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Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach 将战利品箱视为赌博?采取法律和自律相结合的消费者保护方法
Q3 Social Sciences Pub Date : 2020-04-13 DOI: 10.4337/ielr.2021.01.02
Leon Y. Xiao
Loot boxes represent a popular and prevalent contemporary monetization innovation in video games that offers the purchasing player-consumer, who always pays a set amount of money for each attempt, the opportunity to obtain randomized virtual rewards of uncertain in-game and real-world value. Loot boxes have been, and continue to be, scrutinized by regulators and policymakers because their randomized nature is akin to gambling. The regulation of loot boxes is a current and challenging international public policy and consumer protection issue. This article reviews the psychology literature on the potential harms of loot boxes and applies the behavioural economics literature in order to identify the potentially abusive nature and harmful effects of loot boxes, which justify their regulation. This article calls on the industry to publish loot box spending data and cooperate with independent empirical research to avoid overregulation. By examining existing regulation, this article identifies the flaws of the ‘regulate-loot-boxes-as-gambling’ approach and critiques the alternative consumer protection approach of adopting ethical game design, such as disclosing the probabilities of obtaining randomized rewards and setting maximum spending limits. This article recommends a combined legal and self-regulatory approach: the law should set out a minimum acceptable standard of consumer protection and industry self-regulation should strive to achieve an even higher standard.
战利品盒代表了电子游戏中流行的当代盈利创新,它为每次尝试都要支付一定金额的付费玩家提供了获得随机虚拟奖励的机会,这些奖励在游戏中和现实世界中都是不确定的。监管机构和政策制定者一直并将继续对战利品箱进行审查,因为它们的随机性类似于赌博。对战利品箱的监管是当前国际上一个具有挑战性的公共政策和消费者保护问题。本文回顾了关于战利品箱潜在危害的心理学文献,并运用行为经济学文献来识别战利品箱潜在的滥用性质和有害影响,从而为其监管辩护。本文呼吁业界公布战利品箱消费数据,并配合独立实证研究,避免过度监管。通过分析现有规则,本文指出了“将战利品箱视为赌博”方法的缺陷,并批评了采用道德游戏设计的替代消费者保护方法,如披露获得随机奖励的概率和设置最大消费限制。本文建议采用法律和自我监管相结合的方法:法律应规定消费者保护的最低可接受标准,而行业自我监管应努力达到更高的标准。
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引用次数: 27
Bringing Balance to the Antitrust Force: Revising the Paramount Decrees for the Modern Motion Picture Market 为反垄断力量带来平衡:修订现代电影市场的最高法令
Q3 Social Sciences Pub Date : 2020-01-01 DOI: 10.5070/LR8271048853
J. Schwartz
Author(s): Schwartz, Jonathan A. | Abstract: Concentration of market power is nothing new in the media industries—and neither is government intervention to break it up. For over seventy years, the entertainment industry has operated under the shadow of agreements between the historically powerful film studios and the Department of Justice to stay out of the exhibition market, where the studios had cemented their dominance in the naissance of the American film industry. During the same period, however, understandings of antitrust law have evolved and what was once a discrete “film” industry has ballooned into a massive entertainment marketplace. While today’s streaming and technology giants battle the threat of increased regulatory oversight and calls for bolder antitrust enforcement, the general trend of legal and practical developments suggests a far less bleak outlook than that of their Hollywood progenitors.In fact, the policies and arguments supporting the consent decrees that emerged from the 1948 Paramount decision have been severely weakened with the passing of time. The acceleration of diversification in content and content providers has created new industry leaders like Netflix, HBO, and Hulu—and a proliferation of innovative competitors like Quibi and Peacock—that are apparently excused from Paramount’s constrictions. Instead, the Paramount Decrees’ narrow focus risks stifling the competitive flexibility of “traditional” producers and distributors of theatrical feature films as they seek to combat these new market entrants. In short, the Paramount Decrees appear obsolete given the realities of the film industry today. This Article argues for revisions to, or rescission of, the Paramount Decrees in order to better align the permissible activities of traditional film studios with those of their modern competitors. It provides a thorough review of the concerns underlying the Supreme Court’s holding in 1948 and determines that the Court’s concerns have been undercut either by subsequent developments in antitrust law or the practical realities of new and dynamic market entrants. While the Court’s anticompetitive concerns may still be valid, they appear misplaced when focused solely on those parties still subject to the Decrees. Future antitrust enforcement will instead need to reframe the picture in order to more accurately address risks of market concentration.
摘要:在传媒业中,市场力量的集中并不是什么新鲜事,政府干预来打破这种集中也不是什么新鲜事。70多年来,娱乐业一直在历史上强大的电影制片厂和司法部之间达成的协议的阴影下运作,这些协议要求制片厂退出放映市场,而在美国电影工业的诞生过程中,这些电影制片厂已经巩固了它们在放映市场的主导地位。然而,在同一时期,对反垄断法的理解发生了变化,曾经是一个独立的“电影”行业已经膨胀成一个庞大的娱乐市场。虽然今天的流媒体和科技巨头正在与加强监管的威胁作斗争,并呼吁更大胆的反垄断执法,但法律和实践发展的总体趋势表明,它们的前景远没有好莱坞前辈那样黯淡。事实上,随着时间的推移,1948年派拉蒙判决中出现的支持同意法令的政策和论点已经被严重削弱。内容和内容提供商的加速多样化造就了像Netflix、HBO和hulu这样的新行业领导者,以及像Quibi和peacock这样的创新竞争对手的激增,它们显然不受派拉蒙的限制。相反,“派拉蒙法令”的狭隘关注有可能扼杀“传统”影院剧情片制片人和发行商的竞争灵活性,因为他们试图与这些新的市场进入者作斗争。简而言之,考虑到当今电影业的现实,《派拉蒙法令》似乎已经过时了。本文主张修订或废除《最高法令》,以便更好地使传统电影制片厂与现代竞争对手的可允许活动保持一致。它对最高法院在1948年判决中所关注的问题进行了全面的审查,并确定法院的关注已经被反垄断法的后续发展或新的和充满活力的市场进入者的实际现实所削弱。虽然法院的反竞争关切可能仍然有效,但如果只关注那些仍然受《法令》约束的当事方,这些关切就显得不合时宜。相反,未来的反垄断执法将需要重新构建图景,以便更准确地应对市场集中化的风险。
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引用次数: 0
Sending Agents to the Principal’s Office: How Talent Agency Packaging and Producing Breach the Fiduciary Duties Agents Owe Their Artist-Clients 将代理人送到委托人办公室:经纪公司的包装和制作如何违反代理人对艺术家客户的受托责任
Q3 Social Sciences Pub Date : 2020-01-01 DOI: 10.5070/LR8271048857
Brian T. Smith
Author(s): Smith, Brian T. | Abstract: Talent agents have always been indispensable to writers, actors, and other creative workers in the entertainment industry, providing independent representation to their artist-clients in dealings with sophisticated corporate employers. But following a historical shift in their revenues from commissioning clients to lucrative television packaging fees, the power and profits of the biggest agencies grew exponentially. Revenues from packaging fees allowed these agencies to diversify into other businesses and attracted outside investment by private equity firms leading to further vertical integration. Now, the largest agencies have turned their eye toward a new revenue stream: producing and owning content through agency-affiliate production companies. These innovations have come at the cost of the independent representation agents are supposed to provide their clients. Packaging and producing by talent agencies and their affiliates breach the well-established fiduciary duties agents owe their clients under the law by aligning the agency’s own interests with the interests of its clients’ employers. Outside investment in the agencies only exacerbates these conflicts. These departures from traditional agenting undermine the avowed purpose of the California Talent Agencies Act: to protect vulnerable artists from the conflicted practices of their agents. While these issues are at the heart of the ongoing industry dispute between the Writers Guild of America and the big agencies, their importance should concern all agency clients and their unions. The California Legislature should amend the outdated Talent Agencies Act to enumerate and reaffirm the fiduciary duties talent agents owe their clients under common law and prevent the erosion of legal protections for creative workers in one of the state’s largest and most important industries.
摘要:在娱乐圈,艺人经纪人一直是作家、演员和其他创意工作者不可或缺的角色,他们在与老练的企业雇主打交道时为艺人客户提供独立的代理。但是,随着他们的收入从委托客户到利润丰厚的电视包装费用的历史性转变,最大的代理机构的权力和利润呈指数级增长。包装费的收入使这些机构得以将业务多样化,进入其他业务领域,并吸引了私人股本公司的外部投资,从而进一步实现了垂直整合。现在,最大的广告公司已经把目光转向了新的收入来源:通过广告公司下属的制作公司制作并拥有内容。这些创新是以代理人本应向其客户提供的独立代理为代价的。经纪公司及其附属公司的包装和制作违反了经纪公司对客户的既定信托义务,因为经纪公司将自己的利益与客户雇主的利益联系在一起。外部对这些机构的投资只会加剧这些冲突。这些对传统代理的背离破坏了《加州人才代理法案》(California Talent Agencies Act)公开宣称的目的:保护脆弱的艺术家免受经纪人的冲突行为的影响。虽然这些问题是美国作家协会和大型经纪公司之间持续不断的行业纠纷的核心,但它们的重要性应该引起所有经纪公司客户及其工会的关注。加州立法机构应该修改过时的《人才代理法案》,以列举和重申人才代理在普通法下对客户的信托义务,并防止对该州最大和最重要的行业之一的创意工作者的法律保护受到侵蚀。
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引用次数: 0
Precise imprecisions 精确的不精确性
Q3 Social Sciences Pub Date : 2019-12-01 DOI: 10.4337/ielr.2019.02.00
During the past year we have witnessed an ever increasing number of streamed, televised and written discussions respecting fundamental legal and regulatory issues involving games and interactive entertainment. These events were led by Politicians and public relations (P.R.) practitioners and often appear to offend both facts as well as technical details. With a particular penchant for word games, mind games, allusions and forced metaphors, these supposedly strategic emanations result in the clear impression that issues are only superficially understood, that something entirely different in meaning was actually intended, or that what is being declared is nothing more than superficial posturing for posterity. Let us call these intellectually empty modalities ‘precise imprecision’ and let us further resolve to oppose them. As sworn officers of the court committed to the rule of law, of necessity we lawyers have both different obligations and a higher standard to adhere to. As academics we must be intellectually honest in judging whether the debates are supported and informed by appropriate and independent research. We also have to ensure that research is not misquoted or creatively interpreted. During many of the policy debates prevailing in today’s political, social and cultural climate, ‘precise imprecision’ is often utilized in concert with pure ambiguity to create a mind-numbing broth of confusion and stupor attributable almost wholly to intentional and calculated obfuscation. The strategy seems intended so that the speaker always has a place to retreat to or attack from depending on the dragons, real or imagined, being faced ... All these rhetorical gyrations might all seem eerily familiar as the interactive entertainment industry collectively contemplates the place of regulation in video games. One possible interpretation of what went wrong for the video game industry around violence, addiction, loot boxes and legal regulation is that those issues were treated as part P.R. problem/part political problem. What they didn’t seem to be, was actually exactly what they really are – a legal problem. Perhaps most urgently needed on the battleground would have been a real, thoughtful and detailed legal strategy. Plain and simple. Moreover, it is now clear that where regulation is contemplated, everyone involved needs to be a good deal more serious when it comes to the dialogue. Nay, a good deal more serious when it comes to the words being used. In particular, precision will have to be just that. Precisely so that governmental action deals with the real problem and nothing more, because dealing with more could be contrary to the rule of law. So, who is best at parsing words with real, and not make-believe precision? Yes indeed. Lawyers. Moreover, preferably lawyers acting as lawyers, doing what we were trained to – not in some other more vague personification that is not practicing law. The truth is that video games are earthly wares that have always b
在过去的一年里,我们看到越来越多的流媒体、电视和书面讨论涉及游戏和互动娱乐的基本法律和监管问题。这些事件由政治家和公共关系从业者领导,似乎既冒犯了事实,也冒犯了技术细节。由于特别喜欢文字游戏、心理游戏、典故和强迫隐喻,这些所谓的战略启示给人留下了一种清晰的印象,即问题只是表面上理解的,实际上是有意做一些完全不同的事情,或者所宣布的只不过是为子孙后代做的表面姿态。让我们把这些智力空洞的模式称为“精确的不精确”,并让我们下定决心反对它们。作为致力于法治的法院宣誓官员,我们律师当然有不同的义务和更高的标准需要遵守。作为学者,我们必须在判断辩论是否得到适当和独立研究的支持和信息时保持理智的诚实。我们还必须确保研究不会被错误引用或被创造性地解读。在当今政治、社会和文化氛围中盛行的许多政策辩论中,“精确的不精确性”往往与纯粹的模糊性相结合,制造出一种令人麻木的混乱和麻木,几乎完全归因于故意和蓄意的模糊。这种策略似乎是为了让演讲者总是有一个地方可以撤退或攻击,这取决于面对的龙,无论是真实的还是想象的。。。当互动娱乐行业共同考虑电子游戏的监管地位时,所有这些修辞上的波动似乎都似曾相识。关于视频游戏行业在暴力、成瘾、战利品箱和法律监管方面出现的问题,一种可能的解释是,这些问题被视为一部分公关问题/一部分政治问题。它们看起来不是什么,实际上正是它们真正的样子——一个法律问题。也许战场上最迫切需要的是一个真实、周到和详细的法律战略。简单明了。此外,现在很明显,在考虑监管的地方,参与对话的每个人都需要更加认真。不,当涉及到正在使用的单词时,要严肃得多。特别是,精度必须是这样。正是为了让政府的行动只处理真正的问题,因为处理更多的问题可能违反法治。那么,谁最擅长用真实而不做作的精度来解析单词呢?是的。律师。此外,最好是律师充当律师,做我们被训练过的事情——而不是其他一些不从事法律工作的更模糊的人格化。事实是,电子游戏是一种世俗的商品,总是会受到当地、地区、国家和国际法律的变化,这取决于大量的个性化因素。电子游戏是由童贞的青少年开发人员完美构思的,诞生在马槽般的车库里,而硅谷的智者偶尔来访,数字自由的新星登上头顶,这种神话需要摒弃。事实上,如果电子游戏生态系统目前的主要玩家不想受到比他们应得的更大的干扰和流离失所,那么越早越好。电子游戏的监管方式总是太多,无法根据时间、地点、内容和成功程度进行计数,而且与其他任何游戏一样受到严格的法律监管。无论是通过对公开交易的游戏公司的证券监管,还是通过游戏发行地每个司法管辖区的语言和标签法,或者以其他一千种法律明确适用的方式,假装监管的桥梁不久前就没有跨过,这都是虚伪的。这就引出了一个问题,即为什么明显缺乏应对监管幽灵的意愿,以及互动娱乐业似乎出乎意料地发现这些并非新的发展。我们认为,该行业似乎没有意识到这些问题的重要性,这似乎是由于缺乏律师的直接参与。因为法律精灵可能不容易被放回瓶子里,所以现在可能迫切需要该行业想办法改变自己的姿势和看法,从众所周知的头灯里的鹿变成更讨人喜欢的样子。所有这些都引出了最后一个问题。。。除了当前的危机之外,还有什么有用的解决方案吗?这些解决方案不仅存在,而且已经存在,而且效果相当好。 如今,内部律师和电子游戏律师必须不断解开一层又一层不协调的立法和法规,才能让该行业的产品和服务惠及全球受众。大多数情况下,这些法律监督机制对电子游戏充耳不闻,因为它们很少在设计或实施时考虑到互动娱乐。游戏的性质和范围55
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引用次数: 0
Withdrawal right waivers for in-game currency under EU law 欧盟法律规定的游戏内货币提款权豁免
Q3 Social Sciences Pub Date : 2019-12-01 DOI: 10.4337/ielr.2019.02.04
F. Hilgert
Consumers in the EU have a discretionary withdrawal right for online transactions. For 14 days (or longer, if they have not been properly informed of this right), they can cancel the contract and claim a refund. This right is generally mandatory and can only be contractually waived in advance in contracts for the provision of digital content. German courts have handed down a series of judgments confirming that virtual in-game currency qualifies as digital content for the purpose of this exception and clarifying the conditions under which such waivers can be obtained. Most decisions indicate waiver language can be integrated into the purchase flow prior to the final purchase decision, with some courts requiring a separate checkbox. One decision would force providers to implement separate consent mechanisms after the consumer has made the purchase but before the virtual currency is made available to them. In any event, implementing the requirements set out by German courts also requires the cooperation of distribution platforms.
欧盟消费者在网上交易中享有自由支配的提款权。在14天内(或更长时间内,如果他们没有被正确告知这一权利),他们可以取消合同并要求退款。这项权利通常是强制性的,只有在提供数字内容的合同中才能提前放弃。德国法院已经做出了一系列判决,确认虚拟游戏内货币有资格作为这一例外的数字内容,并澄清了获得此类豁免的条件。大多数判决表明,在最终购买判决之前,豁免语言可以集成到购买流程中,有些法院需要单独的复选框。一项决定将迫使提供者在消费者购买后但在虚拟货币向他们提供之前实施单独的同意机制。无论如何,执行德国法院提出的要求也需要分销平台的合作。
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引用次数: 1
Regulating interactive ‘creativity for the bad’: camgirls, video games and fake news 规范互动“坏创意”:女生、电子游戏和假新闻
Q3 Social Sciences Pub Date : 2019-06-01 DOI: 10.4337/IELR.2019.01.01
Chris Dent
Interactive entertainment poses particular regulatory challenges. More specifically, the democratization of technology and creativity has meant that there is no capacity for a governmental agency to effectively regulate the spread, and enjoyment, of allegedly problematic expressions. This article will explore this by contrasting the regulation of non-interactive entertainment (including Dada art and punk music) with more recent forms of (at times) transgressive expression (amateur pornography, video games and fake news). The analysis will be carried out in terms of the different motivations of the range of parties involved in the process (including creators, distributors, consumers and the broader public) and of the different conceptions of the consumer that are implicit in different modes of regulation. The complexity of the interactions means that there is no single regulatory solution; the historical exploration of the issue, nonetheless, suggests that interactivity may be no worse for society than the earlier forms of expression that were, at the time, deemed to be a threat to its moral fabric.
互动娱乐带来了特殊的监管挑战。更具体地说,技术和创造力的民主化意味着政府机构没有能力有效监管据称有问题的言论的传播和享受。本文将通过对比非互动娱乐(包括达达艺术和朋克音乐)的监管与最近形式的(有时)违法表达(业余色情、电子游戏和假新闻)来探讨这一点。将根据参与该过程的一系列各方(包括创作者、分销商、消费者和广大公众)的不同动机以及不同监管模式中隐含的消费者的不同概念进行分析。相互作用的复杂性意味着没有单一的监管解决方案;然而,对这一问题的历史探索表明,互动对社会的影响可能并不比早期的表达形式更糟,当时这些表达形式被认为是对其道德结构的威胁。
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引用次数: 1
Restrictions on freedom of expression in the video games industry in Russia 俄罗斯电子游戏行业对言论自由的限制
Q3 Social Sciences Pub Date : 2019-06-01 DOI: 10.4337/IELR.2019.01.02
A. Abyshko, M. Mironova, Alfia Mutygullina, I. Ponomarev, German Sabirov, A. Chuvaeva
The video games industry is expanding globally, and such markets as Russia have a potential for further growth attracting more and more publishers, and pushing compliance with Russian law into the business frontlines. The aim of this article is to give to the video games developers a survival kit on the Russian market highlighting the most problematic areas for foreign publishers, such as censorship, age ratings and restricted content.The most recent trends in judicial and administrative practice show that Russian jurisdiction is extended by official bodies to foreign businesses targeting the Russian market. The LinkedIn case discussed in this article is a representative example of such an approach. More recently, the district court of Kirov decided to block access on AppStore and Google Play to video games promoting criminal subculture.On the one hand, there are some positive trends for the game industry, like the activity of the Russian government in the field of regulating video games, namely, the Ministry of Sports of the Russian Federation has recently recognized eSports as an official sport. On the other hand, the Russian market conceals many pitfalls, for example, with regard to restricted content. The situation with respect to freedom of expression, ideas and information continues to deteriorate in all spheres of public life with video games being no exception.
视频游戏行业正在全球扩张,俄罗斯等市场有潜力进一步增长,吸引越来越多的出版商,并将遵守俄罗斯法律的行为推向商业前线。本文的目的是为视频游戏开发商提供一套关于俄罗斯市场的生存工具包,突出外国出版商最有问题的领域,如审查制度、年龄评级和限制内容。司法和行政实践的最新趋势表明,俄罗斯的管辖权由官方机构扩大到针对俄罗斯市场的外国企业。本文中讨论的领英案例就是这种方法的一个代表性例子。最近,基洛夫地区法院决定阻止AppStore和Google Play访问推广犯罪亚文化的视频游戏。一方面,游戏行业出现了一些积极的趋势,比如俄罗斯政府在监管电子游戏领域的活动,即俄罗斯联邦体育部最近承认电子竞技为官方运动。另一方面,俄罗斯市场隐藏了许多陷阱,例如在限制内容方面。在公共生活的各个领域,言论、思想和信息自由的情况继续恶化,电子游戏也不例外。
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引用次数: 0
The shadows within 里面的阴影
Q3 Social Sciences Pub Date : 2019-06-01 DOI: 10.4337/IELR.2019.01.00
Gaetano Dimita, J. Festinger, M. Mimler
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引用次数: 0
GDPR challenges for blockchain technology b区块链技术面临GDPR挑战
Q3 Social Sciences Pub Date : 2019-06-01 DOI: 10.4337/IELR.2019.01.03
Anne K. Rose
As the adoption of blockchain technology increases, those wanting to leverage it will need to consider some of the legal challenges under GDPR. The aim of this article is to explore the unique characteristics of blockchain and to identify some of the issues that might arise under GDPR when implementing this technology in an interactive entertainment context.
随着区块链技术被越来越多地采用,那些希望利用它的人将需要考虑GDPR下的一些法律挑战。本文的目的是探索b区块链的独特特征,并确定在交互式娱乐环境中实现该技术时可能出现的一些问题。
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引用次数: 3
Nintendo v. MariCar: is street kart rental business free riding on the popular video game characters prohibited in Japan? 任天堂诉MariCar:街头卡丁车租赁业务免费乘坐流行的电子游戏角色在日本被禁止吗?
Q3 Social Sciences Pub Date : 2019-06-01 DOI: 10.4337/IELR.2019.01.05
M. Shimada
You must not make a profit by using a well-known character belonging to someone else without licence. This is a commercial common sense, but a question is on what legal basis such an activity is banned? A character business may involve various intellectual properties, including copyright, trademark, design rights, etc., however, none of these IP rights is directly aimed at protecting characters. Besides, trademarks and design rights shall not take effect unless they are registered at the Patent Office, and characters are not always copyrightable. In several cases, Japanese courts suggest that the Unfair Competition Prevention Act of Japan takes a certain role to protect characters. This case review examines a recent judgment in the case, which deals with the application of this Act for the prevention of free riding on the video game characters.
未经许可,不得使用他人的知名人物牟利。这是商业常识,但问题是,禁止此类活动的法律依据是什么?角色业务可能涉及各种知识产权,包括版权、商标、设计权等,但这些知识产权都不是直接用于保护角色的。此外,商标和外观设计权除非在专利局注册,否则不得生效,而且字符并不总是具有版权的。在一些案例中,日本法院建议《日本防止不正当竞争法》在保护角色方面发挥一定作用。本案审查审查了该案最近的一项判决,该判决涉及本法在防止视频游戏角色搭便车方面的适用。
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Interactive Entertainment Law Review
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