Saturday, January 21, 2017

Cosmo's Chatty Chatbot

My son has a smart phone with a virtual assistant Siri who helps him with various tasks - looking up info on the internet, setting an alarm to remind him of a coming task, doubling as a GPS device to get him where he needs to go.  Now the Cosmopolitan Casino in Las Vegas has a new "employee" named Rose to guide you though it's halls and amenities. Rose is very outgoing, to the point of being down-right flirtatious.
"From the start she's ready to help.  What would you like to check out first," she asks. If you ask about pools, she'll give you the lowdown on the Cosmo's Marquee which she describes as a poolside lounge by day and a dance club by night.  Then like a 20-something looking for a good time, she tells you to look for her there on the east side of Level 2 where she'll party with you from sunlight to moonlight.
An image of a babe in a bikini flashes through your mind till you remember that she (it?) is really just a chatbot - artificial intelligence able to correspond with you via text message.

The Cosmopolitan launched Rose this week with a soft rollout to select guests. Eventually Rose will be made available to all guests with the black and gray business card with her number.  "Know my secrets. Text me," the business reads.  Wynn will soon follow suit, introducing Echo in all its rooms before the summer.
Like many chatbots, Rose is able to arrange for delivery of towel, suggest restaurants and bars and a drink list. She can give you a tour of the hotel's extensive art collection.  But what sets her apart from other chatbots is her sassy attitude. She is playful, fun, and witty and is designed to get personal with guests. Her image fits right in with the Cosmo's image of being sexy.

After letting Rose inform about food, beverage and swimming options at the hotel, a reporter tested her ability to give a guided tour of The Cosmopolitan’s avant-garde art collection.
The tour started with “Eduardo in Blue Dice” by Carl Myers hanging in the Condesa Commons on the second floor. Myers’ work consists of a few hundred blue dice arranged on a large, white canvas to create the resemblance of a young man looking into the distance.
“He takes photographs of people and digitally manipulates them to create pixilated images, which is then reconstructed in a variety of mediums like coins, dice and beads,’’ Rose texts the reporter who is inspecting the work. “I think this is quite fitting for Vegas, don’t you agree?”

She then instructs the reporter to go to other rooms and down a corridor to find other artworks on display — but the reporter is not quickly able to find the artwork.
And here is where Rose trails her human colleagues. She is unable to help, so the reporter turns to Marcos Pacheco, a career hospitality employee now working at The Cosmopolitan.  No less friendly than Rose, Marcos strikes up a conversation as he helps the reporter find the artwork.  Marcos shares with the reporter how he has seen Las Vegas change over the years and then segues to his passion, food. He suggests where the reporter can find good Mexican food and craft beer in Las Vegas.

As the reporter finishes the art tour and heads home, he further tests Rose. Asking about paying with American Express, Rose says it is accepted at The Cosmopolitan of Las Vegas. But when the reporter replies that he would like to buy flowers, Rose is unable to help and tells the reporter to call the concierge. When asked a question in Russian, Rose remains silent.
By the end of the evening, Rose’s witty language made learning about The Cosmopolitan fun for the reporter.  However, the new friendship he made that night was not with Rose, but rather with Marcos, who offered to show the reporter at a later date the city’s gastronomic delights.

Contact Todd Prince at tprince@reviewjournal.com. Follow @toddprincetv on Twitter.




Saturday, January 14, 2017

Slots for Tots -- the inner child in all of us


 Extracted from an article by Dan Michalski

Gov. Brian Sandoval was chairman of the Nevada Gaming Commission in January 2000 when the panel enacted a ban on slot machines with cartoon themes deemed appealing to minors.  Regulation 14.025 (dubbed “Slots for Tots”).

Controversy over a slot machine built on the TV-MA-rated cartoon “South Park” had sparked then-presidential contender Sen. John McCain, R-Ariz., to call on the Federal Trade Commission to investigate whether casino marketing practices were picking up where cigarette mascot Joe Camel left off, luring minors into a potentially addictive abyss.

But stroll through just about any Strip property today and you might hear Fred Flintstone bellowing “Yabba-dabba-doo!” Homer Simpson yelping “Do’h!” or Stewie Griffin declaring “Victory is mine!”

Slot machines based on popular cartoons, sitcoms, reality shows and other Hollywood creations are increasingly common on casino floors. Games include “The Big Bang Theory,” “Game of Thrones,” “Orange Is the New Black,” “Ellen,” “Judge Judy,” “Pawn Stars,” “American Idol,” “The Voice,” “Titanic,” “Wacky Racers,” “Gremlins” and myriad other titles, old and new, from just about all genres.

“You try to make games to appeal to the widest audience,” said Phil Gelber, senior vice president of product development for Scientific Games. “A good game is a good game, but people walk in with different expectations  so you have to design for all of them.”

Branded games have changed the look of casino floors. And in doing so, they’ve grown a model of third-party partnerships, with slots now considered an acceptable added revenue stream in the entertainment ecosystem, similar to toys, videos, books and other product spin-offs of licensable brands.  Branded games represent 10-15 percent of Scientific Games’ slot portfolio. Overall, just less than 25 percent of all slot themes are based on licensed or branded content and are occupying an increasing amount of casino floor space in the past five years.

“Most slot players look for what’s new on the casino floor.”  “Players are curious. If they like a certain show, they want to see how it’s adapted to slot play. A familiar face makes the games more approachable and more likely to be given a try.”

An LA resident and his wife were at Planet Hollywood on a recent Tuesday night playing “Game of Thrones,” a penny slot with wagers between $1.50 and $4.50 on each spin. “We’re huge fans. It’s our favorite show,” said the couple. They came to Planet Hollywood specifically to play this machine, they said, after noticing the game while walking through the Miracle Mile Shops the night before.  “We’ve played it every day,” the wife said. “And we’ll play it tomorrow.We’re sticking to this one.”

The size of branded game cabinets is often part of their appeal. With curved screens rising toward ceilings, surround-sound audio environments, and some with cushy vibrating chairs, these games attract the attention of players, and potential players standing nearby.  These are risky investments. Putting the brand on a game lowers the barrier of entry. We know when a brand is already popular, more people will try the game.”

While the brand may be the initial draw, from there he said the game itself has to be good to keep players playing.  “Slots stay on floors because they perform. The game’s got to be good to keep them there.“Players vote with their wallets very easily in this day and age if the game doesn’t meet their expectations.”

Nostalgia drew a player from Carolina Beach, N.C., to a bank of “Wonder Woman” machines at the Cosmopolitan recently. “I love ‘Wonder Woman.  I’m a child of the ’70s, so I had to play it,” she said just before hitting a bonus and joining the machine in song. “Wonder Woman,” she sang, hands in the air, as her credits tallied up.

“I’m not a huge gambler by any means. We’re here on vacation, just having a good time. It’s fun when you win because you get to hear it go ‘Wonder Woman.’” She said the game had kept her attention for nearly three hours of button pressing. “I’m in for $90 after, and right now am at $95. So that’s pretty good, I am up five bucks,” a financial assessment she punctuated with yet another rendition of the namesake theme song.

The idea of combining popular entertainment with slots began 20 years ago with “Wheel of Fortune.” The game-show-cum-slot-machine continues to rank, in terms of revenue generation, as the most successful slot machine of all time.  “Wheel of Fortune” proved the power of a good slot game paired with a known entity that appeals primarily to adults.

But it’s the appeal of nostalgia that allows a slot based on “Charlie and the Chocolate Factory” on casino floors. The initial Slots for Tots rule instituted in 2000, the Nevada Gaming Commission banned themes “based on a product that is currently and primarily intended or marketed for use by persons under 21,” but made clear exceptions for cases where “the theme is attractive to adults because of its nostalgic appeal.”  Over the years, manufacturers learned what regulators had issues with, and the regulators did their job to make sure they could compete with other entertainment offerings. If  games are nostalgic, there is more leeway than 10 years ago. There have been almost no problems in the last four or five years.

In September 2015, the Gaming Control Board revised, and the Nevada Gaming Commission approved, a slimmed-down version of Regulation 14.025 as part of a broader regulatory overhaul in an attempt to streamline the process of getting games approved,” said A.G. Burnett, chairman of the Gaming Control Board. “We eliminated procedural hoops for addressing concerns while making it easier for equipment manufacturers to solve disagreements and address appeals. But the same core principles apply: targeting youth of pre-gambling age would be off-limits.

“We’ve never had a machine on the floor that we’ve had to pull because it was attracting kids,” Burnett said. “It just isn’t happening.”  Underage gambling as a result of youth-friendly themes simply is not a problem, he said. If it were, the board has mechanisms in place to shut it down immediately.

Initial concerns over cartoonified slot play may have been overblown.
“Kids will be attracted to gambling no matter what.  So the themes don’t really make a difference.” However, there is  concern about “simulated” casino-gambling efforts that “push” youth-friendly content to mobile phones with no regulatory oversight and little regard for implications for problem gamblers.

The Wizard of Oz, for example, is offered by Scientific Games for real-money play but is similarly offered by Zynga for play-money. These two different engagements of one popular brand illustrate potential pitfalls.
“Wizard of Oz” slots on Zynga is the free-play gaming company’s most successful slot game and the 31st biggest moneymaker of all games. It generates about $50,000 a day, according to mobile-gaming industry monitor ThinkGaming.  Players can’t win money, but they can earn credits for additional playing time or features. Because such play is technically not gambling, “Wizard of Oz” can be marketed to players as young as 13 while operating outside the purview of regulators.

In the absence of regulation, companies can do whatever they want, There are ads from companies outside the casino-gaming industry that celebrate addiction, encourage irresponsible play, and provide game experiences that can be harmful for players who transition to real-money gambling without understanding they are not the same.

“When free-play games depict or closely resemble actual gambling games, they can act as advertising for a gambling.  Gambling research has shown that many social-casino games, or simulated gambling, are fueling the same physiological reactions as real gambling does, and thus create environments where young people are particularly vulnerable to the dangers of gambling.

The belief and misconception is that if there’s no money exchanged, it’s not gambling.  Research found that while branded slot games may not be able to reach kids and pull them into casinos, they are planting seeds that can blossom into future problem gambling.

Those who opposed online gambling in its early days said they feared putting a casino in every living room. Now it seems the reality created by branded characters on slot machines is a living room in every casino.

For slot machines that use these common and familiar characters, it’s not about marketing to children but more about making adults feel like kids again.