2004 GREAT WOMEN OF GAMING
Proven leader
Connie Jones
Director of Responsible Gaming
International Game Technology
"I enjoy working with people and seeing
their differences," says Connie Jones,
which is a good thing, and certainly not
coincidental given her background. Jones
is a third-generation Montanan, raised on a
ranch—a very male-dominated environment—
near Bozeman. Her first career
move was in public relations, serving the
mining industry. "I was in mining for ten
years," says Jones. "I became involved in
politics, because mining was so greatly
impacted by political concerns."
In fact, politics was very much in the
family. Her brother was nominated for
state Attorney General, and both he and
her father held a House seat in the
Montana state legislature. "I once ran for
my father's seat," says Jones. "It was the
first time a woman ran for that position in
the district. Along the way, I encountered a
lot of people who were surprised—'but,
you're a woman.'" Fortunately for the gaming
industry, and perhaps because the
industries she represented were resistant to
change, Jones lost her bid by just nine
votes.
The confluence of politics, mining and
gender was very powerful for Jones. She
recalls being part of a group of close to 100
women who lobbied Congress to preserve
the fundamentals of an 1872 mining law.
"It was a life-changing experience realizing
the power that women had in such a maledominated
industry," says Jones.
"Congressmen and women seemed more
receptive to women from an industry that
had always been associated with men in
hard hats, steel toed boots, and smutty
faces. These women were CFOs, engineers,
geologists and attorneys." Jones built on
this experience as head of a group called
People for the West, lobbying on behalf of
timber and ranching industries against
extreme environmental restrictions and
regulatory reforms. "From this experience I
learned that there was a window of opportunity
for females in the male-dominated
world of business," she says. She was
appointed by then-governor Stan Stephens
to serve on a state economic development
council titled "The Council for the Future,"
where Chuck Brooke (IGT's recently retired
vice president of government relations)
was director of commerce. A year or so
later, "Mr. Brooke had stepped down from
the Department of Commerce, and was
heading up the government relations
efforts for a company called Video Lottery
Technologies," Jones recalls. "He remembered
me from the Governor's Council and
asked if I was interested in coming to work
for the company. I was totally unfamiliar
with gambling but was ready for change.
Ever since then, it's been a great ride."
As IGT's Director of Responsible
Gaming, Jones works to bridge the gap
between the problem gambling community
and the gaming industry. "(Gaming) is
becoming so broad, it now includes governments,
Native Americans, pari-mutuels,
commercial casinos as well as a number of
other private interests," says Jones. "There
was a great deal of distrust between the
gaming industry and the problem gambling
treatment and research folks—similar to
the misgivings environmentalists felt
toward mining. Success to me is the ability
to bring polarized groups together."
Indeed, the political makeup Jones has
developed is still very much intact.
"Politics is a fact of life," she says, "and the
sooner you accept that, the easier life will
be." At her original company, which was
later merged and re-merged into IGT, she
worked almost exclusively with state and
Canadian provincial governments to protect,
expand and create new gaming programs.
"As these government markets
faced public backlash as a result of problem
gaming, the company decided to take
a proactive approach by assigning a person
full time to the position of Director of
Responsible Gaming. I received this
appointment in March 1999," says Jones.
"As we evolved from one company to
another—just having survived all those
mergers is a pure miracle—it was increasingly
vital to have the ability to network
and understand all sides of the issue."
Jones looks at gaming and at her skills in a
worldwide context. She marvels at how
Great Britain is revamping gaming, laments
Australia's struggles with its current public
perception of gaming, and sees responsible
gaming as nothing less than ensuring the
viability of the industry long term while
providing social protections for the vulnerable.
"I've seen too many gaming programs
fall apart when there is a public backlash,"
she says. "The ability to network between
these groups gives us gaming programs
that are responsive to the public, and also
ensures the sustainability of the industry."
She has several thoughts on being a
woman in gaming, including the need for
visionary leadership. "Senior executives
need to recognize the value of women
in the workplace," she says. "At IGT
today we are extremely fortunate to
have dynamic and progressive leadership
that includes a number of talented
women in senior management positions.
We are the only gaming company
that devotes an entire position to
responsible gaming."
Still, Jones notes that in her view,
gaming isn't much different from other
forms of business. "Perhaps to survive
in a male-dominated industry such as
gaming, you need to think like a man
but act like a woman," she says. "Of
course it is important to understand the
business, be sensitive to change, have
the ability to network, enjoy people and
be dedicated to your job. We still have
those old paradigms to overcome.
Women in gaming are making great
strides and receiving recognition for
their efforts, but are yet a dramatic
minority among the ranks of senior
gaming executives. Like most other
women in gaming, Jones sees resistance
to women in leadership positions
becoming less and less prevalent. "I
think that's changing significantly. We
have come a long way in a short time.
When people think of gambling they
always think of Las Vegas, and what
traditionally was the woman's role in
Las Vegas...? It has been pretty much an
uphill climb, overcoming that. But look
how gaming has changed in the way it
does business. (For example) there's
still that perception that there is organized
crime involvement, but we don't
have to go there anymore."
What differences do women bring?
While she is typically reluctant to
stereotype, Jones does offer some parting
thoughts. "Because we have been a
minority, I think maybe we try harder. I
notice women in this business working
incredibly hard. And I think the general
public likes to listen to women who
talk about gaming, because women are
not typically involved in gaming—I
think we might get the ear of the public
more readily. And ultimately,
the public will determine the future of
gaming."
Copyright 2011, Great Women of Gaming. All rights reserved.
