Xiao Leon Y
Center for Digital Play, IT University of Copenhagen, Kobenhavn, Denmark.
Department of Computer Science, University of York, York, UK.
R Soc Open Sci. 2023 Mar 29;10(3):230270. doi: 10.1098/rsos.230270. eCollection 2023 Mar.
Loot boxes in video games are a form of in-game transactions with randomized elements. Concerns have been raised about loot boxes' similarities with gambling and their potential harms (e.g. overspending). Recognizing players' and parents' concerns, in mid-2020, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) announced that games containing loot boxes or any forms of in-game transactions with randomized elements will be marked by a new label stating 'In-Game Purchases (Includes Random Items)'. The same label has also been adopted by the International Age Rating Coalition (IARC) and thereby assigned to games available on digital storefronts, e.g. the Google Play Store. The label is intended to provide more information to consumers and allow them to make more informed purchasing decisions. This measure is not legally binding and has been adopted as industry self-regulation or corporate social responsibility. Previous research has suggested that industry self-regulation might not be effectively complied with due to conflicting commercial interests. Compliance with the ESRB's, PEGI's and IARC's loot box presence warning label was assessed in two studies. The first study found that 60.6% of all games labelled by either the ESRB or PEGI (or 16.1% using a more equitable methodology) were not labelled by the other. The majority of the inconsistencies were caused by the ESRB refusing to apply the measure retroactively. Five instances where one age rating organization culpably failed to accurately identify loot box presence were identified (although only two cases were admitted by the relevant organization). Generally, with newly released games, consumers can rely on the PEGI and ESRB labels. PEGI has retroactively labelled many older games, meaning that consumers can expect the labelling to be accurate. However, due to the ESRB's policies (which it has refused to improve), North American consumers cannot rely on the label for many older games containing loot boxes, unlike their European counterparts. The data suggest that the loot box issue is far more pressing on mobile platforms than console/PC platforms. The second study found that 71.0% of popular games containing loot boxes on the Google Play Store (whose age rating system is regulated through IARC) did not display the label and were therefore non-compliant. The IARC's current policy on the Google Play Store is that only games submitted for rating after February 2022 are required to be labelled. This policy (which the IARC has refused to improve) means that most popular and high-grossing games can be, and presently are, marketed without the label, thus significantly reducing the measure's scope and potential benefit. The Apple App Store still does not allow loot box presence to be disclosed. At present, consumers and parents cannot rely on this self-regulatory measure to provide accurate information as to loot box presence for mobile games. Due to their immense scale, the mobile markets pose regulatory and enforcement challenges that PEGI admits are not yet resolved. The mere existence of this measure cannot be used to justify the non-regulation of loot boxes by governments, given the poor compliance and doubtful efficacy (even if when complied with satisfactorily). Improvements to the existing age rating systems are proposed. Preregistered Stage 1 protocol: https://doi.org/10.17605/OSF.IO/E6QBM (date of in-principle acceptance: 12 January 2023).
电子游戏中的开箱是一种带有随机元素的游戏内交易形式。人们对开箱与赌博的相似性及其潜在危害(如过度消费)表示担忧。认识到玩家和家长的担忧后,2020年年中,娱乐软件分级委员会(ESRB)和泛欧洲游戏信息组织(PEGI)宣布,包含开箱或任何形式带有随机元素的游戏内交易的游戏将贴上一个新标签,注明“游戏内购买(包括随机物品)”。国际年龄分级联盟(IARC)也采用了同样的标签,并因此将其应用于数字商店上架的游戏,如谷歌Play商店。该标签旨在向消费者提供更多信息,使他们能够做出更明智的购买决策。这项措施没有法律约束力,是作为行业自律或企业社会责任而采用的。此前的研究表明,由于商业利益冲突,行业自律可能无法得到有效遵守。两项研究评估了对ESRB、PEGI和IARC的开箱存在警告标签的遵守情况。第一项研究发现,ESRB或PEGI标注的所有游戏中,有60.6%(或采用更公平方法计算为16.1%)没有被另一方标注。大多数不一致情况是由ESRB拒绝追溯适用该措施造成的。发现了五个年龄分级组织未能正确识别开箱存在的应受谴责的案例(尽管相关组织只承认了两个案例)。一般来说,对于新发布的游戏,消费者可以信赖PEGI和ESRB的标签。PEGI已对许多旧游戏进行了追溯标注,这意味着消费者可以期待标注是准确的。然而,由于ESRB的政策(它拒绝改进),北美消费者无法像欧洲消费者那样信赖许多包含开箱的旧游戏的标签。数据表明,开箱问题在移动平台上比在主机/PC平台上更为紧迫。第二项研究发现,谷歌Play商店上包含开箱的热门游戏中,有71.0%(其年龄分级系统由IARC监管)没有显示该标签,因此不符合规定。IARC目前在谷歌Play商店的政策是,仅要求2022年2月之后提交评级的游戏进行标注。这项政策(IARC拒绝改进)意味着大多数热门和高收益游戏可以且目前在没有该标签的情况下进行营销,从而大大缩小了该措施的范围和潜在益处。苹果应用商店仍然不允许披露开箱的存在情况。目前,消费者和家长无法依靠这项自律措施来获取关于手机游戏中开箱存在情况的准确信息。由于移动市场规模巨大,PEGI承认其带来的监管和执法挑战尚未得到解决。鉴于遵守情况不佳且效果存疑(即使令人满意地遵守时也是如此),不能仅以这项措施的存在为由为政府不对开箱进行监管辩护。文中提出了对现有年龄分级系统的改进建议。预注册的第一阶段协议:https://doi.org/10.17605/OSF.IO/E6QBM(原则上接受日期:2023年1月12日)