Description
I write to target a specific issue regarding the current computer game classificationguidelines, namely the lack of required classification of loot boxes or quasi-gambling
mechanics. This issue was recently addressed in the inquiry and report on Gaming MicroTransactions for Chance-Based Items. Odds-based microtransactions in video games, or “loot boxes,” offer users a chance to get special game items for actual money (i.e., legal tender), as opposed to acquiring this “loot” through in-game achievements. Loot-box purchasers, much like pathological gamblers placing a wager, report an initial rush when opening a loot box and then a wave of regret and shame. The current guidelines consider as classifiable elements: themes, violence, sex, language, drug use, and nudity. This submission argues that loot box or quasi-gambling mechanics should also be considered a classifiable element.
| Period | 2019 |
|---|---|
| Work for | Department of Infrastructure, Transport, Regional Development, Communications and the Arts (Australia), Australia, Australian Capital Territory |
Keywords
- loot box
- video games
- child protection
- Gambling
- gaming
Documents & Links
Related content
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Outputs
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Precious and worthless: a comparative perspective on loot boxes and gambling
Research output: Contribution to journal › Article › Research › peer-review
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Typhoid Mario: video game piracy as viral vector and national security threat
Research output: Contribution to journal › Article › Research › peer-review
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The educational efficacy of distinct information delivery systems in modified video games
Research output: Contribution to journal › Article › Research › peer-review