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Scientific progress, accelerated economic growth and globalization have led to the transition of the quality of human life to a new level, which, in turn, has led to the emergence of new forms of leisure activities and an abundance of entertainment content. Video games have become one of the most popular forms of entertainment today. In the XXI century. The gaming industry has become not only an integral part of pop culture and the entertainment industry, but also an engine of technological progress: augmented reality, 3D modeling and new developments in the field of robotics and IT technologies are used to create new hardware, as well as for medical, educational and even military purposes. Nevertheless, the formation of the current international gaming industry cannot be considered without key players in this market: the USA, Europe and Japan. The approach of Japanese developers to creating video games is fundamentally different from Western representatives of the industry, which indicates a different not only technological, but also cultural approach to work. This was facilitated by many factors: from historical, socio-economic, political to cultural characteristics and the transformation of the national consciousness of the Japanese. The study of an industry such as gaming involves an integrated approach, but the most common is the economic approach. It involves the analysis of economic indicators and business strategies of competing companies in the market. The economic approach allows us to draw up an overall picture of the market in a certain period of 204 time, to determine the role and place of the gaming industry in the country's economy at different stages of society development. Considering the history of the gaming industry from the point of view of technology, we can trace the development of technologies used in video games, their hardware and software, that is, qualitative changes in the process of creating games. At the same time, it is impossible to exclude the creative component in the development, namely the history of genres and game design. Many games are based on real historical events as a plot (the American Civil War, the Era of the Three Kingdoms in China), literary works (TheWitcher, TheLordoftheRings, a series of Harry Potter novels). The products are developed taking into account the taste preferences and interests of the audience, which determines the close relationship of popular culture in a particular country and the world. In turn, the level of culture and its content correspond to a certain socio-cultural situation in the country, on the basis of which we can analyze the history of the gaming industry from the point of view of cultural history and the modern history of a particular society. The formation of the gaming industry in Japan took place together with the changes that occurred in the second half of the 20th century. Here, first of all, we should talk about the comprehensive influence of the United States and the post-war occupation not only on the political and economic life of Japan, but also on culture. The control and financial support from the American government became the foundation for the Japanese economic miracle, which in turn led to a consumer boom, including for goods and services in the entertainment sector. The first Japanese hardware and software developers relied on the already existing concepts and developments of their American colleagues, but the later start and the prevailing socio-economic situation predetermined a special path for the development of the gaming industry in Japan. Unlike in the USA, where the launch of the legendary Spacewar game in 1961 is considered to be the beginning of the gaming industry, in Japan the first stage covers the 205 period from the birth of the industry in the late 1970s to 1980. This is due to the personal initiative of Japanese companies and individual developers, while in the United States, the creation of video games was carried out on the basis of universities, scientific laboratories with the participation of the military. The main driving force behind the development of technology in the Japanese gaming industry has become enterprises of electrical engineering and consumer electronics, as well as companies producing toys for children. The most successful example was Nintendo, founded in 1889, moving from the production of simple toys and playing cards to the development of innovative electronic toys at that time. Since 1964 To develop independent software and hardware, Nintendo conducted joint research with the largest manufacturers of consumer electronics, Sharp and Mitsubishi Electric. The first success was obtaining a license for the production of the Odyssey home video game console from the American company Magnavox in 1975. Engineers who were initially hired to develop baseball pitching machines and toy walkie—talkies were subsequently redirected to the arcade game development department, which shows another specific feature of the Japanese video game industry - the continuity of personnel from related industries, such as animation studios, IT, etc. After the so-called Atari shock in 1983, the game console market, primarily the American one, was overtaken by a glut crisis. This was a consequence of the relatively low quality of games for consoles popular at that time (Atari 5200, ColecoVision, MagnavoxOdyssey, etc.). Many companies disclosed the hardware specification in order to increase the number of games produced for their consoles, which ultimately led to a loss of control over the quality of their products. Despite the fact that the first independent game console of the company, the Nintendo Entertainment System (Famicom), was released only in 1983. and even then it was technically outdated in comparison with competitors' products, the Nintendo 206 went the other way, betting on an affordable price and providing a qualitatively new variety of games for its console, and occupied 90% of the Japanese market. With the release of games such as DonkeyKong and Pac-Man, the second stage begins. Unlike previous, more primitive games, where the player controlled an object (bat, weapon, etc. d.) or a vehicle (car, spaceship), DonkeyKong and Pac-Man were the first games in which a prototype of the main character appeared, having the image of a human or animal. This became the starting point for developers all over the world to change the story structure and gameplay. The transition of Japanese developers to personalization and deeper development of storylines is associated with the influence of Japanese pop culture (anime and manga). Technical factors also contributed to this: it is much easier to portray characters from comics and cartoons than a realistic prototype from a movie. The massive recognition of comics and animated films as forms of entertainment for children and adults, as well as the transition of highly qualified personnel (artists and screenwriters) from animation to video games, became key factors in the earlier beginning of the second stage in the history of the Japanese gaming industry (compared to the United States, where the second stage began in 1985 due to the crisis, with the entry of the Nintendo Entertainment System into the American market). The continued success of such major projects from Nintendo as Mario and Pokemon has generated a new wave of competition not only in Japan itself, but also among Western developers. In addition to the technical race, the appearance of Mario became a kind of transition of games to a completely new level: if earlier they were mainly associated with space, sports, then after the release of Mario in 1983, the concept changed to a more playful and humorous one, which became another contribution of Nintendo not only to the technical, but also to the content part of creating video games and their genre diversity. The conjuncture of both the global and Japanese markets has made it possible to expand the potential audience. If earlier products were developed in 207 mainly for children and youth, then attracting a more adult audience through the development of a more serious category of games (mahjong, go, sports simulators) has become an important vector for the Japanese industry in further development. An aging population, a low birth rate and an increase in the number of working segment of consumers who are unable to devote time to playing games on PCs or home consoles have led to the emergence of a new form of audience engagement. Such changes have not only diversified the internal component of games, but also updated approaches to the development of business models and marketing strategies. Video games transformed into a viable commercial enterprise as the place where the consumer had to spend time playing moved from science labs to public spaces with slot machines and eventually into the home. At the same time, two goals were achieved at once: to satisfy the demands of a relatively wide audience of highly professional amateurs and at the same time users of a console-based home system who hoped to recoup the cost of the console with a longer period of use, unlike arcade games, which are designed for several minutes. Longer use of the console, and therefore of its games, has increased the level of player engagement. With the advent of CD-ROMs for PCs and consoles, including SegaMegaCD in 1993, PlayStation and SegaSaturn in 1995, the third stage in the history of Japanese video games begins. The introduction of CD-ROM systems coincided with the spread of innovative technologies introduced by American and Canadian companies, both in software and hardware. At the third stage, the strengths of the Japanese industry (a variety of plots and characters, graphics) gradually lost their importance, as the constant improvement of technology removed a number of restrictions from Western developers. New technologies have made it possible to expand the detail of graphics and increase the amount of memory. North American specialized graphics chip manufacturers, Nvidia 208 and ATI Technologies, appeared in the video game industry, and a 3D engine was developed in the early 1990s. Games based on the 3D engine were characterized by a more realistic graphical representation and simulation of the physical world. In addition, a realistic graphical representation has become an important marketing tool, as consumers and developers have begun to judge quality based on this parameter. Game developers, in particular, began to evaluate the achievements and status of programmers based on the complexity of the graphics and gameplay they create. The costs associated with the increase in the cost of developing a single game (for example, the average cost of developing a game for Nintendo Entertainment Systems in the 1990s was $100,000, and by 2007 it reached $10 million for PlayStation), only consolidated the dependence on licensed characters from movies, animated films and other sectors of the entertainment industry, such as insurance and increased chances that the game will become a bestseller. Globalization has not spared the gaming industry either. The acceleration of technological progress in the 1990s inevitably led to the outbreak of speculative wars. Technical updates took place every few years, which complicated the situation not only for console manufacturers, but also for game developers, who had to develop games in the future for further porting to the latest platforms. Speculative competition continued to intensify in the 2000s. In addition to the fact that Microsoft, the first manufacturer of a non-Japanese console, held a significant market share with Xbox. Despite the success, in particular, in the field of software development, there are many crisis phenomena in the Japanese gaming industry today. In the XXI century. Japanese cultural exports are one of the most successful examples of the work of soft power. However, unlike the rest of popular culture products, most video games are still based on the domestic Japanese market. This is primarily due to the cultural characteristics and mentality of the Japanese, which is reflected in the genre specifics (dating simulators, platformers, arcade machines). Despite the fact that 209 anime and manga have been recognized worldwide, it is the focus of the main part of the games on pop culture and the taste preferences of the Japanese that makes it much more difficult to enter the international market. Unlike the Western cultural tradition, which is generally understood by most players, Japanese culture and language have become quite a serious obstacle for Japanese companies. The Japanese government's Cool Japan Strategy, adopted in 2012. And aimed at popularizing Japanese culture in the world, it includes the promotion and support of Japanese video game developers. Japan's expansion and growth in the international gaming market is complicated not only by the direct content of the games, but also by the preservation of the closed nature of the entire industry and, in particular, the Japanese themselves. First, Japanese companies are slowly adapting to global trends, ignoring the latest trends in foreign markets. The refusal to expand studios in other countries and hire foreign developers led to a loss of competitiveness. Despite the fact that Japan is one of the largest economies in the world, striving to actively participate in all international processes, there are many aspects in which Japan is not ready to change. Secondly, software developers are slowly implementing cross-platform (middleware) software that simplifies the creation of games for different gaming platforms (PC, Playstation, Xbox, etc. The fierce competition of Japanese companies in the domestic and foreign markets forces companies to hide the specifications of their latest developments, limit game developers in choosing a particular platform in order to attract a buyer with the so-called "exclusivity". Such a policy slows down the technical development of the entire market, unlike American and European developers, who are more inclined to mutually beneficial cooperation. Thirdly, since the advent of games, the cost of their development has changed significantly. If in the 1990s. The development of games for Nintendo's 210 consoles averaged $100,000, but today it can reach up to $10 million and above. Taking into account the closed specification of game consoles from Japanese companies (approx. SonyPlaystation and NintendoSwitch) and the bar set by the "giants" of the industry, small Japanese developer companies cannot stay in the market. In addition, the trend of merging companies has been increasing recently. The most striking example was the merger of competing Squaresoft and Enix in 2003. With the ubiquity of the Internet, the emergence of so-called social games, namely social media games, has become a turning point for the Japanese industry. Unlike in the USA, where social games are primarily based on social networks and, accordingly, are played in a web browser on a PC, the Japanese prefer smartphones to computers and laptops. In 2016, mobile platforms accounted for 52% of the gaming market. For the largest representatives of the Japanese industry, in particular, for console manufacturers, the transition of a significant part of the audience to mobile platforms was quite a strong blow. If before that, developers had to reckon with software manufacturers and distributors, today social games do not have any restrictions and are freely distributed on the Internet without any mediation. The phenomenon of the Japanese gaming industry is a consequence of a number of internal and external factors. Despite its borrowed nature, it is in Japan that the gaming industry has reached a qualitatively new level, absorbing mass and traditional culture, creating new business strategies and approaches to promoting media franchises. It is impossible to exclude the comprehensive American influence, which manifested itself not only in the post-war restructuring of the entire Japanese economy, but also in the cultural export of Western values, which today are one of the key elements of the Japanese entertainment industry. Nevertheless, despite the 211 successes of the soft power policy, cultural exports through video games are still extremely insignificant and inferior to the rest of the entertainment industry. The economic miracle of Japan not only became the foundation for consumer growth, but also shaped the specific structure of the video game industry in Japan, where the largest innovative industries of that time played a key role: electronics, electrical engineering and robotics. The Japanese gaming industry has become another example of successful borrowing, transformation taking into account national specifics and phenomenal success in the global market. The digital content market is a market for information and entertainment materials distributed digitally through communication channels intended for use on digital devices such as a computer, mobile terminal, and specialized devices. The global gaming market amounted to $75.5 billion in 2013, and in 2014 and 2015 there was an increase of 7.8% and 8.6%, respectively, compared to the previous year. It is expected to exceed the 100 billion mark in the next three years, according to Newzoo estimates. By 2016, the global gaming market will amount to $95.2 billion, which will exceed past estimates due to the active growth of the Asian gaming market. The volume of the global gaming market, billion dollars. The volume of the gaming market amounted to $ 1.8 billion in 2013, an increase of 31% compared to last year's results, according to estimates by J'son & Partners Consulting. The share of the gaming market in the global market was 2.4% in 2013. By 2016, according to the calculations of J'son & Partners experts, the volume of the Russian gaming market will be estimated at $2.94 billion. In 2013, games accounted for 71% of all digital content in the world, according to estimates by J'son & Partners. J'son & Partners Consulting experts have identified five segments for the development of the entire gaming industry: The most significant segment of the market is the online multiplayer games (MMO games) market: their share in monetary terms amounted to 38.8% in 2014. The share of browser and social games is 18.4%, PC games – 14.5%, mobile games – 15.9%, console games – 12.3%. According to SuperData analysts, games earned $64.7 billion in 2015, while mobile games earned $24.7 billion, PC games – $36.3 billion, console games - $3.6 billion. The volume of the Russian games market Fig. 3 The global digital games market 1. MO games (online multiplayer games). In 2014, the most significant segment of the gaming market remains online multiplayer products, which account for about 40% of the total market (in monetary terms). he gaming industry is developing at a rapid pace. Today, the online gaming industry is built on a centralized system with user data stored on a server controlled by game developers. The stored data contains information about the accounts. Servers store and accumulate information about users' game events and game items that users receive in game events, and include: collectibles, character items, virtual currencies. A feature of storing user accounts on a centralized server is the restriction of the real ownership of users' own accounts in the game. At the same time, games built on centralized servers have certain limitations and vulnerabilities, which include: -technical errors in case of various kinds of malfunctions; - hacker attacks; - shutdown of servers; - account blocking; - limitation of transparency of game mechanics; - control of the game economy by administrators of game platforms. Based on these factors, the ability to manage user property, namely accounts and game events belonging to them, are owned by gaming companies, and not by the users themselves. When using blockchain technology as a distributed registry, it is able to solve most problems in the gaming industry. Blockchain technology will allow you to verify and protect all users' digital data, including history, digital items and tokenized assets. When developing games using blockchain technology, the user gets full control over his own account and digital assets, which can be freely exchanged between other users at any convenient time. Based on this, in games built on blockchain technology, the user can have full control over his gaming account and digital assets belonging to the user, which can be freely exchanged at any time. Advantages of game development using blockchain technology: Real property. As mentioned earlier, in the online gaming industry, users have digital assets that are in fact their real property, digital assets include: game cards, skins, equipment, weapons and various game artifacts. When using blockchain technology, all assets, regardless of their type, must be linked to a special token (NFT), which is supported by a distributed system, a vivid example of a token is ERC-721. A decentralized market. There are features of manipulation of the possibility of rare items falling out by gaming companies, which is unacceptable for the gaming segment. Blockchain also solves this problem by using a peer-to-peer architecture, increasing trust between users, and also supports the ability to freely exchange, buy or sell gaming assets based on the P2P (peer-to-peer) method. The game is unlimited. Basing games on a centralized server creates problems for users and a danger to their property in the event of technical failures of the server or the closure of the project in principle. With the use of blockchain technology, users can continue to play the game and develop it even if the developers leave the project. However, despite the positive aspects of using blockchain technology in the gaming industry, there are a number of problems that need to be overcome for the development of a gaming segment based on blockchain technology: Scalability. Transactions in decentralized networks are slower than centralized ones, which limits the possibility of a full-fledged transition to blockchain technology. Lack of demand. At the moment, games based on blockchain technology are already available, but the demand for them is still quite low. Centralization. Decentralization is not the consequence and essence of a binary system, decentralization depends on the logic of building network nodes and on the network architecture. Based on this, not all blockchain-based games are fully decentralized. Some of them use ERC-721 or other tokens, while working on a centralized server. The simplicity of the product. Games based on blockchain technology are only developing and so far the available games are too simple to attract a large number of users. The entry threshold. To develop games based on blockchain technology, financing is needed, the search for which is quite a difficult task due to the incomplete adoption of this technology by the market, as well as problems with scalability, which may limit the possibility of development and commercialization. Due to insufficient funding, it is difficult for small development teams to compete with gaming corporations that prefer to develop games built on centralized servers, since this type of development and management of gameplay is more promising from the point of view of commercialization. Currently, platforms such as Ethereum Plasma, Lightning Network and others are used to develop games based on blockchain technology as part of solving scalability problems. Blockchain technology has great potential in the gaming industry as part of improving the user experience due to the decentralization and transparency of interactions. Given the current trends in the development of blockchain technology in various industries in the near future, full-fledged online games based on this technology will appear. In any country of the world, gambling is one of the most profitable investments of capital, not only bringing fabulous income to its owners, but also providing replenishment of the state budget. For example, direct and indirect income from this type of activity provides up to 70% of the city's budget revenue. Due to this, State and municipal authorities have the opportunity to implement many socially necessary programs. Despite its high efficiency, IS is not allowed in all countries of the world. The reason for this is the moral and spiritual side of gambling, in connection with which different countries have developed their own approaches to business organization and regulation. An important lever of influence on the economy of the region and the country are gambling zones as zones with a special economic regime, which significantly affect the formation of territorial socio-economic systems, including tourist and recreational ones. In the island, for the first time in Japan, a new form of organization of the tourist and recreational system was developed, as in the form of a tourist cluster. Undoubtedly, the implementation of such a megaproject in the territory of the region should serve as a powerful catalyst for increasing investment activity in the region. However, just a year after the opening of the first two casinos, there was a drop in the investment attractiveness of this facility, after which it was repeatedly moved to other municipalities. The above-mentioned requires a serious spatial approach to the revision of state regulation measures in the field in order to re-orient them to a compromise between society, public authorities and business through the application of the most adapted foreign experience to Russian conditions. This determines the need to systematize various approaches of foreign countries to the field of gambling in order to identify factors influencing the organization and application of this experience. Materials and methods of research In the Russian scientific literature, practical attention is not paid to theoretical and methodological approaches of research. At the same time, they are gradually being put into operation and taking their place in the territorial economic systems of the regions. We believe that when adopting laws regulating the organization and conduct of gambling, many important organizational issues (including the location of zones) were not properly worked out at both the federal and regional levels. We propose to systematize information about the attitude of various states to this business in order to understand the logic of parliamentarians and the reasons for various approaches. During the study, we had to face a serious differentiation of legal norms in individual countries of the world. The variants of combinations of permitted and unresolved individual gambling, forms of state participation are so diverse and at first glance defy logic that it is difficult to classify them. For example, only casinos and slot machines in different countries can: – operate only within special territories; – spread everywhere (shops, state–owned enterprises, individual buildings, gas stations, etc.) in all municipalities; – spread everywhere, but the number of tables and devices is clearly limited; – be placed only in hotels; – formally prohibited, but operate openly; - devices may be allowed, but casinos are prohibited, and vice versa; – it is prohibited everywhere without a croupier (you can play with a leader who has a special permit); – machines and casinos are prohibited, but sweepstakes and bookmakers are allowed everywhere; – only online casinos and slot machines are allowed; – Land-based (physical) gambling establishments are allowed, but online establishments are prohibited. Gambling (games for money) in some countries can only be understood as casinos and slot machines, sweepstakes, and betting on horse racing, table games, cockfighting, dogfighting, and raking races may not relate to prohibited (gambling) types of entertainment. the word hasard (chance, risk) means passion, fervor, passion, fervor. An innocent attraction, it would seem, to a simple game of something (not even for money - attractions, for example) leads to concomitant various risks. Often, a person can no longer stop himself, falling into a painful addiction. Without going deeply into the moral side of this phenomenon, and now a type of business, we note that the negative aspects of the gambling sphere periodically led to the fact that public forces demanded that the authorities close such establishments in order to stop the moral decomposition of the population and ensure a peaceful life for the citizens of the country. The forms of state participation are also diverse: – the state can grant permission to everyone who wants to open establishments, subject to certain conditions; – the activity of gaming halls can be organized only by a state operator (or state and private operators); – may not issue any permits, but strictly control the tax regime of gambling establishments. This list can be supplemented with options that take into account the permission to play only for foreign tourists (the local population is prohibited). The figure highlights countries based on only two classification criteria – the peculiarities of the territorial location of casinos, halls with slot machines and sweepstakes, as well as the participation of the local population in games. The figure clearly shows the "civilizational rifts": for example, in the Anglo-Saxon space (the Western world) and the countries gravitating towards it, gambling is allowed in almost all areas. In some countries, they are very wary of gambling, which limits their organization and functioning. For example, it is allowed to have casinos in cities at the rate of one institution for 250 thousand people, while in a rural district there should not be more than one casino for 650 thousand people. The conditions for obtaining a gambling license are so serious that only a few can actually possess it, and there are no ads for the sale of such establishments anywhere (they are not sold or sold "off the wheels"). Non-residents can also cover them, but only if they have lived in the country for more than 3 years and passed the Polish language exam. In most European countries, many types of gambling are now legalized and managed by private capital. However, in almost all developed countries they are completely controlled by the state. For example, RAY is guided by public law and, if necessary, the state, has a license to operate 500 gambling tables outside the casino, 20 thousand slot machines and one casino. A special attitude of the state has developed, where there is no state monopoly on holding games for money. Less stringent requirements are established in countries with a transitional economic model (many European countries lagging behind Western European in terms of living standards), for which this type of budget revenue item is more significant, Of all the listed macro-regions of the Western world, where gambling is allowed everywhere when obtaining a license, only a few countries actually They defined it by limiting this type of business to a certain territory – or in certain places (as a rule, gambling is allowed everywhere in a limited number of hotels. As a rule, places for their holding are organized in hotels. The rest of the world is relatively wary of gambling, especially residents of their citizens. At the same time, some states, based on religious beliefs, have basically abandoned this "vicious" business (mainly the Islamic world). Another part of the countries, struggling with the excitement of the inhabitants, limited this business spatially, defining it in the reservation. Gambling is prohibited in most countries of the world where Islam is the dominant religion. Gaming clubs are located in certain hotels (by their nature they resemble zones), they are located everywhere exclusively in hotels. In some countries of the Islamic world, casinos and slot machines are allowed in individual hotels, but only foreigners can visit them. This does not mean that casinos and gambling do not exist in Islamic countries – they exist, but they are open underground and do not pay taxes. Of course, this does not mean that the citizens of these countries do not gamble: for this they choose other countries, exporting currency from the country. The third macroregion of the world (and the second where games are allowed) is the Asian non-Islamic one. It is planned to open casinos in a number of hotels to attract Chinese and Russian tourists. An important global trend in information security is the strengthening of the positions of Asian countries, primarily the southeast of the continent. Asia can be called the founder of gambling. The first gambling houses appeared in Japan and China, and not in the Old World. Now the USA is the constant leader and the largest market in the gambling industry, but this situation will change in the near future. PWC confidently declares that over the next five years, the annual profit growth of the Asian and Pacific markets will amount to 5%, which will make these markets the undoubted leaders on the planet (the US share amounted to about 40% of the total volume by 2020, and the Asian market reached 43-45%). The real success of the Asian markets is confirmed by the following data: revenue from the Indian gambling industry in 2019 increased by 2% compared to 2018 and reached $60 billion. There were 8 thousand gaming tables in the country, which were located in 3, and then in 5 of them. According to a 2016 report conducted by the research and consulting firm Global Market Advisors, the Indian market can perform much better. GMA predicts that if the Indian market is well served, by 2025 the total revenue from gambling could reach about $10.2 billion. provided that a sufficient number of gambling premises will be opened by 2021. 679 thousand people are involved in this industry, whose salaries amounted to $ 30 billion. Up to $9 billion is transferred annually to the budget of the country and the states. The gambling market in India is strictly regulated – only a few companies dominate. One of them, Delta Corp, has received three of the six existing licenses available for offshore gaming in Goa. Casinos are only allowed as part of 5-star hotels – this creates a barrier to gaming. In general, there is considerable interest in gambling, but the vast population of the country still does not have access to it. The decisive role in the management of the gambling business, as well as business in general, is played by the owners or founders of enterprises. As a rule, most of the companies involved in the gambling business are traditional hotel chains or companies. So, in the recent past, the well-known Holiday Inn and Ramada hotel chains were engaged in gambling, currently Hilton Corporation, Hyatt and some others are engaged in it. At various times, well-known gangsters (Bugsy Segal) and prominent bankers and entrepreneurs (Howard Hughes) were investors in the gambling business. At the turn of the XX and XXI centuries. Billionaire Donald Trump and entrepreneur Mary Grafin have become the most famous co-founders and directors of hotels and casinos. Currently, thanks to the legalization and legal regulation of gambling, a number of hotels and casinos have become the property of large corporations. Thus, Las Vegas is the undisputed leader in the casino management market - all the world's largest operators are registered here. In the gambling business, as well as in the entertainment industry in general, there is a functional management system. Its content and structure are largely determined by the presence of special zones of these enterprises: hotel, food and beverages, congress and additional services. So, for hotels with casinos, a hotel fund of 500 rooms or more is considered normal. A number of such enterprises have apartments, the size of which significantly exceeds existing hotel standards. As a rule, such rooms are located on the upper floors and have the best view of the city and its surroundings. They may have their own booking and accommodation service. Of course, the management of such a hotel is significantly different from the management of a standard hotel. In a standard hotel, the main task of the porter service is booking and selling, accommodation and providing high–quality service. The loading of such a hotel becomes the main goal, as it ensures the degree of its profitability, if profitable. In a hotel with a casino, the situation is different. Of course, even in such a hotel, high-quality service is undoubtedly important. However, its task is to save rooms for the main customers – casino visitors, players. The main consumers of services and goods provided by hotels with casinos are vacationers, business tourists, and congress participants. At the same time, they are always there - they reflect the dynamics of the shares of the world's five largest casino operators and three leading manufacturers of gambling equipment. Over the year, the growth of this indicator amounted to 176%, which is more than twice the growth of the S&P 500 stock index. The main reason for such rapid growth is the geographical expansion of the gambling business and the growing demand for casino gambling equipment. But the main ones among them are "whales" (Hight Rollers), which with a certain degree of conditionality are divided into "international whales", capable of betting from $ 1 million at a time and losing an amount much larger than "domestic whales", with financial capabilities from 0.5 to 1 million dollars. Only 5% of such players out of the total number of casino visitors give 50% of the profit. In the modern world, the term "gambling" is directly related to many types of gambling. From an economic point of view, it is a process that enriches some people at the expense of others who are less versed in the nuances of the game. The Center for Scientific Cooperation. As you know, gambling is directly related to "cash" funds, which leads to a complication of the state's function in terms of controlling the activities of such institutions. The increase in the number of gaming clubs, including "illegal" ones, has led to the withdrawal of most of this business sector from state control. The problem of control is typical for all countries of the world. The low transparency of the gambling business leads to the fact that in most countries restrictions or bans are imposed on it. The only kind of gambling business that is not restricted in most countries is a sweepstake. This is due to the fact that the sweepstakes receives considerable economic returns, as well as a significant increase in budget revenues. The sweepstakes does not carry risks, unlike bookmakers, as it uses only the money invested by the players. It is easier to control, since the receipt and expenditure of funds are public. Thus, the state was faced with the task of strengthening measures to control the gambling business. To this end, the law "On State Regulation of the organization and conduct of gambling" was developed and adopted, which prohibits the organization and conduct of gambling throughout the territory, with the exception of specially designated places (gambling zones), this is the island of Yumeshima. According to the law: "A gambling zone is a part of the territory that is intended for the organization and conduct of gambling activities and the boundaries of which are established in accordance with this law." Consequently, the state has almost completely lost tax revenues from this business sector. A modern casino is a magical world where excitement and style merge, creating a unique atmosphere for entertainment. The bright lights of neon signs and luxurious interiors attract attention and set up an unforgettable experience. Here, every element is thought out to the smallest detail: from comfortable gaming halls to exquisite restaurants serving gastrophenomenal dishes from famous chefs. Slot machines with modern technologies and an intuitive interface allow you to feel the adrenaline of winning, and blackjack and roulette tables create an aura of the unknown. Live dealers dressed in elegant outfits make the game more exciting, and the atmosphere resembles the best world-class clubs. Modern casinos also include a variety of entertainment options, from shows and concerts to spa treatments and nightclubs. Guests are offered unique VIP areas where every moment becomes special. In such a world, excitement, style and luxury are intertwined into a single whole, creating unforgettable moments and impressions for a lifetime.
Japan Osaka Yumeshima
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