Arbeitspapier

Measuring skill and chance in games

Online and offline gaming has become a multi-billion dollar industry.However, games of chance are prohibited or tightly regulated in many jurisdictions. Thus, the question whether a game predominantly depends on skill or chance has important legal and regulatory implications. In this paper, we suggest a new empirical criterion for distinguishing games of skill from games of chance: All players are ranked according to a "best-fit" Elo algorithm. The wider the distribution of player ratings are in a game, the more important is the role of skill. Most importantly, we provide a new benchmark ("50%-chess") that allows to decide whether games predominantly (more than 50%) depend on chance, as this criterion is often used by courts. We apply the method to large datasets of various two-player games (e.g. chess, poker, backgammon, tetris). Our findings indicate that most popular online games, including poker, are below the threshold of 50% skill and thus depend pre-dominantly on chance. In fact, poker contains about as much skill as chess when 3 out of 4 chess games are replaced by a coin flip.

Language
Englisch

Bibliographic citation
Series: Discussion Paper Series ; No. 643

Classification
Wirtschaft
Sports; Gambling; Restaurants; Recreation; Tourism
Noncooperative Games
Subject
ELO
ranking
games of skill
games of chance
chess
poker

Event
Geistige Schöpfung
(who)
Duersch, Peter
Lambrecht, Marco
Oechssler, Joerg
Event
Veröffentlichung
(who)
University of Heidelberg, Department of Economics
(where)
Heidelberg
(when)
2017

DOI
doi:10.11588/heidok.00023867
Handle
URN
urn:nbn:de:bsz:16-heidok-238671
Last update
10.03.2025, 11:42 AM CET

Data provider

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Object type

  • Arbeitspapier

Associated

  • Duersch, Peter
  • Lambrecht, Marco
  • Oechssler, Joerg
  • University of Heidelberg, Department of Economics

Time of origin

  • 2017

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