2023
DOI: 10.31219/osf.io/asbcg
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Beneath the label: unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companies

Abstract: Loot boxes in video games are a form of in-game transactions with randomised elements. Concerns have been raised about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). Recognising players’ and parents’ concerns, in mid-2020, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) announced that games containing loot boxes or any forms of in-game transactions with randomised elements will be marked by a new label stating ‘In-Game Purchases (I… Show more

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Cited by 7 publications
(25 citation statements)
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“…In total, 36 entries (35 individual games and the Steam platform's trading card system) were identified as infringing the current gambling law of many countries per the pronounced interpretations of national gambling regulators [e.g., 18,21] . Games containing paid loot boxes whose content is transferable were very rarely identified in mobile contexts: very few examples (e.g., Auto Chess (Dragonest, 2019)) were discovered by previous loot box prevalence and regulatory compliance studies on mobile platforms [24,37,[41][42][43] . The present study comprehensively studied the Steam platform and is therefore able to report a substantial number of loot box implementations that are suspected to be illegal in many countries.…”
Section: Discussionmentioning
confidence: 99%
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“…In total, 36 entries (35 individual games and the Steam platform's trading card system) were identified as infringing the current gambling law of many countries per the pronounced interpretations of national gambling regulators [e.g., 18,21] . Games containing paid loot boxes whose content is transferable were very rarely identified in mobile contexts: very few examples (e.g., Auto Chess (Dragonest, 2019)) were discovered by previous loot box prevalence and regulatory compliance studies on mobile platforms [24,37,[41][42][43] . The present study comprehensively studied the Steam platform and is therefore able to report a substantial number of loot box implementations that are suspected to be illegal in many countries.…”
Section: Discussionmentioning
confidence: 99%
“…In addition, age rating organisations have introduced a warning label ('In-Game Purchases (Includes Random Items)') to denote games containing loot boxes and began assigning this to games from April 2020 [34][35][36][37][38] . This industry self-regulation has technically not been formally introduced to the Steam platform as it is not a participating storefront of the International Age Rating Coalition (IARC), which is responsible for assigning the label to digitally released games [39] .…”
Section: Introductionmentioning
confidence: 99%
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“…One alternative to legal regulation is industry self-regulation [42]. This is when platforms (both hardware, like Microsoft, Sony, and Nintendo, or software, like the Google Play Store and the Apple App Store [44,46]), trade bodies (such as the Entertainment Software Association (ESA) in the USA [15]), or companies decide to adopt certain measures to enhance consumer protection by going above and beyond existing legal requirements [29,39]. This approach has certain benefits, such as being quicker than legal regulation at responding to novel developments in the industry and possessing specialist video game knowledge that more general governmental regulators might lack [46].…”
Section: Regulationmentioning
confidence: 99%