Since legalization by Congress in 1988, Indian Gaming has developed and grown over the decades to become a $31 billion industry. Today Indian gaming operates in 29 states.
|1979||Birth of Indian Gaming - Florida Seminoles open high-stakes bingo hall.|
|1981||U.S. Supreme Court ruled the Seminole bingo hall was legal.|
|1987||U.S. Supreme Court ruled California Indian card games are legal.|
|1988||U.S. Congress passed the Indian Gaming Regulatory Act (IGRA)|
|2018||Sports betting restrictions overruled by U.S. Supreme Court.|
1979 - Birth of Indian Gaming
The Seminole Tribe opened a high-stakes bingo hall on their reservation at Hollywood, Florida on December 14, 1979 and the state tried immediately to shut it down. This was followed by a series of court battles leading to a final decision by the United States Supreme Court in 1981. The court ruled in favor of the Seminoles affirming their right to operate their bingo hall. (Ref: Seminole Tribe of Florida v. Butterworth)
1987 - U.S. Supreme Court Recognizes Indian Gaming
The United States Supreme Court ruled that federally-recognized tribes could operate gaming facilities outside state jurisdiction because the tribes were considered sovereign entities by the United States and the gaming operation must not be directly prohibited in that state. (Ref: California v. Cabazon Band of Mission Indians)
1988 - Indian Gaming Regulatory Act
Congress passed the Indian Gaming Regulatory Act (IGRA) to establish the rules for the operation and regulation of Indian gaming.
The Act provides that a federally-recognized tribe may conduct gaming activities within the limitations of a compact negotiated between the tribe and the state and approved by the U.S. Department of Interior.
There is more information about the IGRA in the next section.
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Indian gaming is authorized by the federal Indian Gaming Regulatory Act (IGRA). Under this law Indian tribes in any state can conduct gambling on Indian land as long as the type of gambling has been authorized for non-Indians.
The IGRA defines "Indian land" as either:
The IGRA divides gaming into three classes:
June 25, 2018
After market research analysis, it is estimated that by 2024, online gaming revenue could total $96 billion worldwide.
It is being projected overall that mergers and acquisitions are the reason behind the trend of consolidation. Restrictions and regulations from the government and the increase of market saturation has been making the opportunity in the online gaming market highly competitive for companies. This has made it even more of a challenge for small companies to be successful int eh industry.
Market research also showed that there are two areas where smaller companies could expand into for the online gaming market. One of those markets is based on the increase world wide of personal electronics usage. Most people have more than one device that they use. In addition to their personal computer most there has been an increase in the purchase of smartphones, tablets, and electronic readers.
Most of the users of these devices are between the ages of 18 and 49. The amount of people around the globe that have access to these technologies has been increasing. Gaming technologies that support these types of devices is one avenue that smaller companies may try to use to take advantage of the surging gaming market. Another option would be for the development of gaming using virtual reality devices.
Countries that create an online gaming market have been having much success. Especially in the United States. One emerging issue in the online gaming market in the United States is that each individual state has their own online gaming regulation.Back