The UK Department for Digital, Culture, Media and Sports (DCMS) is calling on game developers to take greater action against the so-called loot boxes of video games and strengthen the protection of children and adolescents.
DCMS released loot box evidence in 2020. This is an in-game feature that allows players to buy boxes for real money and receive random items such as power-ups to help players become more competitive in the game. Cosmetic items such as virtual wear.
However, there are growing concerns about the potential similarities between these features and gambling, and players are endangering real money without knowing what to receive in return.
Requests for evidence have shown that players who purchase loot boxes are more likely to experience gambling, mental health, financial and problematic game-related harm, and this risk is higher for children and adolescents. ..
DCMS is a measure to improve protection, including that some game developers and platforms, such as the Xbox, include options that require parental permission for children under the age of 18 to spend money in-game. Said that it has already taken.
However, the ministry wants to build this by providing stronger protection for children throughout the gaming industry, and if developers do not take sufficient steps to keep players safe, a new law will be introduced. He said he could consider it.
The government sector encourages gaming companies and platforms to provide spending management and transparent information to all players. Protection spends a disproportionate amount of money on the loot box and supports a small number of players who may be at greater risk.
To support this, DCMS will form a new working group featuring game developers, platforms and regulators to develop industry-led measures to protect players and mitigate the risk of harm. .. Potential measures may include parental controls and making transparent information available to all players.
The agency added that the request for evidence also revealed the need for better evidence to improve understanding of the positive and negative impacts of video games, and in itself launched a video game research framework to support this. I did.
“We want to stop children from using Spree online without parental consent, inspired by in-game purchases like loot boxes,” said Culture Secretary Nadine Dorries. rice field. “Game companies and platforms need to do more to ensure that regulations and age limits apply to protect players from the risk of gambling harm.
“Children should be free to enjoy the game safely, while giving parents and guardians the peace of mind they need.”
Joe Twist, CEO of the British Interactive Entertainment Association, said he was keen to work with the government to strengthen the protection of video players and welcomed the proposal.
“As a responsible industry, we are working to find additional ways for players and parents to enhance their existing work in order to develop and raise awareness of parental controls,” Twist said. increase.
“We look forward to working closely with governments and other organizations in working groups and video game research frameworks.”
Richard Wilson, Chief Executive Officer of TIGA, a non-profit trade association that represents the UK gaming industry, said: In 2020, TIGA officially adopted five principles to protect players with the aim of embodying the spirit of the approach that gaming companies should take when operating in the UK.
“Children and adolescents cannot buy a” loot box “in a video game without the consent of their parents. TIGA also believes that vulnerable adults need to be protected from the potential harm that can result from loot boxes.
“TIGA looks forward to contributing to DCMS’s planned working group to take steps to protect players from potential harm.”
