| CRANKIN’ WITH FRANK |
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Is There A Debit/Smart Card In Your Future?
Almost Certainly
by Frank Seninsky
President of AEM and
Alpha-Omega Amusements
EAST BRUNSWICK, NJ — The American economy is
increasingly moving to cashless operations for more and more ordinary
consumer retail transactions. These days you can get through much
of daily life with just an ATM/credit card, from filling your car’s
gas tank to buying groceries, stamps and so on. More and more people
are doing just that, every single day. At the same time, fewer and
fewer people are carrying cash around – including coins.
As this trend accelerates in the larger economy,
the amusement and leisure industries are following suit. Some amusement
parks, as well as most of the larger FEC chains, now run their games
and attractions on proprietary card systems. We can expect to see
card systems usage accelerate greatly in the next few years, filtering
into smaller and smaller entertainment centers and game rooms as
prices continue to fall, and as convenience and flexibility of programs
continues to increase. Eventually such systems could even become
a fixture in many street locations.
Until very recently, card systems have been viewed
by industry professionals as very expensive for games, compared
to the return on the investment. But as with other technologies,
competition has increased and prices have dropped. Several years
ago, it cost $100,000 or more to install a cashless system for an
80-100 game arcade. Today a system can fulfill the same requirements
for as little as $60,000 or even less, while offering unprecedented
levels of flexibility and reliability. Count on it, we will continue
to see this cycle working in our favor. In the next few years, systems
will be offered that cost less and less, but do more.
Cashless payment systems offer several advantages
for fun centers, although to date they have been less effective
for street locations (that may well change soon as costs continue
to drop, however). The benefits of card systems include flexibility
of pricing, marketing functionality, data management, and increased
security and convenience (after all, there is no collecting of cash
from cashboxes). The basic technology is a data chip and this can
be embedded in a plastic card or a key (or anything else for that
matter).
My own companies, Amusement Entertainment Management
and Alpha-Omega Amusements, have installed (or supervised the installation
of) several different debit card systems in the U.S., South America
and the Middle East using Ideal Software Systems, Intercard, Xico,
Sacoa, and others. It’s been both a learning process and a
creative process for us, as we found ways to integrate payment systems
with point-of-sale systems, then got into the card system as a marketing
tool for the entire facility. The game portion of a center can become
the “hub” of an entire indoor/outdoor leisure facility;
card systems can help promote this tie-in. It’s easy when
not just games but also turnstiles, attractions, food purchases,
gift shop buys, etc., are all integrated with the card or key system.
Sometimes the case for adopting a card system is
overwhelmingly obvious. In many of the college accounts I service,
the entire campus runs on a proprietary card system where students
use the same State U debit card for almost all on-campus purchases.
These students hardly carry cash anymore because so many purchases
are made with these student cards.
INTEGRATIONS
Rather than having our game rooms out in the cold in such colleges,
we have integrated them into the campus card system. This was done
by installing the appropriate debit card reader in the place of
the bill acceptor unit on one or more of our bill changers in the
game rooms and putting the bill changer ‘online’ to
the college’s server. This takes a bit more effort but it’s
not difficult and it solves the problem. We have installed changers
that allow students to swipe their cards to get four tokens at a
time for a one dollar debit (or 20 tokens for a $5 debit). At the
end of each billing cycle, the university notes how much credit
was debited from the game room bill changers and they cut us a check
for our commission.
I have always had several major concerns with how debit card systems
are operated, and how they are used with redemption games. This
problem can be divided into three or four sub-issues that I will
describe here. Fortunately, there are good ways to resolve all of
these issues.
First, card system makers have too often convinced operators to
get rid of redemption tickets entirely, having players win points
on their debit cards instead. That may be all right for adults to
readily accept, but I strongly oppose this practice for children.
Winning and collecting tickets has an entertainment value in its
own right. Kids just love to see those tickets shoot out of the
vend slot. They love to walk around with big wads of tickets in
their hands, something you can’t do with a debit card. So,
I usually leave all of my redemption games on a ticket-vend basis
whenever possible, and utilize the card system to keep track of
the number of tickets awarded by each machine and to calculate the
ticket payout percentage.
My second problem with card systems is that up to 20% of my redemption
game mix is usually “token action games” such as pushers,
coin roll games, and games where the player shoots, rolls, or times
a coin. While token action games could be hooked into a debit system,
I find it promotes more game play if people don’t have to
get tokens one at a time from a hopper within these games, which
is often the result of integrating such games with card systems.
It’s much more efficient (and more appealing) for players
to go to a debit card changer, swipe their cards, and get a handful
of tokens that they can play in all of the token action games. So
I leave these games on token operation and set up debit card changers
nearby. Again, some confusion can result from a two-payment system
in a single site, but this trade-off proves its value where it counts
– in the cashbox.
A minor issue regarding smart cards and redemption games can be
misleading accounting. If the card/token exchange is done by individual
machines rather than by changers, you will find that some players
swipe a card in a certain token action game individually –
say 20 times to receive 20 tokens – but then play those tokens
at another game. The system program has no way to account for this
event, leading to erroneous data in the bookkeeping when the program
assumes the player has spent those 20 tokens on the same game that
dispensed them.
The fourth issue with smart cards and redemption games (and merchandise
dispensing games) is whether and how to include these classes of
games in discount-pricing programs. As I travel around the country
these days, I observe that marketing programs with smart card systems
are increasingly popular in arcades and fun centers. The idea is
that if you put more credit value onto the card, the player gets
a better value and will spend more money to get more additional
value. Other promotions that are easily facilitated by smart cards
are time-play pricing, where a card is purchased for a price and
the player can have unlimited play for a certain period of time,
say two hours. But most centers restrict these “time play”
cards to only games such as video, air hockey, pinball, and other
machines that don’t give out tickets, points, or prizes.
The problem is, those are the games most people want to play —
as is evidenced by the fact that my redemption games are now generating
five times the revenues of the video games in all of my locations!
Expanding “time play” to all of the games can be solved
in various ways by working with the card system companies. For example,
a time function could limit a particular game to being swiped by
the same card only a certain number of times within the happy-hour
period. (Another constraint can be input to prevent kids from trading
cards and getting around the system such as the card is “locked
out” from starting another game while a game that has activated
is being played; or 30 seconds must elapse before a card can be
used again on a game or nearby games.) Today most systems have the
flexibility for sophisticated lock-out and timing exceptions so
that, for example, a player can’t play three successive rounds
of laser tag during the time play period.
Earlier I mentioned flexibility as an important strength of card
payment systems for games. This is an area that deserves much attention
– in some ways, it’s the key to future use of this technology.
Some operators have the impression that smart card systems are like
games – they are engineered just one certain way, and you
have to take it or leave it. Actually, the makers of these card
systems are usually very willing and eager to work with the operator
to customize the system for his particular needs in a particular
facility. The wise operator will take full advantage of this customization
capability to create a system that fits the unique profile of each
location. And that is the right word to use, “create”
– because by working with a supplier to customize your card
system, you can get very creative about using smart cards to help
promote game play and solve all kinds of issues within a location.
Amusement Lessons
For example, operators of card systems can learn an important lesson
from the amusement parks. Almost all parks now sell season passes
for locals at highly discounted prices (as compared with higher
pricing for tourists). This concept can also work for family entertainment
centers to boost year-round play by the base of local repeat customers,
who often don’t have the same per-capita spending habits as
the tourist trade.
I could cite many other examples of creative custom programming
with smart cards. I am especially enthusiastic about finding ways
to integrate the cashless payment system and its program with the
overall marketing strategy of the location. The concept here is
to give every customer a “reason” to go to the game
area to either redeem tickets/points or use tokens or points to
play games. Once they start playing and receiving more tickets,
they will most likely continue by spending additional money.
Wireless technology is now available for certain card payment systems,
and operators will find many reasons to approve. This technology
eliminates the requirement of double-wiring each game (known as
home runs) so a break or intermittent problem can wait to be troubleshot
during a slow customer traffic period and the challenge of laying
out the games according to how the hubs are configured.
Wireless Horizon
Coming soon is a new generation of wireless card systems that I
believe will revolutionize the FEC and arcade business. These systems
are not only extremely affordable (about $100 per game), but also
offer very simple yet user-friendly management support functions.
Street operations could someday be a new frontier for cashless
payment systems. We are already seeing widespread use of credit
card readers in jukeboxes and, to some degree ,in token dispensing
machines. But when it comes to the possibility of broadening the
use of smart card systems in street locations, there are special
issues to be considered. For example, using the same card to pay
for everything in a tavern location may not work in certain states,
because there are strict controls over how liquor can be sold. So
far, creating a proprietary card for a typical street location has
not been a sensible idea because the cost of the local server has
been prohibitive. Here again, however, prices are coming down; and
in future months and years, I think we’ll begin to see this
come into the realm of financial and practical feasibility.
Some high-volume street locations can already afford smart card
systems today, but the issues to watch out for in such cases are
speed, convenience, and pricing. For example, take a game center
next to a movie theater. When the film ends and 500 people rush
out of the theater, they don’t want to stand in a long line
to buy a smart card and then figure out how to use it for a few
minutes of play before their ride comes. They sure don’t want
to convert cash to a card, and then stand in line a second time
so they can use the card to get tokens! This situation only gets
worse when the card itself has a cost and there are two mag stripes
on the back (one for game cash, one for comp credits) and some games
only accept cash credits.
I’ve seen grandmas who just wanted to play a couple of games
of “Skee-Ball” nearly have a heart attacks, trying to
figure all this out. The obvious lesson is that if card systems
are going to be used in locations where players are casual or transient,
they must be completely user-friendly and you can’t charge
for the card.
The headline of this column asks, “Is there a card system
in your future?” Now you know why the answer is “almost
certainly.” After more than 100 years of dealing mostly with
bills and coins, the amusement operator is learning a new medium
of exchange. If we approach this technology with open and creative
minds, it can make our businesses easier, more efficient, more secure,
and more profitable. Not a bad combination. |