Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler
{"title":"“终极解箱”:寻找关于战利品箱的正确问题”","authors":"Gaetano Dimita, J. Festinger, Yin Harn Lee, Michaela MacDonald, M. Mimler","doi":"10.4337/ielr.2021.01.00","DOIUrl":null,"url":null,"abstract":"Loot boxes ‒ defined loosely as virtual items purchasable with real money, which contain randomized in-game content of unknown value ‒ are a very profitable monetization mechanism in contemporary video games. The plethora of issues surrounding loot boxes inevitably leads to the question of an adequate regulatory response. Legal responses have been deployed in various jurisdictions but faced several limitations. First, the responses are very divergent. Some jurisdictions view this form of monetization through the lens of gambling laws, consumer protection laws, and often – being conscious of the additional risks which loot boxes pose to under-age players – are increasingly addressing these issues under child protection laws. Thus, the broad array of issues triggered by loot boxes allows qualifying these within various regulatory fields. The possibility to place these in different regulatory ‘boxes’ inevitably leads to inconsistent regulatory outcomes. Finally, the very fact that a consistent definition of what constitutes a loot box remains elusive exacerbates the situation as well. Furthermore, the global set up of the video game industry and the ubiquity of online gaming with users worldwide make the issues global by design. Fragmented and divergent regulatory responses to loot boxes on a country-by-country approach is suboptimal, and raise the daunting spectre of video game developers and publishers having to create parallel versions of the same video game in order to comply with the regulations in force in different jurisdictions – a prospect that seems both expensive and impractical. In these cases of regulatory deficiency, self-regulation is oftenmooted as a means for resolving the challenges presented by loot boxes. To date, however, the approach of the video game industry has been reactive rather than proactive, and a coordinated, industry-wide response has yet to emerge. The window for a self-regulatory approach is closing quickly – if it has not done so already – and divergences of position within the industry mean that it is unlikely that an industry-wide model for self-regulation will be developed within the short term. This has resulted in a regulatory vacuum, which has come to be dominated by a polemical strain of commentary that paints a complex issue in starkly black and white terms. This might explain the current state of affairs in relation to the regulation of loot boxes: a very polarized and heated debate, which often misses the crucial issues at stakes, and risks leading regulators toward unnecessary new legislation which is difficult to enforce. It is against this backdrop that we have chosen to publish an issue of the Interactive Entertainment Law Review that is devoted exclusively to the topic of loot boxes. In their provocative article ‘Getting under your skin(s): a legal-ethical exploration of Fortnite’s transformation into a content delivery platform and its manipulative potential’, Marijn Sax and Jef Ausloos examine the freemium business model through the lens of the ethical theory of manipulation, using Fortnite – one of the most popular and profitable video games in the world – as a case study. In doing so, they also consider how European data protection and consumer protection laws might potentially serve as regulatory tools. Leon Xiao’s ‘Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach’ provides a critique of existing regulatory approaches, particularly those rooted in gambling laws, and puts forward a model of co-regulation. In ‘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’, Daniel James Harvey highlights the difficulties with classifying loot boxes as a form of gambling under UK law, and ultimately rejects self-regulation and corporate social responsibility as possible regulatory approaches, focusing instead on the potential of child protection laws to mitigate the risks of loot boxes and similar monetization mechanisms to under-age players. Finally, Peter Honer’s article ‘Limiting the loot box: overview and difficulties of a common EU response’ outlines the difficulties of a common EU approach in regulating loot boxes and proposes that a hybrid regulatory approach adopting gambling law, self-regulation and consumer law could be the way ahead. Some final words: being the first academic journal that covers interactive entertainment law, IELR has strived to provide a platform for rigorous academic debate and exchange of ideas. From its inception in 2018, it has grown to become an important and leading voice and channel for developing this growing field of law. As editors, we are aware that this special issue touches on a very controversial topic. The articles in this issue have undergone a tight editorial and additional double (or even treble)-blind peer-review process. We see these 1","PeriodicalId":36418,"journal":{"name":"Interactive Entertainment Law Review","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"‘“The ultimate unboxing”: in search of the right questions to ask about loot boxes’\",\"authors\":\"Gaetano Dimita, J. 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The possibility to place these in different regulatory ‘boxes’ inevitably leads to inconsistent regulatory outcomes. Finally, the very fact that a consistent definition of what constitutes a loot box remains elusive exacerbates the situation as well. Furthermore, the global set up of the video game industry and the ubiquity of online gaming with users worldwide make the issues global by design. Fragmented and divergent regulatory responses to loot boxes on a country-by-country approach is suboptimal, and raise the daunting spectre of video game developers and publishers having to create parallel versions of the same video game in order to comply with the regulations in force in different jurisdictions – a prospect that seems both expensive and impractical. In these cases of regulatory deficiency, self-regulation is oftenmooted as a means for resolving the challenges presented by loot boxes. To date, however, the approach of the video game industry has been reactive rather than proactive, and a coordinated, industry-wide response has yet to emerge. The window for a self-regulatory approach is closing quickly – if it has not done so already – and divergences of position within the industry mean that it is unlikely that an industry-wide model for self-regulation will be developed within the short term. This has resulted in a regulatory vacuum, which has come to be dominated by a polemical strain of commentary that paints a complex issue in starkly black and white terms. This might explain the current state of affairs in relation to the regulation of loot boxes: a very polarized and heated debate, which often misses the crucial issues at stakes, and risks leading regulators toward unnecessary new legislation which is difficult to enforce. It is against this backdrop that we have chosen to publish an issue of the Interactive Entertainment Law Review that is devoted exclusively to the topic of loot boxes. In their provocative article ‘Getting under your skin(s): a legal-ethical exploration of Fortnite’s transformation into a content delivery platform and its manipulative potential’, Marijn Sax and Jef Ausloos examine the freemium business model through the lens of the ethical theory of manipulation, using Fortnite – one of the most popular and profitable video games in the world – as a case study. In doing so, they also consider how European data protection and consumer protection laws might potentially serve as regulatory tools. Leon Xiao’s ‘Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach’ provides a critique of existing regulatory approaches, particularly those rooted in gambling laws, and puts forward a model of co-regulation. In ‘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’, Daniel James Harvey highlights the difficulties with classifying loot boxes as a form of gambling under UK law, and ultimately rejects self-regulation and corporate social responsibility as possible regulatory approaches, focusing instead on the potential of child protection laws to mitigate the risks of loot boxes and similar monetization mechanisms to under-age players. Finally, Peter Honer’s article ‘Limiting the loot box: overview and difficulties of a common EU response’ outlines the difficulties of a common EU approach in regulating loot boxes and proposes that a hybrid regulatory approach adopting gambling law, self-regulation and consumer law could be the way ahead. Some final words: being the first academic journal that covers interactive entertainment law, IELR has strived to provide a platform for rigorous academic debate and exchange of ideas. From its inception in 2018, it has grown to become an important and leading voice and channel for developing this growing field of law. As editors, we are aware that this special issue touches on a very controversial topic. The articles in this issue have undergone a tight editorial and additional double (or even treble)-blind peer-review process. 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引用次数: 1
摘要
战利品箱(游戏邦注:即可以用真钱购买的虚拟物品,其中包含未知价值的随机游戏内容)是当代电子游戏中一种非常有利可图的盈利机制。围绕战利品箱的过多问题不可避免地导致了适当的监管反应问题。在不同的司法管辖区采取了法律对策,但面临一些限制。首先,各方的反应大相径庭。一些司法管辖区通过赌博法、消费者保护法来看待这种盈利形式,并且经常意识到战利品箱给未成年玩家带来的额外风险,因此越来越多地根据儿童保护法来解决这些问题。因此,战利品箱所引发的一系列问题允许在不同的监管领域中限定这些问题。把这些东西放在不同的监管“盒子”里的可能性,不可避免地会导致不一致的监管结果。最后,关于战利品箱的一致定义仍然难以捉摸,这也加剧了这种情况。此外,电子游戏产业的全球布局以及网络游戏在世界各地用户的普遍存在,使得这个问题从设计上就具有全球性。各国对战利品箱的分散和不同的监管反应是不理想的,而且会让电子游戏开发商和发行商不得不为同一款电子游戏创造平行版本,以遵守不同司法管辖区的规定——这一前景既昂贵又不切实际。在这些缺乏监管的情况下,自我监管通常被认为是解决战利品箱带来的挑战的一种手段。然而,到目前为止,电子游戏行业的做法是被动的,而不是主动的,一个协调的,全行业的反应尚未出现。实行自我监管的窗口期正在迅速关闭——如果它还没有关闭的话——而行业内部的立场分歧意味着,短期内不太可能形成一个全行业的自我监管模式。这导致了监管真空,这种真空已经被一种争论性的评论所主导,这些评论用鲜明的非黑即白来描绘一个复杂的问题。这或许可以解释当前与战利品箱监管相关的事态:一场非常两极化和激烈的辩论,往往忽略了关键问题,并有可能导致监管机构制定不必要的新立法,而这些立法很难执行。正是在这种背景下,我们选择发行一期《Interactive Entertainment Law Review》,专门讨论战利品盒的话题。Marijn Sax和Jef Ausloos在他们颇具争议的文章《Getting under your skin(s):对《堡垒之夜》转变为内容传递平台及其操纵潜力的法律伦理探索》中,以《堡垒之夜》(世界上最受欢迎和最赚钱的电子游戏之一)为例,通过操纵伦理理论的视角审视了免费增值商业模式。在此过程中,他们还考虑了欧洲数据保护法和消费者保护法可能如何作为监管工具。肖里昂的《把战利品箱当成赌博?》“迈向法律和自我监管的消费者保护方法相结合”提供了对现有监管方法的批评,特别是那些植根于赌博法的方法,并提出了一个共同监管的模型。在“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?”Daniel James Harvey回顾了当前的英国法律和国际立法,强调了根据英国法律将战利品箱归类为一种赌博形式的困难,并最终拒绝将自我监管和企业社会责任作为可能的监管方法,而是关注儿童保护法的潜力,以减轻战利品箱的风险和类似的盈利机制给未成年玩家。最后,Peter Honer的文章《限制战利品箱:欧盟共同应对的概述和困难》概述了欧盟共同方法在监管战利品箱方面的困难,并提出采用赌博法、自我监管法和消费者法的混合监管方法可能是未来的发展方向。最后说一句:作为第一本涵盖互动娱乐法的学术期刊,IELR一直致力于提供一个严谨的学术辩论和思想交流的平台。自2018年成立以来,它已发展成为发展这一不断发展的法律领域的重要和领先的声音和渠道。作为编辑,我们知道这期特刊涉及到一个非常有争议的话题。这期的文章都经过了严格的编辑和额外的双盲(甚至三盲)同行评审过程。 我们看到这些1
‘“The ultimate unboxing”: in search of the right questions to ask about loot boxes’
Loot boxes ‒ defined loosely as virtual items purchasable with real money, which contain randomized in-game content of unknown value ‒ are a very profitable monetization mechanism in contemporary video games. The plethora of issues surrounding loot boxes inevitably leads to the question of an adequate regulatory response. Legal responses have been deployed in various jurisdictions but faced several limitations. First, the responses are very divergent. Some jurisdictions view this form of monetization through the lens of gambling laws, consumer protection laws, and often – being conscious of the additional risks which loot boxes pose to under-age players – are increasingly addressing these issues under child protection laws. Thus, the broad array of issues triggered by loot boxes allows qualifying these within various regulatory fields. The possibility to place these in different regulatory ‘boxes’ inevitably leads to inconsistent regulatory outcomes. Finally, the very fact that a consistent definition of what constitutes a loot box remains elusive exacerbates the situation as well. Furthermore, the global set up of the video game industry and the ubiquity of online gaming with users worldwide make the issues global by design. Fragmented and divergent regulatory responses to loot boxes on a country-by-country approach is suboptimal, and raise the daunting spectre of video game developers and publishers having to create parallel versions of the same video game in order to comply with the regulations in force in different jurisdictions – a prospect that seems both expensive and impractical. In these cases of regulatory deficiency, self-regulation is oftenmooted as a means for resolving the challenges presented by loot boxes. To date, however, the approach of the video game industry has been reactive rather than proactive, and a coordinated, industry-wide response has yet to emerge. The window for a self-regulatory approach is closing quickly – if it has not done so already – and divergences of position within the industry mean that it is unlikely that an industry-wide model for self-regulation will be developed within the short term. This has resulted in a regulatory vacuum, which has come to be dominated by a polemical strain of commentary that paints a complex issue in starkly black and white terms. This might explain the current state of affairs in relation to the regulation of loot boxes: a very polarized and heated debate, which often misses the crucial issues at stakes, and risks leading regulators toward unnecessary new legislation which is difficult to enforce. It is against this backdrop that we have chosen to publish an issue of the Interactive Entertainment Law Review that is devoted exclusively to the topic of loot boxes. In their provocative article ‘Getting under your skin(s): a legal-ethical exploration of Fortnite’s transformation into a content delivery platform and its manipulative potential’, Marijn Sax and Jef Ausloos examine the freemium business model through the lens of the ethical theory of manipulation, using Fortnite – one of the most popular and profitable video games in the world – as a case study. In doing so, they also consider how European data protection and consumer protection laws might potentially serve as regulatory tools. Leon Xiao’s ‘Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach’ provides a critique of existing regulatory approaches, particularly those rooted in gambling laws, and puts forward a model of co-regulation. In ‘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’, Daniel James Harvey highlights the difficulties with classifying loot boxes as a form of gambling under UK law, and ultimately rejects self-regulation and corporate social responsibility as possible regulatory approaches, focusing instead on the potential of child protection laws to mitigate the risks of loot boxes and similar monetization mechanisms to under-age players. Finally, Peter Honer’s article ‘Limiting the loot box: overview and difficulties of a common EU response’ outlines the difficulties of a common EU approach in regulating loot boxes and proposes that a hybrid regulatory approach adopting gambling law, self-regulation and consumer law could be the way ahead. Some final words: being the first academic journal that covers interactive entertainment law, IELR has strived to provide a platform for rigorous academic debate and exchange of ideas. From its inception in 2018, it has grown to become an important and leading voice and channel for developing this growing field of law. As editors, we are aware that this special issue touches on a very controversial topic. The articles in this issue have undergone a tight editorial and additional double (or even treble)-blind peer-review process. We see these 1