The UK games industry has declared its intention to implement measures to limit the ability of children to obtain loot boxes.
Randomly-allocated in-game extras that can be purchased via loot boxes have caused concern due to their similarity to problem gambling.
Ukie, the organization responsible for representing games companies, states that the proposals put forth will be beneficial in terms of increasing safeguards for all participants of the game.
The 11 new guidelines are presented as a demonstration of the industry's dedication to providing an environment of safe and responsible gaming.
Loot boxes offer players the opportunity to purchase digital items such as characters, outfits, weapons, maneuvers, or experience points with actual money. However, the contents of each box are chosen randomly, and thus remain a surprise. Some liken the buying of loot boxes to getting a Kinder Egg or a packet of football stickers, while others argue that it is akin to playing a slot machine.
For three years, the UK government have been trying to decide how to handle them; from the potential ban of their usage for minors in the UK to the directive from last summer for gaming companies to implement fresh regulations for the protection of children and young adults.
Do they pave the way for gambling addiction or simply provide an enjoyable element to enhance gamers' experiences?
Belgium and the Netherlands are examples of countries that have prohibited the use of these items.
In July of last year, Nadine Dorries - who was the Culture Secretary at the time - voiced her opinion that due to the evolving nature of research on loot boxes, direct government intervention could potentially result in unforeseen repercussions.
She argued that the games industry should take initiative and devise their own strategies before new regulations are imposed.
Almost a year has been needed to settle on those measures.
UKIE has articulated standards that it believes should govern loot box usage, so the industry can self-regulate.
A commitment is being made to make available technological controls that will effectively stop minors from getting a loot box without the approval or notice of a parent or guardian. There are already a number of these controls on gaming systems, but they are not being taken advantage of as much as they could be. The new standards outline recommended practices for taking advantage of these controls in order to boost their utilization.
A public information campaign will be launched to build knowledge of these regulations. Furthermore, an expert group will be formed to provide advice on matters related to confirming ages.
Ukie asserts that game companies should inform players of the presence of loot boxes before they make a decision to purchase a game, and that the odds of obtaining items from these boxes must be made clear prior to buying one.
The blueprints comprise regulations on the presentation of loot boxes and an assurance of more lax reimbursement protocols.
A suggestion has been put forward to address the illicit trade related to such sales and to carry out further investigations about their impact and usage.
A review of progress will take place in 12 months.
Many content producers have successfully established themselves on creating intriguing and amusing videos centered around the purchase of loot boxes, and many players make use of them responsibly on a regular basis.
The regulations are mainly meant to safeguard children and adolescents. But Dave Sproson is an example of how even adults can become addicted to purchasing loot boxes.
He encountered one within a video game inspired by his beloved anime series. Subsequently, his advancement started to be bogged down, leading him to purchase boxes in an effort to quicken the level-up of his character.
He would persuade himself that buying loot boxes was worthwhile as it was saving him time in comparison to improving his characters solely through gaming. To Mr Sproson, the purchase of a loot box was akin to 'scoring a goal in football'.
He stated that, like with any addiction, it's difficult to realize when he had gone over that invisible line.
I began to realise the extent of my problem when I could no longer pay for loot boxes with my own money. I was forced to resort to using credit cards, something I had never done before. I even had to rely on payday loans to support my habit. Over the course of one year, I had accumulated 28 loans from multiple different lenders.
After obtaining a £10,000 loan, he found it difficult to conceal his situation. "I started failing to make the payments on the loans. In order to get backing for a new loan I signed my partner's name fraudulently."
Mr Sproson's partner discovered that, despite expecting their baby in a very short time, he had incurred financial difficulties, necessitating that funds meant for the purchase of a new house and baby equipment be used to pay off the debt.
He revealed, "We had to go to our families and explain what had happened to us, in order to request their assistance. During this process, I would often find myself crying in bed at night. I had a child on the way, my partner and I were looking to buy a house, and my credit was in very bad shape due to my careless actions."
I was filled with revulsion and dread. I did not know if I would be present for the arrival of my son or if I would be allowed to be. The worst part was the impact it had on her, someone who had bestowed her faith in me with regards to money, love and everything else, and I had let her down.
Most people who purchase loot boxes within video games do not suffer from an uncontrollable desire to do so. Many view it as an enjoyable addition to the gaming experience. Still, some feel that certain games require payment to reach full potential, creating worry about the addictiveness of the technique, leading the government to act.
It is anticipated that by the year 2025, loot boxes will account for nearly £16bn in income for games businesses worldwide.
It appears to have been a challenge for both industry and government to find the right equilibrium between protecting vulnerable users and giving the gaming sector the opportunity to develop both culturally and economically. It is evident that these two parties had disparate perspectives on how the matter should be managed, considering the extended period of time it took before any measures were taken.
John Whittingdale, the minister for the creative industries, noted that there needs to be more of an effort from the video game industry to safeguard both children and adults from any potential damage connected to loot boxes.
These latest rules are a major leap forward to ensure gamers can engage in video gaming responsibly and securely. I look forward to seeing game companies put these arrangements into practice and will be closely monitoring their progress.
Sproson is now the head of safer gambling in a risk management firm. Having reconciled with his partner, they tied the knot and instituted strict rules to limit his expenditure. His last purchase of a loot box was back in July 2014.
I'm still a huge enthusiast for video games and continue to participate in them today - along with my eight-year-old son. I'm sure to only choose activities that don't contain in-game purchases enabled. Based on my personal view, loot boxes ought to be categorized as gambling. When you look at a regular loot box and a slot machine, there's not much of a difference.
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