Title 25 Part 547 → §547.2
Title 25 → Chapter III → Subchapter D → Part 547 → §547.2
Electronic Code of Federal Regulations e-CFR
Title 25 Part 547 → §547.2
§547.2 What are the definitions for this part?
For the purposes of this part, the following definitions apply:
Account access component. A component within a Class II gaming system that reads or recognizes account access media and gives a patron the ability to interact with an account.
Account access medium. A magnetic stripe card or any other medium inserted into, or otherwise made to interact with, an account access component in order to give a patron the ability to interact with an account.
Advertised top prize. The highest single prize available based on information contained in the prize schedule and help screens.
Agent. A person authorized by the tribal gaming operation, as approved by the TGRA, to make decisions or to perform tasks or actions on behalf of the tribal gaming operation.
Audit mode. The mode in which it is possible to view Class II gaming system accounting functions and statistics and perform non-player-related functions.
Cancel credit. An action initiated by the Class II gaming system by which some or all of a player's credits are removed by an attendant and paid to the player.
Cashless system. A system that performs cashless transactions and maintains records of those cashless transactions.
Cashless transaction. A movement of funds electronically from one component to another.
CD-ROM. Compact Disc—Read Only Memory.
Chair. The Chair of the National Indian Gaming Commission.
Class II gaming. Class II gaming has the same meaning as defined in 25 U.S.C. 2703(7)(A).
Class II gaming system. All components, whether or not technologic aids in electronic, computer, mechanical, or other technologic form, that function together to aid the play of one or more Class II games, including accounting functions mandated by these regulations.
Commission. The National Indian Gaming Commission established by the Indian Gaming Regulatory Act, 25 U.S.C. 2701 et seq.
Coupon. A financial instrument of fixed wagering value that can only be used to acquire non-cashable credits through interaction with a voucher system. This does not include instruments such as printed advertising material that cannot be validated directly by a voucher system.
Critical memory. Memory locations storing data essential to the functionality of the Class II gaming system.
DLL. A Dynamic-Link Library file.
Download package. Approved data sent to a component of a Class II gaming system for such purposes as changing the component software.
DVD. Digital Video Disk or Digital Versatile Disk.
Electromagnetic interference. The disruption of operation of an electronic device when it is in the vicinity of an electromagnetic field in the radio frequency spectrum that is caused by another electronic device.
Electrostatic discharge. A single event, rapid transfer of electrostatic charge between two objects, usually resulting when two objects at different potentials come into direct contact with each other.
Enroll. The process by which a Class II gaming system identifies and establishes communications with an additional system component to allow for live gaming activity to take place on that component.
EPROM. Erasable Programmable Read Only Memory—a non-volatile storage chip or device that may be filled with data and information, that, once written, is not modifiable, and that is retained even if there is no power applied to the system.
Fault. An event that, when detected by a Class II gaming system, causes a discontinuance of game play or other component functions.
Financial instrument. Any tangible item of value tendered in Class II game play, including, but not limited to, bills, coins, vouchers and coupons.
Financial instrument acceptor. Any component that accepts financial instruments, such as a bill validator.
Financial instrument dispenser. Any component that dispenses financial instruments, such as a ticket printer.
Financial instrument storage component. Any component that stores financial instruments, such as a drop box.
Flash memory. Non-volatile memory that retains its data when the power is turned off and that can be electronically erased and reprogrammed without being removed from the circuit board.
Game software. The operational program or programs that govern the play, display of results, and/or awarding of prizes or credits for Class II games.
Gaming equipment. All electronic, electro-mechanical, mechanical, or other physical components utilized in the play of Class II games.
Hardware. Gaming equipment.
Interruption. Any form of mis-operation, component failure, or interference to the Class II gaming equipment.
Modification. A revision to any hardware or software used in a Class II gaming system.
Non-cashable credit. Credits given by an operator to a patron; placed on a Class II gaming system through a coupon, cashless transaction or other approved means; and capable of activating play but not being converted to cash.
Patron. A person who is a customer or guest of the tribal gaming operation and may interact with a Class II game. Also may be referred to as a “player”.
Patron deposit account. An account maintained on behalf of a patron, for the purpose of depositing and withdrawing cashable funds for the primary purpose of interacting with a gaming activity.
Player interface. Any component(s) of a Class II gaming system, including an electronic or technologic aid (not limited to terminals, player stations, handhelds, fixed units, etc.), that directly enables player interaction in a Class II game.
Prize schedule. The set of prizes available to players for achieving pre-designated patterns in a Class II game.
Program storage media. An electronic data storage component, such as a CD-ROM, EPROM, hard disk, or flash memory on which software is stored and from which software is read.
Progressive prize. A prize that increases by a selectable or predefined amount based on play of a Class II game.
Random number generator (RNG). A software module, hardware component or combination of these designed to produce outputs that are effectively random.
Reflexive software. Any software that has the ability to manipulate and/or replace a randomly generated outcome for the purpose of changing the results of a Class II game.
Removable/rewritable storage media. Program or data storage components that can be removed from gaming equipment and be written to, or rewritten by, the gaming equipment or by other equipment designed for that purpose.
Server. A computer that controls one or more applications or environments within a Class II gaming system.
Test/diagnostics mode. A mode on a component that allows various tests to be performed on the Class II gaming system hardware and software.
Testing laboratory. An organization recognized by a TGRA pursuant to §547.5(f).
TGRA. Tribal gaming regulatory authority, which is the entity authorized by tribal law to regulate gaming conducted pursuant to the Indian Gaming Regulatory Act.
Unenroll. The process by which a Class II gaming system disconnects an enrolled system component, disallowing any live gaming activity to take place on that component.
Voucher. A financial instrument of fixed wagering value, usually paper, that can be used only to acquire an equivalent value of cashable credits or cash through interaction with a voucher system.
Voucher system. A component of the Class II gaming system that securely maintains records of vouchers and coupons; validates payment of vouchers; records successful or failed payments of vouchers and coupons; and controls the purging of expired vouchers and coupons.