How Casino Learned from Gaming (and Vice Versa)

December 1, 2016

Casino and video gaming are two distinct but parallel industries. The glamor of a Las Vegas casino floor might seem worlds apart from an evening spent playing a console at home, but both are built around entertainment at their core, and a shared focus on new technology and engaging gameplay means the two have borrowed liberally from each other over the years.

Virtual reality is one of the clearest points of overlap. Healthcare, travel, gaming, and casino have all been chasing a slice of the VR wave, and while traditional platforms like the PC helped headsets like the Oculus Rift and Samsung Gear VR reach the mainstream, the casino industry has pushed a particularly novel use for the technology: spectating live events. Valve built one of the more compelling VR spectating experiences with a Dota 2 add-on dubbed a VR “theater,” giving esports fans a battlefield-level view of live matches, a natural next step from streaming platforms like Twitch. Casino brands have taken note, aiming to bring players from their couch into events like the World Series of Poker, whether as a live experience or a virtual recreation of poker’s biggest stage — still a long way off given the practical hurdles, but arguably the ultimate goal for VR spectating.

Chance is another shared thread. Video games often decide outcomes through a random number generator, and while that can feel like an annoyance, the unpredictability is part of the appeal, whether it is loot dropping from a boss in Final Fantasy XIV, a lucky draw in Hearthstone, or a last-second shot that stops an enemy in XCOM 2. Some players, especially strategy fans, prefer a payoff earned through careful planning, while others are happy to roll the dice — and both styles have a home in gaming and casino alike. Chance sits at the center of the online casino experience too. mFortune, a British brand specializing in slot machines and European roulette, built its newest game, Hansel and Gretel, as a reel-less slot with two unique minigames that boost players’ odds, while a no deposit bonus gives new gamers an incentive to sign up.

Imagery ties the two together as well. Online slot machines are almost always themed, drawing on superheroes, TV shows, pirates, and more, and the makers of properties like Tomb Raider, Call of Duty, and Angry Birds have all lent artwork to slot developers looking to appeal to a younger audience. There is even a push within the casino industry toward replacing classic reels with skill-based video games, where progress comes from completing levels or hitting objectives rather than just spinning. Both industries are old pastimes by now, but the pull toward reaching younger players suggests plenty of room left for both to keep evolving together.

Frequently Asked Questions

How is VR used to bring gaming and casino experiences together?

Esports pioneered the idea first, with Valve’s Dota 2 VR “theater” putting fans inside a battlefield-level view of a live match. Casino brands have taken the same concept and pointed it at events like the World Series of Poker, aiming to give players a courtside seat from home.

Why does randomness matter in both video games and casino games?

A random number generator decides outcomes in both, and the unpredictability is part of the draw rather than a flaw — whether it’s a rare item drop in an RPG or a spin on a slot reel. Some players prefer a payoff earned through planning, while others enjoy leaving it to chance, and both genres cater to each style.

Why do so many online slots use video game and pop culture themes?

Slot makers license artwork from franchises like Tomb Raider, Call of Duty and Angry Birds to appeal to an audience that already knows those characters, borrowing the same visual hooks that made those games popular in the first place.

Are skill-based games replacing traditional slot machines?

Not entirely, but the casino industry has pushed in that direction — games where progress comes from completing objectives rather than just spinning a reel, aimed at the same younger audience that grew up on video games rather than fruit machines.