IT is AN UNLIKELY PLACE, but the Palmetto State is the battlefield for gaming in 1999. In South Carolina, opponents of legalized gaming may yet have perhaps their best opportunity in eight decades for turning back an established statewide gaming industry. While some gaming insiders might consider this bad news, they should instead consider it to be good news. While it would certainly not be appropriate for gaming proponents in other jurisdictions to explicitly support the South Carolina gaming opponents, they should at least be silently cheering them on. No less than the spectacle created by unregulated Native American gaming prior to the passage of the Indian Gaming Regulatory Act of 1988, the South Carolina gaming establishment holds out very real prospects for criminal involvement, repeated law violations, unfair games, and a gaming product marketed heavily to problem gamblers. South Carolina gaming paints the kind of image that the legitimate gaming industry wants to avoid. There are now over 30,000 video slot machines in South Carolina; they are found in every county, in 346 different municipalities, and in thousands of locations. According to reports filed by the operators, the machines have a collective win approaching $600 million each year. Calculated on a win-per-machine basis, the average South Carolina slot machine nets $20,000 per year.
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