Should loot boxes be considered gambling or can Self-Regulation and Corporate Social Responsibility solve the loot box issue? A review of current UK law and international legislation

Q3 Social Sciences Interactive Entertainment Law Review Pub Date : 2021-08-01 DOI:10.4337/ielr.2021.01.03
Daniel James Harvey
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引用次数: 2

Abstract

Loot boxes are an important form of monetization in the Video Game Industry (VGI). Loot boxes became controversial since the release of Star Wars Battlefront II in 2017 causing many jurisdictions to investigate loot boxes as a form of gambling. This article will highlight how loot boxes might be classified as a form of gambling in the UK under the Gambling Act 2005 but will examine alternate jurisdictions for guidance on the stipulation of ‘money's worth’ in section 6(5)(a) of the Gambling Act 2005 and whether money's worth has to be a quantitative amount or a more intrinsic value. This article will also examine soft law approaches in managing the loot box issue such as Self-Regulation and Corporate Social Responsibility. However, from this article one can see that the loot box issue is far from being solved and the larger issue of predatory monetization arises. This indicates even if the loot box issue is solved, users might still be harmed by the VGI using other monetization methods which are predatory and addictive.
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战利品箱应该被视为赌博还是自我监管和企业社会责任可以解决战利品箱问题?对现行英国法律和国际立法的回顾
战利品箱是电子游戏产业(VGI)中一种重要的盈利形式。自2017年《星球大战:前线2》发行以来,战利品箱就引发了争议,导致许多司法管辖区将战利品箱作为一种赌博形式进行调查。本文将重点介绍战利品箱如何根据2005年《赌博法》在英国被归类为一种赌博形式,但将审查2005年《赌博法》第6(5)(a)节中关于“金钱价值”规定的指导方针,以及金钱价值是否必须是数量数量或更内在的价值。本文还将探讨管理战利品箱问题的软法律方法,如自我监管和企业社会责任。然而,从这篇文章中我们可以看到战利品箱问题远未得到解决,掠夺性盈利的更大问题出现了。这表明,即使战利品盒问题得到解决,用户仍然可能会因为VGI使用其他掠夺性和成瘾性的盈利方法而受到伤害。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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