Pourquoi certains jeux comme les flippers ils les laissent dans les salles d'arcade alors que d'autres jeux comme les machines à sous ils les interdisent, est-ce que c'est parce que les joueurs ils peuvent faire quelque chose avec leurs mains ou pas ?
"Game of skill" versus "game of chance"

Arcade games have generally struggled to avoid being labelled wholly as games of chance or luck, which would qualify them as gambling and require them to be strictly regulated in most government jurisdictions. Games of chance generally involve games where a player pays money to participate for the opportunity to win a prize, where the likelihood to win that prize is primarily driven by chance rather than skill. Akin to sweepstakes and lotteries, slot machines are typically cataloged as games of chance and thus not typically included in arcades outside of certain jurisdictions.

Pinball machines initially were branded as games of chance in the 1940s as, after launching the ball, the player had no means to control its outcome. Coupled with fears of pinball being a "tool of the devil" over the youth of that time period, several jurisdictions took steps to label pinball as games of chance and banned them from arcades. After the invention of the electric flipper in 1947, which gave the player more control on the fate of the ball after launching, pinball manufacturers pushed to reclassify pinball as games of skill. New York City's ban on pinball was overturned in 1976 when Roger Sharpe, a journalist, demonstrated the ability to call a shot to a specific lane to the city's council to prove pinball was a game of skill.

Prize redemption games such as crane games and coin drop games have been examined as a mixed continuum between games of chance and skill. In a crane game, for example, there is some skill in determining how to position the crane claw over a prize, but the conditions of the strength and condition of the claw and the stacking of the prize are sufficiently unknown parameters to make whether the player will be successful a matter of luck. The Dominant Factor Test is typically used to designate when arcade games are games of chance and thus subject to gambling laws, but for many redemption games, its application is a grey area.

Nearly all arcade video games tend to be treated as games of skill, challenging the player against the pre-set programming of the game. However, arcade video games that replicate gambling concepts, such as video poker machines, had emerged in the 1980s. These are generally treated as games of chance, and remained confined to jurisdictions with favorable gambling laws.
Machines à sous

Dans certaines juridictions limitées, les machines à sous peuvent également être considérées comme des jeux d'arcade et installées aux côtés d'autres jeux dans les salles d'arcade. Cependant, étant principalement des jeux de hasard, leur utilisation de cette manière est très limitée. Elles sont le plus souvent utilisées pour le jeu.
### Query ###
Pourquoi certains jeux comme les flippers ils les laissent dans les salles d'arcade alors que d'autres jeux comme les machines à sous ils les interdisent, est-ce que c'est parce que les joueurs ils peuvent faire quelque chose avec leurs mains ou pas ?

### Main Text ###
"Game of skill" versus "game of chance"

Arcade games have generally struggled to avoid being labelled wholly as games of chance or luck, which would qualify them as gambling and require them to be strictly regulated in most government jurisdictions. Games of chance generally involve games where a player pays money to participate for the opportunity to win a prize, where the likelihood to win that prize is primarily driven by chance rather than skill. Akin to sweepstakes and lotteries, slot machines are typically cataloged as games of chance and thus not typically included in arcades outside of certain jurisdictions.

Pinball machines initially were branded as games of chance in the 1940s as, after launching the ball, the player had no means to control its outcome. Coupled with fears of pinball being a "tool of the devil" over the youth of that time period, several jurisdictions took steps to label pinball as games of chance and banned them from arcades. After the invention of the electric flipper in 1947, which gave the player more control on the fate of the ball after launching, pinball manufacturers pushed to reclassify pinball as games of skill. New York City's ban on pinball was overturned in 1976 when Roger Sharpe, a journalist, demonstrated the ability to call a shot to a specific lane to the city's council to prove pinball was a game of skill.

Prize redemption games such as crane games and coin drop games have been examined as a mixed continuum between games of chance and skill. In a crane game, for example, there is some skill in determining how to position the crane claw over a prize, but the conditions of the strength and condition of the claw and the stacking of the prize are sufficiently unknown parameters to make whether the player will be successful a matter of luck. The Dominant Factor Test is typically used to designate when arcade games are games of chance and thus subject to gambling laws, but for many redemption games, its application is a grey area.

Nearly all arcade video games tend to be treated as games of skill, challenging the player against the pre-set programming of the game. However, arcade video games that replicate gambling concepts, such as video poker machines, had emerged in the 1980s. These are generally treated as games of chance, and remained confined to jurisdictions with favorable gambling laws.

### Supplementary Text ###
Machines à sous

Dans certaines juridictions limitées, les machines à sous peuvent également être considérées comme des jeux d'arcade et installées aux côtés d'autres jeux dans les salles d'arcade. Cependant, étant principalement des jeux de hasard, leur utilisation de cette manière est très limitée. Elles sont le plus souvent utilisées pour le jeu.

### Draft ###

Query: "Pourquoi certains jeux comme les flippers ils les laissent dans les salles d'arcade alors que d'autres jeux comme les machines à sous ils les interdisent, est-ce que c'est parce que les joueurs ils peuvent faire quelque chose avec leurs mains ou pas ?"

Translation check: "Why do they let pinball machines stay in arcades while banning slot machines, is it because players can do something with their hands or not?"

Key semantic: User asking about regulatory differences, focusing on hand movement as potential criterion.

### 1. Regulatory Framework Analysis

Core issue: Legal classification ≠ hand involvement.

Pinball → "skill games" classification
- Historical reclassification campaign
- Flipper invention (1947) = control mechanism
- NYC 1976: Roger Sharpe demonstration ● 
- Skill demonstrated: targeting specific bumpers/lanes

Slot machines → "chance games" classification  
- Predetermined outcomes
- Mathematical probabilities
- No meaningful player control

∴ Hand movement irrelevant to legal status.

### 2. Historical Context

Pinball regulation timeline:
- 1940s: initially "chance games" ◐
- Anti-gambling laws applied
- Flipper introduction changed everything
- Marketing campaigns emphasizing skill ●

⟨H≈0.8⟩ *The mechanical poetry of controlled chaos - flippers as extensions of player intent, versus slots as predetermined fate-spools. Hands become instruments of skill vs passive participants in predetermined mathematics.*

### 3. Regulatory Logic

Skill games:
- Player agency recognized
- Hand movement creates meaningful input
- Cognitive challenge involved
- Legal framework accommodates

Chance games:  
- Pure luck/probability
- No player skill affects outcome
- Gambling laws prohibit widespread access
- Hand movement immaterial

### 4. Counter-examples

Video poker machines: → chance classification despite hand involvement
Crane games: → mixed regulation despite hand skill elements

! Key insight: Legal framework based on probability control, not player action type.

### 5. Geographic Variations

Jurisdictional differences exist:
- Some areas permit skill-based slots
- Limited arcade-style slots in regulated markets ◐
- Hand movement still not determining factor

### 6. Synthesis

User's hypothesis incorrect. Hands/movement ≠ regulatory determinant.

Factors determining classification:
1. Probability control by player
2. Chance vs skill percentage  
3. Predetermined outcomes
4. Legal framework precedents

Pinball: evolved from chance to skill (flipper innovation)
Slots: remain chance regardless of player action

Regulatory framework sophisticated enough to distinguish between games despite similar physical interfaces.

※ Historical examples demonstrate hand involvement alone insufficient to change legal classification.

### Answer###
Ta question touche à un aspect important de la réglementation des jeux d'arcade. Les jeux comme les flippers et les machines à sous sont classés différemment selon leur nature juridique plutôt que selon si les joueurs peuvent utiliser leurs mains ou non.

Les flippers sont généralement considérés comme des jeux d'adresse, même si historiquement ils ont eu des problèmes de classification. Initialement dans les années 1940, ils étaient considérés comme des jeux de chance car les joueurs ne pouvaient pas contrôler le sort de la bille une fois lancée. Cependant, l'invention des flips électriques en 1947 a permis aux joueurs d'avoir plus de contrôle sur la bille, ce qui a poussé les fabricants à les faire reclasser comme jeux de compétence. En 1976, à New York, un journaliste a même démontré sa capacité à viser des voies spécifiques pour convaincre le conseil municipal de leur caractère de jeu de skill.

Les machines à sous, en revanche, sont typiquement classées comme jeux de chance où les joueurs misent de l'argent pour gagner des prix, le hasard déterminant principalement les résultats. Ces jeux suivent généralement les mêmes règles que les loteries et les sweepstakes.

Il existe aussi des jeux dits de "rédemption" comme les grues ou les jeux à pièces qui créent une zone grise entre jeux de chance et de compétence. Dans ces cas, bien qu'il y ait un élément de skill dans le placement de la grue par exemple, les paramètres de force et de conditions de la grue restent suffisamment inconnus pour faire du succès une question de chance.

La classification se base donc principalement sur le contrôle que les joueurs ont sur les résultats plutôt que sur leur capacité à bouger les mains, bien que l'aspect contrôle soit effectivement un facteur important.