the reduction of the
federal excise tax on bookmaking at the end of 1974. He generates an elastic range from -1.64 to
-2.17, indicating that the percent change in demand will be greater than the percentage change in
price. He also estimates elastic demand for betting at thoroughbred race tracks from a panel data
set of states offering horse racing,ranging from -1.59 to -2.14. Morgan and Vasche (1982) used
two multiple regression equations to measure the effect of real disposable income,
unemployment, and price of wagering (takeout rate) on pari-mutuel wagering demand. Wagering
demand was split into two variables, wagering per attendance and attendance per capita. The
authors estimate elasticity of pari-mutuel wagering with respect to price is -1.3. In his study of
3Empty Bingo related cells were removed
The Effect of Online Gaming on Commercial Casino Revenue
Estimates of Gaming Demand Responses
In terms of cross- effects within the gaming industry, Walker and Jackson (2008) use
a system of seemingly unrelated regression (probit) models to estimate the volume of
casino, dog racing, horse racing, and lottery gaming industries as a function of the other
industries’ volume, and other control variables. A statistically signicant relationship
is found with all cross-effects except for dog racing volumes and casino volumes, and
Indian casino square footage and dog racing volume. Casino gaming is noted to have a
negative relationship with lottery gaming, but a positive relationship with horse racing.
In their review of gaming services in the European Union, the Swiss Institute of
Comparative Law (2006) provides a summary table (reproduced in Table 1 below) of
the known relationships among gaming industries. The authors provide estimates of the
cross-elasticities between some industries, but none for online gaming. The relationships
are all noted to be either nil or substitutionary (as opposed to complementary).
Table 1
In his early study of direct gaming demand elasticities, Suits (1979) estimates the
elasticity of demand for bookmaking services in Nevada, using data from the reduction
of the federal excise tax on bookmaking at the end of 1974. He generates an elastic range
from -1.64 to -2.17, indicating that the percent change in demand will be greater than the
percentage change in price. He also estimates elastic demand for betting at thoroughbred
race tracks from a panel data set of states offering horse racing, ranging from -1.59 to
-2.14. Morgan and Vasche (1982) used two multiple regression equations to measure the
effect of real disposable income, unemployment, and price of wagering (takeout rate) on
pari-mutuel wagering demand. Wagering demand was split into two variables, wagering
per attendance and attendance per capita. The authors estimate elasticity of pari-mutuel
wagering with respect to price is -1.3. In his study of Illinois casinos, Landers (2008a;
2008b) estimates the price elasticity of casino gaming between -0.8 and -1.0. Landers
(2008a) also notes that estimates of price elasticities in prior literature vary between
-0.19 (lottery) and -2.81 (betting services). Thalheimer and Ali (2003) compute a log-log
model that allowed them to infer elasticities directly from the model coefcients. The
authors estimate an elastic (-1.5) price elasticity of demand in 1991, which decreased to
an inelastic value (-0.9) by 1998.
Methodology
Overview
This study estimates two time-series regression models to determine the effect
of online gaming revenue on brick and mortar gaming revenue. The model seeks to
estimate the relationship between real (ination adjusted) U.S. online gaming revenue
26 UNLV Gaming Research & Review Journal Volume 15 Issue 2
and real U.S. commercial casino consumer spending. In order to address potential bias
in coefcient estimate of online gaming revenue, an instrumental variable method, two-
stage least squares (2SLS), is used to estimate the model coefcients. An ARIMA model
is also computed to evaluate the robustness of the ndings.
Data
A large portion of online gaming activity takes place on foreign sites, which are
operating in countries with dubious regulation and reporting requirements. This makes
any analysis of the online gaming industry challenging, and dependent on market
estimates. In this study, data on the United States online gaming industry was made
available as a result of a trade dispute at the WTO between Antigua and the U.S.
(Christiansen Capital Advisors, 2007). The annual online gaming data covers the period
from 1999 to 2006, the year the UIGEA came into effect. The use of pre-UIGEA data
provides a revealing period to monitor the consumer behavior effects of online gaming,
since the lack of signicant regulation allowed operators and consumers to interact
with fewer market restrictions. Since not all online gaming operators are required to
le their revenue values with the government or another institution, the value provided
by Christiansen Capital Advisors (2007) are estimates, and not precise audited values.
Although the use of estimates may lead to inference issues, it should not bias the
parameter estimates. Data for 1998 was coded by applying the 1998 to 1999 World
estimates of online gaming by Christiansen Capital Advisors (2007) to the U.S. estimates
from 1999. For the period from 1988 to 1998, online gaming revenues were assumed
to be insignicant, and were coded as zero. The use of linearly approximated revenue
levels from 1995, when online gaming revenues were known to be zero (Business
Wire, 2005), and the last Christiansen Capital Advisors (2007) estimate in 1998, did
not signicantly alter the results. Therefore, the results appear to be robust to the minor
estimation errors in 1996 and 1997.
Total commercial gross gaming revenue for the United States was obtained from the
American Gaming Association (2010). The nominal values of B&M gaming revenue
and online gaming revenue were converted to real values, by applying the U.S. CPI-U
consumer price index (U.S. Department of Labor, Bureau of Labor Statistics, 2010).
Real U.S. gross domestic product was obtained from the International Monetary
Fund (2010). Commercial casino availability data was obtained from Walker (2007a)
and the American Gaming Association (2002, 2003, 2004, 2005, 2006, 2007). Summary
statistics for all estimation data is provided in Appendix B.
Omitted Data
The National Indian Gaming Commission (NIGC) was solicited for Indian gaming
revenues, however the NIGC was unable to provide data that predated 1998, and
therefore Indian gaming revenue was not included as an independent variable. Also
missing is a price variable. In empirical studies of the gaming industry, price is typically
operationalized as the house advantage for a given game (Eadington, 1999). Since
this study examines the U.S. gaming industries as a whole, it is not possible to include
price in the model, as there is no index of overall house advantage for the U.S. gaming
industry as a whole. The model design addresses potential bias from variable omission
through an instrumental variable estimation method. In their study of intrastate industry
relationships, Walker and Jackson (2008) previously estimate cross-industry effects
without a price variable.
Instrumental Variable Approach
In producing estimates of gaming revenue relationships using long-term time
series, the potential for omitted variable bias to enter the model error term becomes an
increasing concern, as there is no reliable proxy variable that can address the changes in
gamblers’ and society’s attitudes towards gaming over the 18 year period of this study.
27
UNLV Gaming Research & Review Journal Volume 15 Issue 2
The Effect of Online Gaming on Commercial Casino Revenue
If the model error term,
t
e
, contains omitted variables, such as attitudes towards gaming
or Indian gaming revenue, which are correlated with the independent variables, biased
coefcients may be estimated.3
In order to address the potentially endogenous online gaming variable, this study
uses an instrumental variable approach, two-stage least squares, to obtain a consistent
estimate of its effects. Instrumental variable estimation uses an exogenous variable that
is uncorrelated with the structural model error term, but correlated with the potentially
endogenous variable to obtain consistent coefcient estimates.4
Number of internet users per 100 people was used as an instrument for online
gaming revenue. The data was obtained from the International Telecommunication
Union (2010). The availability of no other potentially valid instruments inhibits the use
an overidentication test to measure whether internet user rates and the unexplained
variance in B&M gaming are correlated, but it seems intuitively unlikely that there
would be a statistically signicant relationship between these two variables. The non-
zero correlation assumption between internet user rates and online gaming revenue
seems intuitively plausible, as it may be the case that as the population of people with
access to the internet grows, so will the number of people gambling on the internet. This
assumption is tested in the results section.
Estimation Framework
The reduced form (rst stage) model that was estimated was specied as follows:
The structural model that was estimated was specied as follows:
3 As mentioned above, Indian gaming and price are also omitted variables of concern.
4 See, for example, Wooldridge (2010) for further discussion of instrumental variable methods.
11
The structural model that was estimated was specified as follows:
01 2 3 41
,
The inflation adjusted total commercial casino gross gaming revenue during
period (in billions of USD)
The estimate of inflation adjusted online
tt t t tt
t
t
BM OG GDP NCC BM
Where
BM
t
OG
ββ β β β ε
= +⋅ + +⋅ + +
=
= gaming revenue during period , from the first
stage regression (in billions of USD)
U.S. real gross domestic product during period (in billions of USD)
The number of U.S. states with legal
t
t
t
GDP t
NCC
=
= and operational commercial casinos in period t
The model error term
ε
=
Results
First Stage Tests
As shown in Table 2, internet subscription rate is a statistically significant predictor of
online gaming revenue; t(11) =4.46, p=.001. The F-stat value for the instrumental variable was
F(1, 11) =19.92, greater than the threshold of 10 indicating a good instrument and satisfying the
( , )0
tt
Cov IS OG
condition (Sovey and Green, 2011).As expected, the prior years number of
internet users is positively correlated with current year internet gaming revenue
Table 2
Beta
Robust S.E.
t-stat
p-value
(Constant)
-2.635
3.067
2.77
0.018
LAG Internet Users Per 100
0.122
0.027
4.46
0.001
Real Gross Domestic Product
-0.001
<0.001
-2.57
0.026
Number of Commercial Casino
States
0.126
0.117
1.08
0.305
LAG Real B&M Revenue
-0.037
0.103
-0.36
0.722
10
structural model error term, but correlated with the potentially endogenous variable to obtain
consistent coefficient estimates.
5
Number of internet users per 100 people was used as an instrument for online gaming
revenue. The data was obtained from the International Telecommunication Union (2010). The
availability of no other potentially valid instruments inhibits the use an overidentification test to
measure whether internet user rates and the unexplained variance in B&M gaming are correlated,
but it seems intuitively unlikely that there would be a statistically significant relationship
between these two variables. The non-zero correlation assumption between internet user rates
and online gaming revenue seems intuitively plausible, as it may be the case that as the
population of people with access to the internet grows, so will the number of people gambling on
the internet. This assumption is tested in the results section.
Estimation Framework
The reduced form (first stage) model that was estimated was specified as follows:
01 12 3 41
1
,
The inflation adjusted online gaming revenue during period (in billions of USD)
Internet subscription rates per 100 people during period 1
t t t t tt
t
t
OG IS GDP NCC BM
Where
OG t
IS t
ε
−−
+
=
=
1
U.S. real gross domestic product during period (in billions of USD)
The number of U.S. states with legal and operational commercial casinos in period t
The inflation adjusted total com
t
t
t
GDP t
NCC
BM
=
=
=mercial casino gross gaming revenue during
period 1 (in billions of USD)
The model error term
t
ε
=
5
See, for example, Wooldridge (2010) for further discussion of instrumental variable methods.
28 UNLV Gaming Research & Review Journal Volume 15 Issue 2
Results
First Stage Tests
As shown in Table 2, internet subscription rate is a statistically signicant predictor of
online gaming revenue; t(11) = 4.46, p=.001. The F-stat value for the instrumental variable
was F(1, 11) = 19.92, greater than the threshold of 10 indicating a good instrument and
satisfying the
( , )0
tt
Cov IS OG
condition (Sovey and Green, 2011). As expected,
the prior years’ number of internet users is positively correlated with current year internet
gaming revenue
Table 2
Two-Stage Least Squares Results
The general model ndings are provided in Table 3, below. The structural model,
which estimated the effect of online gaming on the commercial casino industry, appeared
to explain the variance in the dependent variable well, as the centered R2 value was
0.996, although the high adjusted R2 is also a function of the relatively small sample
size and the use of an autocorrelative term. An initial test for homoskedasticity indicated
non-constant variance F(4, 12) = 4399.43, p<0.001.5 Therefore, standard errors robust to
any arbitrary forms of heteroskedasticity were estimated using the robust procedure in
Stata (StataCorp LP, 2009). To address small sample issues in the parameter estimates,
a nite sample adjustment is used with the robust setting using the small procedure
in Stata (StataCorp LP, 2009). The test for autocorrelation failed to show a signicant
autocorrelative term, t = -2.21, p=0.052, therefore no corrections were made to compute
autocorrelation robust standard errors.6 The Shapiro-Wilks test failed to show a
signicant departure from normality, z = -1.612, p=0.947.
Table 3
Online gaming is found to be negatively related to commercial casino revenue,
indicating the two goods are substitutes. A one dollar increase in online gaming revenue is
estimated to coincide with a 28 cent reduction in commercial casino revenue. Real GDP
is positively related to commercial casino revenue, suggesting that it is a normal good.
Number of commercial casino states and the lagged value of gross commercial casino
revenue were positively related to the dependent variable. All control variables’ estimate
5 See the procedure outlined on page 535 of Wooldridge (2006).
6 See the procedure outlined on page 537 of Wooldridge (2006).
11
The structural model that was estimated was specified as follows:
01 2 3 41
,
The inflation adjusted total commercial casino gross gaming revenue during
period (in billions of USD)
The estimate of inflation adjusted online
tt t t tt
t
t
BM OG GDP NCC BM
Where
BM
t
OG
ββ β β β ε
= +⋅ + + + +
=
= gaming revenue during period , from the first
stage regression (in billions of USD)
U.S. real gross domestic product during period (in billions of USD)
The number of U.S. states with legal
t
t
t
GDP t
NCC
=
= and operational commercial casinos in period t
The model error term
ε
=
Results
First Stage Tests
As shown in Table 2, internet subscription rate is a statistically significant predictor of
online gaming revenue; t(11) =4.46, p=.001. The F-stat value for the instrumental variable was
F(1, 11) =19.92, greater than the threshold of 10 indicating a good instrument and satisfying the
( , )0
tt
Cov IS OG
condition (Sovey and Green, 2011).As expected, the prior years number of
internet users is positively correlated with current year internet gaming revenue
Table 2
Reduced Form Model Summary
Beta
Robust S.E.
t-stat
p-value
(Constant)
-2.635
3.067
2.77
0.018
LAG Internet Users Per 100
0.122
0.027
4.46
0.001
Real Gross Domestic Product
-0.001
<0.001
-2.57
0.026
Number of Commercial Casino
States
0.126
0.117
1.08
0.305
LAG Real B&M Revenue
-0.037
0.103
-0.36
0.722
12
Two-Stage Least Squares Results
The general model findings are provided in Table 3, below. The structural model, which
estimated the effect of online gaming on the commercial casino industry, appeared to explain the
variance in the dependent variable well, as the centered R2value was 0.996, although the high
adjusted R2is also a function of the relatively small sample size and the use of an autocorrelative
term. An initial test for homoskedasticity indicated non-constant variance F(4, 12)=4399.43,
p<0.001.6Therefore, standard errors robust to any arbitrary forms of heteroskedasticity were
estimated using the robust procedure in Stata (StataCorp LP, 2009).To address small sample
issues in the parameter estimates, a finite sample adjustment is used with the robust setting using
the small procedure in Stata (StataCorp LP, 2009). The test for autocorrelation failed to show a
significant autocorrelative term,t = -2.21, p=0.052, therefore no corrections were made to
compute autocorrelation robust standard errors.7The Shapiro-Wilks test failed to show a
significant departure from normality, z = -1.612, p=0.947.
Table 3
Structural Model Summary
Beta
Robust S.E.
t-stat
p-value
(Constant)
-6.5331
1.1445
-5.71
<0.001
Real Online Gaming Revenue
-0.2767
0.1247
-2.22
0.049
Real Gross Domestic Product
0.0010
0.0002
5.41
<0.001
Number of Commercial Casino
States
0.4379
0.1080
4.05
0.002
LAG Real B&M Revenue
0.4775
0.1129
4.23
0.001
6See the procedure outlined on page 535 of Wooldridge (2006).
7See the procedure outlined on page 537 of Wooldridge (2006).
29
UNLV Gaming Research & Review Journal Volume 15 Issue 2
The Effect of Online Gaming on Commercial Casino Revenue
directions are in line with economic theory and are signicant at the 0.05 alpha level.
Income (GDP) Elasticities
As a robustness check, the GDP elasticity from the 2SLS model is compared to
estimates of income elasticities from prior literature. An income elasticity value measures
the percentage change in gaming revenue given a one percentage change in income.
Since observations of internet gaming revenue in early years of the data set were equal
to zero, elasticities in the model could not be interpreted directly from a log-log model
specication, but instead were computed indirectly from the linear model.7 The short-
run income elasticity computed was 0.74 and the long-run income elasticity was 1.41.
Nichols and Tosun (2007) estimated that state long-run income elasticities with respect
to casino gaming varied widely. The authors measured a range from 0.22 to 2.29, which
includes both the short-run and long-run estimates from this study. Landers’ (2008b)
study on the demand for casino gaming estimated income elasticities from 1.43 to 1.91,
much closer to the long-run elasticity than the short-run. This difference may be due
in part to the emergence and rapid growth of internet gaming during the period of this
study, as compared to the established casino period studied in Landers (2008b).
ARIMA Modeling
Although the instrumental variable approach addresses potential model endogeneity
in the online gaming revenue parameter estimates, it does not address concerns over
potential unit root issues in the data. That is, if the variables measured in the model
are non-stationary, the coefcient estimates may suffer from spurious correlation, and
therefore be biased. To evaluate whether the results from the two-stage model suffer from
this issue, this section includes an ARIMA modeling process to render the variables from
the 2SLS process stationary and control for unknown model parameters. ARIMA models
use autoregressive (AR), integrated (I), and moving average (MA) terms to predict the
dependent variable. In this study, variables are rst rendered stationary to satisfy the
integration term, and then an ARMA model is tted using the Bayesian Information
Criterion (BIC) selection method (Schwarz, 1979).8
Trend Stationary Tests
To test whether the variables used in this model are stationary processes, an
augmented Dickey-Fuller unit root test is conducted. Non-stationary variables are then
differenced and re-tested until a stationary process is revealed. Table 4 summarizes
the results of the unit root tests. A second difference of each model variable is noted to
produce series that satisfy the unit root test at the 0.05 alpha level. Therefore, second
differences of the variables are used in the ARIMA process.
Table 4
Augmented Dickey-Fuller Unit Root Test Statistics
7 For a proof of the elasticity formulas, see appendix A.
8 Due to the limited number of observations, only ARMA processes up to three are evaluated to minimize the
BIC.
14
Although the instrumental variable approach addresses potential model endogeneity in
the online gaming revenue parameter estimates, it does not address concerns over potential unit
root issues in the data. That is, if the variables measured in the model are non-stationary, the
coefficient estimates may suffer from spurious correlation, and therefore be biased. To evaluate
whether the results from the two-stage model suffer from this issue, this section includes an
ARIMA modeling process to render the variables from the 2SLS process stationary and control
for unknown model parameters. ARIMA models use autoregressive (AR), integrated (I), and
moving average (MA) terms to predict the dependent variable. In this study, variables are first
rendered stationary to satisfy the integration term, and then an ARMA model is fitted using the
Bayesian Information Criterion (BIC) selection method (Schwarz, 1979).9
Trend Stationary Tests
To test whether the variables used in this model are stationary processes, an augmented
Dickey-Fuller unit root test is conducted. Non-stationary variables are then differenced and re-
tested until a stationary process is revealed. Table 4 summarizes the results of the unit root tests.
A second difference of each model variable is noted to produce series that satisfy the unit root
test at the 0.05 alpha level. Therefore, second differences of the variables are used in the ARIMA
process.
Table 4
Augmented Dickey-Fuller Unit Root Test Statistics
Variable
No
Difference
p-value
First
Difference
p-value
Second
Difference
p-value
Brick & Mortar Revenue
-1.055
.733
-2.568
.100
-2.872
.049
Real Online Gaming
Revenue
0.712
.990
-2.046
.267
-4.615
<.001
Real Gross Domestic
Product
0.843
.992
-2.304
.171
-3.769
.003
9Due to the limited number of observations, only ARMA processes up to three are evaluated to minimize the BIC.
15
Number of Commercial
Casino States
-2.654
.082
-1.542
.513
-5.350
<.001
ARIMA Results
As mentioned, ARIMA processes integrated of order two, with up to three autoregressive
or moving average terms were estimated and the final model was selected using a BIC
minimization procedure. The final specification was an ARIMA (2, 2, 3) process with real online
gaming revenue and real gross domestic product as independent variables. Following the criteria
for model evaluation, the final model specification dropped the number of states with
commercial casinos variable.10
Table 5
Results are provided in Table 5.
ARIMA Model Output
Variable
Beta
Real Online Gaming Revenue
-0.2959**
(0.0305)
Real Gross Domestic Product
0.0018**
(0.0005)
AR (1)
0.2317
(0.3213)
AR (2)
-0.3541
(0.3058)
MA (1)
0.1037
(0.2172)
MA (2)
-0.1037
(0.2172)
MA (3)
-1.000**
(<0.001)
Heteroskedastically robust standard errors are provided in brackets
*denotes significant at the 0.05 level, **denotes significant at the 0.01 level
n=17, BIC=28.81, Wald Chi2(6) = 9.4x1011, p<0.001.
10 In some ARIMA model specifications, the maximum likelihood function could not be maximized with all
explanatory variables. In these cases, reduced form models were estimated.
14
Although the instrumental variable approach addresses potential model endogeneity in
the online gaming revenue parameter estimates, it does not address concerns over potential unit
root issues in the data. That is, if the variables measured in the model are non-stationary, the
coefficient estimates may suffer from spurious correlation, and therefore be biased. To evaluate
whether the results from the two-stage model suffer from this issue, this section includes an
ARIMA modeling process to render the variables from the 2SLS process stationary and control
for unknown model parameters. ARIMA models use autoregressive (AR), integrated (I), and
moving average (MA) terms to predict the dependent variable. In this study, variables are first
rendered stationary to satisfy the integration term, and then an ARMA model is fitted using the
Bayesian Information Criterion (BIC) selection method (Schwarz, 1979).9
Trend Stationary Tests
To test whether the variables used in this model are stationary processes, an augmented
Dickey-Fuller unit root test is conducted. Non-stationary variables are then differenced and re-
tested until a stationary process is revealed. Table 4 summarizes the results of the unit root tests.
A second difference of each model variable is noted to produce series that satisfy the unit root
test at the 0.05 alpha level. Therefore, second differences of the variables are used in the ARIMA
process.
Table 4
Augmented Dickey-Fuller Unit Root Test Statistics
Variable
No
Difference
p-value
First
Difference
p-value
Second
Difference
p-value
Brick & Mortar Revenue
-1.055
.733
-2.568
.100
-2.872
.049
Real Online Gaming
Revenue
0.712
.990
-2.046
.267
-4.615
<.001
Real Gross Domestic
Product
0.843
.992
-2.304
.171
-3.769
.003
9
Due to the limited number of observations, only ARMA processes up to three are evaluated to minimize the BIC.
14
Although the instrumental variable approach addresses potential model endogeneity in
the online gaming revenue parameter estimates, it does not address concerns over potential unit
root issues in the data. That is, if the variables measured in the model are non-stationary, the
coefficient estimates may suffer from spurious correlation, and therefore be biased. To evaluate
whether the results from the two-stage model suffer from this issue, this section includes an
ARIMA modeling process to render the variables from the 2SLS process stationary and control
for unknown model parameters. ARIMA models use autoregressive (AR), integrated (I), and
moving average (MA) terms to predict the dependent variable. In this study, variables are first
rendered stationary to satisfy the integration term, and then an ARMA model is fitted using the
Bayesian Information Criterion (BIC) selection method (Schwarz, 1979).9
Trend Stationary Tests
To test whether the variables used in this model are stationary processes, an augmented
Dickey-Fuller unit root test is conducted. Non-stationary variables are then differenced and re-
tested until a stationary process is revealed. Table 4 summarizes the results of the unit root tests.
A second difference of each model variable is noted to produce series that satisfy the unit root
test at the 0.05 alpha level. Therefore, second differences of the variables are used in the ARIMA
process.
Table 4
Augmented Dickey-Fuller Unit Root Test Statistics
Variable
No
Difference
p-value
First
Difference
p-value
Second
Difference
p-value
Brick & Mortar Revenue
-1.055
.733
-2.568
.100
-2.872
.049
Real Online Gaming
Revenue
0.712
.990
-2.046
.267
-4.615
<.001
Real Gross Domestic
Product
0.843
.992
-2.304
.171
-3.769
.003
9
Due to the limited number of observations, only ARMA processes up to three are evaluated to minimize the BIC.
30 UNLV Gaming Research & Review Journal Volume 15 Issue 2
ARIMA Results
As mentioned, ARIMA processes integrated of order two, with up to three
autoregressive or moving average terms were estimated and the nal model was selected
using a BIC minimization procedure. The nal specication was an ARIMA (2, 2, 3)
process with real online gaming revenue and real gross domestic product as independent
variables. Following the criteria for model evaluation, the nal model specication
dropped the number of states with commercial casinos variable.9 Results are provided in
Table 5.
Table 5
ARIMA Model Output
The model produced an online gaming revenue coefcient estimate of -0.296. This
value is the same direction and similar in order of magnitude as the estimate from the
2SLS model, differing in actual effect by only 0.019. A one dollar increase in online
gaming revenue is estimated to coincide with a 30 cent reduction in commercial casino
revenue under this model’s estimation. The real GDP estimate is also signicant and the
same direction as in the 2SLS model, differing by a value of 0.0008.
Discussion
The ndings from this study suggest that online gaming was a gross substitute for
commercial casino gaming during the pre-UIGEA period. Although both the 2SLS
model and the ARIMA model estimated in this study may suffer from different sources
of bias – unit root issues in the 2SLS model and endogeneity issues in the ARIMA model
– both produce results that are similar to each other. Both also support the contention of
substitution between online and ofine gaming. The income elasticities measured in the
model also appear to be consistent with the ndings from prior gaming literature, further
adding to the robustness of the ndings. This study therefore provides some evidence
that in an online gaming market characterized by loose regulation, and relatively easy
access, online gaming will cannibalize some commercial casino revenue at a rate of 27
to 30 cents on the dollar. Policy makers and industry practitioners should consider this
effect when evaluating whether or not to enter the online gaming sector.
Despite the robustness of the ndings across different models in this study, the short
10 In some ARIMA model specications, the maximum likelihood function could not be maximized
with all explanatory variables. In these cases, reduced form models were estimated.
15
Number of Commercial
Casino States
-2.654
.082
-1.542
.513
-5.350
<.001
ARIMA Results
As mentioned, ARIMA processes integrated of order two, with up to three autoregressive
or moving average terms were estimated and the final model was selected using a BIC
minimization procedure. The final specification was an ARIMA (2, 2, 3) process with real online
gaming revenue and real gross domestic product as independent variables. Following the criteria
for model evaluation, the final model specification dropped the number of states with
commercial casinos variable.10
Table 5
Results are provided in Table 5.
ARIMA Model Output
Variable
Beta
Real Online Gaming Revenue
-0.2959**
(0.0305)
Real Gross Domestic Product
0.0018**
(0.0005)
AR (1)
0.2317
(0.3213)
AR (2)
-0.3541
(0.3058)
MA (1)
0.1037
(0.2172)
MA (2)
-0.1037
(0.2172)
MA (3)
-1.000**
(<0.001)
Heteroskedastically robust standard errors are provided in brackets
*denotes significant at the 0.05 level, **denotes significant at the 0.01 level
n=17, BIC=28.81, Wald Chi2(6) = 9.4x1011, p<0.001.
10 In some ARIMA model specifications, the maximum likelihood function could not be maximized with all
explanatory variables. In these cases, reduced form models were estimated.
31
UNLV Gaming Research & Review Journal Volume 15 Issue 2
history of online gaming led to a fairly small data set. Therefore, some caution should
be exercised when using these results in decision making processes. As data in more
markets and over different time periods becomes available, researchers should explore
how robust those estimates are compared to these. Also, given that this study aggregated
all online gaming sources, policy makers and industry practitioners should be cautious
when using these estimates to evaluate the effect of a policy change to a single product.
It may be the case that some online gaming products with purposeful co-marketing, such
as online poker (where players can qualify for B&M tournaments through smaller online
tournaments) are gross complements, leading to an increase in demand for their brick and
mortar counterparts.
In light of this being a seminal study on the effect of online
gaming on ofine gaming, many factors remain unclear in terms of
the proper interpretation of the long-run effect of online gaming on
brick and mortar casinos. First, it seems likely that U.S. consumer
behavior has changed in both the post-UIGEA and the post-Black
Friday regulatory eras, which differ from the period of this study.10
The legality of gaming online and the safety of account deposits
has become an increasing concern for players as a result of these two market shifts. It is
especially unclear how consumers’ consumption patterns would respond to the provision
of government regulated gaming sites, provided by reputable gaming operators. Case
studies of other jurisdictions with legal online gaming, such as Sweden, the UK, or the
Canadian provinces of British Columbia and Quebec, may provide some insight in this
regard. Regulation of online gaming may simply shift consumption from foreign sites to
domestic sites, with little cross-effect on existing brick and mortar casinos, or it may lead
to more opportunities for co-marketing between online and ofine platforms, and reduce
the substitutionary nature of these two products.
The ndings from this study also estimated the average effects of the online gaming
industry on brick and mortar gaming, while decision makers should focus on the marginal
effects from increased activity. In particular, stakeholders should
consider how the incremental online casino consumer would
patronize brick and mortar casinos. It is worth noting that online
gaming remains a small part of the overall U.S. gaming market. In
2006, the year the UIGEA was enacted, online gaming constituted
only 6.4% of the total U.S. gaming market (Christiansen Captial
Advisors, 2007). If policy changes are made to regulate the industry,
the impact on B&M casinos may be modest given the comparative
size of the industries, and the expectation that many consumers will
simply be shifting consumption from illegal gaming providers to
government regulated providers.
In addition to those policy ndings, this study led to the
discovery of a seemingly valid instrumental variable, internet user
rates, that can be used to correct internet gaming coefcient estimates for potential bias.
This instrument may prove useful for other researchers exploring the different cross-
effects of sub-industries within online gaming. For example, a similar study could be
conducted to determine whether online poker has a positive relationship with brick and
mortar poker, as some believe to be the case.
11 Black Friday refers to April 15, 2011, when the three largest online poker sites, Pokerstars, Full Tilt Poker,
and Absolute Poker, left the U.S. market in response to indictments by the Southern District of New York.
The Effect of Online Gaming on Commercial Casino Revenue
The ndings from this study
suggest that online gaming was
a gross substitute for commercial
casino gaming during the pre-
UIGEA period.
Despite the robustness of the
ndings across different models
in this study, the short history
of online gaming led to a fairly
small data set. Therefore, some
caution should be exercised
when using these results in
decision making processes.
32 UNLV Gaming Research & Review Journal Volume 15 Issue 2
Appendix A – Proof of Elasticity Estimates
Short-run Elasticity
19
Appendix A Proof of Elasticity Estimates
Short-run Elasticity
01 2 3 1
2
,2
If,
Then,
f we multiply both sides by , we have:
Mean values of , and are used to compute elasticities, theref
t t tt
t
t
t
t
tt t
BM OG
tt t
BM OG GDP BM
BM
GDP
GDP
IBM
BM GDP GDP
GDP BM BM
BM GDP
ββ β β ε
β
εβ
= +⋅ +⋅ +⋅ +
=
⋅= =
,2
ore estimates are:
t
BM OG
t
BM GDP GDP
GDP BM BM
εβ
⋅= =
Long-run Elasticity
20
01 2 3 1
1
01 2 3
3 01 2
01 2
3
2
3
If,
and,
Then,
1
1
f we multiply both sides by , we ha
t t tt
tt
t t tt
tt t t
tt
t
t
t
t
t
BM OG GDP BM
BM BM
BM OG GDP BM
BM BM OG GDP
OG GDP
BM
BM
GDP
GDP
IBM
ββ β β ε
ββ β β ε
β ββ β ε
ββ β ε
β
β
β
= +⋅ +⋅ +⋅ +
=
= +⋅ +⋅ +⋅ +
−⋅ = +⋅ + +
+⋅ + +
=
=
∂−
2
,
31
2
,
31
ve:
1
Mean values of , and are used to compute elasticities, therefore estimates are:
1
tt t
BM OG
tt t
t
BM OG
t
BM GDP GDP
GDP BM BM
BM GDP
BM GDP GDP
GDP BM BM
β
εβ
β
εβ
⋅= =
∂−
⋅= =
∂−
21
Appendix B Summary Statistics
Variable
Observation
Mean
Standard Deviation
Real Brick & Mortar Gaming
Revenue
19 13.192 4.3706
Real Internet Gaming Revenue 19 1.085 1.4207
Number of US States with
Commercial Gaming 19 8.684 3.1279
US Real GDP
19 10027.39 1767.876
Internet User Rates per 100
17 32.3473 26.9426
Appendix B - Summary Statistics
33
UNLV Gaming Research & Review Journal Volume 15 Issue 2
The Effect of Online Gaming on Commercial Casino Revenue
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Casino gambling has spread throughout the world, and continues to spread. As governments try to cope with fiscal pressures, legalized casinos offer a possible source of additional tax revenue. But casino gambling is often controversial, as some people have moral objections to gambling. In addition, a small percentage of the population may become pathological gamblers who may create significant social costs. On the benefits side, casinos are often purported to spur economic growth (increases in GDP), employment, and tax revenues. However, these benefits have been questioned. Does casino expansion simply "cannibalize" other industries, having no net effect? Or does casino gambling have significant positive economic impacts? The Economics of Casino Gambling is a comprehensive discussion of the social and economic costs and benefits of legalized gambling. It is the first comprehensive discussion of these issues available on the market. © Springer-Verlag Berlin Heidelberg 2007. All rights are reserved.
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