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Americans bet $24 billion with legal sportsbooks in the first half of , according to data from the American Gaming Association, which. That money has flowed to sports media companies as well. Sports gambling means big business for media outlets as well. Contents · Casino games. Table games; Electronic gambling; Other gambling · Non-casino games · Fixed-odds betting. Parimutuel. MONTREAL IMPACT VS TORONTO FC BETTINGEXPERT FOOTBALL

However, we were a bit disappointed with the home page, as it is too cluttered for our liking. Mobile Experience: 4. However, a few adjustments have been made to improve the user experience on small touchscreen devices. Ranking Methodology for the Best Gambling Sites Online Game Library: We recommend online gambling sites that offer a wide selection of sports betting markets and casino games. However, it is more than the quantity that we are after - we also want to ensure the quality of the games.

Thus, we recommend casinos and online betting sites that score highly regarding the quality and quantity of promos. These include a sign-up offer, reload bonuses, free spins, cashback, tournaments, and more. All the casinos listed above offer users generous bonuses with fair terms and conditions. Desktop User Interface: Our list consists of online gambling websites crafted to offer smooth navigation from one section to another. You can easily access your cashier, promotions, games, and other features without a glitch.

Mobile Experience: Our last benchmark during the research was mobile compatibility. All the casinos listed above are mobile-friendly, offering users an amazing gambling experience on the go. You can bet on many sports games, including traditional options like football and horse racing and modern ones like the UFC. Additionally, there are eSports games, like League of Legends, Dota 2, and more. The best bookmakers also offer live betting, where you can wager on games as they take place.

There is a hugely popular fantasy sports base in Britain, which intersects with sports fandom. Broadcasters in the USA also invested heavily in fantasy sports, seeing this as a way to expand viewer numbers for certain games, moving beyond traditional fandom. What daily fantasy shows is how data, prediction, games and gambling coalesce around one product. The quantification of sporting data to look at performance is nothing new. The difference, yet again, is speed, reach and access.

The internet allows the fast exchange of data and information and big data processing power allows the synthesis of this into more rapid, meaningful results—it is for good reason that daily fantasy communities were upset about some players using computer scripts to gain advantage in competitions.

The net result is to turn players into commodities, whose value change based on performance. These processes are epitomised by relatively new betting products offered by companies like Football Index who took this development to its logical conclusion. Their trading engine is provided by NASDAQ, who at the time of its announcement were effusive about expanding their trading platforms beyond traditional stocks and shares. It is the ultimate example of individualised commodification, where the stock is not a business but rather an individual.

At the end of this process, the individual player has turned into a fully individualised tradeable commodity quantified by a system that defines their net worth. Considering football is ultimately a team sport, where fandom revolves around the club, it is an especially interesting lesson in individual commodification.

Esports On the 28 July , parents of many British teenagers experienced a sinking feeling: Jaden Ashman, a year-old lad from Essex, along with his gaming partner had just come second in the Fortnight World Cup Duos event. This was no fluke, however. Jaden and his partner were arguably shock winners, but they had practiced for up to eight hours a day and employed a tactics coach for the world cup event.

Over 23, fans attended the Arthur Ashe stadium to watch the three-day extravaganza and millions more streamed the event on Twitch one of the most popular esports streaming services. Prior to the finals, there had been regional qualifying competitions and it was reported that over 40 million people worldwide attempted to qualify. There should be no doubt: esports is big business. This, of course, was not the first esports event but it was one of the first to attract mainstream attention, especially mainstream media attention.

A combination of high-value prize pools and the young age of its winners were perfect fodder to raise the profile of esports among those who quite simply may have missed this growing phenomenon. The history of esports, as we now call it, reaches back to the s—as soon as there were digital games, including consoles and arcades games, there was competitive gaming. One of the earliest recorded was the tournament held in , hosted at Stanford University, where 24 players competed on the game SpaceWar.

The introduction of permanent high scorers lists on arcade games naturally facilitated competition and by over 10, people took part in the World Space Invaders Championship. As technology developed, so did opportunities for competitive gaming. Focus switched to PC and console games and the ability to compete in teams, as well as solo.

The StreetFighter competitions of the mids gave way to team events in competitions focusing on game titles like Counter-Strike or Call of Duty, among others. Things developed further with Multiplayer Online Battle Arena games, where two teams of players compete against each other. Through this, titles like the League of Legends or Defense of the Ancients 2 DotA 2 grew in popularity and became the cornerstone of esports competitions.

This brief review highlights that esports is a catch-all phrase for a number of different game competitions—whilst esports itself refers to competitive electronic games, there are different types of competitions, leagues and teams all vying for position across different game titles.

Different leagues operate in different ways. Think Wimbledon for DotA 2 esports professionals. There are open qualifying events, regional qualifiers, round robins, play offs, a group stage as well as the main event where the final 16 teams from across the world compete. The whole process takes a little under two months. Alongside the thousands who packed into the stadium in Shanghai to see the action, there was a total peak viewership of the finals of nearly 2 million people, watching on streaming services like Twitch or through YouTube or Facebook.

These spectators accounted for over What these examples show is the spread and reach of the esports world. In March , the Bahrain Formula 1 F1 Grand Prix was replaced with the first ever virtual F1 race, complete with race commentary from esports pundits and a mixture of pro and celebrity participants. Shown on Sky Sports 1 in Great Britain but streamed via online platforms, its estimated that over 3 million people watched this race myself included, and I have to confess I found it more fun than traditional F1 races , and the full series attracted 30 million views F1, Esports teams have sponsors, have managers, coaches, nutritionists and even specialist mental health services to aide often young competitors to cope with the pressures of their profession.

Footnote 4 One year on and he has indeed bought the house he promised his mum. Some mainstream companies, sporting or otherwise, have long seen the potential of esports to extend their brands and promote fan engagement. Initially, FC Schalke had simply wanted to host an esports tournament at their staduim.

By the time they had finished consulting with Tim Reichert, a professional footballer and esports pioneer, they had established their own team—Reichert selling them on the brand reach esports would provide. In sports, brand expansion and brand maintenance is a vital part of the economic model and FC Schalke hit on a novel way to reach a younger target audience.

Others have opted for the more traditional sponsorship route. Big name brands such as Red Bull, Renault, Honda, Gucci and Verizon along with more endemic companies, to name but a few, sponsor different esports teams. And now that esports has huge international reach, this opportunity has not gone unnoticed by the betting operators. Whilst mainstream attention has been focused on the increasingly symbiotic relationship between traditional sports and gambling sponsorship e.

Of the top ten esports teams, Footnote 5 three now have sponsorship link ups with gambling companies. Like other global sporting conglomerates, ENCE along with others is more than just an esports team. You can buy branded merchandise, they have their own YouTube channels and have their own media channels: ENCE TV, reportedly with over 4 million views. Whilst the nature of this sponsorship with NitroCasino remains to be developed, it is not inconceivable to imagine ENCE-based slot games joining the ranks of Brittany Spears or Elvis whose slot games proliferate Las Vegas casinos.

Likewise, personal endorsements may follow and most importantly, sponsorship ties ins, give gambling companies like NitroCasino access to a massive network of fans at whom to market their products. Interestingly, NitroCasino is a relatively new entrant to the online casino market, which is notoriously competitive, relying on volume and player turnover to maintain market share.

In a world when attracting the next generation of gamblers has mainstream gambling companies concerned, links with esports teams are an effective way to reach prime target markets. ENCE has already started publishing marketing material for NitroCasino, with one YouTube clip released on 17 July already garnering over 40, views.

Of course, this is not a new development—though perhaps is one of the more interesting recent moves with a brand ostensibly focused on casino and slots hitching their wagon to esports. Other sponsorship deals started around the mids—with Betway most notably entering into a major sponsorship deal with the high-ranking Swedish team Ninjas in Pyjamas NiP.

At the time, this was a considered a bold move, purely in financial terms. Such sponsorship does not come cheap. The partnership, initially commencing in , was reported to pay each player a notable sum per month. Its renewal in was said to be for a seven-figure value Fitch, Of course, this gives Betway access to NiP fanbase for marketing.

Betway have also established themselves as global leaders in offering betting on esports. On the day of writing 8am on a Monday morning there were three live esports tournaments happening right now that I could bet on; all of which I could watch through the Betway website, via a live stream.

On a Thursday afternoon, there were over different esports bets on offer. Not only do Betway sponsor teams they have expanded out from NiP to include a range of different teams in different leagues for different games , they also sponsor tournaments, being the primary sponsors of the ESL formerly the Electronic Sports League CS:GO tournaments.

Key drivers which set esports apart from other more traditional sponsorship and marketing opportunities are both its reach in terms of audience profile and the technological ecosystem in which it is embedded. Esports fans tend to be younger and male, making them an extremely attractive target audience for betting and gambling companies. However, it is the technological ecosystem in which esports are embedded that really sets esports apart in terms of marketing opportunities.

Yes, as Betway have shown, you can sponsor teams, have your logos on shirts, sponsor tournaments but the action for esports is in the streaming. They do this through the streaming chat functions, through Twitter or by connecting with friends using specific communication software such as Discord. Esports spectatorship is rarely a solitary, passive experience.

These streamers themselves have become powerful influencers, using their platform and profiles to connect consumers and brands Miachon, The interconnected use of multiple different platforms for esports fandom and its highly digitally engaged fan base gives rise to innumerable opportunities for marketing. The opportunities this affords have not gone unnoticed by betting and gambling companies and their marketing affiliates. Though this is not without controversy.

Most recently, British research into gambling advertising, marketing and youth noted particular issues around esports. In their analysis, using a sample of data collected in , researchers identified 44 Twitter accounts promoting esports betting which were responsible for sending out nearly 50, tweets, half of which were directly related to gambling and betting.

Within their sample, the esports tweet which garnered most traffic was one from Betway advertising giveaway bundles for CS:GO. Notably, they affirmed that esports marketing should not feature anyone who looks under 25—a challenge for a sporting sector where champions can be in their teens. Betway were not the first bookmaker to offer esports betting but they were, arguably, the first to capitalise on the unique marketing and branding opportunities offered by esports. Where they started, others have followed.

Unibet became the official betting partner for team Astralis in and though there is debate within the esports community as to whether such sponsorship should be allowed, it seems likely that this process will continue. Whilst the benefits for the gambling companies are clear, so too are the benefits for esports teams.

Sponsorship funding has clearly enabled some to help grow the sport and, sometimes, continued sponsorship is contingent on this occurring. As is evident in traditional sports, it appears there are increasingly co-dependent relationships between some gambling companies and the development of esports teams as global brands and enterprises. Yet again, whilst most mainstream regulators, academics and politicians have been focused on football, and on the attendant normalisation of gambling that this may bring, these same processes have been embedding themselves into esports communities, with little mainstream comment.

Given the projected growth of esports and esports betting, this is likely to attract increased regulatory and policy attention. This is already starting. The designation of COVID as a worldwide pandemic precipitated unprecedented changes in behaviours, the effect of which is we are still experiencing and may be long lasting. The initial COVID lockdown saw the cancellation of many major sports events worldwide and bookmakers braced themselves for a major downturn.

A noted side effect, however, was an increased interest in esports. Yes, esports too had to adapt—no longer could tournaments be held in arenas with players sitting side by side, but with some adaptation, teams could and did compete. Mainstream recognition of esports came with the likes of F1 and Nascar creating esports races to replace the real thing.

In Britain, at least, the bookmakers were quick to seize the opportunity. I sat watching the first F1 virtual race on March 22 , monitoring the odds offered on the race by a major British bookmaker who previously had little to no portfolio for esports.

Their odds tracked performance as the race progressed and updated accordingly. This was really an entry-level introduction to esports, a way to continue to engage F1 fans when nothing else was available but, of course, the standard esports tournaments also kept on going.

With an emerging sector like esports, consideration naturally turns to who these bettors are. Empirical investigation is nascent and there are few estimates about which we can be confident. Studies have tended to show that esports bettors are more likely to be male, to be heavily engaged in esports and video gaming, and to be heavily engaged in other forms of gambling.

To many that may seem a very low number, and that esports betting is a niche activity. But it is not when considered in context. Only buying scratchcards, lottery tickets and sports betting reached double-digit figures for participation. Furthermore, these esports bettors had a very particular demographic profile—they were more likely to be male and to be from non-white ethnic backgrounds.

They were also far, far more likely to experience problem gambling and to be very engaged in digital games, especially gambling-like practices that are embedded within digital games like loot box purchases or skin betting. This is just one preliminary study but there appears to be a whole ecosystem in which esports bettors are embedded which may encourage or facilitate certain forms of gambling and gambling-like practices.

These practices themselves are increasingly associated with harms. Traditional bricks and mortar casinos have also jumped on the esports bandwagon. Footnote 6 Sitting in the audience, I was staggered that two industry professionals would be quite so brazen. I asked them to repeat this, which they did, and queried whether they thought this was OK given that so many esports fans attending tournaments were not of legal age to gamble.

These two industry executives, working for the same company, were selling a product. Their product was running and placing esports tournaments within traditional bricks and mortar casinos as a way for casinos, especially US-based casinos, to stay relevant to the younger generation. Their comments were part of their sales pitch and should be viewed in this context—though when they spoke about the benefits of children attending esports tournaments in casinos as a way to evoke positive brand associations between the casino and the child, you got the impression they meant it.

Of course, these tournaments are not held in the casino itself, but in the conference centres or ballrooms. Back in , Downtown Casino on the Las Vegas Strip was the first casino to take wagers on esports events and set up a dedicated esports lounge. Other casinos followed suit, opening dedicated esports arenas.

Casinos executives have long been worried about the trend for millennials to display less interest in gambling than their predecessors, and particularly less interest in slot machines, one of their most profitable products. According to one US-based report, gambling was seen as less important to millennials than other generations, and crucially, the generation who had grown up with digital games perceived traditional slots as dull compared with the type of immersive games they were used to Bokunewicz, Where was the element of skill, of control, where was the narrative and the immersive experience?

Slots have changed little and findings like this give casino executives, and slots manufacturers, cause for concern. But part of the reaction has also been to focus on activities that this generation, and the next, are highly engaged in—and that means a focus on esports. It requires sustained investment and cultivation of partnerships—a one off tournament is unlikely to bring the kind of rewards that industry executives seek. Footnote 7 The rewards, though, are potentially significant, if indeed esports are a training ground for future wagerers.

Given this, it is likely that partnerships between land-based casinos and esports may continue to grow. What the example of esports shows is how interconnected gaming and gambling corporations can and have become. Like social casino and daily fantasy sports, they are a way for gambling corporations to engage with and to identify large segments of the population who may be interested in their products and to market to them, or to reach large numbers people who could be cultivated to become interested in their products.

This is the ultimate in cross-selling—identifying people with an interest in esports and attempting to get them interested in betting on this too, reframing fandom through the lens of gambling. Or an attempt to reach notoriously difficult age groups to pitch them the excitement of the casino and build brand loyalty. Many of the connections already made between sport fandom, clubs and gambling companies for football are equally evident for esports.

If national governments are concerned about this for football, they should be equally so for esports—given the huge audiences this commands and demographic profile of these fans. Yet much of this exists under the radar—the place in which esports is conducted and watched is not visible to most, and certainly not to non-fans. This shields these developments from the view of many but the same processes are at play.

There is the potential for esports and gambling to develop a level of co-dependency currently and controversially witnessed within mainstream sports, and evidence of gambling corporations capitalising on the access that esports offers to typically hard to reach groups for their own business needs. But money is not the only collateral that can be used to bet on esports. This is where we turn our attention to skin betting and gambling.

Skins are a commodity unique, though not without parallel, to the world of digital games. Whilst skins exist for a variety of games, it was their addition to the Counter-Strike titles that heralded the start of a new economic market for them. A skin, quite simply, is a decorative item which players use to customise their weapons or characters. In some respects, it is not dissimilar to children dressing Barbie or Action Man with different accessories.

Except that it is so much more than this. Some of the skins are rare, exceptionally rare, and that gives them enormous value. Along with this value comes prestige, where players within a community want to demonstrate their skills and build esteem by owning the most valuable skin. And the values are astonishing. Being shown around an esports tournament by a colleague, she pointed out the skins possessed by each competitor displayed on the screen. Of course, not all skins command this value, but some are worth thousands and it is not uncommon for some players to have hundreds of pounds invested in skin inventories.

All of this has been enabled by the growth of an economic ecosystem for the buying, selling and trading of skins. Very simply, alongside the CS:GO games there sits another website where people can purchase skins and other in-game items and transfer them to their CS:GO characters. This interface is called the Steam Community Market and, just as the name implies, it works like an online marketplace. Whilst there is a limit on the value of skins that can be traded on this marketplace, it has an open Application Planning Interface, which means that other websites can link up with Steam and skins can be digitally transferred from one marketplace to another.

Instinctively, this invites parallels with the trading of other commodities, like the so-called Tulip Bubble of the mids where fortunes were spent procuring and trading future contracts on the most decorative and rare tulip bulbs. Fortunes were made and lost—spectacularly so when in the price of tulips dropped dramatically and unexpectedly.

It is tempting to view the trading of skins in a similar way—as a bubble which may yet burst. Yet, another way of thinking about skins is as a form of electronic art. Few skins are completely original, but like limited edition artworks, they maintain a monetary value dictated by supply and demand, underpinned by communal values of worth. Without the community subscribing to a common set of values that are given to individual skins, the market would not exist.

Within gaming communities, skins are culturally important artefacts. The possession of them confers status. Within these highly competitive worlds, this gives them an intrinsic value, of which public display is an important component. I first noticed skins when playing Stick Hero, a super simple game the purpose of which was to successfully get my character from A to B. And the number of these cherries sometimes increased of their own accord I later found out it was linked to how often I played.

Curious, I looked up what the cherries gave me—it was access to a marketplace where I could use the cherries to buy new outfits for my character or change my character altogether. But this was a game that only I played. To my mind, there was no one else to see him, so really what was the point?

But other games, especially multiplayer action games, are specifically designed for players, their avatars and their weapons to see and be seen. These games are a spectacle and it is the embedded nature of this spectacle from which skins both derive and confer value. They may be pieces of electronic art, they may confer power, prestige and status but they are also a form of currency.

Once skins were launched, a whole network of secondary marketplaces for them quickly developed. Interestingly, the skin itself is still technically the property of the game producer, but trades of these items are perfectly possible. These secondary marketplaces included websites which allowed people to sell skins for the currency of their choice. But also, a whole range of gambling sites sprung up, where the skin itself could be used as collateral for betting.

This included lotteries, casinos games and betting on esports itself. All unregulated, all accessible to minors. And popular. But quickly became infamous for other reasons: the year of the skin gambling controversy. As a completely unregulated industry, a raft of shady practices were brought to light. This included YouTube influencers revealing how skin betting websites altered their chances of winning when filming promotional videos so that their products would seem more attractive.

Other influencers were recommending skin betting websites without disclosing that they actually owned the websites they were promoting some of these videos were reportedly viewed over 5 million times. And an entire esports team bet against themselves on the skin betting market, throwing their match. As with social casino, regulatory, policy and legal interest was piqued. In , class action lawsuits against Valve were issued for sustaining illegal gambling markets and, yet again, Washington State led the clampdown, issuing a letter to Valve stating that they needed to stop facilitating the skin gambling market.

However, Valve did then send cease and desist notifications to over 40 skin gambling websites, though it was not entirely successful. As with social casino, the question centred on whether a skin was a thing of value. The owners were prosecuted for running an unlicensed gambling website which was taking bets from minors. In summarising the case, the District Judge said he was horrified to see footage of children as young as 12 betting on their website Gambling Commission, b.

The basic operation was that players bought FutGalaxy coins, a virtual currency, on this website. These could then be wagered on a whole range of gambling products offered by the website. Winnings were paid back in virtual currency. These could then be exchanged for FIFA coins, which in turn could be converted into real money by trading FIFA coins on another third party website a website that one of the owners of FutGalaxy also had a financial interest in and to which the original website directed you.

What this episode demonstrates is the speed with which new markets and products can emerge and the complexity of the ecosystems in which these transactions are embedded. Valve denied that they had, or have, any role in facilitating these gambling markets and to be clear, they and their products were not involved in the FutGalaxy case.

Perhaps sensing the needed to, at least, be seen to do more, Valve took further action and in implemented a seven-day trading ban on skins, meaning that people had to wait seven days before skins could be re-traded. This was announced as a crackdown on scams and fraud, but it had the effect of cooling the skins gambling market too, which relied on fast and high volume turnover. Many in the CS:GO community were aghast, especially those traders who made their money trading skins.

Just like any market shock, there was an initial period of panic as some sold off their inventory, whereas others implored people to hold firm and ride it out. As colleagues Abarbanel and Macey have traced, a new form of skin market termed VGO skins has emerged, that is devised and distinct from the games producers and underpinned by blockchain technology.

These types of skins are already being accepted as collateral for gambling by specialist websites, including firms like the Polish start-up Thunderpick. Footnote 10 Whilst the trading ban may have cooled the skin betting and gambling market, it has not decimated it. The market still operates, still unregulated, still subject to few age-verification checks and still popular.

The young people who bet skins had a very particular profile: they were much more likely to be male, though around a quarter were women. They were more likely to be aged under 21 than over and were somewhat more likely to be from non-White ethnic groups. But these people were not just skin bettors alone, they were deeply engaged with a whole range other gambling-like mechanics within games: the majority reported buying loot boxes for money, with around one in three saying they did this often; they gambled skins privately between themselves and others and they used in-game items to open loot boxes also.

Over a third had also bet on esports in the past year. In short, young adults who gambled with skins were very, very engaged in a range of gambling-like features associated with digital games. Perhaps, unsurprisingly, given how engaged in gambling and gambling-like products these people seemed to be, the proportion of them experiencing problems with gambling was exceedingly high: two out of five skin bettors displayed problem gambling behaviours.

Equivalent estimates among those who did not bet skins were one out of fifty—a marked difference Wardle, In the past, there have been entire campaigns launched against particular products where a strong association between engagement in that product and problem gambling has been shown. There was a sustained and ultimately successful campaign to change these machines and reduce the maximum stake that could be bet on them.

A similar campaign has now been launched for online slot games. Yet, in Britain at least, we appear to have some emerging evidence that among young people skin betting is more popular and more strongly associated with problem gambling than either FOBTS or online casino games. Yet very little policy attention has or is being paid to this issue. A recent Select Committee report by the House of Lords was dismissive on this topic, stating that skin gambling is regulated by the Gambling Commission and as such that was sufficient House of Lords, b.

There was no further discussion of it as an entity or as something specifically worthy of concern. Loot Boxes That is what we look at as surprise mechanics. It is important to look at this. They enjoy surprises. If she thought this would take the heat out of the debate, she was wrong. Her statements made headlines the world over.

People lined up to talk to journalists about just how wrong this comparison was. Not least, because the prize within a kinder egg is fixed at the point of manufacture—not so with loot boxes, whose content can be algorithmically generated and thus changed at the point of purchase. But quite how did we get here?

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From the turn of the twenty first century though, these processes have amplified.

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Is possible to transfer bitcoins between gdax to bittrex Yet again, the art of the cross-sell. One is for Twitter, where you can publish the fact that the player is injured. Sportsbooks such as DraftKings and FanDuel — companies that set odds and take bets — have unleashed an advertising stormintent on scooping up as many customers as possible. You open your phone. How much of a cut does the sportsbook take? Companies have spent big on advertising, with little pushback Seeing the potential for sky-high profits, sportsbooks are dumping money into advertising. Mobile Experience: 4.
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But none of those toe-touches into gambling offer the media companies a direct way to benefit from people directly wagering on sports. But now we are talking — in theory — about big media companies actually running their own sports books. Who might that be? Any other guesses? This article originally appeared on Recode. Our mission has never been more vital than it is in this moment: to empower through understanding. Financial contributions from our readers are a critical part of supporting our resource-intensive work and help us keep our journalism free for all.

Please consider making a contribution to Vox today. One senior brought a bag of groceries holding leeks and hung them on a nearby bench while playing cards. Gambling organizers have grown notorious for marking their territory in Columbus Park by sunrise. NY Post The players and dealers mostly speak Cantonese and other Chinese languages, and many rip through cigarette after cigarette per hand, littering the floor with butts and engulfing the tents with plumes of smoke.

Smoking, like gambling, is illegal in city parks. A dealer counts thousands of dollars after a busy day of gambling. However, reporters saw the same few people deal cards and handle the money bet over the course of four days.

And the betting continued, even under the stars. At dusk, the plaza is closed, and dozens of remaining players headed toward the southern end of the park for after-hours gambling, dropping their chips down near a soccer field and a public restroom. Risky bet The wild scene is playing out seven days a week in the park located along Baxter, Worth and Mulberry streets — ironically near federal and state courthouses and law-enforcement office buildings. People caught gambling in city parks face a misdemeanor charge for disorderly conduct, but that pales in comparison to the criminal charges and jail time they would face if busted for running an actual gambling operation like the one that appears to have popped up at Columbus Park.

The majority of gamblers speak Cantonese and other Chinese languages. Violators could be charged with a disorderly person misdemeanor. However, gambling at Columbus Park has existed for decades — just never quite like this, locals said. A dealer reveals cards as gamblers throw in thousands of dollars.

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