Internet Gambling Laws – US, UK and the World

Legal minds turned to Internet gambling laws as a specialty when the industry went beyond growth and exploded into the public mind. “The law surrounding Internet gambling in the United States has been murky, to say the least,” according to Lawrence G. Walters, one of the attorneys working with gameattorneys.com.

In contrast, Internet gambling laws in the U.K. have made the lives of providers and players a bit easier. The passage of the Gambling Act of 2005 has basically legalized and regulated online play in the U.K.

With the objectives of keeping gambling from promoting “crime or disorder” the U.K. act attempts to keep gambling fair, in addition to protecting younger citizens and others who may be victimized by gambling operation. Unlike the United States, which still clings to the 1961 Wire Wager Act, the U.K. significantly relaxed regulations that are decades old. A gambling commission was established to enforce the code and license operators.

A Whole Other Country

According to Walters and many other observers of the Internet gambling laws scene, the United States Department of Justice continues to view all gambling on the Internet as illegal under the Wire Act. But there are details in the federal law that defy attempts to throw a blanket over all online gambling.

The Wire Wager Act forms the basis for federal action on Internet gambling laws in the United States. The law was meant to complement and support laws in the various states, focusing primarily on “being engaged in the business of betting or wagering” using wire communication to place bets or wagers on sporting events or similar contests. The law also comments on receiving money or credit that results from such a wager. The keys are “business,” “money or credit” and “wire communication facility.”

But as many attorneys and proponents of fair Internet gambling laws emphasize, the federal law does not specifically address other forms of gambling. This has left the law open to interpretation when it comes to online casinos specifically and using the World Wide Web to play online games.

October 13, 2006 is a crucial date in the controversy surrounding the legalization of gambling. For anyone wishing to understand Internet gambling laws, the federal law passed on that day is essential knowledge. President George W. Bush signed the Unlawful Internet Gambling Enforcement Act (UIGEA), which is intended to limit some “financial transactions” used for online gambling.

But even if current federal gambling laws can clearly define something as simple as a legal gambling age, the newer UIGEA has not settled all the dust raised around the issue of online gambling. Attorneys such as Walters (and many others) have pointed out that the UIGEA seems to refer only to financial transactions and wagers that are illegal where the wager or transaction is made. Some wagers may be legal while others may not be legal. It’s as simple as that.

The UIGEA had some effect on Internet gambling, in that many successful companies got out of the business, at least in the United States. In fact, with the passage of the law in 2006, most U.S. online players found they could not play at an online casino or poker room, for a short time. Many of the gambling providers found ways to establish offices and servers outside of the U.S. so that could invite United States players back in.

Break Time

It’s now time to stop, take a deep breath and turn to Internet gambling laws in the various states. Some have passed their own rules and regulations (before and after UIGEA). In a few states, companies cannot operate an online gambling business. In other states it is illegal for an individual to place a bet using the Web. Some legal experts argue that these individual-state rules are unconstitutional since commerce across state lines should only be regulated by federal law, not state law. Commercial online gambling businesses don’t operate in the United States, however. If you want to visit their “home offices” you may have to travel to Malta, Gibraltar or Curacoa.

The 2005 U.K. law generally allows remote sites such as these. The rules are not so relaxed in the U.S. However, a recent appellate court ruling in the U.S. states that, in at least one case, an Web-based gambling site did not violate states laws. Most legal minds urge gamblers and others interested in the issue to stay tuned.

Some have given their attention to finding benefits of legalized gambling, noting that this huge industry might be a key to economic recovery in the United States. At the heart of their argument are examples such as established lotteries run by various states, in addition to the government revenues that flow in to state coffers from riverboats and land-based casinos.

Part of this effort rests on the shoulders of more than 100 legal representatives working for common sense in Internet gambling laws. This hoard of attorneys has the task of trying to keep the World Wide Web/Internet free from government intervention.

Bob Ciaffone is considered one of the experts on the subject of gambling and poker in general, and on the transition to online gambling. He suggests that any regulation of Web-based gambling should reduce competition from outside the U.S., so that the citizens of the U.S. would benefit in legal gambling states. His detailed plan would parallel the U.K. situation since that country passed its 2005 rules. Ciaffone also strongly urges U.S. lawmakers to keep Internet gambling laws separate from the 40-year-old Wire Act, which was passed to control illegal gambling over the telephone.

In essence, Ciaffone writes that the UIGEA attempted to do the right thing, but does it in all the wrong ways. The restrictions have severely handicapped what could be a great revenue source with proper regulation, according to Ciaffone.

Consider a statement on the UIGEA from the most-recognizable poker player in the world, Doyle Brunson. Though is comments apply to his favorite game of poker, they can easily relate to all Internet gambling laws. He said, in essence, that his company received good legal advice that indicates Internet poker is not “expressly” illegal. He encourages U.S. players to learn the laws of their own state.

Staying on Top of the Game: Localisation Mistakes to Avoid

There’s no denying that video games have become an integral part of the millennial life. This is probably because they allow the gamer to lead an alternate life, full of adventure and challenges. Gaming is a truly global industry today- a $60 billion one.

In 2010, a video game distributor in Brazil revealed that a game localized into Portuguese multiplied its sales 15 times! This underlines the importance of video game localization: it also underlines the need for quality translation and localization.

In spite of the importance of game localization, companies make the mistake of opting for shoddy shortcuts which are costly to repair, bring bad publicity, and hurt sales.

What are the localization mistakes that gaming companies make?

#1. Cutting corners on translation
Many video game companies think that they have saved a buck by going in for machine translations or considering the cheapest translation option rather than the best.

Machines are the world away from producing the accuracy needed. Translation tools can also be a security threat by providing access to video game content to hackers via the Internet.

Also, anything that is typed in for translation is literally handed over to the translation tool provider: it becomes their data; they can do anything they want to with it.
Translation needs not just to be accurate, but retain the flavor and nuances of the original to breathe life into the translated version.

Mistranslation can make the game a frustrating experience for the player or make the game developer a laughing stock of the gaming world; in the worst -case scenario, it can land the developer into a legal soup.

Cutting corners on translation add to the work and the expense. The sensible thing would be to make the use of professional translation services which are not just competent and creative, but discreet as well. Making the translation agency sign a non-disclosure agreement can help the game developer relax while the localization is going on safely in expert hands.

#2. Hard coding text into core files
This is something that video game developers with limited vision do. It is a mistake to embed text elements like the menu text, game’s title, and on-screen, printed dialogue into core game files. If the text is stored in a separate resource file, it will be easy to incorporate a translated version by adding a new variable and providing the translation in a separate dedicated file. Much easier than digging through source code while translation?

#3. Painting all game text with the same brush
Some games involve specialized terminology. Take sports games; football terminology is not the same as basketball-tall talk. Translators and localisers for such games need to do some research. The need here is for “research-oriented text.”

Games like the popular and addictive Candy Crush come up with new gaming concepts. Such games are slotted as needing “creative-oriented text.”

Game developers should analyze their game content and decide which category of text is suitable. Text should be tailor-made to content, and the portfolio of the translator should match this need.

#4. Out-of-context game localization
Surely, there is little to be gained by handing over reams of text to translators and localisers who know little about the game or its content. Worse still, is expecting someone who has no idea about gaming to handle the job!

When game localization is of such importance, the more the translator knows about the game, the better will be the outcome. Translators should be encouraged to play the game being developed. Discretion and security are non-negotiable requirements, of course.

#5. Ignoring Cultural Factors
Each market is steeped in its own culture. Cultural sensitivity is necessary while localizing a game or the developer will risk alienating target audiences. This isn’t just about actual game content like the story, characters, situations, and events.

Consider the following:
A gaming giant had to recall 75,000 copies of a video game which used the chanting of the Quran in its soundtrack after a user raised objections to it.
The depiction of Japanese armies invading South Korea may be a slice of history; nevertheless, Seoul was offended by a game that showed just that.

Localization misdemeanors can range from showing alcohol to displaying blood and gore on screen. While localizing, video game developers will do themselves a favor by doing a thorough recce of the target market. Cultural gaffes are not to be taken lightly, and the adverse publicity surrounding them can kill the game if not the developing company.

#6. Failing to test game translations
The proof of the pudding is in the eating!
Translation does tend to change the length of the sentence. Translated strings may not fit the graphics or the elements of user interface. Coding may also leave some strings missing. All this can be avoided if developers test-drive their games on an actual device.

On-device localization testing can let you assess the overall quality of game localization while identifying the glitches at the same time. If the game has on-screen printed dialogue, autofitting the text to fit the text space is necessary.

#7. Poor management of translation content
Game developers must organize all the different formats and files – marketing copy, manual, packaging, app store descriptions, in-game interface text, and subtitles. The management of translations must be centralized to avoid mistranslations and duplications across the various types of content.

#8. Treating localization as an afterthought
Thinking of localization as the very last step in the development cycle is a costly mistake that many game developers make and land up missing great overseas opportunities. When copycat versions arrive in the local market, such companies find that they have painted themselves into a corner. It is only then that they think of finding fresh markets overseas. Localization at this “end” stage means reworking source code and building up translation materials from scratch: all of which cost time and money.

The solution is to wrap strings in the initial stages of video game development and to adopt coding styles of international standards.

There are many gamers overseas. The video game market is an ever-growing one. Professional and talented translation services can go a long way in perfecting video game localization.

Read Through Several Video Game Reviews To Pick The Best One

Are you afraid of getting your kid into the wrong influence of video games? Are you thinking of buying a new game and don’t want to waste your time and money on the wrong one? Video game reviews will help you to understand the pros and cons of them, before buying for yourself or allowing your kids to play on it.

Video games are electronic games that can produce visual feedback on screen and monitors with the help of the user interface. They are available for all types of gamers, from middle-aged parents to teenagers, to the kids in your home. The different genres of games, like shooting, educational, role play games, etc. can give a different experience to the gamers.

Video games with extra violence, sexual part or abusive languages can be a bad influence on the gamer. It is always important to select the one with appropriate contents and that is beneficial for you. If the gamer is your kid, then it is your responsibility to give them a good one.

At this point in time, there are many types of video games, both good and bad available at the market. To choose the right one, it is better to look out for the reviews and ratings they have got. First of all, you should decide on the game you want to download or buy and then search for the reviews on the internet.

There are ratings given by the Entertainment Software Rating Board for a video game, which can be less accurate at times. But for initial researches they can give you the knowledge, whether the game is good for children, or whether they have violence or abusive languages in them, etc.

Different rating codes are: E for everyone; T for teen (age 13+); M for mature (age 17+); RP for rating pending; AO for adults only (age 18+); EC for early childhood (age 3+). These letters can be found on the box of the video game and a brief description of the contents can be found at the back side.

Once you have selected the game of your favourite genre according to the rating, then it is the best time to read real-time reviews on it. As the rating may sometimes fool you a bit, these reviews from those who have already experienced the game can give you an exact idea of the video game.

These reviews help you to decide whether it is appropriate for your younger ones or whether it is the right one for you as well. Some websites may also include expert gamer reviews; commenting about the technical facts like graphics quality, lags, etc. of the game.

At times, you will also come across reviewers who give good or bad ratings for fun or for their own benefits. So it is always advisable to do your own researches and ask your gaming friends for suggestions.