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==Regulatory schemes== Statistics provided by the [[National Indian Gaming Commission]] (NIGC), indicate that there are 460 Native gaming establishments in the US.<ref>{{cite web|url=http://www.nigc.gov/LinkClick.aspx?fileticket=0J7Yk1QNgX0%3d&tabid=943|title=NGIC|access-date=2012-06-10|archive-url=https://web.archive.org/web/20130220134916/http://www.nigc.gov/LinkClick.aspx?fileticket=0J7Yk1QNgX0%3d&tabid=943|archive-date=2013-02-20|url-status=dead}}</ref> These casinos are operated by 240 federally recognized tribes and offer Class I, Class II and Class III gaming. Gaming is divided into 3 classes with a different regulatory scheme for each: === Class I === Class I gaming is defined as (1) traditional Indian gaming, which may be part of tribal ceremonies and celebrations, and (2) social gaming for minimal prizes. Regulatory authority over class I gaming is vested exclusively in tribal governments and is not subject to IGRA's requirements. === Class II === Class II gaming is defined as the game of chance commonly known as bingo (whether or not electronic, computer, or other technological aids are used in connection therewith) and, if played in the same location as the [[Bingo (American version)|bingo]], pull tabs, punch board, tip jars, instant bingo, and other games similar to bingo. Class II gaming also includes non-banked [[card game]]s, that is, games that are played exclusively against other players rather than against the house or a player acting as a bank. The Act specifically excludes slot machines or electronic facsimiles of any game of chance from the definition of class II games. Tribes retain their authority to conduct, license, and regulate class II gaming so long as the state in which the Tribe is located permits such gaming for any purpose, and the Tribal government adopts a gaming ordinance approved by the National Indian Gaming Commission (NIGC). Tribal governments are responsible for regulating class II gaming with Commission oversight. Only Hawaii and Utah continue to prohibit all types of gaming. === Class III === The definition of class III gaming is broad. It includes all forms of gaming that are neither class I nor II. Games commonly played at [[casino]]s, such as [[slot machine]]s, [[blackjack]], [[craps]], and [[roulette]], clearly fall in the class III category, as well as wagering games and electronic facsimiles of any game of chance. Generally, class III is often referred to as casino-style gaming. As a compromise, the Act restricts Tribal authority to conduct class III gaming. Before a Tribe may lawfully conduct class III gaming, the following conditions must be met: * The Particular form of class III gaming that the Tribe wants to conduct must be permitted in the state in which the tribe is located. * The Tribe and the state must have negotiated a compact that has been approved by the Secretary of the Interior, or the Secretary must have approved regulatory procedures. * The Tribe must have adopted a Tribal gaming ordinance that has been approved by the chairman of the commission. The regulatory scheme for class III gaming is more complex than a casual reading of the statute might suggest. Although Congress clearly intended regulatory issues to be addressed in [[Tribal-State compacts]], it left a number of key functions in federal hands, including approval authority over compacts, management contracts, and Tribal gaming ordinances. Congress also vested the commission with broad authority to issue regulations in furtherance of the purposes of the Act. Accordingly, the Commission plays a key role in the regulation of class II and III gaming.{{citation needed|date=February 2024}} The revenue generated in these establishments was close to $27.1 billion in 2011 up from $12.8 billion in 2001. The regions with largest revenues in 2011 were Sacramento ($6.9 billion) and Washington State ($6.7 billion).<ref>{{cite web|title= Native American Gold Rush|date=13 November 2012 |url=http://travelandgamble.org/native-casino/|access-date=2012-11-13}}</ref> The Native American gaming industry has been described as "recession-resistant", although tribes in many states (including Arizona, California, Connecticut and New Mexico) saw revenues fall at a similar rate to commercial casinos during the [[Great Recession]] of 2007β2009.<ref name="Arizona-Recession">{{cite journal|title=A Research Note on Indian Gaming in Arizona: Evidence of Recession and Recovery|url=http://www.indigenouspolicy.org/index.php/ipj/article/view/7/5|access-date=2015-07-14|journal=Indigenous Policy Journal|volume=21|issue=1|year=2010|author1=Aliese M. McArthur |author2=Thaddieus W. Conner |author3=William A. Taggart }}</ref> Tribal casinos in the eastern US generated roughly $3.8 billion in FY02. Those in the Central US recorded gross revenues of approximately $5.9 billion, while those in the Western US generated nearly $4.8 billion. Most of the revenues generated in the Native gaming are from casinos located in or near large metropolitan areas. Currently, 12% of Native gaming establishments generate 65% of Native gaming revenues. Native gaming operations located in the populous areas of the West Coast (primarily California) represent the fastest growing sector of the Native gaming industry. As suggested by the above figures, the vast majority of tribal casinos are much less financially successful, particularly those in the Midwest and Great Plains. Many tribes see this limited financial success as being tempered by decreases in reservation unemployment and poverty rates, although socioeconomic deficits remain. As of 2008 there are 562 federally recognized tribes in the United States, many of which have chosen not to enter the gambling industry.
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