Breaking Ban: Belgium’s Ineffective Gambling Law Regulation of Video Game Loot Boxes
نویسندگان
چکیده
Loot boxes in video games are gambling-like mechanics that players buy to obtain randomised rewards of varying value. conceptually and psychologically similar gambling, loot box expenditure is positively correlated with self-reported problem gambling severity. Citing consumer protection concerns, the Belgian Gaming Commission opined such constitute under existing law effectively ‘banned’ by threatening criminal prosecution non-compliant companies implementing paid without a licence. The effectiveness this ban at influencing compliance behaviour game (and, implication, consumers’, including children’s, exposure from boxes) was assessed. Paid remained widely available amongst 100 highest-grossing iPhone Belgium: 82.0% continued generate revenue through monetisation method, as did 80.2% rated suitable for young people aged 12+. ‘ban’ on has not been enforced. Although initial imposition measure promoted public discussion debate about regulation (both domestically internationally) likely provided better relation specific operated well-known companies, an unenforced many negative consequences, (i) giving consumers, parents, policymakers false sense security (ii) allowing replace have removed national market more socially responsible companies. Indeed, even enforced potential disadvantages. Finally, technical measures taken comply were easily circumvented, some highly dedicated (who be highest spending most vulnerable) could reasonably expected do so. Therefore, complete elimination mechanic country may practically achievable. Belgium should re-evaluate its regulatory position. A blanket approach cannot recommended other countries. Other less restrictive approaches considered. Preregistered Stage 1 protocol: https://doi.org/10.17605/OSF.IO/5MXP6 (date in-principle acceptance: 7 April 2022). Lootboxes videospellen zijn mechanismen die spelers kopen om willekeurige beloningen van verschillende waarde te krijgen. conceptueel en psychologisch vergelijkbaar met gokken, uitgave voor lootboxes positief gecorreleerd zelfgerapporteerd probleemgokken. Omwille zorgen rond consumentenbescherming oordeelde de Belgische Kansspelcommissie dat dergelijke volgens bestaande wetgeving gokken heeft het daadwerkelijk ‘gebannen’ door dreigen strafrechtelijke vervolging niet-conforme bedrijven, zonder gokvergunning betaalde implementeren. De doeltreffendheid deze bij beïnvloeden nalevingsgedrag videogamebedrijven (en, implicatie, blootstelling consumenten, inclusief kinderen, aan bescherming consumenten tegen lootboxes) werd beoordeeld. Betaalde bleven op grote schaal beschikbaar onder best verdienende iPhone-games België: 82,0% bleef inkomsten genereren via een gerandomiseerde monetisatiemethode, net als 80,2% geschikt jongeren vanaf 12 jaar worden beschouwd. “ban” niet gehandhaafd. Hoewel oorspronkelijke maatregel publieke discussie debat over regulering (zowel nationaal internationaal) bevorderd consument waarschijnlijk beter beschermd betrekking tot specifieke bekende niet-gehandhaafde veel negatieve gevolgen, waaronder ouders beleidsmakers vals gevoel veiligheid geven toestaan plaats innemen maatschappelijk verantwoordelijkere bedrijven nationale markt gehaald. Zelfs effectief gehandhaafd verbod brengt immers mogelijke nadelen zich mee. Ten slotte technische maatregelen hebben genomen voldoen gemakkelijk omzeilen kan redelijkerwijs verwacht sommige zeer toegewijde (die hoogste uitgaven doen kwetsbaarst zijn) dit zullen doen. Daarom volledige verwijdering lootbox-mechanisme land praktisch wellicht haalbaar. België moet regelgevend standpunt herevalueren. Een algemeen regelgeving inzake andere landen aanbevolen. Andere, minder restrictieve benaderingen moeten overwogen. Vooraf geregistreerd protocol fase 1: (datum principiële aanvaarding: april [Translated Maarten Denoo] En jeu vidéo, les lootbox (boites à butin) sont des dispositifs semblables au hasard que joueurs achètent pour obtenir récompenses aléatoires valeur variable. Conceptuellement et psychologiquement, comparables hasard, l’achat est corrélé positivement avec le niveau sévérité auto-rapporté d’argent problématique. Invoquant préoccupations liées la consommateurs, belge jeux émis l’avis tels relèvent du regard législation existante, effectivement « interdit » menaçant poursuites sociétés qui ne se conforment pas cet avis proposent payantes sans posséder une licence hasard. Nous avons mesuré l’effectivité cette interdiction influencer l’observation par l’industrie vidéo (et, découlant cela, l’exposition y compris enfants, aux ainsi leur rapport celles-ci). Les restées largement accessibles sein générant plus revenus Belgique : ont continué générer techniques monétisation basées sur un pourcentage s’élevait classés comme adaptés jeunes partir ans. “L’interdiction” n’a donc été appliquée dans faits. Bien qu’initialement, l’imposition mesure ait favorisé débat autour régulation (tant domestique qu’international), qu’elle probablement fourni meilleure consommateurs quant certains spécifiques proposés firmes connues, “interdiction” n’est nombreuses conséquences négatives, ce donner parents décideurs sentiment erroné sécurité permettre non conformes remplacer retirés marché socialement responsables. Enfin, nous aisément contourné mesures mises place respecter l’interdiction, peut raisonnablement s’attendre hautement passionnés (qui susceptibles dépenser d’être vulnérables) fassent même. Dès lors, il l’élimination complète mécanique “lootbox” d’un pays soit réalisable pratique, serait avisée revoir sa position lootbox. pouvons recommander autres d’approcher celle-ci sous l’angle l’interdiction systématique ; d’autres approches moins restrictives devraient être envisagées. Lien vers protocole (acceptation principe date avril Bruno Dupont]
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ژورنال
عنوان ژورنال: Collabra
سال: 2023
ISSN: ['2474-7394']
DOI: https://doi.org/10.1525/collabra.57641