- Published on
The Case For Gray
- Authors

- Name
- Nicolas Southern
There are a few topics in gaming that people love to turn into a simple moral argument, and gray area gaming is one of them.
To a lot of people, it is either good or bad, legal or illegal, clean or dirty, and that is supposed to be the end of the conversation. I do not think it is that simple, and I also do not think saying that is some kind of defense of every operator, every product, or every market. It is just an acknowledgment that gray area gaming has a lot more nuance than people give it credit for, and that a lot of the people with the strongest opinions on it usually are not the ones who have spent much time building products in it, placing machines in it, supporting locations in it, or watching how these markets actually evolve once real customers and real operators are involved.
What makes gray area gaming important is not that it is perfect, because it definitely is not. What makes it important is that it often serves a purpose before regulation catches up, giving operators and manufacturers a way to test demand, move products to market faster, and learn what players actually want before a fully regulated framework exists. That "time to market" piece matters a lot more than people admit, especially in an industry where the market usually moves a lot faster than the rulemaking does.
Bias Disclosure
I should be upfront about my own bias here, because I do not think there is much value in pretending otherwise. I am involved in gray area gaming distribution, and I also provide software that is built to adhere to statutory guidance in gray areas, so I am not writing this as some neutral outsider looking in from a distance. I am writing this as someone who has to think about product design, deployment, operations, placement, compliance posture, and whether something can actually work in the field instead of only on paper.
What People Miss
One of the biggest mistakes people make is talking about gray area gaming like it is all the same thing, when it really is not. Sometimes people are talking about sweepstakes, sometimes they mean skill games, sometimes they mean charitable gaming-adjacent systems, and sometimes they are talking about products that are basically sitting on the edge of eventual regulation and just waiting for the rules to get cleaned up. Those are not all the same thing, and they should not be treated like they are, especially if you are the one actually building, distributing, or operating the product and have to live with the differences.
Some products are junk, some operators are sloppy, and some businesses absolutely push too far, but that is true in just about every industry. The existence of bad actors does not mean the entire category is worthless, and in a lot of cases gray area gaming is where the experimentation happens first because people are trying to solve real product and market problems before the rest of the system has fully decided how it wants to categorize them. A lot of the time that means figuring out what players respond to, what locations can actually support, what service requirements are realistic, what economics work, and what kind of product can survive outside of a slide deck.
Time To Market Is Everything
If you build products, especially in gaming, time to market matters a lot. The market does not wait around for everyone to feel comfortable, operators do not wait, customers do not wait, and technology definitely does not wait. If there is clear consumer demand for a product category, something is eventually going to fill that gap, and gray area markets often fill it first.
That is one of the biggest reasons I think people misunderstand the value of gray area gaming. They tend to look at it only from the perspective of whether it perfectly fits into an existing regulatory box, but from a product and market standpoint that is not the only thing that matters. There is enormous value in proving demand early, learning what works and what does not, and iterating before a formal framework gets locked in. In that sense, gray area gaming often functions as a real-world test environment, where teams can learn from live operations, real placements, service calls, player behavior, and actual revenue performance instead of guessing from the sidelines. That does not mean there should be no standards, but it does mean that the market is usually moving before the rulemaking does.
I also think people overlook what this means for who actually gets to build things. Without gray area markets existing, it becomes a whole lot harder for a small game studio, or even a single developer, to really become a thing in this business. If every path to market has to start inside a fully mature, heavily capitalized, highly regulated structure, then the only people left standing are the companies based in Vegas or the ones backed by huge private equity and VC money.
That is not me taking a shot at those companies, because a lot of them have incredibly talented development teams and they absolutely do build innovative products. But there is still a hard financial reality hanging over all of it, and that reality is ROI. When that is the only environment products can be born into, it naturally narrows the field and changes what kind of experimentation is even possible. Gray markets, for all their messiness, create room for smaller builders to try things, ship faster, get a product in front of players, and learn how to become actual operators instead of permanently staying on the outside looking in.
It Can Prime A Market
This is the part I think people really miss, because gray area gaming can absolutely prime a market for regulated gaming later. I do not mean that in some vague philosophical sense either. I mean it in a very practical way, where players become familiar with a product type, operators become familiar with the revenue model, distributors become familiar with placements and service requirements, and regulators and lawmakers become familiar with the fact that demand is already there whether they like it or not.
Once that happens, the conversation often shifts from "should this exist at all?" to "how should this be regulated?" and that is a very different conversation to be having.
I have also watched one version of this play out at the company level, and I think it is worth mentioning even without naming names. It is not the only story like this, but it is a good example of the pattern. There is at least one very real arc in this industry where a company started out operating in the sweepstakes market, built and deployed an instant bingo system in a regulated market, then used that momentum to grow its size and market share in a major way, expand into other regulated product categories like HHR, Class II, and VLT, and ultimately sell for an immense sum. Honestly, I am hopeful that I can participate in a story arc like that myself, because I think that kind of growth path says a lot about what is still possible in this industry when people are allowed to build organically.
That kind of story does not happen by accident, and it definitely does not happen if the founder has to start by asking permission from a Vegas incumbent before they are allowed to build anything. It happens because someone was able to enter through a market that still had room for organic growth, prove demand, build a product, improve it over time, win real business, and keep climbing. Without that kind of runway, a lot of founders never get the chance to become real operators in the first place, and a lot of companies that eventually become serious regulated-market players never would have existed at all.
Virginia Is A Good Example
Virginia is a good example of how this process can play out.
The reason I keep coming back to Virginia is that it shows a cleaner progression than people usually admit. Over the course of several years, the state moved from a market where there was obvious demand for instant-win gaming products, but no fully workable regulated structure for the modern electronic version of that product, into a market where a related charitable product was actually given a path to exist inside a real framework.
That middle part is the important one. Authorizing a concept in statute is not the same thing as having a regulated market that can actually function. Until there is rulemaking, technical standards, supplier approvals, testing requirements, and real operating conditions, the regulated product is not truly ready. It may exist on paper, but it does not really exist in the field.
And when that happens, the market does what markets always do. It fills the gap. That is one of the reasons I stay pretty pro-sweepstakes. Sweepstakes helped prove there was demand, helped prove there were placements, and helped prove there were operators and players interested in these kinds of products long before the state had a clean framework for a regulated version. It also gave builders, distributors, and operators a place to learn what actually worked in practice. You can dislike that reality if you want, but it is still reality.
That is where electronic pull tabs become especially important. Paper pull tabs and instant bingo have been around forever in charitable gaming, but the electronic version sits in a more modern and more operationally useful space. What Virginia eventually did was create an actual path for that product to move from a concept that had been contemplated into something that could really operate as a regulated charitable product. Once the rules were in place, the framework was not vague anymore. It dealt with who could manufacture and supply the systems, how equipment had to be approved, how the games were distributed, and how the product was supposed to function.
That structure is what made the difference. Virginia's rules treat electronic pull tabs as finite, predetermined outcomes distributed through a pull-tab system rather than something the cabinet is inventing on the fly. The rules also limit the presentation of the product by prohibiting rolling, flashing, or spinning animations, prohibiting enticing idle-state behavior, requiring age labeling, and making clear that the outcome comes from the distributed pull-tab system rather than the device itself. In other words, the state did not just tolerate the product. It defined it.
To me, that is the real lesson. Virginia did not simply move against one gray market product and call it a day. Over time, it also created a path for a related product to become more structured, more durable, and more clearly regulated. That is why I think gray area markets matter so much. If lawmakers want a regulated market to succeed, they cannot just declare a concept legal and stop there, and they also cannot just outlaw everything and expect demand to vanish. They have to create an actual path. If they do not, gray market products will keep filling the space first, because demand does not wait for administrative follow-through.
Then you had the later wave of skill games in Virginia, which became its own major political and legal issue. Again, it is the same basic pattern, because the demand did not disappear, the state still had to deal with it, and the market was still there.
In more recent years, Virginia has continued moving toward broader and more comprehensive gaming regulation. Skill games are still being fought over in courts and in the legislature, and 2026 even saw a passed bill to regulate and tax electronic skill gaming devices under Virginia Lottery authority. That does not mean every question is settled, but it does show how these markets keep moving from controversy toward structure.
That is exactly why I think gray area gaming matters. It often shows the market where the demand is before the law has fully decided what bucket the product belongs in.
Skill Worked In Virginia For A Reason
The success of skill in Virginia had a lot to do with availability, because it was not limited only to charitable gaming locations and a much wider set of businesses could participate. That matters more than people sometimes want to admit.
When more entities can place machines, the product footprint gets bigger fast, more players see it, more operators get used to the revenue, more local businesses start depending on it, and more product teams get live feedback from a wider range of environments. Whether regulators like that or not, it creates momentum, and we see versions of that in other states too. Accessibility and placement matter just as much as game type, and sometimes they matter more.
That is one of the reasons I do not like when people try to compare every market with the same brush, because the commercial reality of a product changes a lot depending on where it can live and who can use it.
Why I Think Electronic Pull Tabs Are "Pre-Regulated"
This is especially true with electronic pull tabs, which I tend to think of as pre-regulated in a lot of states, not unregulatable and not some totally foreign concept. What I mean by that is that the product category already makes enough sense, and in many cases already operates close enough to statutory boundaries, that it feels more like a rulemaking problem than a legitimacy problem.
Most instant bingo systems already follow pretty clear structural limitations, because they are predetermined products, they typically have known prize structures, and they usually have built-in player protections like RTP limits and other controls that make them much easier to reason about than people sometimes admit. In a market like Virginia, you can already see what that looks like in practice, because the state is not treating electronic pull tabs like some unknowable alien product. It is treating them like something that can be defined, limited, audited, supplied by registered vendors, and operated under specific conditions.
That is very different from acting like anything with a screen and an outcome is automatically some kind of lawless free-for-all, and if anything electronic pull tabs often look more like a product category that is waiting for formalized rules, technical standards, and administrative cleanup.
Florida Is Another Good Contrast
Florida is a good example of how important placement and statutory structure can be, because instant bingo in Florida is restricted to charitable gaming and is not just something that belongs in a random strip mall unit with no broader framework around it.
That distinction matters because it shows that the state already recognizes a category of instant-win charitable gaming activity, even if the exact implementation details, delivery methods, or modernized versions of the product continue to raise questions. That is why I think it makes more sense to view products like electronic pull tabs as part of an evolving regulatory conversation rather than pretending they exist completely outside of one.
None Of This Means "Anything Goes"
To be clear, making the case for gray does not mean saying everything should be allowed, that there should be no rules, or that operators get to hide behind ambiguity and do whatever they want.
If anything, I think gray area markets create more pressure for good standards, including clear disclosures, clean product definitions, real player protections, honest operational controls, responsible placement, and thoughtful rulemaking. All of that matters, but I think the better way to look at the space is that gray area gaming is often where the market starts teaching everyone else what the eventual regulated opportunity might look like. It is where builders learn, operators learn, distributors learn, and eventually regulators start responding to something that already has real shape to it.
That is why I do not see gray as automatically bad, because a lot of the time it is just early.
Closing Thoughts
I think people should be more careful before dismissing gray area gaming as if it has no value, because a lot of the time it is where demand shows up first, where builders and operators figure out what actually works, and where product categories get pressure-tested before they ever make it into a cleaner regulatory structure. In some cases, it is exactly what primes a market for later regulated adoption, which does not make every gray market good, but it does make the conversation a lot more interesting than the usual black-and-white talking points.
And honestly, I think that is the real case for gray.
Thank You For Reading
If you made it this far, I appreciate you taking the time to read it.
I want to start writing more posts like this on industry topics, especially on the kinds of conversations that usually get flattened into easy talking points or written off before they are really understood. There is a lot happening across gaming, software, regulation, and operations right now, and I think it is worth talking about more openly and more often.
If you want to connect, disagree, compare notes, or just talk shop, feel free to reach out to me on LinkedIn or by email at [email protected]. I plan on doing more of these, and I would genuinely like to hear from people who are thinking seriously about where this industry is headed.