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The War on Video Crack
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Americans who don't gamble tend to view gambling as
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either high-glitz casinos or megabucks lotteries--the only outlets the media
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ever bother to notice. This narrow focus has protected the gambling industry,
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since Americans are willing to accept a vice that is clearly separated from the
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rest of society--as casinos are--or that offers a luscious chance at the good
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life--as megabucks lotteries do.
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But three nascent
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grassroots anti-gambling campaigns in the West could finally bring attention to
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the real issue in American gambling, which has nothing whatsoever to do with
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casinos or multimillion-dollar jackpots. In Oregon and South Dakota, voters
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have gathered enough signatures to place a constitutional amendment on the
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November 2000 ballot to outlaw "video lottery." In Montana, activists are
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preparing a similar November 2000 ballot measure to abolish video gambling in
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that state. These initiatives aren't trying to eliminate all legal gambling in
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their states--prohibition has been a disastrously unsuccessful strategy in the
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gambling wars. Instead they are targeting only the newest and most addictive
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form of American betting: "convenience gambling." The campaigns against
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convenience gambling mark the most important development in gambling politics
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in years.
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Convenience gambling--a cheerful phrase for an alarming
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idea--is premised on the notion that once gambling is legal, it should be
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allowed just about everywhere: convenience stores, bars, restaurants, bowling
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alleys, gas stations. Eight states permit convenience gambling now. In several,
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including South Dakota and Oregon, convenience gambling takes the form of a
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so-called "video lottery." To those who haven't played it, "video lottery"
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sounds like some kind of high-tech Powerball--a lottery played with a computer
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instead of a ticket. In fact, "video lottery" bears no relationship at all to a
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lottery. It is simply a euphemism for state-run video poker machines. Video
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poker is a popular casino game, a low-stakes electronic version of
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five-card-draw poker. "It means minicasinos on Main Street that are run by the
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government," says Tom Grey, head of the National Coalition Against Legalized
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Gambling, which is organizing the three ballot initiatives. Oregon, with about
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3 million residents, owns 9,000 video poker machines that it places in 1,800
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businesses. South Dakota, with less than 1 million residents, has 8,000
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gambling machines in 1,400 locations. Montana has similar numbers of machines
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in similar places, though the state does not run the machines.
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These Western states
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introduced video gambling in the late '80s and early '90s for one reason: It is
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a stupendously effective way of parting citizens from their money. According to
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the North American Association of State and Provincial Lotteries, the average
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American in a state with a lottery spends about $150 per year on the lottery.
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But in the five states with video lotteries (Delaware, West Virginia, and Rhode
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Island, along with South Dakota and Oregon), average per capita lottery
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spending is about $600 per year. In South Dakota, where lottery play is the
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highest in the country, the average person spends an amazing $750 per year on
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the state lottery.
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This generates monster revenues for both state and
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retailer. South Dakota's government splits the revenue 50-50 with the bars and
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restaurants. The state clears $90 million a year, which it is using to cut
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property taxes 20 percent. (This money represents about 5 percent of the total
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state budget.) In Oregon, the state takes about two-thirds of the video lottery
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revenues. That amounts to more than $230 million a year--about 3 percent of the
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budget--which the state spends on education, parks, and salmon restoration.
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("What do Oregon's public schools, businesses, workforce, state parks and
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salmon all have in common?" boasts the Oregon Lottery's home page. "They all
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receive Lottery profits to help them prepare for the future!") In Montana, the
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state pockets 15 percent of video gambling revenue in taxes, close to $40
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million for the state's treasury. (Both Oregon and South Dakota also run
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traditional lotteries, but they are penny-ante games next to the video lottery:
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Only a quarter of Oregon's lottery revenue comes from traditional lottery
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games, and only 5 percent of South Dakota's does.)
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Video gambling delivers
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tax revenues, but it exacts huge social costs. Video poker is known as "video
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crack." Its rate of play is dizzyingly fast--I once played more than 400 games
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of video poker in an hour--and the flashing lights and flickering screens send
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players into trancelike reveries. Unlike other kinds of gambling, video poker
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discourages social interaction. "The machines suck people into the screen,"
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says Professor William Thompson, a gambling expert at the University of Nevada,
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Las Vegas. "You don't talk or socialize. You don't trade stories. It is
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different from blackjack or even handle slots. These are the most addictive of
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any gambling instrument we have today." It's also voracious: A typical gambler
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addicted to blackjack takes about 20 years from placing the first bet to
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bottoming out; a gambler hooked on video poker needs less than three years. The
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number of Gamblers Anonymous chapters in Oregon has leapt from three to 30
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since video poker was introduced in 1992. (The state itself recognizes the
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dangers of video poker: It forbids video lottery advertising and allocates $3
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million a year for treating problem gamblers.) What's more, the small stakes in
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video lotteries encourage addiction. Unlike lotteries, which offer low odds but
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spectacular jackpots, video poker returns tiny but frequent pots. The state
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relies on people playing the games over and over and over again.
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Addiction is not the only drawback of video gambling. It is
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a cinch for kids to play video lottery machines, since they are often found in
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businesses that kids frequent. Though it pays off more often than lotteries,
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video poker offers poor odds compared with most casino gambling, taking about
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10 cents of every dollar bet compared to 3 cents for casino slots. Moreover,
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convenience gambling doesn't deliver the secondary economic benefits that big
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gambling can. Because states limit the number of machines that any one business
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can have, there are no large casinos. So video lottery brings none of the
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ancillary jobs, restaurants, and hotels that big casinos do.
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As a result, convenience
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gambling is emerging as the kind of gambling that everyone can dislike, a juicy
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target for opponents and a scapegoat for supporters of more acceptable kinds of
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wagering. A bipartisan grassroots campaign in South Carolina just eliminated
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its enormous video poker industry. (Read about that abolition .) This summer,
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half the parishes in Louisiana threw out video gambling from their bars,
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restaurants, and truck stops. Several years ago, the mayor of Las Vegas, who
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strongly supported casinos, tried to root out convenience gambling from stores
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in her city. The rest of the gambling industry treats convenience gambling like
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an embarrassing cousin, routinely condemning it.
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South Dakota and Oregon have preserved a last best argument
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against the critics: They can't afford to drop video lotteries. Governors in
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both states have said they dislike relying on lottery revenues to fund
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essential government services. "The governor has never been a big fan of the
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lottery and of letting gambling policy drive public policy," says a spokesman
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for Oregon's Gov. John Kitzhaber. But they are too scared of losing their video
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lottery funds to endorse the ballot initiatives. When the Oregon ballot
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initiative was floated earlier this year, Kitzhaber endorsed the idea of
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abolishing the video lottery but said the state needed a phaseout period to
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find replacement revenue. So the activists added a three-year phaseout to their
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ballot initiative. Kitzhaber now insists on a phaseout of at least six years.
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"He wants to get rid of it, but then he wants six years. He sounds like an
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addict," says the anti-gambling coalition's Grey.
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The Oregon and South Dakota votes are a year away,
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and the Montana signature-gathering has not yet begun. No one knows whether
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even one of the initiatives can pass. The lottery retailers will surely spend
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millions to keep their cash cow, and the governors are likely to campaign for
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video gambling as well. But if the initiatives do squeak by, they may signal a
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new and encouraging compromise, a recognition that just because gambling is
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legal does not mean it has to be everywhere. If the initiatives pass, after
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all, the states will retain their traditional scratch-off and Powerball
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lotteries, and their Indian casinos will continue to offer electronic gambling
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on reservations. These states will have gambling that is accessible, but not
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universal; gambling that funds state government but does not hold it
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hostage.
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