| Literature DB >> 35446784 |
Joseph Macey1,2, Mikko Cantell3, Tommi Tossavainen4, Antti Karjala3, Sari Castrén5,6,7.
Abstract
Background and aims: Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes identified by an inter-institutional working group in Finland, alongside suggested actions, and are presented with the intention of stimulating debate among stakeholders.Entities:
Keywords: convergence of gambling and gaming; gambling; harm minimisation; loot boxes; regulation; video gaming
Year: 2022 PMID: 35446784 PMCID: PMC9295237 DOI: 10.1556/2006.2022.00016
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 7.772
Overview of Invited Presentations
| Presenter | Topic/Theme | Summary of main discussion points |
| A Legal Scholar | A jurisprudential view on the Finnish Lotteries Act and Loot boxes | Stressed the need to consider issues of consumer protection legislation, rather than solely consider gambling regulation. |
| Raised the potential impact of evolving European legislation on digital commerce. | ||
| Highlighted to educational possibilities of developing an informational pamphlet as potential concrete tool. | ||
| Person with lived experience in problematic gaming and gambling | Personal experiences and insights | Highlighted the possible transition from gaming to gambling and vice versa. |
| Suggested a range of possible protection measures. | ||
| A greater need for research was identified. | ||
| Stressed the necessary presence of consumer voices in the ongoing debates. | ||
| Raised the importance of youth work channels as a means of delivering more information and access to target groups. | ||
| Establish a clear understanding of responsibilities related to loot boxes through a mapping exercise. | ||
| Representative of the Finnish games industry | Understanding loot boxes from the point of view of Finnish and European gaming industry. | Provided an industry perspective of the phenomenon. |
| Highlighted difficulties combatting illegal or inappropriate advertising, particularly that which uses pop-ups. | ||
| Highlighted potential concerns surrounding the provision of data to authorities/researchers as a result of GDPR regulations. | ||
| Informed that the gaming industry would be willing to collaborate with research if certain conditions met and there is clear, prior knowledge of needs. | ||
| Provided a range of useful references/resources, including: Swedish consumer authority (cooperation with Consumer authority), and EP study (recommended wider CP angle). | ||
| Project manager from NGO working with problematic gaming and gambling in the community | The prevention and treatment of problems related to disordered gambling and gaming | Stressed the fact that many false beliefs related to gaming and gambling exist among players, and that accurate reliable information is sorely needed. |
| Highlighted the fact that awareness of gambling exists prior to youth turning 18; they are often ready to participate in gambling when legal age limit is reached. | ||
| Social media influencers could be central to tackling problems. | ||
| The viability of fines or other punitive fees was discussed as a means to address the issue. | ||
| Parents' awareness is the key to addressing and preventing problems in young people. | ||
| The main goal should be to enhance preventative actions through the promotion of healthy decision making by individuals and parents. |
Notes: EP =, CP = Consumer protection.
Proposed actions to address key issues related to the presence of loot boxes in video games, as identified by the working group
| Key Issue | Proposed Actions |
| Regulation | Increase transparency (require publication of drop rates, use of clear language, etc.). |
| Increase regulation, potentially adopt practices derived from responsible gambling programmes. | |
| Clear mandate for relevant authorities, not limited to gambling regulators. | |
| Research - 1 | Improve access to data in collaboration with the game companies. |
| Establish a standardized process for submitting, and responding to, requests for data. | |
| Initiate longitudinal research on gaming habits and gambling. | |
| Additional funding for research into the convergence of gaming and gambling. | |
| Research - 2 | Qualitative research on video game players who spend money on loot boxes in order to: a) Identify relevant target groups. b) Identify the best ways of reaching the targets groups. c) Identify suitable actions according to characteristics of individual target groups. d) Provide affected individuals with a voice. |
| Industry | Clearly display the sum amount of money spent within the game; display values in real-world currencies, not in-game currencies. |
| Help video game players set monthly spending limits and provide players with regular updates on spending. | |
| Develop processes to facilitate the refund of unauthorized spending by minors which are easy to navigate and have rapid turnaround times. | |
| Require all in-game microtransactions to be authorized using secure personal banking codes. | |
| Provide information and assistance to gaming companies to help them identify problematic behaviours. | |
| Draft consumer protection legislation governing the use of microtransactions in digital games. | |
| Awareness | A Joint National Campaign in collaboration with the Relevant Actors to raise awareness. |
| Produce educational materials/resources directed at specific target groups. | |
| Identify and utilize most appropriate communication channels to reach target groups, for example social media influencers/personalities. |
Note: Please see sections 6.1–6.5 (inclusive) for full description of key issues.