Appendix 4

Navigation: Previous Page | Contents

Appendix 4

Table 7.1: Summary of main technologies[1]

Technology

Technical requirements

Security issues

Relative cost

Advantages and Disadvantages

Magnetic strip card

Requires card reader be installed on EGM

Higher risk – cards easily swapped or copied; verification of ID such as driver's license also required

Very low cost up to $2; additional cost of card reader $5–$30 (plus installation costs)

Advantages

Easily replaced and cheap; familiar to users; many EGMs already have card readers installed;

Disadvantages

Easily damaged, prone to wear and corruption; non-programmable; may require additional ID or central database

Smart card with embedded chip

Requires card reader be installed on EGM; cashless gaming (money/credits stored on card)

Low risk. Used in conjunction with PIN or other ID eg photo on card; could be tampered with but tampering would be obvious.

Low cost around up to $5; additional cost of card reader $5–$30 (plus installation)

Advantages

Can collect and store data, can be programmed for additional functionality eg self exclusion, personal messaging; cards already widely used and familiar to users, no need for central database as data stored on card; many EGMs already have card readers installed

Disadvantages

Sign up process may take longer; only possible where cashless gaming is permitted

RFID (radio frequency identification) tags

Requires installation of tag reader on EGM

Anonymous play – no player registration required

Low cost – most tags cost less than $1 due to wide application in tracking consumer products

Advantages

Anonymous play may appeal to users; easy swipe action

Disadvantages

Limited functionality; radio signal between tag and reader may be disrupted

USB or memory stick/flash drive

USB ports the same across machines, does not require a wedge

Can be tampered with in ways not obvious

Requires additional security features eg PIN or other ID such as biometrics

Medium cost $10–$20

Advantages

Most EGMs have existing ports; device is programmable as with smart card; no need for central database; can link to internet and be used for other data storage requirements (eg music, video etc)

Disadvantages

Unclear if ports on EGMs are easily accessible to players; not all users would be familiar with USBs

Biometrics – fingerprints, voice recognition, retina scanning (note the committee only received evidence on fingerprints)

Requires USB with scanning capability or USB plus a separate scanner/reader

Generally low risk but higher risk of identity theft if device is stolen

Higher cost – varies between $30–$100 depending on USB capability or separate scanner

Advantages

As under USB plus biometric ID unique to player;

Disadvantages

More intrusive and less familiar to players; fingerprint scanning limitations (eg those without fingerprints; those impeded by disability)

Navigation: Previous Page | Contents